Files
Young-lumberjack/lumber.asm
T
2025-02-19 11:16:30 +01:00

930 lines
22 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 temp2 .word
.zpvar tempbyte .byte
.zpvar PowerValue .byte ; power: 0 - 48
.zpvar PowerTimer .byte
.zpvar PowerDownSpeed .byte
.zpvar PaddleState .byte
.zpvar LowCharsetBase .byte
.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_game_upper
ins 'art/tu.fnt' ;
font_game_lower_right
ins 'art/tl_r.fnt' ;
font_game_lower_left
ins 'art/tl_l.fnt' ;
dl_level
.by $10
.by $44
.wo power_bar ; power indicator
.by $04
.by $44
.wo gamescreen_middle ; branches
:16 .by $04
.by $84 ; first DLI
.by $44
animation_addr
.wo gamescreen_lower1r
:5 .by $04
.by $84 ; second DLI
.by $04
.by $44
lastline_addr
.wo last_line_r
.by $41
.wo dl_level
;---------------------------------------------------
Power = power_bar+32+10
gamescreen_middle
.ds 32*18 ; 18 lines
screen_score = gamescreen_middle+6*32+14
screen_level = gamescreen_middle+9*32+13
;---------------------------------------------------
icl 'art/anim_exported.asm'
; Animation sequence:
; - phase 1 page 1 (standard position)
; - phase 2 page 1
; - phase 2 page 2
; - phase 2 page 3
; - phase 2 page 4
; - phase 3 page 1
; - phase 3 page 2
; - phase 3 page 3
; - phase 3 page 4
; - phase 3 page 5
; - phase 2 page 1
; - phase 2 page 1
; - phase 2 page 1
; - phase 1 page 1 (standard position)
;--------------------------------------------------
;icl 'lib/fileio.asm'
;--------------------------------------------------
;--------------------------------------------------
.proc vint
;--------------------------------------------------
mva #0 dliCount
; power down
dec PowerTimer
bne wait_for_timer
; one bar down
mva PowerDownSpeed PowerTimer
jsr PowerDown
wait_for_timer
; mva #13 VSCROL ; FOX gfx mode only
/*
bit RMT_blocked
bmi SkipRMTVBL
; ------- RMT -------
lda sfx_effect
bmi lab2
asl @ ; * 2
tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
lda #0 ;A = 0 note (0..60)
bit noSfx
smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
lda #$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 IngameDLI1
;--------------------------------------------------
pha
lda dliCount
bne secondDLI
inc dliCount
mva LowCharsetBase CHBASE
mva #$0c COLPF2
mva #$c6 COLPF0
mva #$f6 COLPF3
pla
rti
secondDLI
sta WSYNC
sta WSYNC
sta WSYNC
sta WSYNC
mva #$86 COLPF2
pla
rti
.endp
;--------------------------------------------------
main
;--------------------------------------------------
jsr WaitForKeyRelease
jsr MakeDarkScreen
jsr initialize
RMTsong song_main_menu
jsr StartScreen
RMTSong song_ingame
jsr ScoreClear
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_game_upper CHBAS
pause 5
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
jsr GetKey
cmp #@kbcode._left
beq left_pressed
cmp #@kbcode._right
beq right_pressed
bne loop
right_pressed
jsr ScoreUp
jsr PowerUp
jsr AnimationR
jmp loop
left_pressed
jsr ScoreUp
jsr PowerUp
jsr AnimationL
jmp loop
LevelOver
; level over
jsr WaitForKeyRelease
rts
.endp
;--------------------------------------------------
.proc AnimationR
;--------------------------------------------------
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
; mwa #gamescreen_lower1r animation_addr
; waitRTC
mwa #gamescreen_lower2r animation_addr
waitRTC
mwa #gamescreen_lower3r animation_addr
waitRTC
mwa #gamescreen_lower4r animation_addr
waitRTC
mwa #gamescreen_lower5r animation_addr
waitRTC
