; Title : Wormy
-; Version : 92.5%
-; Release Date : february 2001
+; Version : 93%
+; Release Date : summer 2001
; Filename : wormy.86p (5kb)
; Author(s) : Shiar
; Email Address : shiar0@hotmail.com
;----------- TO-DO -----------
;-----------------------------
-; 92% = DONE
+; 93% = DONE
-; * implement circle-routine!
-; 1% * customizable keys
; * internal levels
; * check levels/gametype
; * enough hiscore saves!
;-----------------------------
#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 = $46C3 ;a=(ahl) \ hl=ahl
;-----------------------------
;------- data storage -------
.org _asm_exec_ram
-wormVhost = 092
-wormVclient = 192
+wormVhost = 093
+wormVclient = 193
start:
nop
.dw WormIcon
WormTxt:
- .db "WORMY by SHIAR -- alpha 92.5%",0
+ .db "WORMY by SHIAR -- beta 93%",0
WormIcon:
.db 9,2
.db %10010110,%01101111
.db %11000011,%10000000
levelhead = 'w'
-levelhead2 = 92 ;wormy levels header = "92"
+levelhead2 = 93 ;wormy levels header = "93"
int_handler:
ex af,af'
cal _RAM_PAGE_7
ld hl,$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 -----
;-----------------------------
DisplayMenu: ;---draw menu---
cal _clrWindow
- ld de,$FC42 ;(10,2)
+ ld de,$FC40 ;(0,4)
ld hl,wtPicture
- ld a,16 ;height
-disptitleloop:
- ld bc,8 ;width
+ ld bc,16*16
ldir
- ex de,hl
- ld bc,8 ;next line
- add hl,bc
- ex de,hl
- dec a
- jr nz,disptitleloop
ld hl,txtMenu
ld ix,posMenu
- ld b,5
+ ld b,6
dispmenuloop:
ld d,(ix)
inc ix
ld e,(ix)
inc ix
ld (_penCol),de
- cal _vputs ;by Shiar \ Mode \ Level \ Limit \ Worms
+ cal _vputs ;Mode \ Level \ Limit \ Worms \ worm # \ controls
dnz dispmenuloop
ld b,0 ;b=menu#
- jr setgame ;> dispmenusets > mainMenu
+ jr _dispmenusets ;mainMenu
;--- menu loop ---
cal menucall
jr nz,notselect
select: ;2nd/enter
+ cal menupos
ld a,b
- dec a ;2nd item?
+ sub 4 ;4th item?
jp z,changeworms
- jp LetsGetThisPartyOn ;1/3/4
+ dec a ;5th?
+ jp z,changekeys
+ jp LetsGetThisPartyOn ;1/2/3/5
notselect
cp K_EXIT
jp z,ExitNoStats
psh af
cal menupos
+ cal loadgamecar
+ inc hl
pop af
cp K_LEFT
jr z,selleft
or a
jr z,changegame
dec a
- jr z,changelevel
+ jp z,changelevel ;&&&jr??
dec a
jr z,changelives
+ dec a
+ jr z,changenrworms
; dec a
-; jr z,changenrworms
+; jr z,changecurworm
-changenrworms:
- ld a,(Gametype)
- cp 2
- jr c,mainMenu ;type 0/1
- ld hl,nrworms
- ld a,(hl)
+changecurworm:
+; hl=nrworms
+ ld a,(curworm)
+ cp (hl)
+ jr nc,mainMenu ;may not become >(nrworms)
inc a
- cp 5
- jr nc,mainMenu ;may not be >4
-changednrworms:
- ld (hl),a
- jr dispmenusets ;mainMenu
-
+changedcurworm:
+ ld (curworm),a
+ jr _dispmenusets ;mainMenu
selleft:
ld a,b
jr z,bchangelevel
dec a
jr z,bchangelives
+ dec a
+ jr z,bchangenrworms
; dec a
-; jr z,bchangenrworms
+; jr z,bchangecurworm
+
+bchangecurworm:
+ ld a,(curworm)
+ dec a ;0-3
+ jr nz,changedcurworm ;save >0
+ jr mainMenu
+changenrworms:
+ ld a,(Gametype)
+ cp 2
+ jr c,mainMenu ;type 0/1
+ ;hl=nrworms
+ ld a,(hl)
+ inc a
+ cp 5
+ jr nc,mainMenu ;may not be >4
+changednrworms:
+ ld (hl),a
+_dispmenusets:
+ jr dispmenusets ;mainMenu
bchangenrworms:
- ld hl,nrworms
+ ;hl=nrworms
ld a,(hl)
dec a ;0-3
jr nz,changednrworms ;save >0
changedgame:
and 7 ;mod 8
ld (Gametype),a
-setgame:
- ld a,1
- ld (curlevel),a ;reset level#
- ld hl,nrworms ;reset #worms
- ld a,(Gametype)
- cp 2
- ld (hl),1
- jr c,dispmenusets ;<2=singleplayer
- inc (hl) ;2
jr dispmenusets ;mainMenu
bchangegame:
ld a,(Gametype)
cal changelivesInit
inc a
cp 100
- jr nc,mainMenu
+ jr nc,_mainMenu ;&& _?
changedlives:
ld (hl),a
jr dispmenusets ;mainMenu
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 =$+1
- ld a,1
- cp d
+ cp (hl) ;max level for sel.game
+ pop hl
jr z,_mainMenu
inc a
changedlevel:
- ld (curlevel),a
+ ld (hl),a
jr dispmenusets ;mainMenu
bchangelevel:
- ld a,(curlevel)
+ inc hl
+ ld a,(hl) ;(curlevel)
dec a
jr nz,changedlevel
-__mainMenu:
jr _mainMenu
+getcustomkey:
+ cal _vputs
+ dec ix
+waitcustomkey:
+ halt \ halt
+ psh hl
+ cal GET_KEY
+ pop hl
+ or a
+ jr z,waitcustomkey
+ cp K_EXIT
+ ret z
+ cp K_MORE
+ jr z,waitcustomkey
+ ld (ix),a
+ ret
+
+changekeys:
+ cal getwormname
+ ld hl,txtKeyleft
+ cal getcustomkey ;left
+ cal getcustomkey ;right
+; jr dispmenusets
+
;---display current settings---
dispmenusets:
- ld hl,$FD95
- ld de,5
- ld a,23
+ ld hl,$FD97 ;begin pos
+ ld de,7 ;bytes to add
+ ld a,35 ;nr of lines
clroldsettings:
- ld c,11
+ ld c,9 ;bytes to clear
clroldsetsloop:
ld (hl),d ;=0
inc hl
dec a
jr nz,clroldsettings
- ld de,$182E
+ ld de,$183E
ld (_penCol),de
ld d,0
ld a,(Gametype)
ld (CURtxtGame),hl ;save for g/o
cal _vputs ;Singleplayer
- ld hl,$1E2E ;level
- ld (_penCol),hl
- ld a,(curlevel)
- cal cshowA
-
- ld hl,$2A2E ;worms
- ld (_penCol),hl
- ld a,(nrworms)
- add a,'0'
- cal _vputmap
-
cal loadgamecar
- ld hl,$242E
+ psh hl
+ ld hl,$243E
ld (_penCol),hl
cal cshowA ;liveslimit
sub '0' ;original A
ld a,'0'
limitok:
cal _vputmap ;x10
- jr __mainMenu
+
+ ld hl,$2A3E ;worms
+ 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,$3032
+ ld (_penCol),hl
+ ld a,1
+curworm =$-1
+ add a,'0'
+ cal _vputmap
+ ld hl,$303E
+ ld (_penCol),hl
+ cal getwormname
+ ld hl,worm1name-18
+ add hl,de
+ cal _vputs
+ ld hl,$363E ;controls
+ ld (_penCol),hl
+; ld hl,txtMenu
+; cal _vputs
+ jp mainMenu
;--- handle menukeys ---
dec b
menuupdown:
ld a,b
- and %11 ;4=0;-1=3
+ cp 6
+ jr nz,menunewchk
+ xor a ;6=0
+menunewchk:
+ inc b
+ jr nz,menunewok
+ ld a,5 ;-1=5
+menunewok:
ld b,a
jr menupos
;--- change name ---
-; of worm#(nrworms)
-;or #1 if Gametype<2
-
-changeworms:
- cal _clrWindow
- ld hl,txtName
- cal _puts ;"Enter name player "
- ld a,(Gametype)
- cp 2
- ld a,1
- jr c,wormnrname
-nrworms =$+1
- ld a,1
-wormnrname:
- add a,'0'
- cal _putc
- sub '0'
+; of worm#(curworm)
- ld d,a ;1x
+getwormname: ;of (curworm)
+ ld a,(curworm)
add a,a ;2x
ld e,a
add a,a ;4x
add a,a ;8x
add a,a ;16x
add a,e ;18x
- add a,d ;19x
ld e,a
ld d,0 ;de=a
- ld ix,worm1name-19
+ ld ix,worm1name-18
add ix,de
+ ret
+
+changeworms:
+ cal _clrWindow
+ ld hl,txtEName
+ cal _puts ;"Enter name player "
