Files
Young-lumberjack/lumber.asm
T
2025-02-10 14:18:20 +01:00

312 lines
7.5 KiB
NASM

;Young lumberjack closure
;---------------------------------------------------
.IFNDEF TARGET
.def TARGET = 800 ; 5200
.ENDIF
;---------------------------------------------------
OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
;---------------------------------------------------
.macro build
dta d"0.00" ; number of this build (4 bytes)
.endm
.macro RMTSong
lda #:1
jsr RMTSongSelect
.endm
;---------------------------------------------------
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
display = $a000
.zpvar temp .word = $80
.zpvar displayposition .word
.zpvar DLI_A DLI_X dliCount .byte
.zpvar RMT_blocked noSfx SFX_EFFECT .byte
.zpvar AutoPlay .byte ; Auto Play flag ($80 - auto)
RMT_zpvars = AutoPlay+1 ; POZOR!!! RMT vars go here
;---------------------------------------------------
org $2000
MODUL
;ins 'art/muzyka_stripped.rmt',+5 ; my RMT 1.28 on WINE is apparently broken. I lost some hair here (5, not 6)
;.align $100
;icl 'art/rmtplayr.a65'
;---------------------------------------------------
.align $400
font_game1
ins 'art/t1.fnt' ;
dl_level
.by $10
.by $44
.wo gamescreen
:17 .by $04
.by $84
:9 .by $04
.by $41
.wo dl_level
;---------------------------------------------------
gamescreen
ins 'art/screen.bin' ;
;--------------------------------------------------
;icl 'lib/fileio.asm'
;--------------------------------------------------
;--------------------------------------------------
.proc vint
;--------------------------------------------------
mva #0 dliCount
; mva #13 VSCROL ; FOX gfx mode only
/*
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$ff
sta sfx_effect ;reinit value
lab2
jsr RASTERMUSICTRACKER+3 ;1 play
; ------- RMT -------
SkipRMTVBL
*/
/* ;sfx
lda sfx_effect
bmi lab2
asl ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #3 ;X = 3 channel (0..3 or 0..7 for stereo module)
lda #12 ;A = 12 note (0..60)
jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
;
lda #$ff
sta sfx_effect ;reinit value
;
lab2
jsr RASTERMUSICTRACKER+3
skipSoundFrame */
jmp XITVBV
.endp
;--------------------------------------------------
.proc DLI
;--------------------------------------------------
pha
mva #$b6 COLPF0
pla
rti
.endp
;--------------------------------------------------
main
;--------------------------------------------------
jsr wait_for_depress
jsr MakeDarkScreen
jsr initialize
RMTsong song_main_menu
jsr StartScreen
RMTSong song_ingame
gameloop
jsr MakeDarkScreen
jsr LevelScreen
jsr PlayLevel
jsr MakeDarkScreen
;jsr NextLevel
; RMTSong song_ingame
jsr AudioInit ; after I/O
jmp gameloop
EndOfLife
;dec Lives ; decrease Lives
;lda Lives
;cmp #"0"
;beq gameOver ; if no lives - game over
;jsr NextLife
jmp gameloop
gameOver
;game over
;RMTSong song_game_over
;jsr HiScoreCheckWrite
jsr GameOverScreen
@ lda CONSOL
and #@consol(start) ; START
beq main
lda TRIG0 ; fire
jeq main
jmp @-
;--------------------------------------------------
.proc StartScreen
;--------------------------------------------------
/* jsr MakeDarkScreen
mwa #dl_start dlptrs
lda #$0 ;+GTIACTLBITS
sta GPRIOR
sta COLBAKS
lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
sta dmactls
pause 1
StartLoop
;jmp StartLoop
EndOfStartScreen */
rts
.endp
;--------------------------------------------------
.proc LevelScreen
;--------------------------------------------------
jsr MakeDarkScreen
ldx #2
mwa #dl_level dlptrs
lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
sta dmactls
mva #>font_game1 CHBAS
pause 100
rts
.endp
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
/* jsr MakeDarkScreen
ldx #5
mwa #dl_over dlptrs
lda #%00110010 ; normal screen width, DL on, P/M off
sta dmactls
pause 20 */
rts
.endp
;--------------------------------------------------
.proc MakeDarkScreen
;--------------------------------------------------
mva #0 dmactls ; dark screen
; and wait one frame :)
pause 1
rts
.endp
;--------------------------------------------------
.proc PlayLevel
;--------------------------------------------------
loop
; PUT GAME HERE
NoAuto
jne loop
LevelOver
; level over
jsr wait_for_depress
rts
.endp
;--------------------------------------------------
.proc AudioInit
;--------------------------------------------------
; pokeys init
lda #3
sta skctl ; put Pokey into Init
sta skctl+$10
ldx #8
lda #0
@
sta $D200,x ; clear all voices, set AUDCTL to 00
sta $D210,x ; clear all voices, set AUDCTL to 00
dex
bpl @-
rts
.endp
;--------------------------------------------------
.proc initialize
;--------------------------------------------------
mva #>font_game1 CHBAS
mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
mva #$00 COLBAKS
mva #$96 COLOR0
mva #$f4 COLOR1
mva #$0c COLOR2
mva #$f6 COLOR3
;mva #$ff COLOR4
mva #0 dliCount
sta RMT_blocked
lda #$ff
sta sfx_effect
JSR AudioInit
/* ;RMT INIT
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
*/
lda #@dmactl(standard|dma)
sta dmactls
mwa #dl_level dlptrs
vdli DLI
;VBI
;vmain vint,7
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
; starting song line 0-255 to A reg
;--------------------------------------------------
/*
cmp #song_main_menu
beq noingame ; noMusic blocks only ingame songs
bit noMusic
spl:lda #song_silencio
noingame
*/
/* mvx #$ff RMT_blocked
ldx #<MODUL ; low byte of RMT module to X reg
ldy #>MODUL ; hi byte of RMT module to Y reg
jsr RASTERMUSICTRACKER ; Init
mva #0 RMT_blocked
*/ rts
.endp
;--------------------------------------------------
.proc wait_for_depress ; ion
;--------------------------------------------------
lda CONSOL
and:cmp #%00000111
bne wait_for_depress
lda TRIG0
beq wait_for_depress
rts
.endp
;--------------------------------
; names of RMT instruments (sfx)
;--------------------------------
sfx_ping = $07
sfx_pong = $08
;--------------------------------
; RMT songs (lines)
;--------------------------------
song_main_menu = $00
song_ingame = $07
song_game_over = $12
RUN main