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ink.asm
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ink.asm
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#import "common.asm"
.var music = LoadSid("ink_01.sid")
.var OnGround=$0
.var Jump=$1
.var Falling=$2
.var clearcolor=$00
BasicUpstart2(main)
* = $1000 "Code"
.var PIXEL=$2
.var MAP=$8
.var px0=$04
.var px0_h=$05
.var py0=$06
.var width=$d5
.var height=$d6
.var temp=$7
.var temp1=$8
.var temp2=$0a
.var frame_delay=$81
.var num_frame=$82
.var SOURCE=$10
.var DEST=$12
.var BASE=$14
.var R0=$16
.var R1=$17
.var R2=$18
.var mask_1=$19
.var mask_2=$20
.var data_1=$30
.var save_x=$21
.var frame_offs_x =$d0
.var frame_offs_y =$d1
.var frame_width =$d2
.var frame_height =$d3
.var frame_img =$d4
.var LEVEL=$da
.var coll_code=$22
.var level_ok=$23
.var level_restart=$24
.var TILEMASK = $2a
.var TILEMASK_MIDDLE = $2c
.var TILEMASK_A1 = $70
.var TILEMASK_B1 = $72
.var TILEMASK_C1 = $74
.var TILEMASK_A2 = $76
.var TILEMASK_B2 = $78
.var TILEMASK_C2 = $7a
.var TILEMASK_A3 = $7c
.var TILEMASK_B3 = $7e
.var TILEMASK_C3 = $80
py0_h:
.byte 0
countdown:
.byte 0
effectid:
.byte 0
frame_count:
.byte 0
saved_frame_count:
.byte 1
.macro select_bitmap(k) {
lda #<(bitmap1+32*k)
sta SOURCE
lda #>(bitmap1+32*k)
sta SOURCE+1
}
.macro waitsec (s) {
lda #(s*50)
sta countdown
lda frame_count
sta saved_frame_count
!:
lda frame_count
cmp saved_frame_count
beq !-
dec countdown
beq fine
jsr erase_pixel_tear
jsr update_tears
jsr draw_pixel_tear
lda frame_count
sta saved_frame_count
jmp !-
//jsr music.play
//jsr vblank
fine:
}
.macro try_change_anim(id) {
/*lda #id
cmp model_anim,x
beq nothing
*/
lda model_anim,x
cmp #6
bne check_7
lda model_frame_id,x
cmp #7
bne nothing
jmp change
check_7:
lda model_anim,x
cmp #7
bne change
lda model_frame_id,x
cmp #7
bne nothing
change:
lda #id
sta model_anim,x
lda #0
sta model_frame_id,x
sta model_delay,x
sta model_frame,x
nothing:
}
.macro setanim(id) {
lda #id
cmp model_anim,x
beq !+
lda #id
sta model_anim,x
lda #0
sta model_frame_id,x
sta model_delay,x
sta model_frame,x
!:
}
cur_level:
.byte $0
tabella_colori:
.byte $d0,$50,$60,$70
tabella_colori_inv:
.byte $0d,$05,$06,$07
idcolor:
.byte $0
colore:
.byte $70
col:
.fill 320,<(floor(i/8)*8)
col_s:
.fill 40,<(i*8)
coltable_lo:
.fill 200,<(bank+$400+i*40)
coltable_hi:
.fill 200,>(bank+$400+i*40)
mask_p:
//.byte $80,$40,$20,$10,$08,$04,$02,$01
.byte $c0,$60,$30,$18,$0c,$06,$03,$03
mask:
.byte $FF,$7f,$3f,$1F,$0F,$07,$03,$01
mask_r:
.byte $FF-$ff,$ff-$7f,$ff-$3f,$ff-$1F,$ff-$0F,$ff-$07,$ff-$03,$ff-$01
screen_lo:
.fill 200,<(bank+$2000+floor(i/8)*320+mod(i,8))
screen_hi:
.fill 200,>(bank+$2000+floor(i/8)*320+mod(i,8))
screen__lo:
.fill 200,<(bank+$2000+floor(i/8)*320)
screen__hi:
.fill 200,>(bank+$2000+floor(i/8)*320)
map_lo:
.fill 25,<(map+40*i)
map_hi:
.fill 25,>(map+40*i)
#import "muliplexer.asm"
.var IRQ1LINE = $FA // This is the place on screen where the sorting IRQ happens
.var IRQ2LINE = $2A // This is where sprite displaying begins...
init_raster: {
sei
lda #$35
sta $01
lda #<IRQ1
//; STA $0314
sta $FFFE
lda #>IRQ1
//; STA $0315
sta $FFFF
lda #$7F // CIA interrupt off
sta $DC0D
lda #$01 // Raster interrupt on
sta $D01A
lda $d011 // clear high bit of raster line
and #$7f
sta $d011
lda #IRQ1LINE // Line where next IRQ happens
sta $D012
lda $DC0D // Acknowledge IRQ (to be sure)
cli
rts
}
STORE_A:
.byte 0
STORE_X:
.byte 0
STORE_Y:
.byte 0
frame_ready:
.byte 0
IRQ1:{
sta STORE_A
stx STORE_X
sty STORE_Y
inc frame_count
jsr music.play
lda frame_ready
beq !+
jsr erase_pixel_tear
jsr draw_pixel_tear
lda sprite_count
sta hw_sprite_count
ldx #0
copy:
lda sprite_list,x
sta hw_sprite_list,x
lda model_x,x
sta hw_sprite_x,x
lda model_y,x
sta hw_sprite_y,x
lda model_x_h,x
sta hw_sprite_x_h,x
lda model_img,x
sta hw_sprite_img,x
inx
cpx #16
bne copy
lda #0
sta frame_ready
!:
lda #0
sta $d010
sta $d015
lda #$FF // Move all sprites
sta $D001 // to the bottom to prevent
sta $D003 // weird effects when sprite
sta $D005 // moves lower than what it
sta $D007 // previously was
sta $D009
sta $D00B
sta $D00D
sta $D00F
.for (var i=0;i<8;i++) {
lda #i
cmp hw_sprite_count
bcc !+
jmp end
!:
ldy hw_sprite_list+i
lda hw_sprite_y,y
clc
adc #50
sbc model_frame_offsy,y
sta $d000+i*2+1
lda hw_sprite_img,y
sta bank+$0400+$03f8+i
lda #1
sta $d027+i
lda hw_sprite_x,y
clc
adc model_frame_offsx,y
sta $d000+i*2
lda hw_sprite_x_h,y
adc #0
beq !+
lda #(1<<i)
ora $D010
sta $D010
!:
lda #(1<<i)
ora $d015
sta $d015
}
end:
lda hw_sprite_count
cmp #9
bcs !+
jmp endirq
!:
ldy hw_sprite_list+8
lda hw_sprite_y,y
clc // THAT COORDINATE - $10 IS THE
adc #50-7 // position for next interrupt
sbc model_frame_offsy,y
cmp $D012 // Already late from that?
bcs !+
jmp IRQ2_DIR // Then go directly to next IRQ
!:
sta $D012
lda #<IRQ2 // Set up the sprite display IRQ
sta $FFFE
lda #>IRQ2
sta $FFFF
endirq:
ldy #$00
lsr $D019
lda STORE_A
ldx STORE_X
ldy STORE_Y
rti
}
IRQ2:{
sta STORE_A
stx STORE_X
sty STORE_Y
}
IRQ2_DIR: {
/* lda #$FF // Move all sprites
sta $D001 // to the bottom to prevent
sta $D003 // weird effects when sprite
sta $D005 // moves lower than what it
sta $D007 // previously was
sta $D009
sta $D00B
sta $D00D
sta $D00F
*/
lda #0
sta $d010
sta $d015
.for (var i=0;i<8;i++) {
lda #(i+8)
cmp hw_sprite_count
bcc !+
jmp end
!:
ldy hw_sprite_list+(i+8)
lda hw_sprite_y,y
clc
adc #50
sbc model_frame_offsy,y
sta $d000+i*2+1
lda hw_sprite_img,y
sta bank+$0400+$03f8+i
lda #1
sta $d027+i
lda hw_sprite_x,y
clc
adc model_frame_offsx,y
sta $d000+i*2
lda hw_sprite_x_h,y
adc #0
beq !+
lda #(1<<i)
ora $D010
sta $D010
!:
lda #(1<<i)
ora $d015
sta $d015
}
end:
endirq:
lda #<IRQ1 // Set up the sprite display IRQ
sta $FFFE
lda #>IRQ1
sta $FFFF
lda #IRQ1LINE // Line where next IRQ happens
sta $D012
ldy #$00
lsr $D019
lda STORE_A
ldx STORE_X
ldy STORE_Y
rti
}
draw_box: {
sta temp2
lda #0
sta temp
ldy py0
lda map_lo,y
sta PIXEL
lda map_hi,y
sta PIXEL+1
lda height
sta temp1
next_row:
ldy px0
lda width
sta temp
next_char:
lda temp2
sta (PIXEL),y
iny
dec temp
bne next_char
lda PIXEL
clc
adc #40
sta PIXEL
lda PIXEL+1
adc #0
sta PIXEL+1
dec temp1
bne next_row
rts
}
num_nemici:
.byte 0
loadlevel:{
ldy # 0
sty num_nemici
ldx #8
lda #0
mm:
sta model_state,x
inx
cpx #16
bne mm
next:
lda (LEVEL),y
cmp #$10
bne !+
jmp carica_player
!:
cmp #$20
bne !+
jmp carica_goal
!:
cmp #$80
bne !+
jmp carica_blocco
!:
cmp #$81
bne !+
jmp carica_blocco_goal
!:
cmp #$82
bne !+
jmp carica_blocco_punte
!:
cmp #$07
bne !+
jmp carica_nemico
!:
jmp fine
carica_player:
iny
lda (LEVEL),y
sta model_x
sta player_x
iny
lda (LEVEL),y
sta model_x_h
sta player_x_h
iny
lda (LEVEL),y
sta model_y
sta player_y
iny
lda #0
sta model_y_h
sta player_y_h
sta model_state
lda #3
sta model_anim
jmp next
carica_goal:
iny
lda (LEVEL),y
sta model_x+1
iny
lda (LEVEL),y
sta model_x_h+1
iny
lda (LEVEL),y
sta model_y+1
iny
lda #0
sta model_y_h+1
sta model_state+1
ldx #1
setanim(8)
jmp next
carica_blocco:
iny
lda (LEVEL),y
sta px0
iny
lda (LEVEL),y
sta py0
iny
lda (LEVEL),y
sta width
iny
lda (LEVEL),y
sta height
iny
sty save_x
lda #1
jsr draw_box
ldy save_x
jmp next
carica_blocco_punte:
iny
lda (LEVEL),y
sta px0
iny
lda (LEVEL),y
sta py0
iny
lda (LEVEL),y
sta width
iny
lda (LEVEL),y
sta height
iny
sty save_x
lda #3
jsr draw_box
ldy save_x
jmp next
carica_blocco_goal:
iny
lda (LEVEL),y
sta px0
iny
lda (LEVEL),y
sta py0
iny
lda (LEVEL),y
sta width
iny
lda (LEVEL),y
sta height
iny
sty save_x
lda #2
jsr draw_box
ldy save_x
jmp next
carica_nemico:
ldx num_nemici
iny
lda (LEVEL),y
sta model_x+8,x
iny
lda (LEVEL),y
sta model_x_h+8,x
iny
lda (LEVEL),y
sta model_y+8,x
iny
lda #0
sta model_y_h+8,x
lda #1
sta model_state+8,x
lda #1
sta model_anim+8,x
inc num_nemici
jmp next
fine:
rts
}
.macro fillbox (x,y,w,h) {
lda #x
sta px0
lda #y
sta py0
lda #w
sta width
lda #h
sta height
jsr draw_box
}
draw_tile: {
lda py0
asl
asl
asl
tay
lda screen_lo,y
sta PIXEL
lda screen_hi,y
sta PIXEL+1
lda px0
cmp #32
bcc !+
lda px0
sbc #32
sta px0
lda PIXEL
clc
adc #$00
sta PIXEL
lda PIXEL+1
adc #1
sta PIXEL+1
!:
ldy px0
lda col_s,y
tay
lda #$ff
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
iny
sta (PIXEL),y
rts
}
draw_tile_2: {
tay
lda #<ink_scr_charset
clc
adc mult16_lo,y
sta MAP
lda #>ink_scr_charset
adc mult16_hi,y
sta MAP+1
lda py0
tay
lda coltable_lo,y
sta BASE
lda coltable_hi,y
sta BASE+1
lda py0
asl
asl
asl
tay
lda screen_lo,y
sta PIXEL
lda screen_hi,y
sta PIXEL+1
lda px0
cmp #32
bcc !+
lda px0
sbc #32
sta px0
lda PIXEL
clc
adc #$00
sta PIXEL
lda PIXEL+1
adc #1
sta PIXEL+1
!:
ldy px0
lda colore
sta (BASE),y
ldy px0
lda col_s,y
clc
adc PIXEL
sta PIXEL
lda PIXEL+1
adc #0
sta PIXEL+1
ldy #0
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
iny
lda (MAP),y
sta (PIXEL),y
rts
}
rect_col:{
lda #0
sta temp
lda py0
lsr
lsr
lsr
tay
lda coltable_lo,y
sta PIXEL
lda coltable_hi,y
sta PIXEL+1
lda map_lo,y
sta MAP
lda map_hi,y
sta MAP+1
lda px0_h
beq !+
lda #32
sta temp
!:
lda px0
lsr
lsr
lsr
clc
adc temp
sta temp
tay
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
!:
iny
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
lda px0
and #7
beq !+
iny
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
!:
lda PIXEL
clc
adc #40
sta PIXEL
lda PIXEL+1
adc #0
sta PIXEL+1
lda MAP
clc
adc #40
sta MAP
lda MAP+1
adc #0
sta MAP+1
/*lda px0
lsr
lsr
lsr*/
lda temp
tay
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
!:
iny
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
lda px0
and #7
beq !+
iny
lda (MAP),y
beq !+
lda #clearcolor
ora colore
sta (PIXEL),y
!:
lda py0
and #7
beq end
lda PIXEL
clc
adc #40
sta PIXEL
lda PIXEL+1
adc #0
sta PIXEL+1
lda MAP
clc
adc #40
sta MAP
lda MAP+1
adc #0
sta MAP+1
/* lda px0
lsr
lsr
lsr*/
lda temp
tay
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+
lda #clearcolor
ora colore
sta (PIXEL),y
!:
iny
lda (MAP),y
beq !+
lda (PIXEL),y
and #$f0
//bne !+