+ ld a,(curworm)
+ add a,'0'
+ cal _putc
+
+ cal getwormname
ld a,maxnamelength
cal entername
- ld (ix),0
+ ld (ix),0 ;end mark
jp DisplayMenu
entername:
ld hl,datasingle
ld a,(Gametype)
add a,a
+ add a,a
ld e,a
ld d,0
add hl,de
ld (CheckExit),a ;set exit state
cal loadgamecar
- ld l,a
+ ld b,a ;psh a
+ inc hl ;nrworms
+ ld a,(hl)
+ ld (nrworms),a
+ ld l,b ;pop a
ld h,0 ;hl=a
cal _HLTIMES10 ;hl=10*(hl)
ld (scorelimit),hl ;set limit
cal loadgamecar ;nc
- ld e,24+1 ;=de
+ 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
ld a,c ;(gameCar)
- and _datasingl
- jr z,notsingle
- ld a,1
- ld (nrworms),a
-notsingle:
- ld a,c
and _datascore
jr nz,scorelimitset
dec a ;ld a,$FF ;=no_limit
scorelimitset:
cal _ldHLind ;ld hl,(hl)
- ld a,(curlevel)
+ pop de ;de=loadgamecar
+ inc de \ inc de
+ ld a,(de) ;(curlevel)
ld (Level),a
ld d,a ;begin level
skiplevelloop:
ld hl,txtWaiting
cal _puts
cal Crecv
-; ld a,c
+ ld a,c
cp wormVclient
jr z,client
cp wormVhost
jr nz,linkiniterror
-
host:
ld c,wormVclient
cal Qsend
client:
ld hl,txtReceive
cal _puts
-
- ld a,$f6
+ ld a,$E6
multiplayer:
ld (SwapPos),a
ld a,2
;-----------------------------
GameOver:
+ ld a,%11000000
+ out (7),a ;link normal
cal _clrLCD
ld hl,worm1set
ld de,worm1
inc a ;=255?
jp nz,nextlevel
+ ld hl,Level
+ dec (hl) ;curlevel-- (not beyond last lvl)
psh hl
cal releasekeys
cal _clrWindow
ld a,(de)
inc de
sub 128
+ jr nc,setfieldx
+ xor a ;fieldx<128
+setfieldx:
ld (FieldWidth),a
ld a,(de)
inc de
+ ld l,a
sub 57
+ jr nc,setfieldy
+ xor a ;fieldy<57
+setfieldy:
ld (FieldHeight),a
- add a,57-5
psh de ; >> levelp
+ ld a,l ;pop
+ sub 5
ld l,a
ld h,0
add hl,hl
gameCar =$-1
and _datalink
jr z,initfinished ;no link
-
xor a
- ld (worm2+input),a ;worm 2 via link
- ld (worm2+left),a
ld (Speed),a ;max.speed
-SwapPos: ;$18 xx -> $F6 xx
- ; jr xx -> or xx
+SwapPos: ;$18 xx -> $E6 xx
+ ; jr xx -> and xx
+ jr sethost
+setclient:
+ ld (worm1+left),a ;worm 1 via link
jr initfinished
- inc a
- ld (worm2+left),a ;1
- ld hl,worm1
- ld de,worm2
- ld b,4 ;+heading +pos
- cal _EXLP ;swap positions
-;&&& over link
- ld hl,worm1+name
- ld de,worm2+name
- ld b,maxnamelength
- cal _EXLP ;swap positions
+sethost:
+ ld (worm2+left),a ;worm 2 via link
initfinished:
ld b,startdelay
jr nz,Delay
NoDelay:
+ ld (handledworm),a ;=0
+
ld a,0
nrballs =$-1
or a
cal nz,handlethoseneatlittleballs
ld ix,worm1
- ld a,(nrworms)
+ ld a,1
+nrworms =$-1
ld b,a
handleworms:
psh bc
ld bc,worm2-worm1
add ix,bc
pop bc
+ ld hl,handledworm
+ inc (hl) ;1..nrworms
dnz handleworms
;-----------------------------
ld (ix+delay),respawndelay
thislevel =$+1
+ ld hl,0
ld de,0
- ld a,(de)
- inc de
+handledworm =$-2
+ add hl,de
+ add hl,de
+ add hl,de
+ ld a,(hl)
+ inc hl
ld (ix+heading),a
- ld a,(de)
+ ld a,(hl)
ld (ix+pos),a
- inc de
- ld a,(de)
+ inc hl
+ ld a,(hl)
ld (ix+pos+1),a
inc (ix+died)
ret nz ;HandleWorm done
ld a,(gameCar)
and _datalivel
- ret z
+ ret z ;don't end game
+ ld a,(Gametype)
+ cp gametron
+ jr nz,anyworm ;if not Tron, quit at any worm's death
+ ld a,(nrworms)
+ ld b,a ;# of worms
+ ld hl,worm1+lives-(worm2-worm1)
+ ld de,worm2-worm1
+ xor a ;check for 0 lives
+checklives:
+ add hl,de ;next worm
+ cp (hl) ;lives==0?
+ ret nz ;any >0: don't exit
+ dnz checklives
+anyworm:
ld a,$A7 ;exit@end of turn
ld (CheckExit),a ;set exit state
ret ;finish turn
cal _clrWindow
ld hl,txtGO
cal _puts
+ ld hl,$FC00
+ ld b,16*8
+ cal menuinvloop ;invert
+ inc h ;$FD80
+ ld b,16
+ cal menuinvloop ;<hr>
+ ld hl,$FCE0
+ ld b,16
+ cal menuinvloop ;<hr>
+; ld l,$74
+; ld b,8
+; cal menuinvloop
+ ld hl,_curRow
+ inc (hl)
ld hl,txtGame
CURtxtGame =$-2
cal _puts
- ld de,0002
- ld (_curRow),de
+ ld a,$0D ;$0D02
+ ld (_curCol),a
cal showLevel
- ld de,$0B03
+
+ ld de,$1901
+ ld (_penCol),de
+ ld hl,txtName
+ cal _vputs ;Name
+ ld a,$4F
+ ld (_penCol),a
+ cal _vputs ;Died Score
+ ld de,$0004
ld (_curRow),de
- ld hl,txtDied
- cal _puts
- cal _puts ;txtScore
- xor a
- ld (_curCol),a
ld a,(nrworms)
ld b,a
psh bc
psh hl
- ld bc,input-died
- add hl,bc ;+input
+ ld bc,left-died
+ add hl,bc ;+left
xor a
cp (hl) ;input=0 = link
jr nz,NoLinkIndic
- ld b,7 ;{DOWN}
- inc hl ;+left
- cp (hl)
- jr z,hostLinkIndic
- dec b ;{UP}
-hostLinkIndic:
ld a,8
ld (_curCol),a
- ld a,b
+ ld a,$DC ;-O
cal _putc
xor a
ld (_curCol),a
- dec hl
NoLinkIndic:
- inc hl
inc hl
inc hl ;+name
cal _puts
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 =$-1
jr nz,waitkey
;x123456789012345678901
-;1----- GAME OVER -----
+;>>>>>> GAME OVER <<<<<
;2Multiplayer
;3Level 01
;4 Died Score:
respawndue:
ld l,a
cal inputcall
- ld (sendbyte),a
ld a,h ;previous
cp l ;changed?
ret z
; jr z,inlink
; ret
-inkeys: ;use jp not call!
- out (1),a ;nop\nop
- in a,(1)
+chkkey: ;key=a
+ dec a
ld b,a
- and (ix+right)
- jr z,notright
+ srl b
+ srl b
+ srl b ;b=a/8
+ and 7 ;a=a\8
+ ld c,a ;push keybit
+ ld a,-1
+ out (1),a
+ inc b
+ ld a,%01111111 ;default
+bitmask:
+ rlca ;rotate left
+ dnz bitmask ;a/8 times
+ out (1),a ;send bitmask
+ in a,(1) ;input keys
+ ld b,c ;pop keybit
+ inc b
+keybit:
+ rra
+ dnz keybit ;check match (cf set)
+ ret
+
+inkeys: ;use jp not call!
+ cal chkkey
+ jr nc,notright
ld a,l
add a,8
ld l,a
notright:
- ld a,b
- and (ix+left)
- ret z
+ ld a,(ix+right)
+ cal chkkey
+ ret nc
ld a,l
sub 8
ld l,a
ret
-
inputcall:
- ld a,(ix+input)
+ ld a,(ix+left)
or a
- jr nz,inkeys
-
-inlink:
- ld b,(ix+left)
- dec b
- jr z,receivefirst
+ jr z,inlink ;input by link
+ cal inkeys ;input by keys
+ ld a,(gameCar)
+ and _datalink
+ ret z ;no link
+ ld c,l ;send our keys
psh hl
- ld c,0
-sendbyte =$-1
- cal Csend
- cal Crecv
+ cal Qsend ;Csend
pop hl
- ld l,c
ret
-receivefirst:
+inlink:
psh hl
- cal Crecv
+ cal Qrecv ;Crecv
pop hl
ld l,c
- psh hl
- ld a,(sendbyte)
- ld c,a
- cal Csend
- pop hl
ret
;------- 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
ld l,(ix+heading)
cal inputcall
donediddelydone:
- ld a,l
- ld (sendbyte),a
ld (ix+heading),l
ld h,(ix+heading+1)
sel_ownpea:
cal chkpeahit
pop hl ;(peapos) 1st pea
- jp c,stopworm ;own pea hit
+ jp c,WormDead ;stopworm ;own pea hit
- ld a,e ;peek a (that x86 asm for pop\push ;)
+ ld a,e ;peek a (that's x86 asm for pop\push ;)
and %01
jr z,sel_otherpea
ld hl,(peaspos+2) ;2nd pea
jp nc,Exit
showstats:
+ ld a,(Gametype)
+ cp gametron
+ ret z
+showstatsEven4tron:
psh ix
ld h,0
ld l,h
cal z,drawfatline
dec a ;3 = box
cal z,drawbox
+ dec a ;4 = 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
+drawcircle: ;(d,e),h ;de=x,y; h=z
+ ld c,h ;c=yy=z
+ ld a,h
+ neg
+ ld l,a ;l=-z
+ xor a
+ ld b,a ;b=xx=0
+ dec a ;-$00**
+ ld h,a ;hl=zz=-z
+circloop:
+ psh de ;x,y
+ ex (sp),hl ;push zz \ pop x,y
+ cal circledraw ;(x-xx,y+yy)-(x+xx,y+yy)
+ ;(x-xx,y-yy)-(x+xx,y-yy)
+ cal circledraw ;(x-yy,y+xx)-(x+yy,y+xx)
+ ;(x-yy,y-xx)-(x+yy,y-xx)
+
+ ex (sp),hl ;push x,y \ pop zz
+ xor a
+ ld d,a ;d=0
+ dec a ;-256<h<0 = $FF**
+ cp h ;h<0?
+ jr z,circlenext ;jump if zz<0
+
+ ld a,c ;yy
+ dec a ;89<a<128
+ add a,a ;a=2yy-2 ;nc
+ ld e,a ;de=a
+ sbc hl,de ;zz=zz-2yy+2
+ dec c ;yy--
+circlenext:
+ ld a,b ;xx
+ inc a ;0<a<92
+ add a,a ;2xx+2
+ inc a
+ ld e,a ;de=a
+ add hl,de ;zz=zz+2xx+3
+
+ pop de ;x,y
+ ld a,b
+ cp c
+ ret nc ;xx>=yy
+ inc b ;xx++
+ jr circloop
+
+circledraw: ;destr:de
+ psh hl
+ ld a,h ;hl=x,y
+ sub b ;bc=xx,yy
+ ld d,a ;d=x-xx
+ add hl,bc ;h=x+xx; l=y+yy
+ ld e,l ;e=y+yy
+ cal drawline ;(h-b,l+c)-(h+b,l+c)
+ ld a,l
+ sub c ;a=y again
+ sub c
+ ld l,a ;l=y-yy
+ ld e,l ;e=l=y-yy
+ cal drawline ;(h-b,l-c)-(h+b,l-c)
+ ld a,b ;swap xx and yy
+ ld b,c
+ ld c,a ;ex b,c
+ pop hl
+ ret
+
+
+
+
+
+;**** link routines ****
+;these are identical in concept to the routines used in ZTetris, ZPong, and probably
+;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
+Qsend:
+send:
+;inputs: c=byte to send, both wires must be high by default
+;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 %11
