- minor input-related changes
- horizontal line objects
- faster if compiled with horizontal line routine (circles too)
- improve episode select screen (list options vertically)
#define buffer ;use display buffer (otherwise write directly to screen)
#define readymask ;"grays" out the field before starting a level
#define buffer ;use display buffer (otherwise write directly to screen)
#define readymask ;"grays" 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 =)
;#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
_writeb_inc_ahl = $5567 ;ld (ahl),c
_jforce = $409C ;TI-OS stack restored
_EXLP = $4493 ;swap (hl),(de) b times
+_GETB_AHL = $46C3 ;a=(ahl) \ hl=ahl
;-----------------------------
;------- data storage -------
;-----------------------------
;------- data storage -------
cal _RAM_PAGE_7
ld hl,$BFFF ;VAT start
cal _RAM_PAGE_7
ld hl,$BFFF ;VAT start
searchloop:
ld de,(_PTEMP_END+1) ;VAT end
or a ;nc
searchloop:
ld de,(_PTEMP_END+1) ;VAT end
or a ;nc
cp $0C ;string
jr z,stringfound
searchnext:
cp $0C ;string
jr z,stringfound
searchnext:
pop hl
dec hl ;5x
dec hl
dec hl
dec hl
dec hl
pop hl
dec hl ;5x
dec hl
dec hl
dec hl
dec hl
ld b,(hl) ;name size
inc b
skipname:
dec hl
dnz skipname
ld b,(hl) ;name size
inc b
skipname:
dec hl
dnz skipname
jr searchloop
stringfound:
jr searchloop
stringfound:
ex de,hl ;ld ahl,(hl)
cal _AHL_PLUS_2_PG3 ;string id
cal _Get_Word_ahl ;ld de,(ahl)
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
- jr nz,searchnext ;not worm
+ jr nz,_searchnext ;not worm
- 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
+ ld (ix),a ;end mark
+
+ cal _clrWindow
-dispnextlevel:
- cal _RAM_PAGE_1
- cal _clrWindow
- ld a,2
- ld (_curRow),a
+ ld hl,$0020
+ ld (_penCol),hl
- cal _puts ;"< Select levels: >"
- ld hl,$0004
- ld (_curRow),hl
+ cal _vputs ;"< Select levels: >"
+ ld hl,$0601 ;x=1
+ ld (_penCol),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)
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
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
- 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
+ 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
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
- 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
cal _Get_Word_ahl
ld (leveldataSize),de
+ 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 -----
;-----------------------------
;-----------------------------
;----- build trig tables -----
;-----------------------------
dnz dispmenuloop
ld b,0 ;b=menu#
dnz dispmenuloop
ld b,0 ;b=menu#
- jr setgame ;> dispmenusets > mainMenu
+ jr _dispmenusets ;mainMenu
inc a
changedcurworm:
ld (curworm),a
inc a
changedcurworm:
ld (curworm),a
- jp dispmenusets ;mainMenu
+ jr _dispmenusets ;mainMenu
jr nc,mainMenu ;may not be >4
changednrworms:
ld (hl),a
jr nc,mainMenu ;may not be >4
changednrworms:
ld (hl),a
jr dispmenusets ;mainMenu
bchangenrworms:
;hl=nrworms
jr dispmenusets ;mainMenu
bchangenrworms:
;hl=nrworms
changedgame:
and 7 ;mod 8
ld (Gametype),a
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 dispmenusets ;mainMenu
bchangegame:
ld a,(Gametype)
jr _mainMenu ;singleplayer (no limit)
changelevel:
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 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:
jr z,_mainMenu
inc a
changedlevel:
jr dispmenusets ;mainMenu
bchangelevel:
jr dispmenusets ;mainMenu
bchangelevel:
+ inc hl
+ ld a,(hl) ;(curlevel)
dec a
jr nz,changedlevel
jr _mainMenu
dec a
jr nz,changedlevel
jr _mainMenu
ld (CURtxtGame),hl ;save for g/o
cal _vputs ;Singleplayer
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
cal loadgamecar
psh hl
ld hl,$243E
ld (_penCol),hl
pop hl ;cal loadgamecar
inc hl
ld (_penCol),hl
pop hl ;cal loadgamecar
inc hl
ld a,(hl)
add a,'0'
cal _vputmap
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
ld hl,$3032
ld (_penCol),hl
ld a,1
;destr: acdehl
ld hl,datasingle
ld a,(Gametype)
;destr: acdehl
ld hl,datasingle
ld a,(Gametype)
ld (scorelimit),hl ;set limit
cal loadgamecar ;nc
ld (scorelimit),hl ;set limit
cal loadgamecar ;nc
- ld a,(Gametype) ;3bytes -> 2bytes
+ psh hl
+ ld a,(Gametype) ;4bytes -> 3bytes
+ add a,a ;3->2bytes
add a,24+1 ;go to datalevels
ld e,a ;=de
sbc hl,de ;datalevels
add a,24+1 ;go to datalevels
ld e,a ;=de
sbc hl,de ;datalevels
scorelimitset:
cal _ldHLind ;ld hl,(hl)
scorelimitset:
cal _ldHLind ;ld hl,(hl)
+ pop de ;de=loadgamecar
+ inc de \ inc de
+ ld a,(de) ;(curlevel)
ld (Level),a
ld d,a ;begin level
skiplevelloop:
ld (Level),a
ld d,a ;begin level
skiplevelloop:
inc a ;=255?
jp nz,nextlevel
inc a ;=255?
jp nz,nextlevel
+ ld hl,Level
+ dec (hl) ;curlevel-- (not beyond last lvl)
psh hl
cal releasekeys
cal _clrWindow
psh hl
cal releasekeys
cal _clrWindow
+ jr nc,setfieldx
+ xor a ;fieldx<128
+setfieldx:
ld (FieldWidth),a
ld a,(de)
inc de
ld (FieldWidth),a
ld a,(de)
inc de
+ jr nc,setfieldy
+ xor a ;fieldy<57
+setfieldy:
ld a,(Level)
cp (hl)
jr c,hilevelcheckdone
ld a,(Level)
cp (hl)
jr c,hilevelcheckdone
ld c,a
ld a,0
hilvlposa =$-1
ld c,a
ld a,0
hilvlposa =$-1
dec a ;3 = box
cal z,drawbox
dec a ;4 = circle
dec a ;3 = box
cal z,drawbox
dec a ;4 = circle
+ cal z,drawcircle
+ dec a ;5 = hline
+#ifdef hlines
+ cal z,drawhline
+#else
+ cal z,drawline
+#endif
drawbox: ;(d,e)-(h,l)
ld b,l ;Delta-y
drawbox: ;(d,e)-(h,l)
ld b,l ;Delta-y
+#ifdef hlines
+boxloop:
+ cal drawhline
+ inc e
+ dnz boxloop
+ ret
+drawhline: ;(d,e)-(h,e)
+ psh bc
+ ld b,d
+ ld c,e
+ psh hl
+ cal FindPixel
+ ld c,a ;starting mask
+ ld a,h
+ sub b
+ ld b,a
+ inc b ;1+x2-x1
+hlineloop:
+ ld a,(hl)
+ or c
+ ld (hl),a
+ rrc c ;mask >>
+ jr nc,hlinenext
+ inc hl ;next byte
+hlinenext:
+ dnz hlineloop
+ pop hl
+ pop bc
+ ret
+#else
ld l,e
boxloop:
cal drawline
ld l,e
boxloop:
cal drawline
drawfatline:
cal drawline
drawfatline:
cal drawline
;LINE (d,e)-(h,l)
;destroyes a
;LINE (d,e)-(h,l)
;destroyes a
+drawline: ;(d,e)-(h,l)
+ psh bc ;destr: a
dnz LineLoopSteep
jr DoneLine
dnz LineLoopSteep
jr DoneLine
-;CIRCLE (d,e),h
-;destroyes ?
-
-circle: ;de=x,y; h=z
+drawcircle: ;(d,e),h ;de=x,y; h=z
ld c,h ;c=yy=z
ld a,h
neg
ld c,h ;c=yy=z
ld a,h
neg
;every other link game out there. However, these are commented :)
losses: .dw 0
Csend:
;every other link game out there. However, these are commented :)
losses: .dw 0
Csend:
+ ld b,32
+csendwait:
+ nop
+ dnz csendwait
waitreceive:
call linktimer
in a,(7)
waitreceive:
call linktimer
in a,(7)
cp 3 ;if bits 0 and 1 set, both wires are high
jr z,waitreceive ;wait for one of the wires to go low
rra ;check red wire status
cp 3 ;if bits 0 and 1 set, both wires are high
jr z,waitreceive ;wait for one of the wires to go low
rra ;check red wire status
waitreceive2:
call linktimer
in a,(7)
waitreceive2:
call linktimer
in a,(7)
jr z,waitreceive2 ;wait for the wire we didn't lower to go high again (the other will remain low)
ld a,%11000000 ;$c0
out (7),a ;raise both wires since the other calc will have given the ok sign
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
_datamultpeas = %00100000
_datasp = %01011110
_datamultpeas = %00100000
_datasp = %01011110
-datalevels: .dw LevelDef, LevelDefT
+datalevels: .dw LevelDef, LevelDefM
.dw LevelDefT,LevelDefM
.dw LevelDefM,LevelDefM
.dw LevelDefM,LevelDefC
.dw LevelDefT,LevelDefM
.dw LevelDefM,LevelDefM
.dw LevelDefM,LevelDefC
savestart:
gamesingle = 0
savestart:
gamesingle = 0
-datasingle: .db %01011110,3,1 ;3 lives (<must b unique)
+datasingle: .db %01011110,3,1,1 ;3 lives (<must b unique)
-datapeas: .db %01011010,1,1 ;1 "
+datapeas: .db %01011010,1,1,1 ;1 "
-datatron: .db %01000010,1,2
+datatron: .db %01000010,1,2,1
-datadeathm: .db %01000010,3,2
+datadeathm: .db %01000010,3,2,1
-datafoodm: .db %11010000,10,2 ;10 score limit (=100)
+datafoodm: .db %11010000,10,2,1 ;10 score limit (=100)
-datalinkm: .db %01000011,3,2
+datalinkm: .db %01000011,3,2,1
-datarace: .db %10000000,10,2
+datarace: .db %10000000,10,2,1
-datactf: .db %11100000,9,4
+datactf: .db %11100000,9,4,1
;gamedomin = 8
;datadomin: .db %01100000,3 ;==(8 modes)
worm1set: .dw worm1p,worm1p
;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
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
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
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
defhiscrpos:
.dw 0,0,0,0,0,0
- .db 15,"Internal Levels"
+ .db "Internal Levels" ;,0
.db 0,deflevels/256,deflevels&255
templevels:
.db 0,deflevels/256,deflevels&255
templevels: