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This commit is contained in:
Pecusx
2024-08-12 21:46:39 +02:00
parent 73f00a27f2
commit 16a5352f43
4 changed files with 29 additions and 756 deletions
+1 -1
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@@ -142,7 +142,7 @@ ShapesTableH
.by >ground_1
.by >ground_2
diff_object_gap ; min distance between obstacles by difficulty level
:DIFF_LEVELS .by 20-#
.by 18,17,15,13,11,9,8,7,6,5,5,5,5,5,5,5,5,5,5,5,5,5,5
;----------vars----------
diff_level .ds 1
DinoJumpTr .by 1,2,3,4,4,3,2,1
+28 -7
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@@ -1,6 +1,6 @@
SCR_HEIGHT = 8
WORLD_LENGTH = 64
DIFF_LEVELS = 16
DIFF_LEVELS = 20
; No internet
;---------------------------------------------------
@@ -17,6 +17,7 @@ swap_table=$0600 ; table for swap bytes in left characters :)
.zpvar DinoState .byte ; 0/1 - walk, 2/3 - crouch, 4... - jump
.zpvar JumpPhase .byte
.zpvar Hit .byte
.zpvar Level .byte
;---------------------------------------------------
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
@@ -332,10 +333,19 @@ Shift
lda WorldTable+1,y
sta WorldTable,y
iny
cpy #WORLD_LENGTH-1
cpy #WORLD_LENGTH
bne Shift
lda #0 ;ground
sta WorldTable,y
; or sometimes mountain :)
lda RANDOM
and #%00011111 ; 32:1
bne no_mountain
lda #13
sta WorldTable-1,y
ora #$80
sta WorldTable,y
no_mountain
; now we can insert random object to world end
; check if there is enough of the gap between obstacles
@@ -359,14 +369,23 @@ insertObject
lda RANDOM
and #%00000001 ; insert 50/50
beq noInsert
randomize 8 13 ; cactuses and hole
lda diff_level
cmp #2
bcs AddBirds
NoBirds
randomize 8 12 ; cactuses and hole
bne Drawn
AddBirds
randomize 7 12 ; cactuses and hole
Drawn
cmp #7 ; if bird then selec one shape from 3
bne NoBird
randomize 2 7
and #%11111110
NoBird
sta WorldTable+WORLD_LENGTH-2
ora #$80
sta WorldTable+WORLD_LENGTH-1
inc diff_level
noInsert
rts
.endp
@@ -384,6 +403,8 @@ noInsert
bne ScoreReady
lda #$10 ; 0 character code
sta score+3
; if score gets next 100 - level up
inc diff_level
inc score+2
lda score+2
cmp #$1a ; 9+1 character code
-748
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@@ -1,748 +0,0 @@
SCR_HEIGHT = 8
WORLD_LENGTH = 64
DIFF_LEVELS = 16
; No internet
;---------------------------------------------------
OPT r+
swap_table=$0600 ; table for swap bytes in left characters :)
;---------------------------------------------------
; Zpage variables
.zpvar temp_w .word = $80
.zpvar temp_b .byte
.zpvar DinoWalkPhase .byte
.zpvar DinoState .byte ; 0/1 - walk, 2/3 - crouch, 4... - jump
.zpvar JumpPhase .byte
.zpvar Hit .byte
;---------------------------------------------------
icl 'lib/ATARISYS.ASM'
icl 'lib/MACRO.ASM'
;---------------------------------------------------
; dark screean and BASIC off
ORG $2000
mva #0 dmactls ; dark screen
mva #$ff portb
; and wait one frame :)
waitRTC ; or waitRTC ?
mva #$ff portb ; BASIC off
rts
ini $2000
;---------------------------------------------------
org $2000
;---------------------------------------------------
; 4 charsets for fine scroll
font1
ins 'artwork/dino1.fnt' ; 1 charset
font2 = font1+$400
ins 'artwork/dino2.fnt' ; 2 charset
font3 = font2+$400
ins 'artwork/dino3.fnt' ; 3 charset
font4 = font3+$400
ins 'artwork/dino4.fnt' ; 4 charset
; and 4 charsets for left game :)
font1l=font4+$400
font2l=font1l+$400
font3l=font2l+$400
font4l=font3l+$400
org font4l+$400
; screen data
; SCR_HEIGHT lines 256bytes each
screen
.ds $100*SCR_HEIGHT
; display list
GameDL
:13 .byte SKIP8 ; empty lines
.byte MODE2+LMS ; gr.8+LMS
.word status_line
.byte SKIP8 ; empty lines
.rept SCR_HEIGHT, #
.byte MODE2+LMS+SCH ; gr.0+LMS+HSCRL
line:1_addr
.word screen+$100*#
.endr
.byte JVB
.word GameDL
status_line
dta d" l-hi 00000 r-hi 00000 00000 "
score=status_line+33
rhiscore=status_line+19
lhiscore=status_line+7
;---------------------------------------------------
; World table without dino
WorldTable
:WORLD_LENGTH .byte 0 ; ground
;---------------------------------------------------
FirstSTART
jsr GenerateCharsets
jsr SetGameScreen
jsr FadeColors
NewGame
jsr SetStart
EndLoop
;lda #$32
;sta COLBAK
jsr WorldToScreen
jsr ShowDino
lda Hit
bne EndGame
;lda #$5f
;sta COLBAK
jsr CheckJoy
mva #>font2 chbas
waitRTC ; or waitRTC ?
