;-----------------------------
#define buffer ;use display buffer (otherwise write directly to screen)
-#define readymask ;"grays" out the field before starting a level
+#define readymask ;"greys" out the field before starting a level
+;#define hlines ;horizontal-line routine for more speed drawing boxes
;#define readytext ;displays "prepare" before level starts
;#define invincible ;worms cannot die =)
_writeb_inc_ahl = $5567 ;ld (ahl),c
_jforce = $409C ;TI-OS stack restored
_EXLP = $4493 ;swap (hl),(de) b times
+_GETB_AHL = $46C3 ;a=(ahl) \ hl=ahl
;-----------------------------
;------- data storage -------
.dw WormIcon
WormTxt:
- .db "WORMY by SHIAR -- alpha 93%",0
+ .db "WORMY by SHIAR -- beta 93%",0
WormIcon:
.db 9,2
.db %10010110,%01101111
cal _RAM_PAGE_7
ld hl,$BFFF ;VAT start
- ld bc,templevels
+ ld ix,templevels
searchloop:
ld de,(_PTEMP_END+1) ;VAT end
or a ;nc
cp $0C ;string
jr z,stringfound
searchnext:
- cal _RAM_PAGE_7
pop hl
dec hl ;5x
dec hl
dec hl
dec hl
dec hl
- psh bc
ld b,(hl) ;name size
inc b
skipname:
dec hl
dnz skipname
- pop bc
jr searchloop
stringfound:
ex de,hl ;ld ahl,(hl)
cal _AHL_PLUS_2_PG3 ;string id
cal _Get_Word_ahl ;ld de,(ahl)
- cal _RAM_PAGE_1
- ld (bc),a
+ ld (ix),a
ld a,levelhead
cp e
- jr nz,searchnext ;not worm
+ jr nz,_searchnext ;not worm
ld a,levelhead2
cp d
- jr nz,searchnext
-
- inc bc
- ld a,h
- ld (bc),a
- inc bc
- ld a,l
- ld (bc),a
- inc bc
- jr searchnext
+ jr nz,_searchnext
+ inc ix ;save level's ahl
+ ld a,h
+ ld (ix),a
+ inc ix
+ ld a,l
+ ld (ix),a
+ inc ix
+_searchnext:
+ cal _RAM_PAGE_7
+ jr searchnext
loadgametype:
psh de
ret
searchcomplete:
- cal _RAM_PAGE_1
ld a,255
- ld (bc),a ;end mark
+ ld (ix),a ;end mark
+
+ cal _clrWindow
ld hl,templevels-3
-dispnextlevel:
- cal _RAM_PAGE_1
psh hl
- cal _clrWindow
- ld a,2
- ld (_curRow),a
+ ld hl,$0020
+ ld (_penCol),hl
ld hl,txtLevsel
- cal _puts ;"< Select levels: >"
- ld hl,$0004
- ld (_curRow),hl
+ cal _vputs ;"< Select levels: >"
+ ld hl,$0601 ;x=1
+ ld (_penCol),hl
pop hl
+dispnextlevel:
ld a,(hl)
- cp 255 ;&&
- jr nz,displevel
- ld hl,templevels-3
- ld a,(hl)
+ inc a ;cp 255
+ jr z,_levselect
+ ld a,(hl) ;ade=(hl)
displevel:
inc hl
ld d,(hl)
inc hl
ld e,(hl)
- inc hl ;ade=(hl)
- psh hl ;HL
- ld c,a
- ld h,d
- ld l,e ;cde=ahl=(hl)
+ inc hl
+ psh hl
+ ex de,hl ;ahl=ade=(hl)
cal _load_ram_ahl ;hl=ahl
ld b,(hl) ;b=title size
- psh bc
- cal _putps ;destr=abchl
- pop bc ;cde=hl
- pop hl ;HL
+ cal _vputs
+ ld hl,_penCol
+ ld (hl),$01 ;x=1
+ inc hl
+ ld a,(hl)
+ add a,6
+ ld (hl),a ;y+6
+ ld hl,availevels
+ inc (hl)
+ pop hl
+ jr dispnextlevel
+
+levup:
+ cal menupos
+ dec b ;up
+ ld a,b
+ cp -4
+ jr nz,levselected
+ inc b ;undo
+ jr levselected
+levdown:
+ cal menupos
+ inc b ;down
+ ld a,b
+ cp -3
+availevels =$-1
+ jr nz,levselected
+ dec b ;back up
+levselected:
+ jp menupos
+
+_levselect:
+ ld b,-3 ;level selected
+ cal menupos
levselect:
- halt
- psh hl
- psh de
+ halt \ halt
psh bc
cal GET_KEY
- pop bc
- pop de
- pop hl
- cp K_RIGHT
