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+;___▄███________________________________________________________▄▄▄▄____________
+; ███▀ ████▌
+; ███ ▀███ ▐██▄
+;▐██ ▄███▄ ▄▄████▄▄ ▄████ ▄██▄ ▄██▄ ▐██ █████
+;██▌ ███████ ▄██████████ ███████ ████████████▄ ██ ███ ███
+;██ ██▀ ▀██ ▐██▀▀ ▀███ ███▀ ██▌ ██▀ ████ ▀██ ██▌ ▐██▌ ▐██
+;██ ██ ██ ██ ▄ ██▌ ▐██▌ ▐██ ██████ ██▌ ███ ███ ██
+;██ ██ ██ ██ ██ ▐██ ███ ██▌ ███▀ ▐██ ▀██ ███ ▐███ ██
+;██ ██▌ ▐██ ██ ██ ██ ██▌ ██▌▐██▌ ██▌ ██ ██████▀ ██
+;██ ▐██ ██▌ ▐██ ██ ██ ██ ██ ▐██ ██▌ ██▌ ▀███▀ ▐██
+;██▌ ██▄ ▄██ ██▌ ██ ██ ██▌ ██ ▐██▌ ▐██▌ ██▌ ██▌
+;▐██ █████ ▐██ ██▌ ▐██ ██▌ ██ ▀██▄▄██▀ ███ ▐██
+; ███ ███ ██▌ ▐██ ██▌ ███ ██▌ ▀████▀ ▐██ ███
+; ███▄ ▄█████▄ ▄███ ██▌ ███ ▐██▌ ██▌ ███▄▄ ▄███
+; ███████▀ ▀███████ ▐██▄▄███▌ ███ ▐██ ██████████████▌
+; ▀███▀ ▀██▀▀ ▀█████▀ ██ ██▌ ▀█████████▀
;_______________________________________________________________________________
;
-; Version : 98% (0.98.226)
-; Release Date : 2002 February 26
+; Version : 100% (1.00.36)
+; Release Date : 2002 March 6
; Author(s) : Shiar
; Email Address : wormy@shiar.org
-; Web Page : www.shiar.org
+; Web Page : http://shiar.nl
+; License: : GNU General Public License version 3
; Description : perfect Nibbles game with free movement, nine game
; modes, for 1-4 players, many levels and editor
-; Where to get this game : wormy.shiar.org
; Other games by author(s) : Nemesis beta
; Additional Credits to : Matthew Shepcar : wrote original Peaworm, end'98
; Jonah Cohen : helped writing worm
-; Files : wormy.z80 (89kB) : 515ad14b922572bdc8a96e780b8b24ca
-; wormy.86p (6512) : efef32a8c541b4585087f55deb31f51d
;_______________________________________________________________________________
;--- notes ---------------------------------------------------------------------
; * Game README is wormy.txt
-; * Use for LEARNING practises ONLY!
-; * Don't _ever_ release altered code w/o permission!
-; * Give me credits when you use any of this stuff
+; * All code under the GPL version 3
+; * You may alter and redistribute (parts of) this code
+; but only under the same license; credits would be appreciated
; * I'm not responsible for any damage this might cause, yada yada...
; * Although I've commented & labeled quite some stuff, due to
; crazy optimizations and weird coding, it may be harder to
; understand than the average blob of code. This is probably _not_
; the best source to learn z80 from. w00t the Shyer Way (tm).
-; * Email me. If you've got suggestions, tell me.
+; * Email me. If you've got suggestions|patches|questions: tell me.
; * Don't scroll down if you get scared easily.
;--- index ---------------------------------------------------------------------
-;-* TO_DO
-; | future features
-;--* #INCLUDE
-;---* STORAGE
-; | permanent
-; | temporary
-; | layout
-;----* PROG_START
-; | search levels
-;-----* LEV_SELECT
-;------* MORE_INIT
-; | trig tables
-;-------* MAIN_MENU
-; | draw menu
-; | options menu
-; | main menu
-; | display current settings
-; | handle menukeys
-; | change name
-;--------* MISC_PROCS
-;---------* START_GAME
-; | link
-; | client
-; | set/send worms
-; | host
-; | load game
-; | draw level
-; | prepare
-;----------* GAME_LOOP
-;-----------* KEYS
-; | pause menu
-;------------* GAME_OVER
-; | who won?