mva #3 hscrol
mva #>font3 chbas
waitRTC ; or waitRTC ?
mva #2 hscrol
jsr WorldShift ; better place (flickering)
mva #>font4 chbas
waitRTC ; or waitRTC ?
mva #1 hscrol
jsr Animate
mva #>font1 chbas
waitRTC ; or waitRTC ?
mva #4 hscrol
jmp EndLoop
EndGame
key
jsr HiScoreR
jmp NewGame
rts
;-----------------------------------------------
; Generation of character sets 2,3 and 4 of 1
; By copying and horizontal shift dino
;-----------------------------------------------
.proc GenerateCharsets
; copy charset 1 to 2,3 and 4 (but not dino chars)
ldy #0
CopyLoop
; no dino characters
lda font1,y
sta font2,y
sta font3,y
sta font4,y
sta font1l,y
sta font2l,y
sta font3l,y
sta font4l,y
lda font1+$200,y
sta font2+$200,y
sta font3+$200,y
sta font4+$200,y
sta font1l+$200,y
sta font2l+$200,y
sta font3l+$200,y
sta font4l+$200,y
lda font1+$300,y
sta font2+$300,y
sta font3+$300,y
sta font4+$300,y
sta font1l+$300,y
sta font2l+$300,y
sta font3l+$300,y
sta font4l+$300,y
; dino characters - only to 'left' charsets
lda font1+$100,y
sta font1l+$100,y
lda font2+$100,y
sta font2l+$100,y
lda font3+$100,y
sta font3l+$100,y
lda font4+$100,y
sta font4l+$100,y
iny
bne CopyLoop
; create table for swapping
ldy #0
@ sty temp_b
.REPT 8
rol temp_b
ror @
.ENDR
sta swap_table,y
iny
bne @-
; swap bits in bharacters
ldy #0
SwapLoop
lda font1+$100,y
tax
lda swap_table,x
sta font1l+$100,y
lda font2+$100,y
tax
lda swap_table,x
sta font2l+$100,y
lda font3+$100,y
tax
lda swap_table,x
sta font3l+$100,y
lda font4+$100,y
tax
lda swap_table,x
sta font4l+$100,y
lda font1+$200,y
tax
lda swap_table,x
sta font1l+$200,y
lda font2+$200,y
tax
lda swap_table,x
sta font2l+$200,y
lda font3+$200,y
tax
lda swap_table,x
sta font3l+$200,y
lda font4+$200,y
tax
lda swap_table,x
sta font4l+$200,y
iny
bne SwapLoop
rts
.endp
;-----------------------------------------------
.proc ClearWorld
ldy #WORLD_LENGTH-1 ; world size
lda #0 ; ground
@ sta WorldTable,y
dey
bpl @-
rts
.endp
.proc ClearScreen
ldy #44 ; visible screen len
lda #0
ClearLoop
sta screen+$700,y
sta screen+$600,y
sta screen+$500,y
sta screen+$400,y
sta screen+$300,y
sta screen+$200,y
sta screen+$100,y
dey
bne ClearLoop
rts
.endp
;-----------------------------------------------
.proc WorldToScreen
jsr ClearScreen
ldx #0 ; start position
stx temp_b
ToScreenLoop
lda WorldTable,x
bmi NothingToDraw
tay
jsr ShowObject
NothingToDraw
inc temp_b
ldx temp_b
cpx #WORLD_LENGTH
bne ToScreenLoop
rts
.endp
;-----------------------------------------------
.proc WorldShift
jsr ScoreUp
ldy #0
Shift
lda WorldTable+1,y
sta WorldTable,y
iny
cpy #WORLD_LENGTH-1
bne Shift
lda #0 ;ground
sta WorldTable,y
; now we can insert random object to world end
; check if there is enough of the gap between obstacles
; get the gap for the given difficulty level
ldx diff_level
lda #WORLD_LENGTH
sec
sbc diff_object_gap,x
tax
; is there a gap?
@
lda WorldTable,x
bne noInsert
inx
cpx #WORLD_LENGTH
bne @-
;all zeroes
insertObject
lda RANDOM
and #%00000001 ; insert 50/50
beq noInsert
randomize 8 13 ; cactuses and hole
sta WorldTable+WORLD_LENGTH-2
ora #$80
sta WorldTable+WORLD_LENGTH-1
inc diff_level
noInsert
rts
.endp
;-----------------------------------------------
.proc ScoreUp
inc score+4
lda score+4
cmp #$1a ; 9+1 character code
bne ScoreReady
lda #$10 ; 0 character code
sta score+4
inc score+3
lda score+3
cmp #$1a ; 9+1 character code
bne ScoreReady
lda #$10 ; 0 character code
sta score+3
inc score+2
lda score+2
cmp #$1a ; 9+1 character code
bne ScoreReady
lda #$10 ; 0 character code
sta score+2
inc score+1
lda score+1
cmp #$1a ; 9+1 character code
bne ScoreReady
lda #$10 ; 0 character code
sta score+1
inc score
ScoreReady
rts
.endp
;-----------------------------------------------
.proc Animate
ldy #WORLD_LENGTH
@ lda WorldTable,y
tax
and #%01111111
beq NoBird
cmp #8 ; first cactus
bcs NoBird
; then animate bird
txa
eor #%0000001
sta WorldTable,y
NoBird
dey
bpl @-
; animate Dino
lda DinoWalkPhase
eor #%00000001
sta DinoWalkPhase
; jump
lda DinoState
cmp #4 ; jump state
bne NoJump
lda JumpPhase
cmp #JumpLen ; max jump phase
beq EndJump
inc JumpPhase
rts
EndJump
lda #0
sta JumpPhase
sta DinoState
NoJump
rts
.endp
;-----------------------------------------------
; Show Object on screen
; X - y position
; Y - shape nr
;-----------------------------------------------
.proc ShowObject
lda ShapesTableL,y
sta temp_w
lda ShapesTableH,y
sta temp_w+1
ldy #0
ObjectLoop
lda (temp_w),y
bmi @+
sta screen+$400,x
@ adw temp_w #2
lda (temp_w),y
bmi @+
sta screen+$500,x
@ adw temp_w #2
lda (temp_w),y
bmi @+
sta screen+$600,x
@ adw temp_w #2
lda (temp_w),y
bmi @+
sta screen+$700,x
@ sbw temp_w #6
inx
iny
cpy #2 ; object width
bne ObjectLoop
rts
.endp
;-----------------------------------------------
; Show Dino on screen (test)
;-----------------------------------------------
.proc ShowDino
ldx #5 ; position
lda DinoState
ora DinoWalkPhase ; shape
tay
lda DinoShapesTableL,y
sta temp_w
lda DinoShapesTableH,y
sta temp_w+1
cpy #4 ; jump
beq Jump
cpy #5 ; jump
beq Jump
ldy #0
DinoLoop
lda (temp_w),y
bmi @+
lda screen+$500,x
beq NotHit0b
lda #$5b ; hit mark
sta Hit
bne Hit0b
NotHit0b
lda (temp_w),y
Hit0b
sta screen+$500,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$600,x
beq NotHit0c
lda #$5b ; hit mark
sta Hit
bne Hit0c
NotHit0c
lda (temp_w),y
Hit0c
sta screen+$600,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
sta screen+$700,x
@ sbw temp_w #10
inx
iny
cpy #5 ; dino width
bne DinoLoop
rts
Jump
ldy JumpPhase
lda DinoJumpTr,y
cmp #2
jeq jPhase2
cmp #3
jeq jPhase3
cmp #4
jeq jPhase4
jPhase1
ldy #0
DinoLoop1
lda (temp_w),y
bmi @+
lda screen+$400,x ; check obstacle
beq NotHit1a
lda #$5b ; make hit mark
sta Hit
bne Hit1a
NotHit1a
lda (temp_w),y
Hit1a
sta screen+$400,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$500,x ; check obstacle
beq NotHit1b
lda #$5b ; make hit mark
sta Hit
bne Hit1b
NotHit1b
lda (temp_w),y
Hit1b
sta screen+$500,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$600,x ; check obstacle
beq NotHit1c
lda #$5b ; make hit mark
sta Hit
bne Hit1c
NotHit1c
lda (temp_w),y
Hit1c
sta screen+$600,x
@ sbw temp_w #10
inx
iny
cpy #5 ; dino width
bne DinoLoop1
rts
jPhase2
ldy #0
DinoLoop2
lda (temp_w),y
bmi @+
sta screen+$300,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$400,x ; check obstacle
beq NotHit2a
lda #$5b ; make hit mark
sta Hit
bne Hit2a
NotHit2a
lda (temp_w),y
Hit2a
sta screen+$400,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$500,x ; check obstacle
beq NotHit2b
lda #$5b ; make hit mark
sta Hit
bne Hit2b
NotHit2b
lda (temp_w),y
Hit2b
sta screen+$500,x
@ sbw temp_w #10
inx
iny
cpy #5 ; dino width
bne DinoLoop2
rts
jPhase3
ldy #0
DinoLoop3
lda (temp_w),y
bmi @+
sta screen+$200,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
sta screen+$300,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
lda screen+$400,x ; check obstacle
beq NotHit3a
lda #$5b ; make hit mark
sta Hit
bne Hit3a
NotHit3a
lda (temp_w),y
Hit3a
sta screen+$400,x
@ sbw temp_w #10
inx
iny
cpy #5 ; dino width
bne DinoLoop3
rts
jPhase4
ldy #0
DinoLoop4
lda (temp_w),y
bmi @+
sta screen+$100,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
sta screen+$200,x
@ adw temp_w #5
lda (temp_w),y
bmi @+
sta screen+$300,x
@ sbw temp_w #10
inx
iny
cpy #5 ; dino width
bne DinoLoop4
rts
.endp
;-----------------------------------------------
.proc CheckJoy
lda DinoState
cmp #4 ; jump state
beq NoChange
lda STICK0
and #%00000010 ; down
beq Down
lda STICK0
and #%00000001 ; up
beq Up
; check keyboard
lda SKSTAT
cmp #$f7 ; SHIFT
beq Down
cmp #$ff
beq Walk
lda kbcode
cmp #@kbcode._space
beq Up
Walk
lda #0
sta DinoState
NoChange
rts
Up lda #4
sta DinoState
lda #0
sta JumpPhase
rts
Down
lda #2
sta DinoState
rts
.endp
;-----------------------------------------------
.proc SetStart
jsr ClearWorld
lda #0
sta DinoWalkPhase
sta DinoState
sta diff_level
sta Hit
; clear score
lda #$10
sta score
sta score+1
sta score+2
sta score+3
sta score+4
rts
.endp
;-----------------------------------------------
.proc HiScoreR
lda rhiscore
cmp score
bcc higher1
bne lower
lda rhiscore+1
cmp score+1
bcc higher2
bne lower
lda rhiscore+2
cmp score+2
bcc higher3
bne lower
lda rhiscore+3
cmp score+3
bcc higher4
bne lower
lda rhiscore+4
cmp score+4
bcc higher5
lower
rts
higher1
lda score
sta rhiscore
higher2
lda score+1
sta rhiscore+1
higher3
lda score+2
sta rhiscore+2
higher4
lda score+3
sta rhiscore+3
higher5
lda score+4
sta rhiscore+4
rts
.endp
;-----------------------------------------------
.proc HiScoreL
lda lhiscore
cmp score
bcc higher1
bne lower
lda lhiscore+1
cmp score+1
bcc higher2
bne lower
lda lhiscore+2
cmp score+2
bcc higher3
bne lower
lda lhiscore+3
cmp score+3
bcc higher4
bne lower
lda lhiscore+4
cmp score+4
bcc higher5
lower
rts
higher1
lda score
sta lhiscore
higher2
lda score+1
sta lhiscore+1
higher3
lda score+2
sta lhiscore+2
higher4
lda score+3
sta lhiscore+3
higher5
lda score+4
sta lhiscore+4
rts
.endp
;-----------------------------------------------
.proc FadeColors
ldy #0
sty COLOR1
FadeColor
sty COLOR2
sty COLOR4
waitRTC
iny
cpy #$10
bne FadeColor
lda #$0f
sta COLOR2
sta COLOR4
rts
.endp
;-----------------------------------------------
.proc SetGameScreen
mwa #GameDL dlptrs
lda #%00111110 ; normal screen width, DL on, P/M on
sta dmactls
mva #>font1 chbas
rts
.endp
;--------------------------------------------------
icl 'artwork/shapes.asm'
;--------------------------------------------------
run FirstSTART
BIN
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