- jr z,dispnextlevel
- sub K_SECOND
+ pop bc ;GET_KEY destr. b
+ cp K_UP
+ cal z,levup
+ dec a ;K_DOWN
+ cal z,levdown
+ cp K_SECOND-1
jr z,loadlevel
- dec a ;K_EXIT
+ cp K_EXIT-1
ret z
- cp K_ENTER-K_EXIT+256
+ cp K_ENTER-1
jr nz,levselect
+; jr z,loadlevel
loadlevel:
- ld a,c
+ ld a,b
+ add a,3 ;sellev+3 (#0==-3)
+ ld e,a
+ add a,a ;*2
+ add a,e ;*3
+ ld e,a
+ ld d,0 ;de=sellev*3
+ ld hl,templevels-3
+ add hl,de
+ ld a,(hl) ;ade=(hl)
or a ;levelfile on page 0 (=internal)
jr z,levelloaded
- ex de,hl ;ahl=cde
- inc b ;b=titlesize+1
+ inc hl
+ ld d,(hl)
+ inc hl
+ ld e,(hl)
+ ex de,hl ;ahl=ade
skiptitle:
- cal _INC_PTR_AHL
- dnz skiptitle
+ ld b,a ;psh ahl
+ psh hl
+ cal _GETB_AHL ;ld a,(ahl)
+ pop hl
+ or a
+ ld a,b ;pop ahl
+ psh af
+ cal _INC_PTR_AHL ;ahl++
+ pop af ;cp 0
+ jr nz,skiptitle ;goto #0-terminator
cal _Get_Word_ahl
ld (leveldataSize),de
ld a,r
ld (Seed),a
+ ld hl,datasingle+3
+ ld b,8
+setdeflevels:
+ ld (hl),1 ;def=level#1
+ inc hl
+ inc hl
+ inc hl
+ inc hl
+ dnz setdeflevels
+
;-----------------------------
;----- build trig tables -----
;-----------------------------
dnz dispmenuloop
ld b,0 ;b=menu#
- jr setgame ;> dispmenusets > mainMenu
+ jr _dispmenusets ;mainMenu
;--- menu loop ---
inc a
changedcurworm:
ld (curworm),a
- jp dispmenusets ;mainMenu
+ jr _dispmenusets ;mainMenu
selleft:
ld a,b
jr nc,mainMenu ;may not be >4
changednrworms:
ld (hl),a
+_dispmenusets:
jr dispmenusets ;mainMenu
bchangenrworms:
;hl=nrworms
changedgame:
and 7 ;mod 8
ld (Gametype),a
-setgame:
- ld a,1
- ld (curlevel),a ;reset level#
jr dispmenusets ;mainMenu
bchangegame:
ld a,(Gametype)
jr _mainMenu ;singleplayer (no limit)
changelevel:
+ inc hl ;hl=loadgamecar+2
+ psh hl
+ ld a,(hl) ;(curlevel)
ld hl,Gametype
ld d,0
ld e,(hl)
ld hl,nrlevels
add hl,de
- ld d,(hl) ;max level for sel.game
-curlevel =$+1
- ld a,1
- cp d
+ cp (hl) ;max level for sel.game
+ pop hl
jr z,_mainMenu
inc a
changedlevel:
- ld (curlevel),a
+ ld (hl),a
jr dispmenusets ;mainMenu
bchangelevel:
- ld a,(curlevel)
+ inc hl
+ ld a,(hl) ;(curlevel)
dec a
jr nz,changedlevel
jr _mainMenu
ld (CURtxtGame),hl ;save for g/o
cal _vputs ;Singleplayer
- ld hl,$1E3E ;level
- ld (_penCol),hl
- ld a,(curlevel)
- cal cshowA
-
cal loadgamecar
psh hl
ld hl,$243E
ld (_penCol),hl
pop hl ;cal loadgamecar
inc hl
+ psh hl
ld a,(hl)
add a,'0'
cal _vputmap
+ ld hl,$1E3E ;level
+ ld (_penCol),hl
+ pop hl ;loadgamecar; hl++
+ inc hl
+ ld a,(hl) ;(curlevel)
+ cal cshowA
+
ld hl,$3032
ld (_penCol),hl
ld a,1
;destr: acdehl
ld hl,datasingle
ld a,(Gametype)
- ld e,a
add a,a
- add a,e
+ add a,a
ld e,a
ld d,0
add hl,de
ld (scorelimit),hl ;set limit
cal loadgamecar ;nc
- ld a,(Gametype) ;3bytes -> 2bytes
+ psh hl
+ ld a,(Gametype) ;4bytes -> 3bytes
+ add a,a ;3->2bytes
add a,24+1 ;go to datalevels
ld e,a ;=de
sbc hl,de ;datalevels
scorelimitset:
cal _ldHLind ;ld hl,(hl)
- ld a,(curlevel)
+ pop de ;de=loadgamecar
+ inc de \ inc de
+ ld a,(de) ;(curlevel)
ld (Level),a
ld d,a ;begin level
skiplevelloop:
inc a ;=255?