+ jr z,killlink ;if both lines low, get out of here (game over signal)
+ ld b,8 ;sending 8 bits
+sendloop:
+ ld de,$8000 ;error timer
+ rl c ;force high bit into carry
+ ld a,%11010100 ;lower the red wire by default (sending 0) ($d4)
+ jr nc,selected ;if high bit was 0, use above value
+ ld a,%11101000 ;if 1, lower the white wire instead ($e8)
+selected:
+ out (7),a ;put it out the link port
+waitconfirm:
+ call linktimer
+ in a,(7) ;see what the wires are doing
+ and %00000011 ;check lower 2 bits
+ jr nz,waitconfirm ;if both bits 0, data was received ok (both wires low)
+ ld a,%11000000
+ out (7),a ;give the ok to raise both wires (one will be done automatically) ($c0)
+waitconfirm2:
+ call linktimer
+ in a,(7)
+ and %00000011
+ cp 3
+ jr nz,waitconfirm2 ;wait for other calc to raise the other wire
+ djnz sendloop ;continue sending
+ xor a ;reset c; ld a,0
+ ld (losses),a ;reset number of losses
+ ret
+
+
+Crecv:
+ cal receive
+ jr c,Crecv
+ ret
+Qrecv:
+receive:
+;inputs: both wires must be high by default
+;outputs: c=byte received, b=8-number of bits received, both wires high
+; goes to game over on certain conditions
+;destroys: af,bc,de
+ in a,(7)
+ and %00000011
+ jr z,killlink ;game over signal applies to receiving too
+ ld b,8 ;receiving 8 bits
+receiveloop:
+ ld de,$8000 ;error timer
+waitreceive:
+ call linktimer
+ in a,(7)
+ and %11
+ cp 3 ;if bits 0 and 1 set, both wires are high
+ jr z,waitreceive ;wait for one of the wires to go low
+ rra ;check red wire status
+ rl c ;if set, red is high (thus white is low), so put the correct bit into c
+ rra ;now check white wire (since the flags are destroyed)
+ ld a,%11010100 ;$d4
+ jr nc,selected2 ;if white is low, lower red and vice versa
+ ld a,%11101000 ;$e8
+selected2:
+ out (7),a ;so now both wires are low
+waitreceive2:
+ call linktimer
+ in a,(7)
+ and %11
+ jr z,waitreceive2 ;wait for the wire we didn't lower to go high again (the other will remain low)
+ ld a,%11000000 ;$c0
+ out (7),a ;raise both wires since the other calc will have given the ok sign
+ djnz receiveloop ;if not done, wait for next bit
+ xor a ;reset c
+ ld (losses),a ;reset number of losses
+ ret
+
+linktimer: ;leave if we have to wait too long (and return an error)
+ dec de
+ ld a,d
+ or e ;see if de is 0
+ ret nz ;if not, keep going as usual
+ ;otherwise we have to deal with a link failure
+ ld a,%11000000 ;$c0
+ out (7),a ;reset link status (both high)
+ ld a,(losses) ;see how many consecutive losses we have
+ inc a
+ ld (losses),a ;add this loss to it
+ pop de ;fix the stack to leave the link routine (de is ok to destroy)
+ cp 20 ;see if this is the 20th consecutive failure
+ ret c ;if not, keep playing
+ ;otherwise, all is probably lost...
+
+killlink2:
+ jr linkend
+killlink:
+linkend:
+ jp z,Exit
+
+
+
+
+
+
+
+
+
+#ifdef 0
;-----------------------------
;----------- link ------------
;-----------------------------
xor a ;nc=no error
ld a,c ;result in a
ret
+#endif
;-----------------------------
;---------- levels -----------
.db 0,2,63 ;start d, y, x
.db 128,57 ;field width (128-255), height (57-255)
.db 0 ;no additional lines, boxes
-
.db 255
ret
.db 128,57
.db 0
-LevelDefT:
+ .db 8,5,18,12,0,0
+ .db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
+ .db 128,57
+ .db 4,40,26,20,0
+ .db 4,90,40,11,0,0
+
+LevelDefT: ;tron=no delay
+ .db 8,4,18,12,5
+ .db %1110000,%10001000,%10001000,%10001000,%1110000,0
+ .db $40,30,64,$C0,30,64, $00,30,64,$80,30,64
+ .db 128,57
+ .db 0
+
+LevelDefC: ;ctf
.db 8,4,18,12,5
.db %1110000,%10001000,%10001000,%10001000,%1110000,0
.db $40,30,64,$C0,30,64, $00,30,64,$80,30,64
.db 128,57
+ .db 10,10,50,50
.db 0
;-----------------------------
;---------- data -------------
;-----------------------------
+wdPicture = 16
wtPicture:
-.db %00011110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %00111110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %01110000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %01100000,%01111100,%00000001,%11111111,%00000000,%11110000,%01111001,%11100000
-.db %11100000,%11111110,%00000011,%11111111,%10000011,%11111000,%11111111,%11110000
-.db %11000001,%11000111,%00000111,%00000001,%11000111,%10011001,%11001111,%00111000
-.db %11000001,%10000011,%00000110,%00000000,%11100110,%00000001,%10011111,%10011000
-.db %11000001,%10000011,%00000110,%11000000,%01101110,%00000011,%10111001,%11011100
-.db %11000001,%11000111,%00000110,%11000000,%01101100,%00000011,%00110000,%11001100
-.db %11000000,%11000110,%00000110,%11000000,%01101100,%00000011,%00110000,%11001100
-.db %11100000,%11101110,%00001110,%11000000,%01101100,%00000011,%00111001,%11001100
-.db %01100000,%01111100,%00001100,%11000000,%01101100,%00000011,%00011111,%10001100
-.db %01110000,%00111000,%00011100,%11100000,%11101110,%00000011,%00001111,%00001100
-.db %00111000,%11111110,%00111000,%01110001,%11000110,%00000011,%10000000,%00011100
-.db %00011111,%11101111,%11110000,%00111111,%10000111,%00000001,%10000000,%00011000
-.db %00001111,%10000011,%11100000,%00011111,%00000011,%00000001,%10000000,%00011000
-
-txtMenu: .db "by Shiar",0
- .db "Mode",0
- .db "Level",0 ;4th menu item
- .db "Limit",0 ;3rd
- .db "Worms",0 ;2nd
-posMenu: .dw $0D5A,$1418,$131E,$1524,$0F2A
-txtGame: .db "Singleplayer",0 ;0 (1st)
-txtGame1: .db "Peaworm",0 ;1 (next 1st)
-txtGame2: .db "Tron",0 ;2
-txtGame3: .db "Deathmatch",0 ;3
-txtGame4: .db "Foodmatch",0 ;4
-txtGame5: .db "LinkMatch",0 ;5
-txtGame6: .db "Race",0 ;6
-txtGame7: .db "CTF",0 ;7
+.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
+ .db "Limit",0 ;...
+ .db "Worms",0
+ .db "worm #",0
+ .db "controls",0
+posMenu: .dw $$2418,$231E,$2524,$1F2A,$1730,$1936
+txtGame: .db "Singleplayer",0
+txtGame1: .db "Peaworm",0
+txtGame2: .db "Tron",0
+txtGame3: .db "Deathmatch",0
+txtGame4: .db "Foodmatch",0
+txtGame5: .db "LinkMatch",0
+txtGame6: .db "Race",0
+txtGame7: .db "CTF",0
; .db "Domination",0 ;8
-posGame: .db 0,txtGame1-txtGame
- .db txtGame2-txtGame
- .db txtGame3-txtGame
- .db txtGame4-txtGame
