+;128x57 FIELD:
+; +-----------------+
+;(0,0)> |####(BORDER)#####|
+; |#*(2,2) #|
+; |# #|
+; |#(63,28)*(64,28)#|
+; |# #|
+; |# (125,54)*#|
+; |#################| <(127,56)
+; +-----------------+
+;Drawable screen is (2,2)-(125,54); center is (63.5,28)
+
+
#include "asm86.h"
#include "ti86asm.inc"
- .org $F3E3-16 ;$E9E3-[name size]
- .db 'w',89 ;wormLevel header (version .89)
- .db 16,"Worm LevelPack I" ;level name
- .dw hiscore-single ;leveldata size
+;---------- HEADER ----------
+
+ .org $F3E3-16 ;$F3E3-[name size]
+ ;^^ <-MUST EQUAL NAME SIZE BELOW!!! If not, Worm will crash!
+
+ .db 'w',90 ;wormLevel header (version .90)
+ .db 16,"Worm LevelPack I" ;name size (UPDATE .ORG!!!); level name
+ .dw hiscore-single ;leveldata size
levelsdata:
- .dw single ;points to singleplayer levels
- .dw 0 ;...peaworm level (0 = no levels/empty level)
+ .dw single ;points to singleplayer levels below
+ .dw peaworm ;...peaworm level
.dw deathmatch ;...deathmatch
.dw foodmatch ;...foodmatch
.dw linkmatch ;...linkmatch
- .dw hunting ;...hunting
.dw race ;...race
.dw ctf ;...capture the flag
+ .dw domination ;...domination
- .db 2,2,3,2 ;max. choosable level+1 for each gametype
- .db 2,2,2,2 ;so: 2 = level 1 only; 4 = level 1 to 3 available
+;note: use <.dw 0> if no levels present (empty level will be used).
-single:
+ .db 2,3,3,2 ;max. choosable level+1 for each gametype
+ .db 2,2,2,2 ;so: 2 = level 1 only; 4 = level 1 to 3 available
- .db 5,4,15 ;peas in level, delay (0=fastest), pea-growth
- .db 15,5 ;begin_size, sprite size (0=use default sprite)
+;again .db 0 indicates no levels present.
+
+
+;---------- LEVELS ----------
+
+;LEVEL-FORMAT:
+;------------
+; .db 5 ;nr. of peas in level
+; .db 4 ;delay (0=fastest, 4=normal)
+; .db 15 ;growth per pea
+; .db 15 ;begin size
+; .db 4 ;sprite size (1-8; 0=use default sprite)
+; .db %01100000 ;the sprite
+; .db %11110000
+; .db %11110000
+; .db %01100000
+; .db 2 ;bouncing balls (0-40)
+; .db 2 ;BALL #1: begin y-position
+; .db 4 ; begin-x
+; .db %00 ; direction (%00=right+down, %11=left+up)
+; .db 2,7,%00 ;BALL #2: y,x,direction
+; .db 0 ;your start direction (0=down,$40=right,$80=up,$C0=left)
+; .db 2 ;your y-position (2=at top)
+; .db 63 ;your x-position (63=center)
+; ;IN MULTIPLAYER LEVELS also set positions for worm 2-4:
+;(.db $C0,28,125 ) ;player 2 moves left
+;(.db $00, 2, 63 ) ;player 3 moves down
+;(.db $80,54, 63 ) ;player 4 moves up
+;
+; .db 128,57 ;field size: width (128-255), height (57-255)
+; ; screen will SCROLL if size is more than 128,57
+; .db 2 ;number of lines:
+; .db 28,14,100,41 ;LINE #1 coordinates: (x1,y1)-(x2,y2)
+; .db 28,41,100,14 ;LINE #2: the same
+; .db 1 ;number of boxes:
+; .db 16,12,48,12 ;BOX #1: x1,y1,x2,ysize(y2-y1)
+;------------ ;THAT'S ALL; repeat for all levels
+
+
+single: ;singleplayer levels start here
+
+ .db 5,4,15 ;peas/delay/growth
+ .db 15,5 ;size/spritesize
.db %01110000 ;sprite
.db %10001000
.db %10001000
.db %10001000
.db %01110000
- .db 0 ;balls (see below)
- .db 0,2,63 ;your start d (0=down,$80=up), y, x
- .db 128,57 ;field width (128-255), height (57-255)
- .db 0,0 ;no additional lines, boxes
+ .db 0 ;balls
+ .db 0,2,63 ;d/y/x
+ .db 128,57 ;field size
+ .db 0,0 ;no lines/boxes
- .db 8,4,15,15,0,0
+ .db 8,4,15,15,0
+ .db 0 ;no sprite
.db $40,14,2
.db 128,57
- .db 1 ;one line:
- .db 28,28,100,28 ;line coords: x1,y1,x2,y2
+ .db 1
+ .db 28,28,100,28
.db 0
.db 9,4,15,15,0,0
.db 0
.db 4,3,15,10,0,1
- .db 2,4,0 ;1 bouncing ball, begin y, x, direction (%11=left+up)
+ .db 2,4,0 ;ball
.db 0,2,124
.db 128,57
- .db 2
+ .db 2 ;lines
.db 28,14,100,41
.db 28,41,100,14
.db 0
.db 10,3,15,15,0,0
.db 2,8,$40
.db 128,90
- .db 3
+ .db 3 ;lines
.db 18,20,18,70
.db 110,20,110,70
.db 18,45,110,45
.db 9,3,15,15,0,0
.db $40,4,10
.db 128,82
- .db 3
+ .db 3 ;lines
.db 0,20,74,20
.db 54,40,128,40
.db 0,60,74,60
.db 8,2,15,15,0,0
.db $C0,67,48
.db 128,128
- .db 13
+ .db 13 ;lines
.db 34,56,56,34
.db 34,72,56,94
.db 72,34,94,56
.db 91,106,115,106
.db 0
- .db 255 ;end marker
+ .db 255 ;end marker: no more levels
;Code to run when all levels are done:
;Worm waits a second, then screen is cleared and this code will be run.
.db " Congratulations!!",0
+peaworm:
+ .db 5,4,15
+ .db 15,5
+ .db %01110000
+ .db %10001000
+ .db %10001000
+ .db %10001000
+ .db %01110000
+ .db 0
+ .db 0,2,63
+ .db 128,57
+ .db 0,0
+
+ .db 5,4,15,15,0,0
+ .db 0,2,63
+ .db 128,57
+ .db 0,0
+
+
deathmatch:
.db 8,5,15,31,0,0
.db $40,28,2 ;begin stats for each player
- .db $C0,28,125 ;player 2 moves left
- .db $00,2,63 ;player 3 moves down
- .db $80,54,63 ;player 4 moves up
- .db 128,57
+ .db $C0,28,125
+ .db $00,2,63
+ .db $80,54,63
+ .db 128,57 ;field size
.db 0
- .db 4 ;4 boxes:
- .db 16,12,48,12 ;x1,y1,x2,ysize(y2-y1)
- .db 80,12,112,12 ;...
+ .db 4 ;4 boxes
+ .db 16,12,48,12
+ .db 80,12,112,12
.db 16,34,48,12
.db 80,34,112,12
foodmatch:
ctf:
+domination:
.db 8,5,18,15,0,0
.db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
.db 128,57
.db 0,0
-hunting:
- .db 8,7,15,17,0,0
- .db $40,28,2,$C0,28,125, $00,2,63,$80,54,63
- .db 128,57
- .db 0
- .db 4
- .db 4,19,16,14
- .db 4,19,80,14
- .db 4,19,16,34
- .db 4,19,80,34
-
-
race:
- .db 8,2,15,10,0,0
+ .db 8,4,15,10,0,0
.db $40,3,2,$40,6,2, $40,9,2,$40,12,2
.db 128,57
.db 0
- .db 1
- .db 8,29,32,20
+ .db 2
+ .db 22,21,104,15
+ .db 52,10,74,37
hiscore:
.dw 0 ;singleplayer hiscore will be saved here
- .dw 0 ;same for peaworm hiscore
+ .dw 1,2 ;peaworm hiscore for each peaworm-level
.end