-; | display worms
-; | quit
-;-------------* WORM_STUFF
-;--------------* WORM_ALIVE
-; | move worm
-; | draw worm
-;---------------* BOUNCYBALL
-;----------------* WORMY_HIT
-; | multifood
-; | ctf
-; | main
-; | foodmatch|SP
-; | take pea
-; | misc
-;-----------------* PROCS
-;------------------* SCORE
-;-------------------* DISPLAY
-;--------------------* DRAW
-; | pixel
-; | findpixel
-; | objects
-; | circle
-; | box
-; | fatline
-; | line
-;---------------------* LINK!
-; | multiple bytes
-; | foo
-; | send
-; | recv
-; | common
-;----------------------* INT_LEVELS
-;-----------------------* DATA
-; | graphics
-; | menus
-; | text
-; | foo
-; | game settings
-;------------------------* THAT'S_ALL
+; * TO_DO : future features
+; * #INCLUDE
+; * STORAGE : permanent; temporary; layout
+; * PROG_START : search levels
+; * LEV_SELECT
+; * MORE_INIT : trig tables
+; * MAIN_MENU : draw menu; options menu; main menu; display
+; current settings; handle menukeys; change name
+; * MISC_PROCS
+; * START_GAME : link; client; set/send worms; host; load game;
+; draw level; prepare
+; * GAME_LOOP
+; * KEYS : pause menu
+; * GAME_OVER : who won?; display worms; quit
+; * WORM_STUFF
+; * WORM_ALIVE : move worm; draw worm
+; * BOUNCYBALL
+; * WORMY_HIT : multifood; ctf; main; foodmatch|SP; take pea;
+; misc
+; * PROCS
+; * SCORE
+; * DISPLAY
+; * DRAW : pixel; findpixel; objects; circle; box;
+; fatline; line
+; * LINK! : multiple bytes; foo; send; recv; common
+; * INT_LEVELS
+; * DATA : graphics; menus; text; foo; game settings
+; * THAT'S_ALL
;_______________________________________________________________________________
; _______ _____ ______ _____
; | |_____| ____ |_____/ |_____|
;_______________________________________________________________________________
-; 98% = CURRENT
-; X [119] ED: new 53 file format with support for 128 objects instead of 32
-; X [119] LVL: episode #4: 10 hard sp levels (ordered XO-XO-XO-X)
-; X [120] fixed greymask (and it now ands instead of ors)
-; X [120] fixed growth set after death
-; X [121] fixed linkplay (couldn't turn it on anymore..)
-; X [121] LVL: Wormage + Wormage ][ (2x 10 sp levels)
-; X [121] pea randomizer doesn't give x>128
-; X [121] mixed single-/multipea singleplayer levels (re)set correctly
-; X [126] circles left|above 0,0 drawn correctly now!
-; X [126] fixed multiple pages of levelfiles
-; X [29] optimized a few more bytes (less empty bytes so prettier binary ;)
-; X [225] ED: ctf/race level copy/move fix
-; X [225] LVL: episode #1: 5 ctf+5 race; episode #3 removed (all in #1 now)
-; X [225] add v2 id (yas2)
-; 1% * LINK: >Somehow do a lot of testing with 2 calcs< *sigh*
-; * LVL: episode #5: 10 easy sp levels (do i _have_ to?)
-; * LVL: Eric's Yumworms (ep#5?)
-; * LVL: Free Bird
-; * LVL: Jonah?
-; * scorebar last digit (at 128-3) not displayed by _vputs
-; 1% * fix any bugs that come up
+; 99% = PREVIOUS
+; X [34] freeze when no space left to place pea (break after 10k tries)
+; X [34] wow another bit of code 'reniced' (easter egg or something :)
+; X [34] two more jp to jr
+; X [34] highly improved randomizer (values >127 were rare)
+; X [36] replace 'left' at the change-control prompt
+; X [36] ED: fixed immediate exit at level preview when using enter key
+; X [36] bouncies drawn after placing peas (causing overwrites)
+; X [36] FIX: skip string length bytes when running from yas
+; X [36] ED: pointer to ending message realigned
+; X [36] LVL: end messages fixed in affected episodes
+;100% = CURRENT
+; * scorebar last digit (at 128-3) not displayed by _vputs :(
+; * save last played level (in levelfile prolly)
+; * automatically start players in multiplayer games after certain time
+; * muliplayer bonuses/powerups (shrink, lives, stun, inverse, etc.)
+; * levels with random pixels appearing during game
+; * no borders (move players from one side to another)
+; * hiding levels crashes?? (ishell 2.01 rom 1.6)
+; * use selected player on main menu as first player in singleplayer games
+
;--- future features -----------------------------------------------------------
;
; * correct team winners
; * level compression
-; * arrow to offscreen peas
-; * sound
-; * startpos
-; * pause in linkplay
-; * coop (DON'T COUNT ON IT)
+; * ubersized bouncies (sprites)
+; * arrow to offscreen peas
+; * w00t AI
+; * sound
+; * startpos
+; * pause in linkplay
+; * coop (DON'T COUNT ON IT)
;_______________________________________________________________________________
; _/_/_____ __ _ _______ _ _ ______ _______
_GETB_AHL = $46C3 ;a=(ahl) \ hl=ahl
_OP1TOOP6 = $4263
- #define buffer ;use display buffer (otherwise write directly to screen)
- #define readymask ;"greys" out the field before starting a level
- #define coolzgfx ;nice graphics for game over screen
+ #define id2 ;yas2 level identifier - this'll add (65) bytes
+ #define buffer ;use display buffer, otherwise write directly to screen (11)
+ #define readymask ;"greys" out the field before starting a level (20)
+;#define readytext ;-displays "prepare" before level starts (42)
+ #define coolzgfx ;nice graphics for game over screen (98)
#define spprotect ;options not changable for singleplayer modes
;#define intlevels ;-internal levels
-;#define readytext ;-displays "prepare" before level starts
- #define id2 ;yas2 level identifier (adds 65 bytes)
;-to become invincible, define the magic word :D
-levelhead = 'w'
-levelhead2 = 97 ;wormy levels header = "0"
+levelhead = 'w'
+levelhead2 = 97 ;wormy levels header = "0"
;_______________________________________________________________________________
; _______ _______ _____ ______ _______ ______ _______
;--- layout --------------------------------------------------------------------
-;(wormN) set:
+;(wormN) offs: set:
heading = 0 ;level*
pos = 2 ;level*
pos2 = 4 ;level
grow = 6 ;level
died = 8 ;game:
score = 9
-delay = 11
+wdelay = 11
lives = 12
head = 13
- ; �15B (wormNset)
-tail = 15 ; |also@next level
-storepos = 17 ; |
-reserv = 18 ; |loop (race:lap|ctf:pea)
-left = 19 ; |
-right = 20 ; |
-name = 21 ; |_
+ ; ┌15B (wormNset)
+tail = 15 ; │also@next level
+storepos = 17 ; │
+reserv = 18 ; │loop (race:lap|ctf:pea)
+wleft = 19 ; │
+wright = 20 ; │
+name = 21 ; │_
wormsize = 30 ;^mark^
start: ;turn back NOW!
nop ;and so it begins...
- jp Start
-#ifdef id2
+ jp codestart
+#ifndef id2
+ ld bc,$5242
+ rst 10h
+ .dw WormIcon
+#else
ld (bc),a
nop
ld d,h
rst 10h
.dw WormIcon
.dw WormData
-#else
- ld bc,$5242
- rst 10h
- .dw WormIcon
#endif
ld d,a
ld c,a
.db %1010010
jr nz,$+47
dec l
- .db " 98% .225",0
+ .db " v1.00.36",0
WormIcon:
- .db 8,2
- .db %00000000,%00111100
- .db %00000000,%01010010
- .db %00000000,%01100001
- .db %01100011,%10011001
- .db %10010100,%01101001
- .db %10011001,%00011001
- .db %01000010,%11000001
- .db %00111100,%00111110
+ .db 8,2 ;Rkaydees' icon:
+ .db %00000000,%00111100 ; XX
+ .db %00000000,%01010010 ; XXX
+ .db %00000000,%01100001 ; XX
+ .db %01100011,%10011001 ; XX
+ .db %10010100,%01101001 ; XX
+ .db %10011001,%00011001 ; XX
+ .db %01000010,%11000001 ; X XX
+ .db %00111100,%00111110 ; XXXX
#ifdef id2
WormData:
.db 1
rst 10h
ex de,hl
ld a,b
+ cal _AHL_PLUS_2_PG3 ;skip past length bytes
cal skiptitle ;title (plus size+header <- all non-0)
; cal skiptitle ;description
jp leveldataAHL-3
yasdetect:
- cal _AHL_PLUS_2_PG3 ;skip past length bytes
+ cal _AHL_PLUS_2_PG3 ;skip past length bytes
cal _Get_Word_ahl
ld hl,levelhead+(levelhead2*256)
- call _cphlde
+ cal _cphlde
ret z
scf
ret
;--- search levels -------------------------------------------------------------
-Start:
+codestart:
+ cal _runindicoff
+ cal _flushallmenus
+
cal _RAM_PAGE_7
ld hl,$BFFF ;VAT start
ld ix,templevels
; | | | |_____| | \_ |______ _____ __|__ | \_| __|__ |
;_______________________________________________________________________________
+; cal _runindicoff ;this is after level selection (run from yas1 or restart)
+; cal _flushallmenus ;so this stuff should already be done earlier or by yas
ld (SpSave),sp
- cal _runindicoff
- cal _flushallmenus
im 1
ld a,$D4
jr nz,optionMenu
seloright:
- dec a
+ dec a ;Lives
jr z,changelives
- dec a
+ dec a ;Limit
jr z,changelimit
- dec a
+ dec a ;Speed
jr z,changespeed
- dec a
+ dec a ;Rotation
jr z,changeturn
- dec a
+ dec a ;Growth
jr z,changegrowth
-
+ ;Back
seloleft:
ld a,b
- dec a
+ dec a ;Lives
jr z,bchangelives
- dec a
+ dec a ;Limit
jr z,bchangelimit
- dec a
+ dec a ;Speed
jr z,bchangespeed
- dec a
+ dec a ;Rotation
jr z,bchangeturn
- dec a
+ dec a ;Growth
jr z,bchangegrowth
-_optionMenu:
+_optionMenu: ;Back
jr optionMenu
changelives:
cp K_EXIT
jp z,ExitNoStats
cp K_MORE
- jp z,Start
+ jp z,codestart
psh af
cal menupos
cal loadgamecar
jr nz,mainMenu
selright:
- or a
+ or a ;Mode
jr z,changegame
- dec a
+ dec a ;Level
jr z,changelevel
- dec a
+ dec a ;Link
jr z,changelink
- dec a
+ dec a ;Worms
jr z,changenrworms
-; dec a
+; dec a ;worm#
; jr z,changecurworm
changecurworm:
selleft:
ld a,b
- or a
+ or a ;Mode
jr z,bchangegame
- dec a
+ dec a ;Level
jr z,bchangelevel
- dec a
+ dec a ;Link
jr z,bchangelink
- dec a
+ dec a ;Worms
jr z,bchangenrworms
-; dec a
+; dec a ;worm#
; jr z,bchangecurworm
bchangecurworm:
or a
jr z,waitcustomkey
cp K_EXIT
- ret z
+ ret z ;cancel
cp K_MORE
- jr z,waitcustomkey
+ jr z,waitcustomkey ;ignore
ld (ix),a
ret
cal getwormname
ld hl,txtKleft
cal getcustomkey ;left
+ ld a,93
+ ld (_penCol),a
cal getcustomkey ;right
; jr dispmenusets
cal releasekeys
jr enternameloop
-chartable: ;("!@#$%,0" also used in _D_HL_DECI)
- .db ".<>!" ;down|L|R|up|-|-|-|-
+chartable:
+ .db ".<>!" ;down|L|R|up|-|-|-|-|[enter]
.db "w00t!" ;(makes code look way better)
- .db "XTOJE0",-2 ;enter|+|-|*|/|^|clear|-
- .db " WSNID9",-3 ;(-)|3|6|9|)|tan|custom|-
- .db "ZVRMHC8",-4 ;.|2|5|8|(|cos|prgm|del
- .db "YUQLGB7#" ;0|1|4|7|ee|sin|table|xvar
- .db $D9,"-PKFA6'" ;on|sto|,|x2|ln|log|graph|alpha
- .db "54321*",-5,$D0 ;F5|F4|F3|F2|F1|2nd|exit|more
+ .db "XTOJE0",'w' ;+|-|*|/|^|clear|- w
+ .db " WSNID9",$F8 ;(-)|3|6|9|)|tan|custom|- o
+ .db "ZVRMHC8",$A7 ;.|2|5|8|(|cos|prgm|[del] o
+ .db "YUQLGB7#",$C2 ;0|1|4|7|ee|sin|table|xvar|[on] t
+ .db "-PKFA6'" ;sto|,|x2|ln|log|graph|alpha
+ .db "54321*",$AE,$D0 ;F5|F4|F3|F2|F1|2nd|[exit]|more
nameentered: ;d=0
pop ix ;stringbegin
ld (hl),b ;+score+1=0
inc hl
ld c,2
- ld (hl),c ;+delay=2
+ ld (hl),c ;+wdelay=2
inc hl
ld (hl),3 ;+lives=x
wormbeglives =$-1
; 2 = link = 0 + link (name1)
; 3 = worm #2 = #2 + local(name2)
; 4 = link = 0 + link (name2)
- ld e,worm3+left&255
+ ld e,worm3+wleft&255
cal moveworm2 ;3=2
ld l,worm1+name&255
cal sendworm
- ld l,worm2+left&255
+ ld l,worm2+wleft&255
cal linkworm ;worm2+4 over link
pop hl ;loadgamecar
pop de ;leveldata
;--- set/send worms ------------------------------------------------------------
moveworm2:
- ld hl,worm2+left
-moveworm: ;hl=wormN+left
+ ld hl,worm2+wleft
+moveworm: ;hl=wormN+wleft
ld d,worm1/256
ld bc,11
ldir ;keys+name worm(de) = worm(hl)
ret
-linkworm: ;hl=wormN+left
- ld (hl),0 ;worm1|2+left
+linkworm: ;hl=wormN+wleft
+ ld (hl),0 ;worm1|2+wleft
inc hl
inc hl ;+name
ld b,9
cal recvstuff
ld bc,worm3-worm1-11 ;+2
add hl,bc ;b=0
- ld (hl),b ;worm3|4+left
+ ld (hl),b ;worm3|4+wleft
inc hl
inc hl ;+name
ld b,9
; 2 = worm #1 = #1 + local(name1)
; 3 = link = 0 + link (name2)
; 4 = worm #2 = #2 + local(name2)
- ld e,worm4+left&255
+ ld e,worm4+wleft&255
cal moveworm2 ;4=2
- ld e,worm2+left&255
- ld hl,worm1+left
+ ld e,worm2+wleft&255
+ ld hl,worm1+wleft
cal moveworm ;2=1
- ld l,worm1+left&255
+ ld l,worm1+wleft&255
cal linkworm ;worm1+3 over link
ld l,worm2+name&255
cal sendworm
leveldone:
psh hl ; >> levelp new
cal forceshowstats
+ cal handlethoseneatlittleballs
ld a,(gamecar)
rla ;and _dataPmult
GameLoop:
ld bc,(worm1+pos) ;camera worm #1
- ld a,(worm1+left)
+ ld a,(worm1+wleft)
or a ;if #1 not over link
jr nz,showfield
ld bc,(worm2+pos) ;otherwise view from #2
cal tryDrawPea ;pea#2
noctfpeas2draw:
-
- ld a,0
-nrballs =$-1
- or a
- cal nz,handlethoseneatlittleballs
+ cal handlethoseneatlittleballs
ld ix,worm1
ld a,1
rla ;=$17 (c=EXIT-key)
;or$A7 (c=0)
jp c,GameLoop
- jp Exit ;jr?
+ jr Exit
;--- pause menu ----------------------------------------------------------------
psh bc
psh hl
- ld bc,left-died
- add hl,bc ;+left
+ ld bc,wleft-died
+ add hl,bc ;+wleft
xor a
- cp (hl) ;left=0 = link
+ cp (hl) ;wleft=0 = link
jr nz,NoLinkIndic
ld a,9
ld (_curCol),a
hiscrposa =$+1
adc a,0 ;ahl=saveloc
ret
-savestr: ;hiscore (00AAA) _D_HL_DECI (00000)
+savestr: ;hiscore (01ABC) _D_HL_DECI (01234)
.db $BB,"w00t",0
iswinner:
ld a,h ;previous
cp l ;changed?
ret z
- ld (ix+delay),a ;=0
+ ld (ix+wdelay),a ;=0
ret
saverespawncounter:
- ld (ix+delay),a
+ ld (ix+wdelay),a
jr inputcall
chkkey: ;key=a
turnright =$-1
ld l,a
notright:
- ld a,(ix+right)
+ ld a,(ix+wright)
cal chkkey
ret nc
ld a,l
ld l,a
ret
inputcall:
- ld a,(ix+left)
+ ld a,(ix+wleft)
or a
jr z,inlink ;input by link
cal inkeys ;input by keys
or a
ret nz ;live limit
alive:
- ld a,(ix+delay)
+ ld a,(ix+wdelay)
dec a
jp nz,respawncheck
inc hl
ld (hl),b
inc hl
- cal resbit
+ ;(resbit)
+ ld a,h
+ and (ix+storepos)
+ ld h,a
ld (ix+head),l
ld (ix+head+1),h
inc hl
ld b,(hl)
inc hl
- cal resbit
+ ;(resbit)
+ ld a,h
+ and (ix+storepos)
+ ld h,a
psh hl
cal res4pixels ;rm last bit
pop hl
;_______________________________________________________________________________
handlethoseneatlittleballs:
+ ld a,0
+nrballs =$-1
+ or a
+ ret z ;no bouncies to handle
+ ld b,a ;(nrballs)
ld hl,balls
- ld b,a ;a=(nrballs)
handleballs
psh bc
psh hl
jr c,hitflag
;no peas hit:
ld a,e ;peek a (that's x86asm for pop\push ;)
- bit 1,a ;%10 = carrying flag?
+ bit 1,a ;%1O = carrying flag?
jr z,_wormdead ;if not just die
- xor %11 ;drop flag
- ld (ix+reserv),a
+ and %1 ;which flag?
ld hl,drawctfpea1 ;restore #1
- jr z,nottheotherflag ;which flag? (=and %1)
+ jr nz,nottheotherflag
inc hl ;ld hl,drawctfpea2
inc hl ;restore #2
nottheotherflag:
xor %11 ;invert flag taken + ownflag
ld (ix+reserv),a
and %10 ;just returned?
- psh af ;safe z-flag
psh bc ;safe position
+ psh af ;safe z-flag
cal DrawPea ;remove
- ld e,20 ;flag captured+returned
- cal z,IncScore
- pop bc
pop af
+ pop bc
ret nz ;flag taken: continue game ;drawworm
+ ld e,20 ;flag captured+returned
+ psh bc
+ cal IncScore
+ pop bc
ld a,3 ;draw delay
ld (drawctfpea1),a ;redraw..
ld (drawctfpea2),a ;..both flags
PeaY =$-2
PeaX =$-1
cal chkpeahit
- jr nc,_wormdead
+ jp nc,wormdead
;--- take pea ------------------------------------------------------------------
pop hl ;<<call hitworm
pop hl ;<<call HandleWorm
pop hl ;<<$some other call
- ld (ix+delay),2
+ ld (ix+wdelay),2
jp Nextlevel
chkpeahit: ;bc=ownpos;hl=peapos (destr:ad)
;--- misc ----------------------------------------------------------------------
checkhitlapline:
- ld a,(peaspos) ;63
+ ld a,(peaspos) ;63 usually
sub b ;x==63
jr z,nextlaphalf
- inc a
- ret nz
-nextlaphalf:
+ inc a ;(more checkin' since wormies just have those _huge_ heads ;)
+ ret nz ;x!=62
+nextlaphalf: ;x==62|63; a=0
ld a,(peaspos+1) ;yline
cp c ;ypos
ld a,1
; | | \_ |_____| |_____ ______|
;_______________________________________________________________________________
-releasekeys:
- halt
+releasekeys: ;---------->promise me you'll never let go...
+ halt ;-------------------->i won't let go....
ld a,%10000000 ;all key-masks
out (1),a
- in a,(1)
+ in a,(1) ;--------------->i'll never let go.....
inc a ;cp %11111111 (no keys pressed)
jr nz,releasekeys ;keep waitin
cal GET_KEY ;clear buffer
- ret
-
-resbit:
- ld a,h
- and (ix+storepos)
- ld h,a
- ret
+ ret ;--------------------->*die* (we are VICTORIOUS! muha)
randompos:
ld b,a
Random: ;(2..b+2)
- ld a,r
+ ld a,r ;0..127
+ scf ;not just even values:
+ rla ;6543210C
Seed =$+1
add a,0
ld (Seed),a
wormdead:
pop hl ;<<call
-WormDead:
ld a,2
ld (flashtime),a
#ifdef w00t
nop
.org $+1
#endif
- ld (ix+delay),rspawndelay
+ ld (ix+wdelay),rspawndelay
thislevel =$+1
ld hl,0
ld (ix+pos2),a ;y2
ld (ix+pos2+1),a ;x2
+ ld a,(handledworm) ;who are we? (1-4)
+ cpl ;invert (just bit 0 actually)
+ and 1 ;group 1 (1,3) or 0 (2,4)
+ ld (ix+reserv),a ;reset halflap|flags to starting settings
+
inc (ix+died)
dec (ix+lives)
psh af
- ld a,(gametype)
- cp gamectf ;ctf no death penalty
+ ld a,(gamecar)
+ and _datadecs ;ctf and race no death penalty
cal nz,DecScore10
pop af
ret nz ;HandleWorm done
ret
NewPea:
+ ld de,$293A ;counter :)
+newpealoop:
+ dec de
+ ld a,d
+ or e
+ jp z,Exit ;break after 10554 tries to prevent freeze when field filled
ld a,(FieldWidth)
- add a,127-4
+ add a,126
cal randompos
ld h,a
ld a,(FieldHeight)
- add a,56-4
+ add a,55
cal randompos
ld l,a
+ psh de
cal CheckPea
- jr nz,NewPea
+ pop de ;counter
+ jr nz,newpealoop
cal sendnewpeaoverlink
ld (PeaY),hl
DrawPea: ;hl=(PeaY)
ld a,(gamecar)
rra ;and _datalink
ret nc ;no link
- ld a,(worm1+left)
+ ld a,(worm1+wleft)
or a
jr z,receivenewpeaoverlink
ld c,l ;send pea's pos
out (1),a ;select keys
in a,(1) ;input
bit 6,a ;exit key
- jp z,Exit ;break!
+ jr z,linkerr ;break!
linkfine:
in a,(7)
and %11
.db %00011111,%11101111,%11110000,%00111111,%10000111,%00000001,%10000000,%00000011,%11111111,%11110000,%00111110,%00011110,%00010111,%01011101,%10010101,%01100101
.db %00001111,%10000011,%11100000,%00011111,%00000011,%00000001,%10000000,%00000000,%11111111,%11100000,%00000000,%00000000,%11100101,%01010101,%01000110,%01010011
+#ifdef coolzgfx
wtWormy: ;g/o
.db %00000110,%00111000,%00000000,%00111100,%00001111,%10001110,%00111100,%01111000,%00001100,%11011000,%11100011,%10000000,%00000000,%11111100,%00111000,%00000000
.db %00011001,%01000110,%11100000,%11000010,%00011100,%11011111,%01111110,%11111000,%00011110,%11011101,%11110111,%11000000,%00111111,%00000011,%01000110,%11100000
.db %01001100,%00011000,%00000000,%00000100,%00011000,%11011111,%01100010,%11001100,%00110011,%01101101,%10000111,%11000001,%00011100,%00111000,%00011000,%10000010
.db %01010010,%00100100,%01100000,%00011000,%00011111,%11011011,%11101110,%11111100,%00011111,%01111000,%11110110,%11100000,%11000000,%11000110,%00101001,%10000010
.db %01100001,%11000011,%10011111,%11100000,%00001111,%10001001,%11001100,%01111000,%00001110,%00110000,%01100110,%01100000,%00111111,%00000001,%11000110,%01111100
-
;.db %00000000,%00000001,%10000000,%00000000,%00001111,%10000000
-
-#ifndef coolzgfx
+#else
txtGO: .db 5,5,5,5,5," GAME OVER ",$CF,$CF,$CF,$CF,$CF,0
#endif
txtYes: .db "Yes",0
txtNo: .db "No",0
txtKleft: .db ":left",0
-txtKright: .db "/right",0
+txtKright: .db "right",0
posLevsel = $0320
txtLevsel: .db $CF," SELECT LEVELS ",5,0
txtWaitn: .db "Waiting";"...",0
_dataPctf = %00001000 ;ctf peas=1
__bitPctf = 3
_datatime = %00010000 ;time incs score (timematch)
-;reserved %00100000 ;for future use
+_datadecs = %00100000 ;decrease score on death=1
_datafood = %01000000 ;food present=0 (6!)
_dataPmult = %10000000 ;multiple peas=1 (no _datafood) (7!)
- ; �game info (see above)
- ; | �lives (0=unlimited)
- ; | | �nrworms (can be altered by user)
- ; | | | �level (reset to 1 at startup)
- ; | | | | �speed/delay (-1=def)
- ; | | | | | �grow speed (-1=none; 0=continuous)
- ; | | | | | | �turn speed (8=def)
- ; | | | | | | | �score limit (0=none)
-gamesingle = 0 ; | | | | | | | |
-datasingle:.db %00000110,3,1,1,-1,-1, 8, 0 ;Singleplayer (SP; 3 lives)
+ ; ┌game info (see above)
+ ; │ ┌lives (0=unlimited)
+ ; │ │ ┌nrworms (can be altered by user)
+ ; │ │ │ ┌level (reset to 1 at startup)
+ ; │ │ │ │ ┌speed/delay (-1=def)
+ ; │ │ │ │ │ ┌grow speed (-1=none; 0=continuous)
+ ; │ │ │ │ │ │ ┌turn speed (8=def)
+ ; │ │ │ │ │ │ │ ┌score limit (0=none)
+gamesingle = 0 ; │ │ │ │ │ │ │ │
+datasingle:.db %00100110,3,1,1,-1,-1, 8, 0 ;Singleplayer (SP; 3 lives)
gamepeas = 1
-datapeas: .db %00000100,1,1,1,-1,126,8, 0 ;Peaworm (SP; 1 live, 127 growth)
+datapeas: .db %00100100,1,1,1,-1,126,8, 0 ;Peaworm (SP; 1 live, 127 growth)
gametron = 2
-datatron: .db %01010100,1,1,1,-1, 0, 8, 0 ;Tron (SP; 1 live, cont.growth)
+datatron: .db %01110100,1,1,1,-1, 0, 8, 0 ;Tron (SP; 1 live, cont.growth)
gamedeathm = 3
-datadeathm:.db %01000000,3,2,1,-1,42, 8, 0 ;Deathmatch (3 lives, 50 growth)
+datadeathm:.db %01100000,3,2,1,-1,42, 8, 0 ;Deathmatch (3 lives, 50 growth)
gamefoodm = 4
-datafoodm: .db %00000000,0,2,1,-1,-1, 8,10 ;Foodmatch (100 score)
+datafoodm: .db %00100000,0,2,1,-1,-1, 8,10 ;Foodmatch (100 score)
gamemfoodm = 5
-datamfoodm:.db %11000010,0,2,1,-1,-1, 8,10 ;MuchFoodmatch (10 peas)
+datamfoodm:.db %11100010,0,2,1,-1,-1, 8,10 ;MuchFoodmatch (10 peas)
gametimem = 6
-datatimem: .db %01010000,1,2,1,-1, 0, 8, 0 ;Timematch (1 live, cont.growth)
+datatimem: .db %01110000,1,2,1,-1, 0, 8, 0 ;Timematch (1 live, cont.growth)
gamerace = 7
datarace: .db %01000000,0,2,1,-1,-1, 8,10 ;Race (100 score)
gamectf = 8
.end
-.end
\ No newline at end of file
+.end