1 |
REM > <HeeHeeHee$Dir>.!RunImage |
2 |
|
3 |
LIBRARY "<HeeHeeHee$Dir>.GameLib" |
4 |
|
5 |
ON ERROR MODE 12: PROCGameLib_Error |
6 |
MODE 15: MODE 13: OFF |
7 |
|
8 |
DIM B% 1000, Stars% 40000 |
9 |
Table_Character% = 0 |
10 |
Table_Bullets% = 1 |
11 |
Table_Platforms% = 2 |
12 |
Table_Ladders% = 3 |
13 |
Table_Walls% = 4 |
14 |
Table_Enemies% = 5 |
15 |
Table_Xplosions% = 6 |
16 |
Table_Droids% = 7 |
17 |
Table_Items% = 8 |
18 |
|
19 |
Total_Droids% = 100 |
20 |
Size_Droids% = 44 |
21 |
|
22 |
PROCGameLib_Show(&80000000, "") |
23 |
PROCGameLib_Text("Choose a level . . .") |
24 |
PROCGameLib_Text(" 1 - James") |
25 |
PROCGameLib_Text(" 2 - James 2") |
26 |
Level$ = "" |
27 |
REPEAT |
28 |
a$ = GET$ |
29 |
CASE a$ OF |
30 |
WHEN "1": Level$ = "James" |
31 |
WHEN "2": Level$ = "James2" |
32 |
OTHERWISE: VDU7 |
33 |
ENDCASE |
34 |
UNTIL Level$ <> "" |
35 |
|
36 |
PROCGameLib_Show(&80008000, "Loading...") |
37 |
PROCMakeStars |
38 |
PROCAssemble |
39 |
PROCAmnesia_Init(500000) |
40 |
PROCFastSpr_Load(0, "<HeeHeeHee$Dir>.Grafix") |
41 |
PROCFastSpr_Load(1, "<HeeHeeHee$Dir>.Icons") |
42 |
PROCAmnesia_ClaimTable(Table_Character%, 1, 1, 32) |
43 |
PROCAmnesia_ClaimTable(Table_Bullets%, 1, 10, 32) |
44 |
PROCAmnesia_ClaimTable(Table_Platforms%, 0, 1000, 32) |
45 |
PROCAmnesia_ClaimTable(Table_Ladders%, 1, 500, 32) |
46 |
PROCAmnesia_ClaimTable(Table_Walls%, 1, 1000, 32) |
47 |
PROCAmnesia_ClaimTable(Table_Enemies%, 1, 10, 32+30*12) |
48 |
PROCAmnesia_ClaimTable(Table_Xplosions%, 0, 10, 32) |
49 |
PROCAmnesia_ClaimTable(Table_Droids%, 1, Total_Droids%, Size_Droids%) |
50 |
PROCAmnesia_ClaimTable(Table_Items%, 1, 100, 32) |
51 |
PROCAmnesia_SetGravity(0, 1 << 10) |
52 |
PROCLevel_Init(Level$) |
53 |
PROCAmnesia_SetWindow(0, 0, 0, Wide% << 16, High% << 16) |
54 |
PROCAmnesia_SetWindow(1, -1 << 16, -1 << 16, 20 << 16, 15 << 16) |
55 |
PROCAmnesia_SetWindow(2, 0, 0, Wide% << 16, High% << 16) |
56 |
PROCGameLib_Fade |
57 |
PROCFastSpr_Bank(2) |
58 |
PROCFastSpr_Plot(&01000000, 160, 244) |
59 |
PROCFastSpr_Bank(1) |
60 |
PROCFastSpr_Plot(&01000000, 160, 244) |
61 |
PROCFastSpr_SetClipWindow(0, 0, 320, 240) |
62 |
PROCFastSpr_SetBackdrop(0) |
63 |
|
64 |
CASE USR(Code%) OF |
65 |
WHEN 0: PROCGameLib_Show(&00800000, "Level Complete") |
66 |
WHEN 1: PROCGameLib_Show(&00008000, "Game Over") |
67 |
ENDCASE |
68 |
|
69 |
T% = TIME: REPEAT: UNTIL TIME > T% + 100 |
70 |
SYS"OS_Byte", 15, 1 |
71 |
IF GET THEN PROCGameLib_Fade |
72 |
END |
73 |
|
74 |
REM ������������������������������������������������������������������������ |
75 |
|
76 |
DEF PROCAssemble |
77 |
|
78 |
fire_delay% = 10 |
79 |
REMrobot_timer% = &00C80001 |
80 |
|
81 |
Size% = 3 * 1024 |
82 |
DIM Code% Size% - 1 |
83 |
L% = Code% + Size% - 1 |
84 |
|
85 |
REM FOR Pass% = 8 TO 11 STEP 3 |
86 |
FOR Pass% = 8 TO 10 STEP 2 |
87 |
P% = Code% |
88 |
[OPT Pass% |
89 |
; <- R0 = reason for end |
90 |
; 0 = level complete |
91 |
; 1 = game over |
92 |
; -------------------------------------------------------------------------- |
93 |
;initialisation |
94 |
STMFD R13!, {R14} |
95 |
STR R13, exit |
96 |
MOV R0, #1 |
97 |
STR R0, bank |
98 |
|
99 |
MOV R0, #Table_Character% |
100 |
BL object_find |
101 |
|
102 |
; -------------------------------------------------------------------------- |
103 |
.main |
104 |
LDR R0, frame |
105 |
ADD R0, R0, #1 |
106 |
STR R0, frame |
107 |
|
108 |
BL swap_screen_bank |
109 |
|
110 |
BL escape |
111 |
BL scan_keys |
112 |
TST R0, #(1 << 0) : BLne move_left |
113 |
TST R0, #(1 << 1) : BLne move_right |
114 |
TST R0, #(1 << 2) : BLne move_jump |
115 |
TST R0, #(1 << 4) : BLne move_down |
116 |
TST R0, #(%11) : BLeq move_stand |
117 |
AND R8, R0, #%1001: CMP R8, #%1001 : BLeq fire_left |
118 |
AND R8, R0, #%1010: CMP R8, #%1010 : BLeq fire_right |
119 |
AND R8, R0, #%1000: CMP R8, #%1000 : BLeq fire_stand |
120 |
|
121 |
BL platforms |
122 |
BL droids |
123 |
|
124 |
BL screen_background |
125 |
MOV R2, #0 |
126 |
MOV R0, #Table_Platforms% : BL process_table |
127 |
MOV R0, #Table_Walls% : BL process_table |
128 |
MOV R0, #Table_Ladders% : BL process_table |
129 |
MOV R0, #Table_Items% : BL process_table |
130 |
MOV R0, #Table_Character% : BL process_table |
131 |
MOV R0, #Table_Enemies% : BL process_Enemies |
132 |
MOV R0, #Table_Droids% : BL process_Droids |
133 |
MOV R0, #Table_Xplosions% : BL process_table |
134 |
MOV R0, #Table_Bullets% : BL process_table |
135 |
|
136 |
BL stars |
137 |
|
138 |
BL collisions_Character_Bullets |
139 |
BL collisions_Bullets_Bullets |
140 |
BL collisions_Walls_Bullets |
141 |
BL collisions_Enemies_Bullets |
142 |
BL collisions_Droids_Bullets |
143 |
BL collisions_Character_Enemies |
144 |
BL collisions_Character_Droids |
145 |
BL collisions_Droids_Walls |
146 |
BL collisions_Character_Items |
147 |
|
148 |
B main |
149 |
|
150 |
.frame |
151 |
EQUD 0 |
152 |
|
153 |
; -------------------------------------------------------------------------- |
154 |
.finalisation |
155 |
MOV R3, R0 |
156 |
MOV R0, #15 |
157 |
MOV R1, #1 |
158 |
SWI "OS_Byte" |
159 |
MOV R0, R3 |
160 |
LDR R13, exit |
161 |
LDMFD R13!, {PC}^ |
162 |
|
163 |
; -------------------------------------------------------------------------- |
164 |
; data |
165 |
.exit |
166 |
EQUD 0 |
167 |
.bank |
168 |
EQUD 0 |
169 |
.energy |
170 |
EQUD 320 |
171 |
|
172 |
; -------------------------------------------------------------------------- |
173 |
.swap_screen_bank |
174 |
; -> nothing |
175 |
; <- no change |
176 |
STMFD R13!, {R0-R3} |
177 |
|
178 |
MOV R0, #19 ; WAIT |
179 |
SWI "OS_Byte" |
180 |
|
181 |
LDR R3, bank ; load bank from memory |
182 |
|
183 |
MOV R0, #113 ; display screen bank |
184 |
MOV R1, R3 |
185 |
SWI "OS_Byte" |
186 |
|
187 |
RSB R3, R3, #3 ; swap bank |
188 |
|
189 |
SUB R0, R3, #1 ; set bank for FastSpr |
190 |
SWI "FastSpr_ScreenBank" |
191 |
|
192 |
MOV R0, #112 ; VDU driver screen bank |
193 |
MOV R1, R3 |
194 |
SWI "OS_Byte" |
195 |
|
196 |
STR R3, bank ; save bank to memory |
197 |
|
198 |
LDMFD R13!, {R0-R3} |
199 |
MOV PC, R14 |
200 |
|
201 |
; -------------------------------------------------------------------------- |
202 |
.screen_background |
203 |
; -> R0 = backdrop sprite number |
204 |
; <- no change |
205 |
STMFD R13!, {R0-R2} |
206 |
|
207 |
;LDR R1, scroll_x |
208 |
;MOV R1, R1, ASR#12 |
209 |
;LDR R2, scroll_y |
210 |
;MOV R2, R2, ASR#12 |
211 |
;SWI "FastSpr_Plot" |
212 |
|
213 |
SWI "FastSpr_ClearWindow" |
214 |
|
215 |
LDMFD R13!, {R0-R2} |
216 |
MOV PC, R14 |
217 |
|
218 |
; -------------------------------------------------------------------------- |
219 |
.escape |
220 |
; -> nothing |
221 |
; <- exits if escape was pressed |
222 |
STMFD R13!, {R0-R1} |
223 |
|
224 |
MOV R0, #121 |
225 |
MOV R1, #(112 EOR &80) |
226 |
SWI "OS_Byte" |
227 |
CMP R1, #&FF |
228 |
LDMneFD R13!, {R0-R1} |
229 |
MOVne PC, R14 |
230 |
|
231 |
MOV R0, #1 |
232 |
B finalisation |
233 |
|
234 |
; -------------------------------------------------------------------------- |
235 |
.scan_keys |
236 |
; -> nothing |
237 |
; <- R0 = key flags bit key |
238 |
; 0 left |
239 |
; 1 right |
240 |
; 2 jump |
241 |
; 3 fire |
242 |
; 4 down |
243 |
STMFD R13!, {R1-R3} |
244 |
|
245 |
MOV R3, #0 |
246 |
MOV R0, #121 |
247 |
|
248 |
MOV R1, #(97 EOR &80) |
249 |
SWI "OS_Byte" |
250 |
CMP R1, #&FF |
251 |
ORReq R3, R3, #%001 |
252 |
|
253 |
MOV R1, #(66 EOR &80) |
254 |
SWI "OS_Byte" |
255 |
CMP R1, #&FF |
256 |
ORReq R3, R3, #%010 |
257 |
|
258 |
CMP R3, #%11 |
259 |
MOVeq R3, #0 |
260 |
|
261 |
MOV R1, #(79 EOR &80) |
262 |
SWI "OS_Byte" |
263 |
CMP R1, #&FF |
264 |
ORReq R3, R3, #%100 |
265 |
|
266 |
MOV R1, #(73 EOR &80) |
267 |
SWI "OS_Byte" |
268 |
CMP R1, #&FF |
269 |
ORReq R3, R3, #%1000 |
270 |
|
271 |
MOV R1, #(104 EOR &80) |
272 |
SWI "OS_Byte" |
273 |
CMP R1, #&FF |
274 |
ORReq R3, R3, #%10000 |
275 |
|
276 |
MOV R0, R3 |
277 |
|
278 |
LDMFD R13!, {R1-R3} |
279 |
MOV PC, R14 |
280 |
|
281 |
; -------------------------------------------------------------------------- |
282 |
.object_find |
283 |
; -> R0 = table |
284 |
; <- R1 = pointer to first object |
285 |
STMFD R13!, {R0, R2} |
286 |
|
287 |
MOV R1, #0 |
288 |
MOV R2, #1 |
289 |
SWI "Amnesia_SelectTable" |
290 |
|
291 |
LDMFD R13!, {R0, R2} |
292 |
MOV PC, R14 |
293 |
|
294 |
; -------------------------------------------------------------------------- |
295 |
.move_stand |
296 |
; -> R1 = pointer to character |
297 |
; <- no change |
298 |
STMFD R13!, {R0, R2} |
299 |
|
300 |
LDR R2, move_char_now |
301 |
ADD R2, R2, #1 |
302 |
AND R2, R2, #3 |
303 |
STR R2, move_char_now |
304 |
ADR R0, move_chars |
305 |
LDR R0, [R0, R2, LSL #2] |
306 |
STR R0, [R1] |
307 |
|
308 |
LDMFD R13!, {R0, R2} |
309 |
MOV PC, R14 |
310 |
|
311 |
.move_char_now |
312 |
EQUD 0 |
313 |
.move_chars |
314 |
EQUD &00010001 ; 0 left 1 |
315 |
EQUD &00000001 ; 1 standard |
316 |
EQUD &00030001 ; 2 right 1 |
317 |
EQUD &00000001 ; 3 standard |
318 |
; left |
319 |
EQUD &00030001 ; 6 right 1 |
320 |
EQUD &00040001 ; 7 right 2 |
321 |
; right |
322 |
EQUD &00010001 ; 4 left 1 |
323 |
EQUD &00020001 ; 5 left 2 |
324 |
|
325 |
; -------------------------------------------------------------------------- |
326 |
.move_left |
327 |
; -> R1 = pointer to character |
328 |
; <- no change |
329 |
STMFD R13!, {R0-R3, R14} |
330 |
|
331 |
LDR R2, move_char_now ; increment animation |
332 |
CMP R2, #3 |
333 |
MOVle R2, #3 |
334 |
CMP R2, #6 |
335 |
MOVge R2, #3 |
336 |
ADD R2, R2, #1 |
337 |
CMP R2, #6 |
338 |
MOVeq R2, #4 |
339 |
STR R2, move_char_now |
340 |
ADR R0, move_chars |
341 |
LDR R0, [R0, R2, LSL #2] |
342 |
STR R0, [R1] |
343 |
|
344 |
LDR R0, [R1, #8] ; move left |
345 |
CMP R0, #(1 << 15) |
346 |
LDMeqFD R13!, {R0-R3, R14} ; exit if already at furthest left |
347 |
MOVeq PC, R14 |
348 |
|
349 |
MOV R3, R0 |
350 |
SUB R0, R0, #(2 << 12) |
351 |
STR R0, [R1, #8] |
352 |
|
353 |
MOV R2, #0 |
354 |
STR R2, fire_direction |
355 |
|
356 |
STMFD R13!, {R0, R2} |
357 |
MOV R0, #Table_Character% |
358 |
MOV R2, #1 |
359 |
BL process_table |
360 |
LDMFD R13!, {R0, R2} |
361 |
|
362 |
BL collisions_Character_Walls |
363 |
MOVne R0, R3 |
364 |
STRne R0, [R1, #8] |
365 |
|
366 |
BL scroll_horizontal |
367 |
|
368 |
LDMFD R13!, {R0-R3, R14} |
369 |
MOV PC, R14 |
370 |
|
371 |
; -------------------------------------------------------------------------- |
372 |
.move_right |
373 |
; -> R1 = pointer to character |
374 |
; <- no change |
375 |
STMFD R13!, {R0-R3, R14} |
376 |
|
377 |
LDR R2, move_char_now |
378 |
CMP R2, #5 |
379 |
MOVle R2, #5 |
380 |
ADD R2, R2, #1 |
381 |
CMP R2, #8 |
382 |
MOVeq R2, #6 |
383 |
STR R2, move_char_now |
384 |
ADR R0, move_chars |
385 |
LDR R0, [R0, R2, LSL #2] |
386 |
STR R0, [R1] |
387 |
|
388 |
LDR R0, [R1, #8] ; move right |
389 |
LDR R2, move_right_edge |
390 |
CMP R0, R2 |
391 |
LDMeqFD R13!, {R0-R3, R14} ; exit if already at furthest right |
392 |
MOVeq PC, R14 |
393 |
|
394 |
MOV R3, R0 |
395 |
ADD R0, R0, #(2 << 12) |
396 |
STR R0, [R1, #8] |
397 |
|
398 |
MOV R2, #1 |
399 |
STR R2, fire_direction |
400 |
|
401 |
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 |