jp nz,nextlevel
+ ld hl,Level
+ dec (hl) ;curlevel-- (not beyond last lvl)
psh hl
cal releasekeys
cal _clrWindow
ld a,(de)
inc de
sub 128
+ jr nc,setfieldx
+ xor a ;fieldx<128
+setfieldx:
ld (FieldWidth),a
ld a,(de)
inc de
+ ld l,a
sub 57
+ jr nc,setfieldy
+ xor a ;fieldy<57
+setfieldy:
ld (FieldHeight),a
- add a,57-5
psh de ; >> levelp
+ ld a,l ;pop
+ sub 5
ld l,a
ld h,0
add hl,hl
ret nz ;HandleWorm done
ld a,(gameCar)
and _datalivel
- ret z
+ ret z ;don't end game
+ ld a,(Gametype)
+ cp gametron
+ jr nz,anyworm ;if not Tron, quit at any worm's death
+ ld a,(nrworms)
+ ld b,a ;# of worms
+ ld hl,worm1+lives-(worm2-worm1)
+ ld de,worm2-worm1
+ xor a ;check for 0 lives
+checklives:
+ add hl,de ;next worm
+ cp (hl) ;lives==0?
+ ret nz ;any >0: don't exit
+ dnz checklives
+anyworm:
ld a,$A7 ;exit@end of turn
ld (CheckExit),a ;set exit state
ret ;finish turn
ld a,(Level)
cp (hl)
jr c,hilevelcheckdone
- ld (hl),a ;save local
+ ld (hl),a ;save local
ld c,a
ld a,0
hilvlposa =$-1
;------- handle worm ---------
HandleWorm:
+ ld a,(gameCar)
+ cpl
+ and _datalivel
+ add a,(ix+lives)
+ or a
+ ret z ;dead
ld a,(ix+delay)
dec a
jp nz,respawncheck
dec a ;3 = box
cal z,drawbox
dec a ;4 = circle
- cal z,circle
+ cal z,drawcircle
+ dec a ;5 = hline
+#ifdef hlines
+ cal z,drawhline
+#else
+ cal z,drawline
+#endif
pop hl
inc hl
drawbox: ;(d,e)-(h,l)
ld b,l ;Delta-y
+#ifdef hlines
+boxloop:
+ cal drawhline
+ inc e
+ dnz boxloop
+ ret
+drawhline: ;(d,e)-(h,e)
+ psh bc
+ ld b,d
+ ld c,e
+ psh hl
+ cal FindPixel
+ ld c,a ;starting mask
+ ld a,h
+ sub b
+ ld b,a
+ inc b ;1+x2-x1
+hlineloop:
+ ld a,(hl)
+ or c
+ ld (hl),a
+ rrc c ;mask >>
+ jr nc,hlinenext
+ inc hl ;next byte
+hlinenext:
+ dnz hlineloop
+ pop hl
+ pop bc
+ ret
+#else
ld l,e
boxloop:
cal drawline
inc e
dnz boxloop
ret
+#endif
drawfatline:
cal drawline
;LINE (d,e)-(h,l)
;destroyes a
-drawline:
- psh bc
+drawline: ;(d,e)-(h,l)
+ psh bc ;destr: a
psh hl
psh de
ld a,d
dnz LineLoopSteep
jr DoneLine
-;CIRCLE (d,e),h
-;destroyes ?
-
-circle: ;de=x,y; h=z
+drawcircle: ;(d,e),h ;de=x,y; h=z
ld c,h ;c=yy=z
ld a,h
neg
;every other link game out there. However, these are commented :)
losses: .dw 0
Csend:
+ ld b,32
+csendwait:
+ nop
+ dnz csendwait
cal Qsend
jr c,Csend
ret
;outputs: b=8-number of bits sent, both wires high, goes to game over on certain conditions
;destroys: af,bc,de
in a,(7)
- and %00000011
+ and %11
jr z,killlink ;if both lines low, get out of here (game over signal)
ld b,8 ;sending 8 bits
sendloop:
waitreceive:
call linktimer
in a,(7)
- and %00000011
+ and %11
cp 3 ;if bits 0 and 1 set, both wires are high
jr z,waitreceive ;wait for one of the wires to go low
rra ;check red wire status
waitreceive2:
call linktimer
in a,(7)
- and %00000011
+ and %11
jr z,waitreceive2 ;wait for the wire we didn't lower to go high again (the other will remain low)
ld a,%11000000 ;$c0
out (7),a ;raise both wires since the other calc will have given the ok sign
wdPicture = 16
wtPicture:
-.db %01001010,%00101001,%00000111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01110000,%00000000,%00000000,%00000000,%01000000,%00000000
-.db %10001010,%10101000,%10001111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01111000,%00000000,%00000000,%00000000,%10100100,%01000000
-.db %10101010,%10101010,%10011100,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00011100,%00001110,%00000000,%00000000,%10101010,%10100000
-.db %01010001,%01000101,%00011000,%00011111,%00000000,%01111111,%11000000,%00111100,%00011110,%01111000,%00001100,%00011111,%00000000,%00000000,%11001001,%10100000
-.db %00000000,%00000000,%00111000,%00111111,%10000000,%11111111,%11100000,%11111110,%00111111,%11111100,%00001100,%00111011,%10000000,%00000011,%10001000,%00100000
-.db %01101010,%10010011,%00110000,%01110001,%11000001,%11000000,%01110001,%11100110,%01110011,%11001110,%00001100,%00110001,%10000000,%00000000,%10010000,%00100000
-.db %10001010,%00101010,%10110000,%01100000,%11000001,%10000000,%00111001,%10000000,%01100111,%11100110,%00001110,%01110001,%10000000,%00000000,%01100000,%01000000
-.db %11101110,%10111011,%00110000,%01100000,%11000001,%10110000,%00011011,%10000000,%11101110,%01110111,%00001110,%01110001,%10000011,%11100000,%00000011,%10000000
-.db %00101010,%10101010,%10110000,%01110001,%11000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000111,%11100001,%10001100,%00011000,%00010000,%00000000
-.db %11001010,%10101010,%10110000,%00110001,%10000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000011,%11000011,%10010000,%00000100,%00100011,%00001100
-.db %00000000,%00000000,%00111000,%00111011,%10000011,%10110000,%00011011,%00000000,%11001110,%01110011,%00000000,%00000011,%00010011,%00000100,%00100100,%10010010
-.db %00111001,%11000111,%00011000,%00011111,%00000011,%00110000,%00011011,%00000000,%11000111,%11100011,%10000000,%00000011,%00001100,%10000100,%00101000,%10010100
-.db %01100101,%00101000,%00011100,%00001110,%00000111,%00111000,%00111011,%10000000,%11000011,%11000001,%10000000,%00000111,%00000000,%01001110,%00101000,%10011000
-.db %01001101,%11001011,%00001110,%00111111,%10001110,%00011100,%01110001,%10000000,%11100000,%00000001,%11100000,%00001110,%00000000,%01010101,%00101000,%10011000
-.db %00111001,%01100111,%00000111,%11111011,%11111100,%00001111,%11100001,%11000000,%01100000,%00000000,%11111111,%11111100,%00000000,%10010101,%00100110,%00010100
-.db %00000000,%00000000,%00000011,%11100000,%11111000,%00000111,%11000000,%11000000,%01100000,%00000000,%00111111,%11111000,%11111111,%00001000,%11000001,%11100011
+.db %00000000,%00000000,%00000111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01110000,%00000000,%00000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00001111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01111000,%00000000,%00000000,%00000110,%01111011,%00100000
+.db %00000000,%00000000,%00011100,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00011100,%00001110,%00000000,%00001001,%00010011,%01000000
