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; Escape from Pong rev 5
; by Halley's Comet Software
; An Entry into the 2003 MiniGame Compo (http://www.ffd2.com/minigame/)
; rev 1: set interrupt flag, now works on Nintendulator
; rev 2: don't activate bg/spr until in vblank, fixes flicker after death/
; between levels
; rev 3: released under a BSD license, some clarifications to comments
; rev 4: better speed limiting, added level 13, optimized palette loading,
; gravity can now be signed
; 11-12-08 - fixed up by Memblers for inclusion on Garage Cart
; 11-13-08 - fixed unstable gravity (hcs)
; rev 5: back to $2003/$2004 for sprite writes, need to start on a later
; sprite to work on hw
; rev 6: updated to include portability patches for xa65 from Debian
; https://hcs64.com/efp.html
; Copyright (c) 2004-2018 Halley's Comet Software
; All rights reserved.
;
; Redistribution and use in source and binary forms, with or without
; modification, are permitted provided that the following conditions
; are met:
; 1. Redistributions of source code must retain the above copyright
; notice, this list of conditions and the following disclaimer.
; 2. Redistributions in binary form must reproduce the above copyright
; notice, this list of conditions and the following disclaimer in the
; documentation and/or other materials provided with the distribution.
; 3. The name of the author may not be used to endorse or promote products
; derived from this software without specific prior written permission.
;
; THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
; IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
; OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
; IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
; INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
; NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
; DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
; THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
; (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
; THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
processor 6502
VRAMCN0 equ $2000
VRAMCN1 equ $2001
VRAMSTAT equ $2002
SPRADR equ $2003
SPRIO equ $2004
VRAMADR equ $2006
VRAMIO equ $2007
BGPAL equ $3F00
SPPAL equ $3F10
PT equ $0000
NT equ $2000
AT equ $23C0
SPRDMA equ $4014
JOY1 equ $4016
ARENA equ $0200 ; describes the structure of the arena
SPRITES equ $0300
THRUST equ $000a ; standard control
;THRUST equ -$000a ; "intuitive" control (accelerate in direction pressed)
MAXX_ equ $7c
MAXY_ equ $74
PADLIMX_ equ $0c
PADLIMY_ equ $21
; ********* iNES header (after Joe Nahmias)
; iNES magic
SEG text
org $8000-16
BYTE $4e,$45,$53,$1a ; "NES",$1a
; Number of PRG-ROM blocks
BYTE $01
; Number of CHR-ROM blocks
BYTE $00
; ROM control bytes: Horizontal mirroring, no SRAM or trainer, Mapper #0
BYTE $00, $00
; Padding
BYTE $00, $00, $00, $00, $00, $00, $00, $00
; *********** DATA SEGMENT
SEG.U data
org $0000
; Rules for using temp vars:
; 1) only use within a subroutine
; 2) don't expect any subroutine call to leave them unmodified
TEMP BYTE
TEMP2 BYTE
TEMP3 BYTE
LLCOORDX BYTE
LLCOORDY BYTE
LLCOORDSPEC BYTE
DBX BYTE ; drawblock
DBY BYTE
IBALLX WORD ; two bytes for finer control
IBALLY WORD
IBALLVX WORD
IBALLVY WORD
IGRAV BYTE ; gravity y...
IPADDLEX BYTE
IPADDLEY BYTE
BALLCOARSEX BYTE ; actual sprite pos
BALLCOARSEY BYTE
BALLX WORD
BALLY WORD
BALLVX WORD
BALLVY WORD
GRAV BYTE
PADDLEX BYTE
PADDLEY BYTE
PADDLES BYTE ; speed
INPADDLE BYTE
BALLPX BYTE ; previous position
BALLPY BYTE
CON1 BYTE
DEADFLAG BYTE
LEVFLAG BYTE
LEVSIZE BYTE
ILLPROPS BYTE
POSTHRUST WORD
NEGTHRUST WORD
MAXX WORD
MAXY WORD
LLCOUNT WORD
LLPROPS BYTE
PADLIMX BYTE
PADLIMY BYTE
LASTV
; ************ TEXT SEGMENT
; why is the code segment always called text?
SEG text
org $8000
start
; initialize
cld
sei
ldx #$ff ; init stack
txs
ppuwait
lda $2002
bpl ppuwait
ppuwait2
lda $2002
bpl ppuwait2
; fill palette
ldx #[BGPAL >> 8]
ldy #[BGPAL & $FF]
jsr setvramadr
ldy #$07 ; fill all palettes
palloop2
ldx #$04
palloop
lda allpalette-1,x
sta VRAMIO
dex
bne palloop
dey
bne palloop2
sty PADDLES ; zero, from above loop
restart_from_level_1
inc PADDLES
; load initialized data into the uninitialized segment
ldx #$0c
initloadloop
lda initdata,x
sta POSTHRUST,x
dex
bpl initloadloop
level_start
lda #$00
sta VRAMCN0
sta VRAMCN1
; **************** START LOADLEVEL
loadlevel subroutine
lda #$00
tax
sta DEADFLAG ; Lazarus mode
sta LEVFLAG
sta SPRADR
.loop2
sta SPRIO ; clear sprites
dex
bne .loop2
lda #$40 ; end of game
and LLPROPS
bne restart_from_level_1
lda #$20
and LLPROPS
bne .leavearena
lda #$00 ; clear arena
ldx #$00
.loop
sta ARENA,x
dex
bne .loop
; clear VRAM pt,nt,at
lda #$00
sta VRAMADR
sta VRAMADR
ldy #$30 ; clear $3000 bytes
.ntloop2
ldx #$00
.ntloop
sta VRAMIO
inx
bne .ntloop
dey
bne .ntloop2
.leavearena
ldy #$00 ; no header
lda #$10
and LLPROPS
bne .skipheader
ldy #$01
ldx #$02
.coordloop
lda (LLCOUNT),y
lsr
sta IBALLX+1,x
lda #$00
ror
sta IBALLX,x
dey
dex
dex
beq .coordloop
; these pairs can be copied directly into the registers, same order
ldy #$08
ldx #$07
.pairloop
lda (LLCOUNT),y
dey
dex
sta IBALLVX,x
bne .pairloop
ldy #$09
.skipheader
ll_arenaloop
lda (LLCOUNT),y
sta ILLPROPS
and #$0f
asl ; WORD!
tax
lda ll_tbl,x
sta TEMP
lda ll_tbl+1,x
sta TEMP+1
iny ; this restricts a level to 256 bytes
jmp (TEMP)
ll_hline
lda #$00 ; X
sta LLCOORDSPEC
beq ll_line ; saving a byte here and there
ll_vline
lda #$01 ; Y
sta LLCOORDSPEC
bne ll_line ; also always true
ll_end
sty LEVSIZE
; initialize ball and paddle position
ldx #$0a
.initloop
lda IBALLX,x
sta BALLX,x
dex
bpl .initloop
; **************** END LOADLEVEL
jsr initpat
; wait a few vblanks
ldx #$40
vblankwait
lda VRAMSTAT
bmi vblankwait
vblankwait2
lda VRAMSTAT
bpl vblankwait2
lda #$1e ; sprites, bg visible, no clipping (only after 1st vblank!)
sta VRAMCN1
dex
bne vblankwait
lda #$80 ; vblank interrupt
sta VRAMCN0
; *********** START WAIT LOOP ***********
deadend
lda DEADFLAG
bne lev_s
lda LEVFLAG
beq deadend
lda ILLPROPS
sta LLPROPS
lda LLCOUNT
clc
adc LEVSIZE
sta LLCOUNT
lda LLCOUNT+1
adc #$00
sta LLCOUNT+1
lev_s
jmp level_start
; *********** END WAIT LOOP ***********
ll_tbl WORD ll_end,ll_hline,ll_vline
ll_line
lda (LLCOUNT),y
iny
tax
jsr denibbulize
sta LLCOORDX
txa
and #$0F
sta LLCOORDY
lda (LLCOUNT),y
iny
tax
tya
pha ; y
txa
jsr denibbulize
clc
adc #$01 ; in level is len-1
pha ; len
txa
and #$0F
pha ; type
ll_lineloop
ldx LLCOORDX
ldy LLCOORDY
; write a 2x2 tile in nt and arena
; a = data to write
; x = x coord (screen x / 2)
; y = y coord (screen y / 2)
drawblock subroutine
pha
stx DBX
sty DBY
sty TEMP
ldy #$00
sty TEMP2
ldy #$04
.multloop
asl TEMP
dey
bne .multloop
lda TEMP
sta TEMP3
asl TEMP
rol TEMP2
txa
ora TEMP3
tay
pla
pha
sta ARENA,y
txa
ora TEMP
asl
php
tay
lda TEMP2
plp
rol
ora #$20
tax
jsr setvramadr
pla
pha
sta VRAMIO ; write NT byte #0
sta VRAMIO ; write NT byte #1
tya
clc
adc #$20
tay
txa
adc #$00 ; in case of carry...
tax
jsr setvramadr
pla
sta VRAMIO ; write NT byte #2
sta VRAMIO ; write NT byte #3
; END OF DRAWBLOCK
ldx LLCOORDSPEC
inc LLCOORDX,x
pla ; type
tay
pla ; len
tax
dex
txa
pha ; len
tya
pha ; type
cpx #$00
bne ll_lineloop
pla ; type
pla ; len
pla ; y
tay
jmp ll_arenaloop
initpat subroutine
; fill pattern table (with solid blocks of three colors)
; (saved 13 bytes with subs)
lda #$00
sta VRAMADR
sta VRAMADR
tax
jsr patblk
lda #$ff
jsr patblk
lda #$00
ldx #$ff
jsr patblk
jsr patblk ; rely on txa in patblk
; write ball graphic to pat tbl
ldx #$08
chrloop
lda ballchr-1,x
sta VRAMIO
dex
bne chrloop
;ldx #$00 ; x already 0 (from above loop)
jsr patblkhalf ; fill in high bytes with zeroes
rts
; ************************* MAIN LOOP START *********************
mainloop
ldx #$00
jsr dimensional_manipulation
ldx #$02
jsr dimensional_manipulation
lda BALLX
asl
lda BALLX+1
rol
sta BALLCOARSEX
lda BALLY
asl
lda BALLY+1
rol
sta BALLCOARSEY
; get controller and accelerate appropriately
; By combining the controller read and acclelerate loops I was able to
; save 20 bytes. The side effect is that the start, a, b, and select buttons
; can be used to accelerate, too.
; When this was before dimensional_manipulation it was possible to
; accelerate through walls
; **************** START CONTROL
control subroutine
ldy #$00
ldx #$02
lda #$01
sta JOY1
stx JOY1 ; strobe
.bizzareloop
pha
lda JOY1
and #$01
beq .notthisway
lda BALLVX,x
clc
adc POSTHRUST,y
pha
lda BALLVX+1,x
adc POSTHRUST+1,y
; speed regulation
; y: 0=pos, 2=neg
;cpy #$02
;beq .noposclip
cmp #$04
bpl .noupdate
;.noposclip
;cpy #$00
;beq .nonegclip
cmp #$fc
bmi .noupdate
;.nonegclip
sta BALLVX+1,x
pla
sta BALLVX,x
pha
.noupdate
pla
.notthisway
tya
eor #$02
tay
bne .notchgx
txa
eor #$02
tax
.notchgx
pla
asl
bne .bizzareloop
; **************** END CONTROL
; **************** START ARENAL_PROCESSING
; process collision with arena elements (not adjustible)
arenal_processing subroutine
lda #$00
sta TEMP2 ; x collision?
sta TEMP3 ; y collision?
lda BALLY+1 ; %01111111->%11110000
clc
adc #$02
asl
and #$f0
sta TEMP
pha ; y coord
lda BALLX+1 ; %01111111->%00001111
clc
adc #$02
lsr
lsr
lsr
pha ; x coord
ora TEMP
tax
lda ARENA,x
; wall type test
cmp #$00 ; air
beq .noprob
cmp #$03 ; killer wall
bne .notkill
sta DEADFLAG
.notkill
pla
pha
cmp BALLPX
beq .noxcollide
; The ball has made a transition from one tile to another along the x
; axis. *If* there is nothing in the arena in the space (BALLPX,Y) then
; there is an edge here and the ball is free to reflect on the x axis.
; Current x and y within x reg (from tax; lda ARENA,x;)
txa
and #$f0
sta TEMP
lda BALLPX
ora TEMP
tay
lda ARENA,y
bne .noxcollide
lda #$01
sta TEMP2 ; yes, there has been an x collision
.noxcollide
pla
tay
pla
pha
cmp BALLPY
beq .noycollide
; ditto, if nothing in (X,BALLPY)
txa
and #$0f
sta TEMP
lda BALLPY
ora TEMP
tax
lda ARENA,x
bne .noycollide
lda #$02
sta TEMP3 ; yes, there has been a y collision
.noycollide
tya
pha
lda TEMP2
pha
ora TEMP3
bne .noconcave ; if neither, do both (concave corner)
pla
lda #$02
pha
sta TEMP3
.noconcave
pla
jsr bouncer
.noprob
pla
sta BALLPX
pla
sta BALLPY
; **************** END ARENAL_PROCESSING
; Gravity
ldy #$00
lda GRAV
bpl notneg
dey
notneg
clc
adc BALLVY
sta BALLVY
tya
adc BALLVY+1
sta BALLVY+1
; end Gravity
; **************** START DRAWBALL
drawball subroutine
lda #$10 ; ball is sprite 4 (to allow for $2004 access to work reliably)
sta SPRADR
lda BALLCOARSEY
sta SPRIO ; y coord
lda #$04
sta SPRIO ; tile #
lda #$20
sta SPRIO ; attributes
lda BALLCOARSEX
sta SPRIO ; x coord
; **************** END DRAWBALL
; lda PADDLEY ; never used, but good to have on hand
; cmp #$ff
; bne dopaddle
; jmp nopaddle
dopaddle
; **************** START DRAWPADDLE
; not only draw paddle but also do processing
drawpaddle subroutine
ldx PADDLEY
lda BALLCOARSEY
sec
sbc PADDLEY
bcc .less
cmp #$07
bcc .less
cmp #$10
bcc .noproblem
txa
clc
adc PADDLES
jmp .lessend
.less
txa
sec
sbc PADDLES
.lessend
sta PADDLEY
.noproblem
ldy #$04
lda PADDLEY
.loop
sta SPRIO ; y
clc
adc #$08
ldx #$01
stx SPRIO ; tile #
ldx #$00
stx SPRIO ; atr
ldx PADDLEX
stx SPRIO ; x
dey
bne .loop
; **************** END DRAWPADDLE
; **************** START PADELIC_PROCESSING
; process collision with paddle
; x = offset of paddle to consider
padelic_processing subroutine
ldx #$01
ldy #$00
.loop
lda BALLCOARSEX,x
clc
adc #$05
sec
sbc PADDLEX,x
sta TEMP,x
bcc .notin ; above
cmp PADLIMX,x
bcs .notin ; below
dex
bpl .loop
lda INPADDLE
sta DEADFLAG
lda #$01
jsr bouncer ; x collision
ldy #$01
.notin
sty INPADDLE
; **************** END PADELIC_PROCESSING
nopaddle
lda #$00
sta VRAMADR
sta VRAMADR
rti
; ************************* MAIN LOOP END *********************
; Draw a block in pat tbl
; a = low byte
; x = high byte
patblk subroutine
clc ; carry flag used to alternate between low and high byte
ploop2
ldy #$08
ploop
sta VRAMIO
dey
bne ploop
bcs pend
patblkhalf
txa
sec
bcs ploop2 ; always true
pend
rts
; Many of these manipulations can be applied anywhere in memory...
; It would be easy (and space-efficient) to add another ball.
; Two players?
; applys velocity
; x = which dimension (0=x,2=y)
dimensional_manipulation subroutine
lda BALLVX,x
clc
adc BALLX,x
sta BALLX,x
lda BALLVX+1,x
adc BALLX+1,x
sta BALLX+1,x
bvs .offscr
bmi .offscr
cmp MAXX,x
bmi dmend
.offscr
lda #$01 ; set level flag
sta LEVFLAG
dmend
rts
; x = dimension to reflect across (0=x, 2=y)
dm_reflect
sec
lda #$0
sbc BALLVX,x
sta BALLVX,x
lda #$0
sbc BALLVX+1,x
sta BALLVX+1,x
rts
bouncer subroutine
beq .nox
ldx #$00
jsr dm_reflect
ldx #$00
jsr dimensional_manipulation
.nox
ldx TEMP3
beq .noy
jsr dm_reflect ;TEMP3 set to $02 when active
ldx #$02
jsr dimensional_manipulation
.noy
rts
; x = adr hi
; y = adr lo
setvramadr subroutine
stx VRAMADR
sty VRAMADR
rts
denibbulize subroutine
and #$f0
lsr
lsr
lsr
lsr
rts
ballchr
BYTE %00000000
BYTE %00011000
BYTE %00111100
BYTE %01111110
BYTE %01111110
BYTE %00111100
BYTE %00011000
BYTE %00000000
; level format:
; 0x00: Initial X coordinate (actual screen coord)
; 0x01: Initial Y coordinate (actual screen coord)
; 0x02-0x03: Initial X velocity
; 0x04-0x05: Initial Y velocity
; 0x06: gravity (signed)
; 0x07: Paddle initial x
; 0x08: Paddle initial y
; 0x09-....: arena specification
; arena commands:
; 0x?0: end of level data (?=properties of next level)
; bit 0: 0 = use new header; 1 = use previous header (this has none)
; bit 1: 0 = clear arena; 1 = use old arena
; bit 2: 1 = end of game!
; 0x01: draw horizontal line
; parameters: Initial x coordinate (NIBBLE) (2x2 tile fmt)
; Initial y coordinate (NIBBLE) (2x2 tile fmt)
; Length-1 (NIBBLE) (2x2 tile fmt)
; Type (NIBBLE) (color/type to draw in)
; 0x02: draw vertical line
; parameters: Initial x coordinate (NIBBLE) (2x2 tile fmt)
; Initial y coordinate (NIBBLE) (2x2 tile fmt)
; Length-1 (NIBBLE) (2x2 tile fmt)
; Type (NIBBLE) (tile # to use in drawing)
level
; level 1 (easy)
BYTE $80,$60
WORD -$0100,$0080
BYTE $00
BYTE $10,$50
BYTE $01,%00000000,%11110001
BYTE $01,%00001110,%11110001
BYTE $02,%11110000,%11100001
BYTE $30
; level 2 (small hole, trickier)
BYTE $02,%00000010,%11000001
BYTE $30
; level 3 (small hole in wall of death)
BYTE $02,%00000010,%10110011
BYTE $30
; level 4 (larger hole in wall of death, but in middle (no banking))
BYTE $02,%00000001,%00000011
BYTE $02,%00000111,%00010000
BYTE $30
; level 5 (small hole in wall of death (pretty hard!))
BYTE $02,%00001000,%00000011
BYTE $20 ; new header
; level 6 (new experience: gravity)
BYTE $12,$60
WORD $0100,$0000
BYTE $08
BYTE $e8,$00
BYTE $02,%00000000,%11100001
BYTE $02,%11110001,%00000000
BYTE $30
; level 7 (gravity w/ killer floor (pretty hard!))
BYTE $01,%00011110,%11010011
BYTE $30
; level 8 (killer floor higher up)
BYTE $01,%00011000,%11010011
BYTE $30
; level 9 (exit in line w/ killer floor)
BYTE $01,%11101000,%00010000
BYTE $01,%11110001,%00000001
BYTE $30
; level 10 (tighter, but with killer floor mostly covered...)
BYTE $01,%00010010,%11010011
BYTE $01,%00010111,%10110001
BYTE $30
; level 11 (w/ a small killer patch)
BYTE $01,%00110111,%00010011
BYTE $30
; level 12 (and a killer wall sticking up in front) (really hard!)
BYTE $02,%01000101,%00010011
; BYTE $40
BYTE $20
; level 13 (grav reversed and lower) (ultra hard!)
BYTE $12,$60
WORD $0100,$0000
BYTE $FA ; equivalent to -$06, but accepted by xa65
BYTE $e8,$00
BYTE $40
; After all levels are exhausted the speed increases. There is no end.
allpalette
BYTE $16 ; killer walls (red) ; 0x03
BYTE $10 ; unused ; 0x02
BYTE $20 ; normal walls (white) ; 0x01
BYTE $0f ; background (black) ; 0x00
initdata
WORD THRUST
WORD -THRUST
WORD MAXX_
WORD MAXY_
WORD level
BYTE 0
BYTE PADLIMX_
BYTE PADLIMY_
fillerstart
DS.B ($bffa - fillerstart) ; THIS LINE SUPPLIES FILLER!
WORD mainloop ; NMI
WORD start ; RESET
WORD 0 ; THIS LINE SUPPLIES FILLER!
; Outstanding OC Remixes listened to while writing this program:
; Secret of Mana FearOfTheFlava - McVaffe
; Metroid To Brinstar - Avien
; Super Metroid Zebesian Midnight - Vigilante
; DKC2 Assembly line Apparitions - Protrocity
; Castlevania Memblers Reaper - Memblers
; Zelda 64 Gerudo Interlude - djpretzel
; MM4 LetThereBeLight - AmIEvil
; Mega Man Cutman Sonata - McVaffe
; DKC2 Mechanical Swamp - Protrocity
; Final Fantasy 6 Terra In Black - Ailsean
; Final Fantasy 9 Black Magic Synthesis - SysteManiac
; Final Fantasy 7 CidSendsaDreamtotheUnderseaPalace - Star Salzman
; Final Fantasy 4 A Chocobo's Mystic Life - MexieuS
; Final Fantasy 4 Tororian Love Song - silent
; Final Fantasy 4 Rydia (Clean Mix) - Kaijin
; http://www.ocremix.org
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