mwa #gamescreen_lower6r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower7r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower8r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower9r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower10r animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower2r animation_addr
waitRTC
waitRTC
waitRTC
mwa #gamescreen_lower1r animation_addr
rts
.endp
;--------------------------------------------------
.proc AnimationL
;--------------------------------------------------
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
; mwa #gamescreen_lower1l animation_addr
; waitRTC
mwa #gamescreen_lower2l animation_addr
waitRTC
mwa #gamescreen_lower3l animation_addr
waitRTC
mwa #gamescreen_lower4l animation_addr
waitRTC
mwa #gamescreen_lower5l animation_addr
waitRTC
mwa #gamescreen_lower6l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower7l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower8l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower9l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower10l animation_addr
waitRTC
jsr branches_go_down
mwa #gamescreen_lower2l animation_addr
waitRTC
waitRTC
waitRTC
mwa #gamescreen_lower1l animation_addr
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_game_upper CHBAS
mva #>font_game_lower_right LowCharsetBase
mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
mva #$00 COLBAKS
mva #$88 COLOR0
mva #$f4 COLOR1
mva #$0c COLOR2
mva #$38 COLOR3
;mva #$ff COLOR4
mva #0 dliCount
sta RMT_blocked
lda #$ff
sta sfx_effect
JSR AudioInit
jsr draw_branches
mva #24 PowerValue ; half power
jsr draw_PowerBar
mva #20 PowerDownSpeed
sta PowerTimer
/* ;RMT INIT
ldx #<MODUL ;low byte of RMT module to X reg
ldy #>MODUL ;hi byte of RMT module to Y reg
lda #0 ;starting song line 0-255 to A reg
jsr RASTERMUSICTRACKER ;Init
*/
mwa #gamescreen_lower1r animation_addr
lda #@dmactl(standard|dma)
sta dmactls
mwa #dl_level dlptrs
vdli IngameDLI1
;VBI
vmain vint,7
rts
.endp
;--------------------------------------------------
.proc RmtSongSelect
; starting song line 0-255 to A reg
;--------------------------------------------------
/*
cmp #song_main_menu
beq noingame ; noMusic blocks only ingame songs
bit noMusic
spl:lda #song_silencio
noingame
*/
/* mvx #$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
;--------------------------------
; non ZP variables
;--------------------------------
branches_list
.by 1,0,2,0,1,0 ;
branches_anim_phase ; from 0 to 4
.by 1
score
dta d"0000"
level
dta $1a, $1b, $1c, $1b, $1a, $24
dta d"1"
;--------------------------------------------------
.proc ScoreUp
;--------------------------------------------------
inc score+3
lda score+3
cmp #"9"+1 ; 9+1 character code
bne ScoreReady
lda #"0" ; 0 character code
sta score+3
inc score+2
lda score+2
cmp #"9"+1 ; 9+1 character code
bne ScoreReady
lda #"0" ; 0 character code
sta score+2
inc score+1
lda score+1
cmp #"9"+1 ; 9+1 character code
bne ScoreReady
lda #"0" ; 0 character code
sta score+1
inc score
ScoreReady
rts
.endp
;--------------------------------------------------
.proc ScoreClear
;--------------------------------------------------
lda #"0"
ldx #3
@ sta score,x
dex
bpl @-
rts
.endp
;--------------------------------------------------
.proc ScoreToScreen
;--------------------------------------------------
ldx #3
@ lda score,x
sta screen_score,x
dex
bpl @-
rts
.endp
;--------------------------------------------------
.proc LevelToScreen
;--------------------------------------------------
ldx #6
@ lda level,x
sta screen_level,x
dex
bpl @-
rts
.endp
;--------------------------------------------------
.proc PowerUp
;--------------------------------------------------
inc PowerValue
lda PowerValue