- .db txtGame5-txtGame
- .db txtGame6-txtGame
- .db txtGame7-txtGame
-
+posGame: .db 0,txtGame1-txtGame
+ .db txtGame2-txtGame
+ .db txtGame3-txtGame
+ .db txtGame4-txtGame
+ .db txtGame5-txtGame
+ .db txtGame6-txtGame
+ .db txtGame7-txtGame
+
+txtKeyleft: .db "Left",0
+txtKeyright:.db " | Right",0
txtLevsel: .db $CF," Select levels: ",5,0
-txtName: .db "Enter name player ",0
+txtEName: .db "Enter name player ",0
txtWaiting: .db "Waiting...",0
txtReceive: .db "Receiving..." ;,0
.db 127
txtLevel: .db "Level ",0
-txtWorms: .db "Worms: 0",0 ;follows txtLevel
-txtDied: .db "Died ",0
-txtScore: .db "Score",0 ;follows txtDied
-txtLeft: .db " left",0 ;follows txtScore
+txtWorms: .db "Worms: 0",0 ;follows txtLevel
+txtName: .db "Name",0
+txtDied: .db "Died " ;follows txtName
+txtScore: .db "Score",0 ;follows txtDied
+txtLeft: .db " left",0 ;follows txtScore
txthiscore:.db "HiScore:",0
txtReady: .db "Prepare!",0
txtposReady = 7
-txtGO: .db "----- GAME OVER -----",0
+txtGO: .db 5,5,5,5,5," GAME OVER ",$CF,$CF,$CF,$CF,$CF,0
_datalink = %00000001 ;linkplay
_datalivel = %00000010 ;lives=0 limit
datalevels: .dw LevelDef, LevelDefM
.dw LevelDefT,LevelDefM
.dw LevelDefM,LevelDefM
- .dw LevelDefM,LevelDefM
-nrlevels: .db 1,2,2,2,2,2,2,1 ;=defaults
+ .dw LevelDefM,LevelDefC
+nrlevels: .db 1,3,1,3,3,3,3,1 ;=defaults
savestart:
gamesingle = 0
-datasingle: .db %01011110,3 ;3 lives (<must b unique)
+datasingle: .db %01011110,3,1,1 ;3 lives (<must b unique)
gamepeas = 1
-datapeas: .db %01011010,1 ;1 "
+datapeas: .db %01011010,1,1,1 ;1 "
gametron = 2
-datatron: .db %01000010,1
+datatron: .db %01000010,1,1,1
gamedeathm = 3
-datadeathm: .db %01000010,3
+datadeathm: .db %01000010,3,2,1
gamefoodm = 4
-datafoodm: .db %11010000,10 ;10 score limit (=100)
+datafoodm: .db %11010000,10,2,1 ;10 score limit (=100)
gamelinkm = 5
-datalinkm: .db %01000011,3
+datalinkm: .db %01000011,3,2,1
gamerace = 6
-datarace: .db %10000000,10
+datarace: .db %10000000,10,2,1
gamectf = 7
-datactf: .db %11100000,9
+datactf: .db %11100000,9,4,1
;gamedomin = 8
;datadomin: .db %01100000,3 ;==(8 modes)
worm1set: .dw worm1p,worm1p
- .db %11110111,%00,%01111110,%10,%100 ;< >
-worm1name: .db "worm #01",0
+ .db %11110111,%00,-01,K_RIGHT,K_LEFT
+worm1name: .db "Wormy ",0
worm2set: .dw worm2p,worm2p
- .db %11111011,%11,%00111111,%10000,%1000 ;f1 f2
-worm2name: .db "worm #02",0
+ .db %11111011,%11,-01,K_F2,K_F1
+worm2name: .db "Viper ",0
worm3set: .dw worm3p,worm3p
- .db %11111011,0,%01011111,%10,%100 ;sto ,
-worm3name: .db "worm #03",0
+ .db %11111011,%00,-01,K_COMMA,K_STO
+worm3name: .db "Nibbler ",0
worm4set: .dw worm4p,worm4p
- .db %11111011,0,%01111101,%10,%1 ;enter +
-worm4name: .db "worm #04",0
+ .db %11111011,%00,-01,K_PLUS,K_ENTER
+worm4name: .db "Jim ",0
defhiscrpos:
- .dw 0,0,0,0,0
+ .dw 0,0,0,0,0,0
saveend:
head = 13 ;4B (head=tail)
tail = 15 ;also@next level
storepos = 17
-reserv = 18 ;loop
- ;race:lap
- ;ctf:pea
+reserv = 18 ;loop (race:lap|ctf:pea)
input = 19
left = 20
right = 21
.db " shiar0@hotmail.com",0
defspritesz = 4
-defspriteimg: .db %01100000
- .db %11110000
- .db %11110000
- .db %01100000
+defspriteimg: .db %01100000
+ .db %11110000
+ .db %11110000
+ .db %01100000
deflevels:
- .db 15,"Internal Levels"
+ .db "Internal Levels" ;,0
.db 0,deflevels/256,deflevels&255
templevels: