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Revision 14 - (show annotations) (download)
Mon Feb 10 22:41:48 2003 UTC (21 years, 10 months ago) by james
File size: 29544 byte(s)
Initial import.

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

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