cmp #49
bne not_max_pwr
mva #48 PowerValue
not_max_pwr
jsr draw_PowerBar
rts
.endp
;--------------------------------------------------
.proc PowerDown
;--------------------------------------------------
dec PowerValue
bpl not_min_pwr
mva #0 PowerValue
not_min_pwr
jsr draw_PowerBar
rts
.endp
;--------------------------------------------------
.proc draw_PowerBar
;--------------------------------------------------
lda PowerValue
cmp #48
bcc not_to_high
mva #48 PowerValue
not_to_high
tay
and #%00000011
clc
adc #PowerChar0
tax ; code of last char in bar
tya
:2 lsr ; value/4 - number of full char in bar
sta tempbyte
ldy #0
lda #PowerCharFull
draw_bar_loop
cpy tempbyte
bne not_last_bar_char
; last char in bar
txa
sta Power,y
lda #PowerCharEmpty ; becouse naxt in bar chars are empty
bne next_char
not_last_bar_char
sta Power,y
next_char
iny
cpy #12
bne draw_bar_loop
rts
.endp
;--------------------------------------------------
.proc draw_branches
;--------------------------------------------------
; branch 0 (off-screen if phase 0)
draw_branch0
lda branches_anim_phase
beq draw_branch1
tax
; this is partialy off-screen branch
; we must draw only visible lines
; now calculate start screen adress
lda #5
sec
sbc branches_anim_phase
:5 asl ; skippedlines*32
tay ; to skip lines
txa
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle-5*32)
sta temp
lda #>(gamescreen_middle-5*32)
adc #0
sta temp+1
ldx branches_list ; branch0
lda branch_addr_tableL,x
sta temp2
lda branch_addr_tableH,x
sta temp2+1
; skiping off-screen lines
; ldy #$00 ; we hawe value in Y
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines - skipped lines
bne @-
draw_branch1
lda branches_anim_phase
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<gamescreen_middle
sta temp
lda #>gamescreen_middle
adc #0
sta temp+1
ldy branches_list+1 ; branch1
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines
bne @-
draw_branch2
lda branches_anim_phase
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+5*32)
sta temp
lda #>(gamescreen_middle+5*32)
adc #0
sta temp+1
ldy branches_list+2 ; branch2
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy #(5*32) ;5 lines
bne @-
jsr ScoreToScreen
jsr LevelToScreen
draw_branch3
lda branches_anim_phase
ldx #(5*32) ; how many lines draw
cmp #3
bne not_phase3
ldx #(4*32) ; how many lines draw
not_phase3
cmp #4
bne not_phase4
ldx #(3*32) ; how many lines draw
not_phase4
stx tempbyte
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+10*32)
sta temp
lda #>(gamescreen_middle+10*32)
adc #0
sta temp+1
ldy branches_list+3 ; branch3
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy tempbyte ;? lines
bne @-
draw_branch4
lda branches_anim_phase
; draw only if phase 0 or 1 or 2
cmp #3
bcs all_drawed
ldx #(3*32) ; how many lines draw
cmp #1
bne not_phase1
ldx #(2*32) ; how many lines draw
not_phase1
cmp #2
bne not_phase2
ldx #(1*32) ; how many lines draw
not_phase2
stx tempbyte
; now calculate start screen adress
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+15*32)
sta temp
lda #>(gamescreen_middle+15*32)
adc #0
sta temp+1
ldy branches_list+4 ; branch3
lda branch_addr_tableL,y
sta temp2
lda branch_addr_tableH,y
sta temp2+1
ldy #$00
@ lda (temp2),y
sta (temp),y
iny
cpy tempbyte ;? lines
bne @-
all_drawed
rts
.endp
;--------------------------------------------------
.proc branches_go_down
;--------------------------------------------------
inc branches_anim_phase
lda branches_anim_phase
cmp #5
bne next_phase_only
jsr new_branch
next_phase_only
jsr draw_branches
rts
.endp
;--------------------------------------------------
.proc new_branch
;--------------------------------------------------
mva #0 branches_anim_phase
mva branches_list+4 branches_list+5
mva branches_list+3 branches_list+4
mva branches_list+2 branches_list+3
mva branches_list+1 branches_list+2
mva branches_list+0 branches_list+1
beq make_random_branch
lda #0
beq branch_ready
make_random_branch
lda RANDOM ; 0, 1 or 2
and #%00000011
cmp #3
bne branch_ready
lda #0
branch_ready
sta branches_list+0
rts
.endp
;--------------------------------------------------
.proc GetKey
; waits for pressing a key and returns pressed value in A
; result: A=keycode
;--------------------------------------------------
jsr WaitForKeyRelease
getKeyAfterWait
jsr GetKeyFast
cmp #@kbcode._none
beq getKeyAfterWait
ldy #0
sty ATRACT ; reset atract mode
rts
.endp
;--------------------------------------------------
.proc GetKeyFast
; returns pressed value in A - no waits for press
; result: A=keycode ($ff - no key pressed)
;--------------------------------------------------
.IF TARGET = 800
lda SKSTAT
and #%00000100 ; any key
bne checkJoyGetKey ; key not pressed, check Joy
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
bne checkJoyGetKey ; key not pressed, check Joy
.ENDIF
lda kbcode
cmp #@kbcode._none
bne getkeyend
checkJoyGetKey
;------------JOY-------------
;happy happy joy joy
;check for joystick now
lda STICK0
and #$0f
cmp #$0f
beq notpressedJoyGetKey
tay
lda joyToKeyTable,y
bne getkeyend
notpressedJoyGetKey
;fire
lda STRIG0
beq JoyButton
.IF TARGET = 800 ; Second joy button , Select and Option key only on A800
jsr Check2button
bcc SecondButton
bne checkSelectKey
checkSelectKey
lda CONSOL
and #%00000010 ; Select
beq SelectPressed
lda CONSOL
and #%00000100 ; Option
beq OptionPressed
.ENDIF
lda #@kbcode._none
bne getkeyend
OptionPressed
lda #@kbcode._atari ; Option key
bne getkeyend
SecondButton
SelectPressed
lda #@kbcode._tab ; Select key
bne getkeyend
JoyButton
lda #@kbcode._ret ; Return key
getkeyend
rts
; ----
.IF TARGET = 800 ; Second joy button only on A800
Check2button
lda PADDL0
and #$c0
eor #$C0
cmp PaddleState
sta PaddleState
rts
.ENDIF
.endp
;--------------------------------------------------
.proc getkeynowait
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
rts
.endp
;--------------------------------------------------
.proc WaitForKeyRelease
;--------------------------------------------------
StillWait
lda STICK0
and #$0f
cmp #$0f
bne StillWait
lda STRIG0
beq StillWait
.IF TARGET = 800
lda SKSTAT
and #%00000100 ; any key
beq StillWait
lda CONSOL
and #%00000110 ; Select and Option only
cmp #%00000110
bne StillWait
.ELIF TARGET = 5200
lda SkStatSimulator
and #%11111110
beq StillWait
.ENDIF
KeyReleased
rts
.endp
;--------------------------------------------------
.proc CheckStartKey
;--------------------------------------------------
lda CONSOL ; turbo mode
and #%00000001 ; START KEY
rts
.endp
;--------------------------------------------------
branch_addr_tableL
.by <branch0
.by <branch1
.by <branch2
branch_addr_tableH
.by >branch0
.by >branch1
.by >branch2
;--------------------------------
PowerChar0 = $87 ; power bar first (0) character
PowerCharFull = $8b
PowerCharEmpty = PowerChar0
;--------------------------------
joyToKeyTable
.by $ff ;00
.by $ff ;01
.by $ff ;02
.by $ff ;03
.by $ff ;04
.by $ff ;05
.by $ff ;06
.by @kbcode._right ;07
.by $ff ;08
.by $ff ;09
.by $ff ;0a
.by @kbcode._left ;0b
.by $ff ;0c
.by @kbcode._down ;0d
.by @kbcode._up ;0e
.by $ff ;0f
;-----------------------------------
; 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