+.db %00000000,%00000000,%00011000,%00011111,%00000000,%01111111,%11000000,%00111100,%00011110,%01111000,%00001100,%00011111,%00000000,%10100111,%00110000,%10000000
+.db %00000000,%00000000,%00111000,%00111111,%10000000,%11111111,%11100000,%11111110,%00111111,%11111100,%00001100,%00111011,%00000000,%10100001,%00001001,%01100000
+.db %00000000,%00000000,%00110000,%01110001,%11000001,%11000000,%01110001,%11100110,%01110011,%11001110,%00001100,%00110001,%10000000,%01001110,%01110010,%01100000
+.db %00000000,%00000000,%00110000,%01100000,%11000001,%10000000,%00111001,%10000000,%01100111,%11100110,%00001110,%01110001,%10000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00110000,%01100000,%11000001,%10110000,%00011011,%10000000,%11101110,%01110111,%00001110,%01110001,%10000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00110000,%01110001,%11000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000111,%11100001,%10000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00110000,%00110001,%10000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000011,%11000011,%10000000,%00000000,%00000000,%00000000
+.db %00000000,%00000000,%00111000,%00111011,%10000011,%10110000,%00011011,%00000000,%11001110,%01110011,%00000000,%00000011,%00110101,%01001001,%10000000,%00000000
+.db %00000000,%00000000,%00011000,%00011111,%00000011,%00110000,%00011011,%00000000,%11000111,%11100011,%10000000,%00000011,%01000101,%00010101,%01000011,%01100011
+.db %00000000,%00000000,%00011100,%00001110,%00000111,%00111000,%00111011,%10000000,%11000011,%11000001,%10000000,%00000111,%01100101,%01010101,%01000101,%01010100
+.db %00000000,%00000000,%00001110,%00111111,%10001110,%00011100,%01110001,%10000000,%11100000,%00000001,%11100000,%00001110,%00110111,%01011101,%10010101,%01100101
+.db %00000000,%00000000,%00000111,%11111011,%11111100,%00001111,%11100001,%11000000,%01100000,%00000000,%11111111,%11111100,%00010101,%01010101,%01000101,%01010101
+.db %00000000,%00000000,%00000011,%11100000,%11111000,%00000111,%11000000,%11000000,%01100000,%00000000,%00111111,%11111000,%01100101,%01010101,%01000110,%01010011
txtMenu: .db "Mode",0 ;1st menu item
.db "Level",0 ;2nd
_datamultpeas = %00100000
_datasp = %01011110
-datalevels: .dw LevelDef, LevelDefT
+datalevels: .dw LevelDef, LevelDefM
.dw LevelDefT,LevelDefM
.dw LevelDefM,LevelDefM
.dw LevelDefM,LevelDefC
savestart:
gamesingle = 0
-datasingle: .db %01011110,3,1 ;3 lives (<must b unique)
+datasingle: .db %01011110,3,1,1 ;3 lives (<must b unique)
gamepeas = 1
-datapeas: .db %01011010,1,1 ;1 "
+datapeas: .db %01011010,1,1,1 ;1 "
gametron = 2
-datatron: .db %01000010,1,2
+datatron: .db %01000010,1,1,1
gamedeathm = 3
-datadeathm: .db %01000010,3,2
+datadeathm: .db %01000010,3,2,1
gamefoodm = 4
-datafoodm: .db %11010000,10,2 ;10 score limit (=100)
+datafoodm: .db %11010000,10,2,1 ;10 score limit (=100)
gamelinkm = 5
-datalinkm: .db %01000011,3,2
+datalinkm: .db %01000011,3,2,1
gamerace = 6
-datarace: .db %10000000,10,2
+datarace: .db %10000000,10,2,1
gamectf = 7
-datactf: .db %11100000,9,4
+datactf: .db %11100000,9,4,1
;gamedomin = 8
;datadomin: .db %01100000,3 ;==(8 modes)
worm1set: .dw worm1p,worm1p
- .db %11110111,%00,%01111110,K_RIGHT,K_LEFT
+ .db %11110111,%00,-01,K_RIGHT,K_LEFT
worm1name: .db "Wormy ",0
worm2set: .dw worm2p,worm2p
- .db %11111011,%11,%00111111,K_F2,K_F1
+ .db %11111011,%11,-01,K_F2,K_F1
worm2name: .db "Viper ",0
worm3set: .dw worm3p,worm3p
- .db %11111011,0,%01011111,K_COMMA,K_STO
+ .db %11111011,%00,-01,K_COMMA,K_STO
worm3name: .db "Nibbler ",0
worm4set: .dw worm4p,worm4p
- .db %11111011,0,%01111101,K_PLUS,K_ENTER
-worm4name: .db "Spunky ",0
+ .db %11111011,%00,-01,K_PLUS,K_ENTER
+worm4name: .db "Jim ",0
defhiscrpos:
.dw 0,0,0,0,0,0
.db %01100000
deflevels:
- .db 15,"Internal Levels"
+ .db "Internal Levels" ;,0
.db 0,deflevels/256,deflevels&255
templevels: