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james |
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REM > <HeeHeeHee$Dir>.!RunImage |
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LIBRARY "<HeeHeeHee$Dir>.GameLib" |
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ON ERROR MODE 12: PROCGameLib_Error |
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MODE 15: MODE 13: OFF |
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DIM B% 1000, Stars% 40000 |
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Table_Character% = 0 |
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Table_Bullets% = 1 |
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Table_Platforms% = 2 |
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Table_Ladders% = 3 |
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Table_Walls% = 4 |
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Table_Enemies% = 5 |
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Table_Xplosions% = 6 |
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Table_Droids% = 7 |
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Table_Items% = 8 |
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Total_Droids% = 100 |
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Size_Droids% = 44 |
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PROCGameLib_Show(&80000000, "") |
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PROCGameLib_Text("Choose a level . . .") |
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PROCGameLib_Text(" 1 - James") |
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PROCGameLib_Text(" 2 - James 2") |
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Level$ = "" |
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REPEAT |
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a$ = GET$ |
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CASE a$ OF |
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WHEN "1": Level$ = "James" |
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WHEN "2": Level$ = "James2" |
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OTHERWISE: VDU7 |
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ENDCASE |
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UNTIL Level$ <> "" |
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PROCGameLib_Show(&80008000, "Loading...") |
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PROCMakeStars |
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PROCAssemble |
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PROCAmnesia_Init(500000) |
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PROCFastSpr_Load(0, "<HeeHeeHee$Dir>.Grafix") |
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PROCFastSpr_Load(1, "<HeeHeeHee$Dir>.Icons") |
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PROCAmnesia_ClaimTable(Table_Character%, 1, 1, 32) |
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PROCAmnesia_ClaimTable(Table_Bullets%, 1, 10, 32) |
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PROCAmnesia_ClaimTable(Table_Platforms%, 0, 1000, 32) |
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PROCAmnesia_ClaimTable(Table_Ladders%, 1, 500, 32) |
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PROCAmnesia_ClaimTable(Table_Walls%, 1, 1000, 32) |
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PROCAmnesia_ClaimTable(Table_Enemies%, 1, 10, 32+30*12) |
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PROCAmnesia_ClaimTable(Table_Xplosions%, 0, 10, 32) |
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PROCAmnesia_ClaimTable(Table_Droids%, 1, Total_Droids%, Size_Droids%) |
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PROCAmnesia_ClaimTable(Table_Items%, 1, 100, 32) |
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PROCAmnesia_SetGravity(0, 1 << 10) |
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PROCLevel_Init(Level$) |
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PROCAmnesia_SetWindow(0, 0, 0, Wide% << 16, High% << 16) |
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PROCAmnesia_SetWindow(1, -1 << 16, -1 << 16, 20 << 16, 15 << 16) |
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PROCAmnesia_SetWindow(2, 0, 0, Wide% << 16, High% << 16) |
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PROCGameLib_Fade |
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PROCFastSpr_Bank(2) |
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PROCFastSpr_Plot(&01000000, 160, 244) |
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PROCFastSpr_Bank(1) |
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PROCFastSpr_Plot(&01000000, 160, 244) |
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PROCFastSpr_SetClipWindow(0, 0, 320, 240) |
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PROCFastSpr_SetBackdrop(0) |
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CASE USR(Code%) OF |
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WHEN 0: PROCGameLib_Show(&00800000, "Level Complete") |
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WHEN 1: PROCGameLib_Show(&00008000, "Game Over") |
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ENDCASE |
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T% = TIME: REPEAT: UNTIL TIME > T% + 100 |
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SYS"OS_Byte", 15, 1 |
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IF GET THEN PROCGameLib_Fade |
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END |
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REM ������������������������������������������������������������������������ |
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DEF PROCAssemble |
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fire_delay% = 10 |
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REMrobot_timer% = &00C80001 |
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Size% = 3 * 1024 |
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DIM Code% Size% - 1 |
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L% = Code% + Size% - 1 |
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REM FOR Pass% = 8 TO 11 STEP 3 |
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FOR Pass% = 8 TO 10 STEP 2 |
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P% = Code% |
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[OPT Pass% |
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; <- R0 = reason for end |
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; 0 = level complete |
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; 1 = game over |
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; -------------------------------------------------------------------------- |
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;initialisation |
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STMFD R13!, {R14} |
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STR R13, exit |
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MOV R0, #1 |
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STR R0, bank |
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MOV R0, #Table_Character% |
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BL object_find |
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; -------------------------------------------------------------------------- |
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.main |
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LDR R0, frame |
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ADD R0, R0, #1 |
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STR R0, frame |
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108 |
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BL swap_screen_bank |
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110 |
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BL escape |
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BL scan_keys |
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TST R0, #(1 << 0) : BLne move_left |
113 |
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TST R0, #(1 << 1) : BLne move_right |
114 |
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TST R0, #(1 << 2) : BLne move_jump |
115 |
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TST R0, #(1 << 4) : BLne move_down |
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TST R0, #(%11) : BLeq move_stand |
117 |
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AND R8, R0, #%1001: CMP R8, #%1001 : BLeq fire_left |
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AND R8, R0, #%1010: CMP R8, #%1010 : BLeq fire_right |
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AND R8, R0, #%1000: CMP R8, #%1000 : BLeq fire_stand |
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121 |
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BL platforms |
122 |
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BL droids |
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124 |
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BL screen_background |
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MOV R2, #0 |
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MOV R0, #Table_Platforms% : BL process_table |
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MOV R0, #Table_Walls% : BL process_table |
128 |
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MOV R0, #Table_Ladders% : BL process_table |
129 |
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MOV R0, #Table_Items% : BL process_table |
130 |
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MOV R0, #Table_Character% : BL process_table |
131 |
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MOV R0, #Table_Enemies% : BL process_Enemies |
132 |
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MOV R0, #Table_Droids% : BL process_Droids |
133 |
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MOV R0, #Table_Xplosions% : BL process_table |
134 |
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MOV R0, #Table_Bullets% : BL process_table |
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136 |
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BL stars |
137 |
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138 |
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BL collisions_Character_Bullets |
139 |
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BL collisions_Bullets_Bullets |
140 |
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BL collisions_Walls_Bullets |
141 |
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BL collisions_Enemies_Bullets |
142 |
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BL collisions_Droids_Bullets |
143 |
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BL collisions_Character_Enemies |
144 |
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BL collisions_Character_Droids |
145 |
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BL collisions_Droids_Walls |
146 |
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BL collisions_Character_Items |
147 |
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148 |
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B main |
149 |
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150 |
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.frame |
151 |
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EQUD 0 |
152 |
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153 |
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; -------------------------------------------------------------------------- |
154 |
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.finalisation |
155 |
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MOV R3, R0 |
156 |
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MOV R0, #15 |
157 |
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MOV R1, #1 |
158 |
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SWI "OS_Byte" |
159 |
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MOV R0, R3 |
160 |
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LDR R13, exit |
161 |
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LDMFD R13!, {PC}^ |
162 |
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163 |
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; -------------------------------------------------------------------------- |
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; data |
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.exit |
166 |
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EQUD 0 |
167 |
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.bank |
168 |
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EQUD 0 |
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.energy |
170 |
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EQUD 320 |
171 |
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172 |
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; -------------------------------------------------------------------------- |
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.swap_screen_bank |
174 |
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; -> nothing |
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; <- no change |
176 |
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STMFD R13!, {R0-R3} |
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178 |
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MOV R0, #19 ; WAIT |
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SWI "OS_Byte" |
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181 |
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LDR R3, bank ; load bank from memory |
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183 |
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MOV R0, #113 ; display screen bank |
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MOV R1, R3 |
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SWI "OS_Byte" |
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187 |
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RSB R3, R3, #3 ; swap bank |
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189 |
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SUB R0, R3, #1 ; set bank for FastSpr |
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SWI "FastSpr_ScreenBank" |
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MOV R0, #112 ; VDU driver screen bank |
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MOV R1, R3 |
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SWI "OS_Byte" |
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196 |
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STR R3, bank ; save bank to memory |
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198 |
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LDMFD R13!, {R0-R3} |
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MOV PC, R14 |
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201 |
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; -------------------------------------------------------------------------- |
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.screen_background |
203 |
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; -> R0 = backdrop sprite number |
204 |
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; <- no change |
205 |
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STMFD R13!, {R0-R2} |
206 |
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207 |
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;LDR R1, scroll_x |
208 |
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;MOV R1, R1, ASR#12 |
209 |
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;LDR R2, scroll_y |
210 |
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;MOV R2, R2, ASR#12 |
211 |
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;SWI "FastSpr_Plot" |
212 |
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213 |
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SWI "FastSpr_ClearWindow" |
214 |
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215 |
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LDMFD R13!, {R0-R2} |
216 |
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MOV PC, R14 |
217 |
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218 |
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; -------------------------------------------------------------------------- |
219 |
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.escape |
220 |
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; -> nothing |
221 |
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; <- exits if escape was pressed |
222 |
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STMFD R13!, {R0-R1} |
223 |
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224 |
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MOV R0, #121 |
225 |
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MOV R1, #(112 EOR &80) |
226 |
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SWI "OS_Byte" |
227 |
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CMP R1, #&FF |
228 |
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LDMneFD R13!, {R0-R1} |
229 |
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MOVne PC, R14 |
230 |
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231 |
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MOV R0, #1 |
232 |
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B finalisation |
233 |
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234 |
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; -------------------------------------------------------------------------- |
235 |
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.scan_keys |
236 |
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; -> nothing |
237 |
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; <- R0 = key flags bit key |
238 |
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; 0 left |
239 |
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; 1 right |
240 |
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; 2 jump |
241 |
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; 3 fire |
242 |
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; 4 down |
243 |
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STMFD R13!, {R1-R3} |
244 |
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245 |
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MOV R3, #0 |
246 |
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MOV R0, #121 |
247 |
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248 |
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MOV R1, #(97 EOR &80) |
249 |
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SWI "OS_Byte" |
250 |
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CMP R1, #&FF |
251 |
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ORReq R3, R3, #%001 |
252 |
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253 |
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MOV R1, #(66 EOR &80) |
254 |
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SWI "OS_Byte" |
255 |
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CMP R1, #&FF |
256 |
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ORReq R3, R3, #%010 |
257 |
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258 |
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CMP R3, #%11 |
259 |
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MOVeq R3, #0 |
260 |
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261 |
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MOV R1, #(79 EOR &80) |
262 |
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SWI "OS_Byte" |
263 |
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CMP R1, #&FF |
264 |
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ORReq R3, R3, #%100 |
265 |
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266 |
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MOV R1, #(73 EOR &80) |
267 |
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SWI "OS_Byte" |
268 |
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CMP R1, #&FF |
269 |
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ORReq R3, R3, #%1000 |
270 |
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271 |
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MOV R1, #(104 EOR &80) |
272 |
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SWI "OS_Byte" |
273 |
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CMP R1, #&FF |
274 |
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ORReq R3, R3, #%10000 |
275 |
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276 |
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MOV R0, R3 |
277 |
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278 |
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LDMFD R13!, {R1-R3} |
279 |
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MOV PC, R14 |
280 |
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281 |
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; -------------------------------------------------------------------------- |
282 |
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.object_find |
283 |
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; -> R0 = table |
284 |
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; <- R1 = pointer to first object |
285 |
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STMFD R13!, {R0, R2} |
286 |
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287 |
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MOV R1, #0 |
288 |
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MOV R2, #1 |
289 |
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SWI "Amnesia_SelectTable" |
290 |
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291 |
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LDMFD R13!, {R0, R2} |
292 |
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MOV PC, R14 |
293 |
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294 |
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; -------------------------------------------------------------------------- |
295 |
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.move_stand |
296 |
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; -> R1 = pointer to character |
297 |
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; <- no change |
298 |
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STMFD R13!, {R0, R2} |
299 |
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300 |
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LDR R2, move_char_now |
301 |
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ADD R2, R2, #1 |
302 |
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AND R2, R2, #3 |
303 |
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STR R2, move_char_now |
304 |
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ADR R0, move_chars |
305 |
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LDR R0, [R0, R2, LSL #2] |
306 |
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STR R0, [R1] |
307 |
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308 |
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LDMFD R13!, {R0, R2} |
309 |
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MOV PC, R14 |
310 |
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311 |
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.move_char_now |
312 |
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EQUD 0 |
313 |
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.move_chars |
314 |
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EQUD &00010001 ; 0 left 1 |
315 |
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EQUD &00000001 ; 1 standard |
316 |
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EQUD &00030001 ; 2 right 1 |
317 |
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EQUD &00000001 ; 3 standard |
318 |
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; left |
319 |
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EQUD &00030001 ; 6 right 1 |
320 |
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EQUD &00040001 ; 7 right 2 |
321 |
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; right |
322 |
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EQUD &00010001 ; 4 left 1 |
323 |
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EQUD &00020001 ; 5 left 2 |
324 |
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325 |
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; -------------------------------------------------------------------------- |
326 |
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.move_left |
327 |
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; -> R1 = pointer to character |
328 |
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; <- no change |
329 |
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STMFD R13!, {R0-R3, R14} |
330 |
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|
331 |
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LDR R2, move_char_now ; increment animation |
332 |
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CMP R2, #3 |
333 |
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MOVle R2, #3 |
334 |
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CMP R2, #6 |
335 |
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MOVge R2, #3 |
336 |
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ADD R2, R2, #1 |
337 |
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CMP R2, #6 |
338 |
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MOVeq R2, #4 |
339 |
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STR R2, move_char_now |
340 |
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ADR R0, move_chars |
341 |
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LDR R0, [R0, R2, LSL #2] |
342 |
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STR R0, [R1] |
343 |
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344 |
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LDR R0, [R1, #8] ; move left |
345 |
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CMP R0, #(1 << 15) |
346 |
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LDMeqFD R13!, {R0-R3, R14} ; exit if already at furthest left |
347 |
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MOVeq PC, R14 |
348 |
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|
349 |
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MOV R3, R0 |
350 |
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SUB R0, R0, #(2 << 12) |
351 |
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STR R0, [R1, #8] |
352 |
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353 |
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MOV R2, #0 |
354 |
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STR R2, fire_direction |
355 |
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356 |
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STMFD R13!, {R0, R2} |
357 |
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MOV R0, #Table_Character% |
358 |
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MOV R2, #1 |
359 |
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BL process_table |
360 |
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LDMFD R13!, {R0, R2} |
361 |
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|
362 |
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BL collisions_Character_Walls |
363 |
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MOVne R0, R3 |
364 |
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STRne R0, [R1, #8] |
365 |
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|
366 |
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BL scroll_horizontal |
367 |
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|
368 |
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LDMFD R13!, {R0-R3, R14} |
369 |
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MOV PC, R14 |
370 |
|
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|
371 |
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; -------------------------------------------------------------------------- |
372 |
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.move_right |
373 |
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; -> R1 = pointer to character |
374 |
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; <- no change |
375 |
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STMFD R13!, {R0-R3, R14} |
376 |
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|
377 |
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LDR R2, move_char_now |
378 |
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CMP R2, #5 |
379 |
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MOVle R2, #5 |
380 |
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ADD R2, R2, #1 |
381 |
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CMP R2, #8 |
382 |
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MOVeq R2, #6 |
383 |
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STR R2, move_char_now |
384 |
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ADR R0, move_chars |
385 |
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LDR R0, [R0, R2, LSL #2] |
386 |
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STR R0, [R1] |
387 |
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|
|
388 |
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LDR R0, [R1, #8] ; move right |
389 |
|
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LDR R2, move_right_edge |
390 |
|
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CMP R0, R2 |
391 |
|
|
LDMeqFD R13!, {R0-R3, R14} ; exit if already at furthest right |
392 |
|
|
MOVeq PC, R14 |
393 |
|
|
|
394 |
|
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MOV R3, R0 |
395 |
|
|
ADD R0, R0, #(2 << 12) |
396 |
|
|
STR R0, [R1, #8] |
397 |
|
|
|
398 |
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MOV R2, #1 |
399 |
|
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STR R2, fire_direction |
400 |
|
|
|
401 |
|
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STMFD R13!, {R0, R2} |
402 |
|
|
MOV R0, #Table_Character% |
403 |
|
|
MOV R2, #1 |
404 |
|
|
BL process_table |
405 |
|
|
LDMFD R13!, {R0, R2} |
406 |
|
|
|
407 |
|
|
BL collisions_Character_Walls |
408 |
|
|
MOVne R0, R3 |
409 |
|
|
STRne R0, [R1, #8] |
410 |
|
|
|
411 |
|
|
BL scroll_horizontal |
412 |
|
|
|
413 |
|
|
LDMFD R13!, {R0-R3, R14} |
414 |
|
|
MOV PC, R14 |
415 |
|
|
|
416 |
|
|
.move_right_edge |
417 |
|
|
EQUD 0 ;((Wide% - 1) << 16) + (1 << 15) |
418 |
|
|
|
419 |
|
|
; -------------------------------------------------------------------------- |
420 |
|
|
.scroll_horizontal |
421 |
|
|
; -> R0 = character x position |
422 |
|
|
; <- no change |
423 |
|
|
STMFD R13!, {R0-R1} |
424 |
|
|
|
425 |
|
|
RSB R0, R0, #0 |
426 |
|
|
ADD R0, R0, #(160 << 12) |
427 |
|
|
CMP R0, #0 |
428 |
|
|
MOVgt R0, #0 |
429 |
|
|
LDR R1, scroll_x_end |
430 |
|
|
CMP R0, R1 |
431 |
|
|
MOVlt R0, R1 |
432 |
|
|
STR R0, scroll_x |
433 |
|
|
LDR R1, scroll_y |
434 |
|
|
SWI "Amnesia_SetPlotOffset" |
435 |
|
|
|
436 |
|
|
LDMFD R13!, {R0-R1} |
437 |
|
|
MOV PC, R14 |
438 |
|
|
|
439 |
|
|
.scroll_x |
440 |
|
|
EQUD 0 ;(Wide% << 16) - (320 << 12) |
441 |
|
|
.scroll_x_end |
442 |
|
|
EQUD 0 ;(Wide% << 16) - (320 << 12) |
443 |
|
|
|
444 |
|
|
; -------------------------------------------------------------------------- |
445 |
|
|
.scroll_vertical |
446 |
|
|
; -> R1 = character y position |
447 |
|
|
; <- no change |
448 |
|
|
STMFD R13!, {R0-R1} |
449 |
|
|
|
450 |
|
|
RSB R1, R1, #0 |
451 |
|
|
ADD R1, R1, #(120 << 12) |
452 |
|
|
CMP R1, #0 |
453 |
|
|
MOVgt R1, #0 |
454 |
|
|
LDR R0, scroll_y_end |
455 |
|
|
CMP R1, R0 |
456 |
|
|
MOVlt R1, R0 |
457 |
|
|
STR R1, scroll_y |
458 |
|
|
LDR R0, scroll_x |
459 |
|
|
SWI "Amnesia_SetPlotOffset" |
460 |
|
|
|
461 |
|
|
LDMFD R13!, {R0-R1} |
462 |
|
|
MOV PC, R14 |
463 |
|
|
|
464 |
|
|
.scroll_y |
465 |
|
|
EQUD 0 ;-((High% << 16) - (240 << 12)) |
466 |
|
|
.scroll_y_end |
467 |
|
|
EQUD 0 ;-((High% << 16) - (240 << 12)) |
468 |
|
|
|
469 |
|
|
; -------------------------------------------------------------------------- |
470 |
|
|
.move_jump |
471 |
|
|
; -> R1 = pointer to character |
472 |
|
|
; <- no change |
473 |
|
|
STMFD R13!, {R0, R14} |
474 |
|
|
|
475 |
|
|
LDR R0, [R1, #4] |
476 |
|
|
TST R0, #(1 << 3) |
477 |
|
|
LDMneFD R13!, {R0, R14} |
478 |
|
|
MOVne PC, R14 |
479 |
|
|
|
480 |
|
|
BL collisions_Character_Ladders |
481 |
|
|
Beq move_jump_1 |
482 |
|
|
|
483 |
|
|
LDR R0, [R1, #12] |
484 |
|
|
SUB R0, R0, #(2 << 12) |
485 |
|
|
STR R0, [R1, #12] |
486 |
|
|
|
487 |
|
|
STMFD R13!, {R2} |
488 |
|
|
MOV R0, #Table_Character% |
489 |
|
|
MOV R2, #1 |
490 |
|
|
BL process_table |
491 |
|
|
LDMFD R13!, {R2} |
492 |
|
|
|
493 |
|
|
LDMFD R13!, {R0, R14} |
494 |
|
|
MOV PC, R14 |
495 |
|
|
|
496 |
|
|
.move_jump_1 |
497 |
|
|
ORR R0, R0, #(1 << 3) |
498 |
|
|
STR R0, [R1, #4] |
499 |
|
|
LDR R0, move_jump_velocity |
500 |
|
|
STR R0, [R1, #20] |
501 |
|
|
|
502 |
|
|
LDMFD R13!, {R0, R14} |
503 |
|
|
MOV PC, R14 |
504 |
|
|
|
505 |
|
|
.move_jump_velocity |
506 |
|
|
EQUD -(4 << 12) |
507 |
|
|
|
508 |
|
|
; -------------------------------------------------------------------------- |
509 |
|
|
.move_down |
510 |
|
|
; -> R1 = pointer to character |
511 |
|
|
; <- no change |
512 |
|
|
STMFD R13!, {R0, R14} |
513 |
|
|
|
514 |
|
|
LDR R0, [R1, #4] |
515 |
|
|
TST R0, #(1 << 3) |
516 |
|
|
LDMneFD R13!, {R0, R14} |
517 |
|
|
MOVne PC, R14 |
518 |
|
|
|
519 |
|
|
;L collisions_1_8 |
520 |
|
|
;DMeqFD R13!, {R0, R14} |
521 |
|
|
;OVeq PC, R14 |
522 |
|
|
|
523 |
|
|
LDR R0, [R1, #12] |
524 |
|
|
ADD R0, R0, #(2 << 12) |
525 |
|
|
STR R0, [R1, #12] |
526 |
|
|
|
527 |
|
|
STMFD R13!, {R2} |
528 |
|
|
MOV R0, #Table_Character% |
529 |
|
|
MOV R2, #1 |
530 |
|
|
BL process_table |
531 |
|
|
LDMFD R13!, {R2} |
532 |
|
|
|
533 |
|
|
LDMFD R13!, {R0, R14} |
534 |
|
|
MOV PC, R14 |
535 |
|
|
|
536 |
|
|
; -------------------------------------------------------------------------- |
537 |
|
|
.fire_left |
538 |
|
|
; -> R1 = pointer to character |
539 |
|
|
; <- no change |
540 |
|
|
STMFD R13!, {R0-R9} |
541 |
|
|
|
542 |
|
|
.fire_left_jump |
543 |
|
|
LDR R4, fired_frame |
544 |
|
|
LDR R5, frame |
545 |
|
|
ADD R4, R4, #fire_delay% |
546 |
|
|
CMP R5, R4 |
547 |
|
|
LDMltFD R13!, {R0-R9} |
548 |
|
|
MOVlt PC, R14 |
549 |
|
|
STR R5, fired_frame |
550 |
|
|
|
551 |
|
|
MOV R9, R1 |
552 |
|
|
|
553 |
|
|
MOV R0, #Table_Bullets% |
554 |
|
|
MOV R1, #2 |
555 |
|
|
LDR R2, fire_flags |
556 |
|
|
LDR R3, [R9, #8] |
557 |
|
|
SUB R3, R3, #(1 << 15) |
558 |
|
|
LDR R4, [R9, #12] |
559 |
|
|
LDR R5, fire_left_velocity |
560 |
|
|
MOV R6, #0 |
561 |
|
|
LDR R7, bullet_timer |
562 |
|
|
MOV R8, #0 |
563 |
|
|
SWI "Amnesia_MakeObject" |
564 |
|
|
|
565 |
|
|
LDMFD R13!, {R0-R9} |
566 |
|
|
MOV PC, R14 |
567 |
|
|
|
568 |
|
|
.fire_left_velocity |
569 |
|
|
EQUD -(1 << 14) |
570 |
|
|
|
571 |
|
|
.fire_flags |
572 |
|
|
EQUD %11000001011010101 |
573 |
|
|
|
574 |
|
|
.bullet_timer |
575 |
|
|
EQUD &00320001 |
576 |
|
|
|
577 |
|
|
; -------------------------------------------------------------------------- |
578 |
|
|
.fire_right |
579 |
|
|
; -> R1 = pointer to character |
580 |
|
|
; <- no change |
581 |
|
|
STMFD R13!, {R0-R9} |
582 |
|
|
|
583 |
|
|
.fire_right_jump |
584 |
|
|
LDR R4, fired_frame |
585 |
|
|
LDR R5, frame |
586 |
|
|
ADD R4, R4, #fire_delay% |
587 |
|
|
CMP R5, R4 |
588 |
|
|
LDMltFD R13!, {R0-R9} |
589 |
|
|
MOVlt PC, R14 |
590 |
|
|
STR R5, fired_frame |
591 |
|
|
|
592 |
|
|
MOV R9, R1 |
593 |
|
|
|
594 |
|
|
MOV R0, #Table_Bullets% |
595 |
|
|
MOV R1, #2 |
596 |
|
|
LDR R2, fire_flags |
597 |
|
|
LDR R3, [R9, #8] |
598 |
|
|
ADD R3, R3, #(1 << 15) |
599 |
|
|
LDR R4, [R9, #12] |
600 |
|
|
LDR R5, fire_right_velocity |
601 |
|
|
MOV R6, #0 |
602 |
|
|
LDR R7, bullet_timer |
603 |
|
|
MOV R8, #0 |
604 |
|
|
SWI "Amnesia_MakeObject" |
605 |
|
|
|
606 |
|
|
LDMFD R13!, {R0-R9} |
607 |
|
|
MOV PC, R14 |
608 |
|
|
|
609 |
|
|
.fire_right_velocity |
610 |
|
|
EQUD (1 << 14) |
611 |
|
|
|
612 |
|
|
; -------------------------------------------------------------------------- |
613 |
|
|
.fire_stand |
614 |
|
|
; -> R1 = pointer to character |
615 |
|
|
; <- no change |
616 |
|
|
STMFD R13!, {R0-R9} |
617 |
|
|
|
618 |
|
|
LDR R0, fire_direction |
619 |
|
|
CMP R0, #0 |
620 |
|
|
Beq fire_left_jump |
621 |
|
|
B fire_right_jump |
622 |
|
|
|
623 |
|
|
.fire_direction |
624 |
|
|
EQUD 1 ; 0 = left, 1 = right |
625 |
|
|
.fired_frame |
626 |
|
|
EQUD 0 |
627 |
|
|
|
628 |
|
|
; -------------------------------------------------------------------------- |
629 |
|
|
.process_table |
630 |
|
|
; -> R0 = table to process |
631 |
|
|
; R2 = plot action (0 = plot, 1 = don't) |
632 |
|
|
; <- no change |
633 |
|
|
STMFD R13!, {R0-R2} |
634 |
|
|
|
635 |
|
|
MOV R1, #0 |
636 |
|
|
SWI "Amnesia_SelectTable" |
637 |
|
|
.process_table_loop |
638 |
|
|
SWI "Amnesia_ProcessTable" |
639 |
|
|
CMP R2, #0 |
640 |
|
|
Bne process_table_loop |
641 |
|
|
|
642 |
|
|
LDMFD R13!, {R0-R2} |
643 |
|
|
MOV PC, R14 |
644 |
|
|
|
645 |
|
|
; -------------------------------------------------------------------------- |
646 |
|
|
.process_Enemies |
647 |
|
|
; -> R0 = table to process |
648 |
|
|
; R2 = plot action (0 = plot, 1 = don't) |
649 |
|
|
; <- no change |
650 |
|
|
STMFD R13!, {R0-R3} |
651 |
|
|
|
652 |
|
|
MOV R1, #0 |
653 |
|
|
SWI "Amnesia_SelectTable" |
654 |
|
|
.process_Enemies_loop |
655 |
|
|
SWI "Amnesia_ProcessTable" |
656 |
|
|
CMP R2, #0 |
657 |
|
|
LDMeqFD R13!, {R0-R3} |
658 |
|
|
MOVeq PC, R14 |
659 |
|
|
|
660 |
|
|
TST R2, #(1 << 8) |
661 |
|
|
Beq process_Enemies_loop |
662 |
|
|
|
663 |
|
|
STMFD R13!, {R0-R3} |
664 |
|
|
|
665 |
|
|
LDR R0, [R1, #36] ; increment move |
666 |
|
|
ADD R0, R0, #1 |
667 |
|
|
LDR R2, [R1, #32] |
668 |
|
|
CMP R0, R2 |
669 |
|
|
MOVeq R0, #0 |
670 |
|
|
STR R0, [R1, #36] |
671 |
|
|
|
672 |
|
|
MOV R3, #12 ; calculate position |
673 |
|
|
MUL R2, R0, R3 |
674 |
|
|
ADD R2, R2, #40 |
675 |
|
|
ADD R2, R1, R2 |
676 |
|
|
|
677 |
|
|
LDR R0, [R2, #00] ; copy velocity etc |
678 |
|
|
STR R0, [R1, #16] |
679 |
|
|
LDR R0, [R2, #04] |
680 |
|
|
STR R0, [R1, #20] |
681 |
|
|
LDR R0, [R2, #08] |
682 |
|
|
STR R0, [R1, #24] |
683 |
|
|
|
684 |
|
|
LDMFD R13!, {R0-R3} |
685 |
|
|
|
686 |
|
|
B process_Enemies_loop |
687 |
|
|
|
688 |
|
|
; -------------------------------------------------------------------------- |
689 |
|
|
.process_Droids |
690 |
|
|
; -> R0 = table to process |
691 |
|
|
; R2 = plot action (0 = plot, 1 = don't) |
692 |
|
|
; <- no change |
693 |
|
|
STMFD R13!, {R0-R2} |
694 |
|
|
|
695 |
|
|
MOV R1, #0 |
696 |
|
|
SWI "Amnesia_SelectTable" |
697 |
|
|
.process_Droids_loop |
698 |
|
|
SWI "Amnesia_ProcessTable" |
699 |
|
|
CMP R2, #0 |
700 |
|
|
LDMeqFD R13!, {R0-R2} |
701 |
|
|
MOVeq PC, R14 |
702 |
|
|
|
703 |
|
|
TST R2, #(1 << 8) |
704 |
|
|
Beq process_Droids_loop |
705 |
|
|
|
706 |
|
|
STMFD R13!, {R0-R3} |
707 |
|
|
|
708 |
|
|
LDR R0, [R1, #00] |
709 |
|
|
AND R0, R0, #&FF0000 |
710 |
|
|
LDR R2, [R1, #32] |
711 |
|
|
LDR R3, [R1, #36] |
712 |
|
|
CMP R0, #0 |
713 |
|
|
MOVeq R0, R2 |
714 |
|
|
MOVne R0, R3 |
715 |
|
|
STR R0, [R1, #24] |
716 |
|
|
|
717 |
|
|
LDR R0, [R1, #00] |
718 |
|
|
EOR R0, R0, #&10000 |
719 |
|
|
STR R0, [R1, #00] |
720 |
|
|
|
721 |
|
|
LDMFD R13!, {R0-R3} |
722 |
|
|
|
723 |
|
|
B process_Droids_loop |
724 |
|
|
|
725 |
|
|
; ---------------------------------------------------------------- |
726 |
|
|
.platforms |
727 |
|
|
; -> R1 = pointer to character |
728 |
|
|
; <- no change |
729 |
|
|
STMFD R13!, {R0-R9, R14} |
730 |
|
|
|
731 |
|
|
MOV R8, R1 |
732 |
|
|
MOV R0, #Table_Platforms% |
733 |
|
|
MOV R1, #1 |
734 |
|
|
MOV R2, #8 |
735 |
|
|
; find all platforms in same x position as char |
736 |
|
|
LDR R3, [R8, #8] |
737 |
|
|
MOV R3, R3, LSR #16 |
738 |
|
|
MOV R3, R3, LSL #16 |
739 |
|
|
ADD R3, R3, #(1 << 15) |
740 |
|
|
MOV R4, #0 |
741 |
|
|
SWI "Amnesia_SelectTable" |
742 |
|
|
.process_platforms |
743 |
|
|
SWI "Amnesia_ProcessTable" |
744 |
|
|
CMP R2, #0 |
745 |
|
|
Beq process_platforms_end |
746 |
|
|
; examine y position |
747 |
|
|
LDR R5, [R8, #12] |
748 |
|
|
ADD R5, R5, #(1 << 16) |
749 |
|
|
LDR R6, [R1, #12] |
750 |
|
|
SUB R6, R6, #(1 << 15) |
751 |
|
|
CMP R5, R6 |
752 |
|
|
Blt process_platforms_fall |
753 |
|
|
SUB R5, R5, #(1 << 15) |
754 |
|
|
CMP R5, R6 |
755 |
|
|
Bgt process_platforms_fall |
756 |
|
|
|
757 |
|
|
LDR R7, [R8, #20] |
758 |
|
|
CMP R7, #0 ; filter out rises |
759 |
|
|
Blt process_platforms |
760 |
|
|
LDR R7, [R8, #12] |
761 |
|
|
MOV R7, R7, LSR #16 |
762 |
|
|
MOV R7, R7, LSL #16 |
763 |
|
|
STR R7, [R8, #12] |
764 |
|
|
.process_platforms_nofall |
765 |
|
|
LDR R7, [R8, #4] |
766 |
|
|
BIC R7, R7, #(1 << 3) |
767 |
|
|
STR R7, [R8, #4] |
768 |
|
|
MOV R7, #0 |
769 |
|
|
STR R7, [R8, #20] |
770 |
|
|
B process_platforms_end |
771 |
|
|
|
772 |
|
|
.process_platforms_fall |
773 |
|
|
BL collisions_Character_Ladders |
774 |
|
|
Bne process_platforms_nofall |
775 |
|
|
|
776 |
|
|
LDR R7, [R8, #4] |
777 |
|
|
ORR R7, R7, #(1 << 3) |
778 |
|
|
STR R7, [R8, #4] |
779 |
|
|
LDR R7, [R8, #12] |
780 |
|
|
LDR R9, platforms_base |
781 |
|
|
CMP R7, R9 |
782 |
|
|
LDMgtFD R13!, {R0-R9, R14} |
783 |
|
|
MOVgt R0, #1 |
784 |
|
|
Bgt finalisation |
785 |
|
|
B process_platforms |
786 |
|
|
|
787 |
|
|
.platforms_base |
788 |
|
|
EQUD 0 ;(High% << 16) |
789 |
|
|
|
790 |
|
|
.process_platforms_end |
791 |
|
|
LDR R1, [R8, #12] |
792 |
|
|
BL scroll_vertical |
793 |
|
|
|
794 |
|
|
LDMFD R13!, {R0-R9, R14} |
795 |
|
|
MOV PC, R14 |
796 |
|
|
|
797 |
|
|
; -------------------------------------------------------------------------- |
798 |
|
|
.collisions_Character_Walls |
799 |
|
|
; -> nothing |
800 |
|
|
; <- flags updated |
801 |
|
|
STMFD R13!, {R0-R3, R14} |
802 |
|
|
|
803 |
|
|
MOV R0, #Table_Character% |
804 |
|
|
MOV R1, #Table_Walls% |
805 |
|
|
SWI "Amnesia_CollisionCheck" |
806 |
|
|
CMP R0, #0 |
807 |
|
|
LDMFD R13!, {R0-R3, R14} |
808 |
|
|
MOV PC, R14 |
809 |
|
|
|
810 |
|
|
; -------------------------------------------------------------------------- |
811 |
|
|
.collisions_Character_Ladders |
812 |
|
|
; -> nothing |
813 |
|
|
; <- no change |
814 |
|
|
STMFD R13!, {R0-R3, R14} |
815 |
|
|
|
816 |
|
|
MOV R0, #Table_Character% |
817 |
|
|
MOV R1, #Table_Ladders% |
818 |
|
|
SWI "Amnesia_CollisionCheck" |
819 |
|
|
CMP R0, #0 |
820 |
|
|
LDMFD R13!, {R0-R3, R14} |
821 |
|
|
MOV PC, R14 |
822 |
|
|
|
823 |
|
|
; -------------------------------------------------------------------------- |
824 |
|
|
.collisions_Character_Bullets |
825 |
|
|
; -> nothing |
826 |
|
|
; <- no change |
827 |
|
|
STMFD R13!, {R0-R4, R14} |
828 |
|
|
|
829 |
|
|
MOV R0, #Table_Character% |
830 |
|
|
MOV R1, #Table_Bullets% |
831 |
|
|
.collisions_Character_Bullets_loop |
832 |
|
|
SWI "Amnesia_CollisionCheck" |
833 |
|
|
CMP R0, #0 |
834 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
835 |
|
|
MOVeq PC, R14 |
836 |
|
|
|
837 |
|
|
STMFD R13!, {R0} |
838 |
|
|
MOV R0, #0 ; remove bullet |
839 |
|
|
STR R0, [R1] |
840 |
|
|
MOV R0, #80 ; reduce energy |
841 |
|
|
BL energy_reduce |
842 |
|
|
LDMFD R13!, {R0} |
843 |
|
|
B collisions_Character_Bullets_loop |
844 |
|
|
|
845 |
|
|
; -------------------------------------------------------------------------- |
846 |
|
|
.collisions_Bullets_Bullets |
847 |
|
|
; -> nothing |
848 |
|
|
; <- no change |
849 |
|
|
STMFD R13!, {R0-R4, R14} |
850 |
|
|
|
851 |
|
|
MOV R0, #Table_Bullets% |
852 |
|
|
MOV R1, #Table_Bullets% |
853 |
|
|
.collisions_Bullets_Bullets_loop |
854 |
|
|
SWI "Amnesia_CollisionCheck" |
855 |
|
|
CMP R0, #0 |
856 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
857 |
|
|
MOVeq PC, R14 |
858 |
|
|
|
859 |
|
|
MOV R4, #0 |
860 |
|
|
STR R4, [R0] |
861 |
|
|
STR R4, [R1] |
862 |
|
|
B collisions_Bullets_Bullets_loop |
863 |
|
|
|
864 |
|
|
; -------------------------------------------------------------------------- |
865 |
|
|
.collisions_Walls_Bullets |
866 |
|
|
; -> nothing |
867 |
|
|
; <- no change |
868 |
|
|
STMFD R13!, {R0-R4, R14} |
869 |
|
|
|
870 |
|
|
MOV R0, #Table_Bullets% |
871 |
|
|
MOV R1, #Table_Walls% |
872 |
|
|
.collisions_Walls_Bullets_loop |
873 |
|
|
SWI "Amnesia_CollisionCheck" |
874 |
|
|
CMP R0, #0 |
875 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
876 |
|
|
MOVeq PC, R14 |
877 |
|
|
|
878 |
|
|
LDR R4, [R0, #16] |
879 |
|
|
RSB R4, R4, #0 |
880 |
|
|
STR R4, [R0, #16] |
881 |
|
|
B collisions_Walls_Bullets_loop |
882 |
|
|
|
883 |
|
|
; -------------------------------------------------------------------------- |
884 |
|
|
.collisions_Enemies_Bullets |
885 |
|
|
; -> nothing |
886 |
|
|
; <- no change |
887 |
|
|
STMFD R13!, {R0-R4, R14} |
888 |
|
|
|
889 |
|
|
MOV R0, #Table_Bullets% |
890 |
|
|
MOV R1, #Table_Enemies% |
891 |
|
|
.collisions_Enemies_Bullets_loop |
892 |
|
|
SWI "Amnesia_CollisionCheck" |
893 |
|
|
CMP R0, #0 |
894 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
895 |
|
|
MOVeq PC, R14 |
896 |
|
|
|
897 |
|
|
MOV R4, #0 ; remove bullet & enemy |
898 |
|
|
STR R4, [R0] |
899 |
|
|
STR R4, [R1] |
900 |
|
|
|
901 |
|
|
STMFD R13!, {R0-R8} |
902 |
|
|
LDR R3, [R1, #08] |
903 |
|
|
LDR R4, [R1, #12] |
904 |
|
|
MOV R0, #Table_Xplosions% |
905 |
|
|
LDR R1, Xplosion1 + 00 |
906 |
|
|
LDR R2, Xplosion1 + 04 |
907 |
|
|
MOV R5, #0 |
908 |
|
|
MOV R6, #0 |
909 |
|
|
LDR R7, Xplosion1 + 08 |
910 |
|
|
SWI "Amnesia_MakeObject" |
911 |
|
|
LDMFD R13!, {R0-R8} |
912 |
|
|
|
913 |
|
|
B collisions_Enemies_Bullets_loop |
914 |
|
|
|
915 |
|
|
.Xplosion1 |
916 |
|
|
EQUD &00000007 |
917 |
|
|
EQUD %1000001001110001 |
918 |
|
|
EQUD &06000080 |
919 |
|
|
|
920 |
|
|
; -------------------------------------------------------------------------- |
921 |
|
|
.collisions_Droids_Bullets |
922 |
|
|
; -> nothing |
923 |
|
|
; <- no change |
924 |
|
|
STMFD R13!, {R0-R4, R14} |
925 |
|
|
|
926 |
|
|
MOV R0, #Table_Bullets% |
927 |
|
|
MOV R1, #Table_Droids% |
928 |
|
|
.collisions_Bullets_Droids_loop |
929 |
|
|
SWI "Amnesia_CollisionCheck" |
930 |
|
|
CMP R0, #0 |
931 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
932 |
|
|
MOVeq PC, R14 |
933 |
|
|
|
934 |
|
|
MOV R4, #0 ; remove bullet |
935 |
|
|
STR R4, [R0] |
936 |
|
|
|
937 |
|
|
LDR R4, [R1, #40] ; droid lives |
938 |
|
|
SUB R4, R4, #1 |
939 |
|
|
STR R4, [R1, #40] |
940 |
|
|
CMP R4, #0 |
941 |
|
|
Bne collisions_Bullets_Droids_loop |
942 |
|
|
|
943 |
|
|
MOV R4, #0 ; remove droid |
944 |
|
|
STR R4, [R1] |
945 |
|
|
|
946 |
|
|
STMFD R13!, {R0-R8} |
947 |
|
|
LDR R3, [R1, #08] |
948 |
|
|
LDR R4, [R1, #12] |
949 |
|
|
MOV R0, #Table_Xplosions% |
950 |
|
|
LDR R1, Xplosion2 + 00 |
951 |
|
|
LDR R2, Xplosion2 + 04 |
952 |
|
|
MOV R5, #0 |
953 |
|
|
MOV R6, #0 |
954 |
|
|
LDR R7, Xplosion2 + 08 |
955 |
|
|
SWI "Amnesia_MakeObject" |
956 |
|
|
LDMFD R13!, {R0-R8} |
957 |
|
|
|
958 |
|
|
B collisions_Bullets_Droids_loop |
959 |
|
|
|
960 |
|
|
.Xplosion2 |
961 |
|
|
EQUD &00000009 |
962 |
|
|
EQUD %1000001001110001 |
963 |
|
|
EQUD &04000080 |
964 |
|
|
|
965 |
|
|
; -------------------------------------------------------------------------- |
966 |
|
|
.collisions_Character_Enemies |
967 |
|
|
; -> nothing |
968 |
|
|
; <- no change |
969 |
|
|
STMFD R13!, {R0-R4, R14} |
970 |
|
|
|
971 |
|
|
MOV R0, #Table_Character% |
972 |
|
|
MOV R1, #Table_Enemies% |
973 |
|
|
.collisions_Character_Enemies_loop |
974 |
|
|
SWI "Amnesia_CollisionCheck" |
975 |
|
|
CMP R0, #0 |
976 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
977 |
|
|
MOVeq PC, R14 |
978 |
|
|
|
979 |
|
|
STMFD R13!, {R0} |
980 |
|
|
MOV R0, #1 |
981 |
|
|
BL energy_reduce |
982 |
|
|
LDMFD R13!, {R0} |
983 |
|
|
B collisions_Character_Enemies_loop |
984 |
|
|
|
985 |
|
|
; -------------------------------------------------------------------------- |
986 |
|
|
.collisions_Character_Droids |
987 |
|
|
; -> nothing |
988 |
|
|
; <- no change |
989 |
|
|
STMFD R13!, {R0-R4, R14} |
990 |
|
|
|
991 |
|
|
MOV R0, #Table_Character% |
992 |
|
|
MOV R1, #Table_Droids% |
993 |
|
|
.collisions_Character_Droids_loop |
994 |
|
|
SWI "Amnesia_CollisionCheck" |
995 |
|
|
CMP R0, #0 |
996 |
|
|
LDMeqFD R13!, {R0-R4, R14} |
997 |
|
|
MOVeq PC, R14 |
998 |
|
|
|
999 |
|
|
STMFD R13!, {R0} |
1000 |
|
|
MOV R0, #2 |
1001 |
|
|
BL energy_reduce |
1002 |
|
|
LDMFD R13!, {R0} |
1003 |
|
|
B collisions_Character_Droids_loop |
1004 |
|
|
|
1005 |
|
|
; -------------------------------------------------------------------------- |
1006 |
|
|
.collisions_Droids_Walls |
1007 |
|
|
; -> nothing |
1008 |
|
|
; <- no change |
1009 |
|
|
STMFD R13!, {R0-R5, R14} |
1010 |
|
|
|
1011 |
|
|
MOV R0, #Table_Droids% |
1012 |
|
|
MOV R1, #Table_Walls% |
1013 |
|
|
.collisions_Droids_Walls_loop |
1014 |
|
|
SWI "Amnesia_CollisionCheck" |
1015 |
|
|
CMP R0, #0 |
1016 |
|
|
LDMeqFD R13!, {R0-R5, R14} |
1017 |
|
|
MOVeq PC, R14 |
1018 |
|
|
|
1019 |
|
|
LDR R4, [R0, #08] |
1020 |
|
|
LDR R5, [R0, #16] |
1021 |
|
|
SUB R4, R4, R5 |
1022 |
|
|
STR R4, [R0, #08] |
1023 |
|
|
|
1024 |
|
|
B collisions_Droids_Walls_loop |
1025 |
|
|
|
1026 |
|
|
; -------------------------------------------------------------------------- |
1027 |
|
|
.collisions_Character_Items |
1028 |
|
|
; -> nothing |
1029 |
|
|
; <- no change |
1030 |
|
|
STMFD R13!, {R0-R3, R14} |
1031 |
|
|
|
1032 |
|
|
MOV R0, #Table_Character% |
1033 |
|
|
MOV R1, #Table_Items% |
1034 |
|
|
.collisions_Character_Items_loop |
1035 |
|
|
SWI "Amnesia_CollisionCheck" |
1036 |
|
|
CMP R0, #0 |
1037 |
|
|
LDMeqFD R13!, {R0-R3, R14} |
1038 |
|
|
MOVeq PC, R14 |
1039 |
|
|
|
1040 |
|
|
LDR R0, [R1, #0] |
1041 |
|
|
SUB R0, R0, #10 |
1042 |
|
|
B finalisation |
1043 |
|
|
|
1044 |
|
|
; -------------------------------------------------------------------------- |
1045 |
|
|
.energy_reduce |
1046 |
|
|
; -> R0 = amount of energy to reduce by |
1047 |
|
|
; <- no change |
1048 |
|
|
STMFD R13!, {R0-R4} |
1049 |
|
|
|
1050 |
|
|
LDR R1, energy |
1051 |
|
|
SUB R0, R1, R0 |
1052 |
|
|
STR R0, energy |
1053 |
|
|
CMP R0, #0 |
1054 |
|
|
LDMleFD R13!, {R0-R4} |
1055 |
|
|
MOVle R0, #1 |
1056 |
|
|
Ble finalisation |
1057 |
|
|
|
1058 |
|
|
MOV R1, #240 |
1059 |
|
|
MOV R2, #320 |
1060 |
|
|
MOV R3, #256 |
1061 |
|
|
SWI "FastSpr_SetClipWindow" |
1062 |
|
|
SWI "FastSpr_ClearWindow" |
1063 |
|
|
|
1064 |
|
|
LDR R0, bank ; load bank from memory |
1065 |
|
|
SUB R0, R0, #1 |
1066 |
|
|
RSB R0, R0, #1 |
1067 |
|
|
SWI "FastSpr_ScreenBank" |
1068 |
|
|
SWI "FastSpr_ClearWindow" |
1069 |
|
|
LDR R0, bank ; load bank from memory |
1070 |
|
|
SUB R0, R0, #1 ; set bank for FastSpr |
1071 |
|
|
SWI "FastSpr_ScreenBank" |
1072 |
|
|
|
1073 |
|
|
MOV R0, #0 |
1074 |
|
|
MOV R1, #0 |
1075 |
|
|
MOV R2, #320 |
1076 |
|
|
MOV R3, #240 |
1077 |
|
|
SWI "FastSpr_SetClipWindow" |
1078 |
|
|
|
1079 |
|
|
LDMFD R13!, {R0-R4} |
1080 |
|
|
MOV PC, R14 |
1081 |
|
|
|
1082 |
|
|
.energy_reduce_sprite |
1083 |
|
|
EQUD &01000001 |
1084 |
|
|
|
1085 |
|
|
; -------------------------------------------------------------------------- |
1086 |
|
|
.droids |
1087 |
|
|
; -> R1 = pointer to character |
1088 |
|
|
; <- no change |
1089 |
|
|
STMFD R13!, {R0-R8, R14} |
1090 |
|
|
|
1091 |
|
|
MOV R2, R1 ; R2 -> character |
1092 |
|
|
|
1093 |
|
|
MOV R0, #Table_Droids% |
1094 |
|
|
BL object_find ; R1 -> droid |
1095 |
|
|
|
1096 |
|
|
MOV R0, #Total_Droids% ; R0 = droid count |
1097 |
|
|
.droids_loop |
1098 |
|
|
LDR R4, [R2, #0] |
1099 |
|
|
CMP R4, #0 |
1100 |
|
|
Beq droids_next |
1101 |
|
|
|
1102 |
|
|
LDR R4, [R2, #08] ; character x |
1103 |
|
|
LDR R5, [R1, #08] ; droid x |
1104 |
|
|
LDR R6, [R2, #12] ; character y |
1105 |
|
|
LDR R7, [R1, #12] ; droid y |
1106 |
|
|
|
1107 |
|
|
LDR R3, [R1, #04] ; has it been activated? |
1108 |
|
|
TST R3, #(1 << 2) |
1109 |
|
|
BLeq droids_activate |
1110 |
|
|
|
1111 |
|
|
MOV R3, #(1 << 12) ; x |
1112 |
|
|
CMP R4, R5 |
1113 |
|
|
RSBlt R3, R3, #0 |
1114 |
|
|
MOVeq R3, #0 |
1115 |
|
|
STR R3, [R1, #16] |
1116 |
|
|
|
1117 |
|
|
MOV R3, #(1 << 12) ; y |
1118 |
|
|
CMP R6, R7 |
1119 |
|
|
RSBlt R3, R3, #0 |
1120 |
|
|
MOVeq R3, #0 |
1121 |
|
|
STR R3, [R1, #20] |
1122 |
|
|
|
1123 |
|
|
.droids_next |
1124 |
|
|
SUB R0, R0, #1 |
1125 |
|
|
ADD R1, R1, #Size_Droids% |
1126 |
|
|
CMP R0, #0 |
1127 |
|
|
Bne droids_loop |
1128 |
|
|
|
1129 |
|
|
LDMFD R13!, {R0-R8, R14} |
1130 |
|
|
MOV PC, R14 |
1131 |
|
|
|
1132 |
|
|
.droids_activate |
1133 |
|
|
CMP R4, R5 ; find x difference |
1134 |
|
|
SUBge R8, R4, R5 |
1135 |
|
|
SUBlt R8, R5, R4 |
1136 |
|
|
CMP R8, #(1 << 19) |
1137 |
|
|
MOVgt PC, R14 |
1138 |
|
|
|
1139 |
|
|
CMP R6, R7 ; find y difference |
1140 |
|
|
SUBge R8, R6, R7 |
1141 |
|
|
SUBlt R8, R7, R6 |
1142 |
|
|
CMP R8, #(1 << 19) |
1143 |
|
|
MOVgt PC, R14 |
1144 |
|
|
|
1145 |
|
|
ORR R3, R3, #(1 << 2) |
1146 |
|
|
STR R3, [R1, #04] |
1147 |
|
|
MOV PC, R14 |
1148 |
|
|
|
1149 |
|
|
; -------------------------------------------------------------------------- |
1150 |
|
|
.stars |
1151 |
|
|
STMFD R13!, {R0-R9, R14} |
1152 |
|
|
|
1153 |
|
|
ADR R0, stars_block |
1154 |
|
|
ADR R1, screen_base |
1155 |
|
|
SWI "OS_ReadVduVariables" |
1156 |
|
|
LDR R0, screen_base ; R0 = base of screen memory |
1157 |
|
|
LDR R1, starfield ; R1 = starfield list |
1158 |
|
|
|
1159 |
|
|
LDR R2, stars_scroll |
1160 |
|
|
ADD R2, R2, #5 |
1161 |
|
|
CMP R2, #(320*240) |
1162 |
|
|
MOVeq R2, #0 |
1163 |
|
|
STR R2, stars_scroll ; R2 = offset of star start from R0 |
1164 |
|
|
|
1165 |
|
|
LDR R9, stars_total |
1166 |
|
|
MVN R3, #3 ; R3 = position in starfield list |
1167 |
|
|
.starloop |
1168 |
|
|
ADD R3, R3, #4 |
1169 |
|
|
|
1170 |
|
|
CMP R3, R9 |
1171 |
|
|
Beq stars_exit |
1172 |
|
|
|
1173 |
|
|
LDR R4, [R1, R3] ; get distance between stars |
1174 |
|
|
ADD R2, R2, R4 ; add it to screen offset |
1175 |
|
|
CMP R2, #(320*240) ; wrap round |
1176 |
|
|
SUBgt R2, R2, #(320*240) |
1177 |
|
|
LDRB R5, [R0, R2] |
1178 |
|
|
CMP R5, #0 |
1179 |
|
|
Bne starloop |
1180 |
|
|
|
1181 |
|
|
MOV R5, #208 |
1182 |
|
|
STRB R5, [R0, R2] |
1183 |
|
|
B starloop |
1184 |
|
|
|
1185 |
|
|
.stars_exit |
1186 |
|
|
LDMFD R13!, {R0-R9, R14} |
1187 |
|
|
MOV PC, R14 |
1188 |
|
|
|
1189 |
|
|
.starfield |
1190 |
|
|
EQUD Stars% |
1191 |
|
|
.stars_scroll |
1192 |
|
|
EQUD 0 |
1193 |
|
|
.stars_block |
1194 |
|
|
EQUD 148 |
1195 |
|
|
EQUD -1 |
1196 |
|
|
.screen_base |
1197 |
|
|
EQUD 0 |
1198 |
|
|
.stars_total |
1199 |
|
|
EQUD ((Star% - 1) * 4) |
1200 |
|
|
|
1201 |
|
|
; -------------------------------------------------------------------------- |
1202 |
|
|
;.debug_r0 |
1203 |
|
|
; -> R0 = number to display |
1204 |
|
|
; <- no change |
1205 |
|
|
;STMFD R13!, {R0-R2} |
1206 |
|
|
;ADR R1, buffer |
1207 |
|
|
;MOV R2, #16 |
1208 |
|
|
;SWI "OS_ConvertHex8" |
1209 |
|
|
;SWI &100 + 30 |
1210 |
|
|
;SWI "OS_Write0" |
1211 |
|
|
;LDMFD R13!, {R0-R2} |
1212 |
|
|
;MOV PC, R14 |
1213 |
|
|
;.buffer |
1214 |
|
|
; -------------------------------------------------------------------------- |
1215 |
|
|
] |
1216 |
|
|
NEXT |
1217 |
|
|
|
1218 |
|
|
ENDPROC |
1219 |
|
|
|
1220 |
|
|
REM ������������������������������������������������������������������������ |
1221 |
|
|
|
1222 |
|
|
DEF PROCLevel_Init(Level$) |
1223 |
|
|
Data% = OPENIN("<HeeHeeHee$Dir>.Levels."+Level$+".Data") |
1224 |
|
|
Wide% = VAL(GET$#Data%) |
1225 |
|
|
High% = VAL(GET$#Data%) |
1226 |
|
|
Y% = 0 |
1227 |
|
|
X% = 0 |
1228 |
|
|
REPEAT |
1229 |
|
|
Tile% = BGET#Data% |
1230 |
|
|
|
1231 |
|
|
CASE Tile% OF |
1232 |
|
|
|
1233 |
|
|
WHEN 10 |
1234 |
|
|
Y% += 1: X% = 0 |
1235 |
|
|
|
1236 |
|
|
WHEN ASC" " |
1237 |
|
|
X% += 1 |
1238 |
|
|
|
1239 |
|
|
WHEN ASC"P" |
1240 |
|
|
PROCAmnesia_MakeObject(Table_Platforms%, 3, %1000000001010001, (X% << 16) + (1 << 15), (Y% << 16) + (1 << 15)) |
1241 |
|
|
X% += 1 |
1242 |
|
|
|
1243 |
|
|
WHEN ASC"L" |
1244 |
|
|
Object% = FNAmnesia_MakeObject(Table_Ladders%, 4, %1000000011010001, (X% << 16) + (1 << 15), (Y% << 16) + (1 << 15)) |
1245 |
|
|
Object%!28 = &0008000F |
1246 |
|
|
X% += 1 |
1247 |
|
|
|
1248 |
|
|
WHEN ASC"W" |
1249 |
|
|
PROCAmnesia_MakeObject(Table_Walls%, 5, %1000000011010001, (X% << 16) + (1 << 15), (Y% << 16) + (1 << 15)) |
1250 |
|
|
X% += 1 |
1251 |
|
|
|
1252 |
|
|
WHEN ASC"*" |
1253 |
|
|
PROCAmnesia_MakeObject(Table_Items%, 11, %1000000011010001, (X% << 16) + (1 << 15), (Y% << 16) + (1 << 15)) |
1254 |
|
|
X% += 1 |
1255 |
|
|
|
1256 |
|
|
WHEN ASC"S" |
1257 |
|
|
PROCAmnesia_MakeObject(Table_Character%, 1, %1000000011010101, (X% << 16) + (1 << 15), (Y% << 16)) |
1258 |
|
|
PROCAmnesia_SetPlotOffset((X% << 16) + (1 << 15) + (160 << 12), (Y% << 16) - (120 << 12)) |
1259 |
|
|
|
1260 |
|
|
WHEN ASC"F" |
1261 |
|
|
PROCAmnesia_MakeObject(Table_Items%, 10, %1000000011010001, (X% << 16) + (1 << 15), (Y% << 16) + (1 << 15)) |
1262 |
|
|
|
1263 |
|
|
ENDCASE |
1264 |
|
|
|
1265 |
|
|
UNTIL Y% = High% |
1266 |
|
|
CLOSE#Data% |
1267 |
|
|
|
1268 |
|
|
|
1269 |
|
|
Enem% = OPENIN("<HeeHeeHee$Dir>.Levels."+Level$+".Enemies") |
1270 |
|
|
WHILE NOT EOF#Enem% |
1271 |
|
|
Object% = FNAmnesia_MakeObject(Table_Enemies%, 6, %1000000111010101, (VAL(GET$#Enem%) << 16), (VAL(GET$#Enem%) << 16) + (1 << 15)) |
1272 |
|
|
Moves% = 0 |
1273 |
|
|
Object%!36 = 0 |
1274 |
|
|
Move$ = GET$#Enem% |
1275 |
|
|
REPEAT |
1276 |
|
|
Object%!(40 + 12 * Moves%) = FNCutVal(Move$) << 12 |
1277 |
|
|
Object%!(44 + 12 * Moves%) = FNCutVal(Move$) << 12 |
1278 |
|
|
Object%!(48 + 12 * Moves%) = ((FNCutVal(Move$) - 1) << 16) + 1 |
1279 |
|
|
Moves% += 1 |
1280 |
|
|
Move$ = GET$#Enem% |
1281 |
|
|
UNTIL Move$ = "" |
1282 |
|
|
Object%!32 = Moves% |
1283 |
|
|
Object%!16 = Object%!40 |
1284 |
|
|
Object%!20 = Object%!44 |
1285 |
|
|
Object%!24 = Object%!48 |
1286 |
|
|
ENDWHILE |
1287 |
|
|
CLOSE#Enem% |
1288 |
|
|
|
1289 |
|
|
|
1290 |
|
|
Droi% = OPENIN("<HeeHeeHee$Dir>.Levels."+Level$+".Droids") |
1291 |
|
|
WHILE NOT EOF#Droi% |
1292 |
|
|
Object% = FNAmnesia_MakeObject(Table_Droids%, 8, %1000000111010001, (VAL(GET$#Droi%) << 16) + (1 << 15), ((VAL(GET$#Droi%) - 1) << 16) + (1 << 15)) |
1293 |
|
|
Object%!24 = &00100001 :REM blue (starts) |
1294 |
|
|
Object%!32 = &00020001 :REM orange |
1295 |
|
|
Object%!36 = &00100001 :REM blue |
1296 |
|
|
Object%!40 = 2 :REM lives |
1297 |
|
|
ENDWHILE |
1298 |
|
|
CLOSE#Droi% |
1299 |
|
|
|
1300 |
|
|
|
1301 |
|
|
!move_right_edge = ((Wide% - 1) << 16) + (1 << 15) |
1302 |
|
|
!scroll_x = 0 |
1303 |
|
|
!scroll_x_end = -((Wide% << 16) - (320 << 12)) |
1304 |
|
|
!scroll_y = -((High% << 16) - (240 << 12)) |
1305 |
|
|
!scroll_y_end = -((High% << 16) - (240 << 12)) |
1306 |
|
|
!platforms_base = (High% << 16) |
1307 |
|
|
ENDPROC |
1308 |
|
|
|
1309 |
|
|
DEF FNCutVal(RETURN Text$) |
1310 |
|
|
LOCAL Result$ |
1311 |
|
|
IF INSTR(Text$, ",") = 0 THEN Result$ = Text$: Text$ = "": =VAL(Result$) |
1312 |
|
|
Result$ = LEFT$(Text$, INSTR(Text$, ",") - 1) |
1313 |
|
|
Text$ = MID$(Text$, INSTR(Text$, ",") + 1) |
1314 |
|
|
=VAL(Result$) |
1315 |
|
|
|
1316 |
|
|
DEF PROCMakeStars |
1317 |
|
|
Star% = 0 |
1318 |
|
|
Rand% = RND(500) |
1319 |
|
|
Addr% = Rand% |
1320 |
|
|
REPEAT |
1321 |
|
|
Stars%!(Star% * 4) = Rand% |
1322 |
|
|
Star% += 1 |
1323 |
|
|
Rand% = RND(500) |
1324 |
|
|
Addr% += Rand% |
1325 |
|
|
UNTIL Addr% > (320*240) |
1326 |
|
|
ENDPROC |