/
hottip.asm
920 lines (825 loc) · 14.4 KB
/
hottip.asm
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; Laser Ball solenoids
;#DEFINE KICKOUT 01
;#DEFINE LEFT_KICKER 02
;#DEFINE DROP_LA 03
;#DEFINE DROP_SER 04
;#DEFINE EJECT_HOLE 05
;#DEFINE DROP_BA 06
;#DEFINE DROP_LL 07
;#DEFINE RIGHT_KICKER 08
;#DEFINE SOUND1 09 ; thru 13
;#DEFINE KNOCKER 14
;#DEFINE FLASHERS 15
;#DEFINE COIN_LOCKOUT 16
; Hot Tip solenoids
#DEFINE SOL(n,t) (n<<8)|t
#DEFINE TOP_EJECT SOL(01, 24)
#DEFINE DROP_TIP SOL(02, 100)
#DEFINE DROP_HOT SOL(03, 100)
#DEFINE LEFT_EJECT SOL(04, 24)
#DEFINE OUTHOLE SOL(05, 20)
#DEFINE CHIME_10 SOL(09, 16)
#DEFINE CHIME_100 SOL(10, 16)
#DEFINE CHIME_1000 SOL(11, 16)
#DEFINE CHIME_10k SOL(12, 16)
#DEFINE CLICKER SOL(13, 8)
#DEFINE KNOCKER SOL(14, 50)
#DEFINE BUZZER SOL(15, 100)
#DEFINE SHORT_PAUSE 115
p_Bonus: .equ RAM + $B0
p_Ejects: .equ RAM + $B1 ; -> B4
p_DropsDown: .equ RAM + $B5
p_LampCol2: .equ RAM + $B6 ; -> B9
spinnerTimer: .equ RAM + $BA
p_BonusLeft: .equ RAM + $BE
dropsDown .equ RAM + $BF
_addScore10N:
jsr setXToCurPlayer10
ldaA 1
jsr _addScoreI
fireSolenoidA(CHIME_10)
rts
_addScore100N:
jsr setXToCurPlayer10
deX
ldaA 1
jsr _addScoreI
fireSolenoidA(CHIME_100)
rts
_addScore1000N:
jsr setXToCurPlayer10
deX
deX
ldaA 1
jsr _addScoreI
fireSolenoidA(CHIME_1000)
rts
#DEFINE score10() jsr _addScore10N
#DEFINE score100() jsr _addScore100N
#DEFINE score1000() jsr _addScore1000N
#DEFINE score500() \ jsr _addScore100N
#DEFCONT \ delay(SHORT_PAUSE)
#DEFCONT \ jsr _addScore100N
#DEFCONT \ delay(SHORT_PAUSE)
#DEFCONT \ jsr _addScore100N
#DEFCONT \ delay(SHORT_PAUSE)
#DEFCONT \ jsr _addScore100N
#DEFCONT \ delay(SHORT_PAUSE)
#DEFCONT \ jsr _addScore100N
#DEFCONT \ delay(SHORT_PAUSE)
#DEFINE advBonus() jsr advanceBonus
advanceBonus:
;ldaA 1000b
;bitA >state
;ifne
; rts
;endif
inc p_Bonus
lampOff(8,5) ; 1k
ldaB 2
fork(64)
rts
nop
nop
beginFork()
advanceBonus_loop:
dec p_Bonus
jsr bonusLights
inc p_Bonus
ldaA 11111110b
pshB
decB
inner:
decB
beq innerEnd
seC
rolA
bra inner
innerEnd:
pulB
andA >lc(6)
staA lc(6)
delay(64)
incB
cmpB >p_Bonus
blt advanceBonus_loop
ldaB >p_Bonus
jsr bonusLights
endFork()
; switch callbacks:
none: .org $6000 + 192 ; size of callback table
done(1)
bonusLights:
clr lc(5)
clr lc(6)
tst >p_Bonus
beq bonusLights_done
lampOn(8,5) ; 1k
ldaA >p_Bonus
bonusLights_loop:
decA
beq bonusLights_done
seC
rol lc(6)
bra bonusLights_loop
bonusLights_done
ldaA 9
cmpA >p_Bonus
ifge
else ; bonus >= 10?
ldaA 10
staA p_Bonus
lampOn(7,5) ; 10k light
endif
rts
startBall:
ldX >curPlayer
ldaA 1
staA p_Bonus
lampOn(8,5)
enablePf
clr p_DropsDown
ldaA 65
staA dropResetTimer
clr dropsDown
fireSolenoid(DROP_HOT)
delay(150)
fireSolenoid(DROP_TIP)
delay(150)
ldaA $FF
staA lastSwitch
; clear lights
ldX lampCol1
lClearLights:
clr 0, X
clr flashLampCol1 - lampCol1, X
inX
cpX lc(6) + 1
bne lClearLights
;
; init lights for player data
ldX >curPlayer
ldaA p_Ejects, X
staA lc(4)
ldaB p_LampCol2, X
bitB lr(2)
ifne
lampOn(2,3)
andB 11111101b
endif
staB lc(2)
ldaA lr(7) ; shoot again
bitA >lc(8)
ifne
lampOn(1,3) ; shoot again
endif
; flash player light
ldaA 00001111b ; player up lights
oraA >flc(8)
staA flc(8)
ldaA sr(1) ; check outhole
bitA >sc(2)
;ifne ; ball in hole
fireSolenoid(OUTHOLE)
;endif
rts
startGame:
lampOn(2,7) ; one player
lampOff(6,8) ; game over
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_10)
delay(200)
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_10)
delay(200)
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_10)
delay(SHORT_PAUSE)
fireSolenoid(CHIME_100)
delay(200)
fireSolenoid(CHIME_1000)
delay(200)
fireSolenoid(CHIME_10k)
delay(150)
; reset scores
jsr resetScores
; reset ball count
ldaA $10
staA ballCount
ldaB 0
staB curPlayer + 1
staB lc(7)
staB lc(8)
staB flc(7)
staB flc(8)
ldX 0
lInitPlayers:
ldaB lr(1)
staB p_Ejects, X
ldaB 0
staB p_LampCol2, X
inX
cpX 4
bne lInitPlayers
jsr startBall
; invalidate playfield
ldaA lr(1)
oraA >lc(8)
staA lc(8)
lampOn(2,7) ; one player
lampOff(6,8) ; game over
rts
swTilt:
lampOn(5,8) ; tilt
disablePf
done(0)
swStart:
ldaA >lc(8)
bitA lr(6)
ifne ; in game over
jsr startGame
else
ldaA $10
cmpA >ballCount
ifeq ; add player
ldaA 00011110b
andA >lc(7) ; player count lights
bitA lr(5)
ifeq ; if not on P4 already, add player
aslA
ldaB 11100001b
andB >lc(7)
staB lc(7)
oraA >lc(7)
staA lc(7)
endif
else ; restart game
jsr startGame
endif
endif
jsr refreshPlayerScores
done(0)
swOuthole:
inc $C0
ldaA >lc(8) ; !game over
bitA lr(6)
ifne ; game over
done(0)
endif
tst >bonusTimer
ifne
done(0)
else
ldaA 127
staA bonusTimer
endif
delay(600)
; check ballsave
ldaA lr(1)
bitA >lc(3)
ifne ; shoot again on
bitA >flc(3)
ifne ; shoot again flashing
; turn off used special
ldaA lr(8) ; right special
bitA >lc(2)
ifne
lampOff(8,2)
flashOff(8,2)
endif
ldaA lr(2) ; right special
bitA >lc(3)
ifne
lampOff(2,3)
flashOff(2,3)
endif
; flash player light
ldaA 00001111b ; player up lights
oraA >flc(8)
staA flc(8)
endif
endif
ldaA 00001111b ; player up lights
bitA >flc(8) ; check if any player is flashing
ifne ; any flashing -> playfield invalid
swOuthole_save:
lampOff(5,8) ; tilt
enablePf
fireSolenoid(OUTHOLE)
else ; none flashing -> playfield valid -> end ball
swOuthole_bonusLoop:
score1000()
ldaA >lc(2) ; double bonus
bitA lr(3)
ifne
delay(100)
score1000()
endif
dec p_Bonus
jsr bonusLights
delay(200)
tst >p_Bonus
bne swOuthole_bonusLoop
ldaA 00001111b ; player up lights
andA >lc(8) ; remove non-player up lights from col 8 for processing
ldaB >lc(3) ; check shoot again light
bitB lr(1)
ifeq ; shoot again not lit
; store player's data
ldX >curPlayer
ldaB >lc(4)
staB p_Ejects, X
ldaB >lc(3)
andB lr(2)
oraB >lc(2)
staB p_LampCol2, X
; go to next player
aslA
inc curPlayer + 1
bitA >lc(7) ; is player count < player #
ifne ; last player
ldaA 00000001b; ; back to player 1
ldaB 0
staB curPlayer + 1
; increase ball count
ldaB >ballCount
addB $10
cmpB $40
ifeq ; game over
lampOn(6,8)
disablePf
done(1)
else
staB ballCount
endif
endif
staA lc(8)
endif
jsr startBall
endif
clr bonusTimer
done(0)
swLeftEject:
ldaA >lc(8)
bitA lr(6)
ifne ; not in game
fireSolenoid(LEFT_EJECT)
done(0)
endif
advBonus()
ldaA lr(3) ; extra ball
bitA >lc(3)
ifne
fireSolenoid(KNOCKER)
lampOn(1,3) ; shoot again
lampOn(7,8)
lampOff(3,3) ; extra ball
delay(500)
else
jsr addCollect
score500()
endif
fireSolenoid(LEFT_EJECT)
fork(400)
done(1)
beginFork()
ldaA 11000111b
andA >flc(2)
staA flc(2)
endFork()
swTopEject:
ldaA >lc(8)
bitA lr(6)
ifne ; not in game
fireSolenoid(TOP_EJECT)
done(0)
endif
advBonus()
ldaB >lc(4)
asrB
ifeq ; 1k
score1000()
delay(200)
jmp swTopEject_scored
endif
asrB
ifeq ; captive
ldaA lr(7)
bitA >lc(2) ; captive ball
ifeq ; not lit
lampOn(7,2)
flashLamp(7,2)
else
lampOff(7,2)
endif
score500()
jmp swTopEject_scored
endif
asrB
ifne
asrB
ifeq ; double
ldaA lr(3)
bitA >lc(2) ; double bonus
ifeq ; not lit
lampOn(3,2)
flashLamp(3,2)
else
lampOff(3,2)
endif
endif
endif
score500()
swTopEject_scored:
flashOff(3,2)
flashOff(7,2)
fireSolenoid(TOP_EJECT)
done(1)
swHotTip:
tst >dropResetTimer
ifne
done(0)
endif
jsr addCollect
clr p_DropsDown
clr dropsDown
ldaA 65
staA dropResetTimer
delay(150)
fireSolenoid(DROP_HOT)
delay(150)
fireSolenoid(DROP_TIP)
lampOff(4,3) ; spinner
ldaA ~11110000b
andA >lc(3)
staA lc(3)
fork(900)
done(1)
beginFork()
ldaA 11000111b
andA >flc(2)
staA flc(2)
endFork()
swLeftOutlane:
ldaA lr(2) ; left special
bitA >lc(3)
ifne
lampOn(1,3) ; shoot again
flashLamp(1,3)
fireSolenoid(BUZZER)
flashLamp(2,3)
endif
advBonus()
score1000()
done(1)
swRightOutlane:
ldaA lr(8) ; right special
bitA >lc(2)
ifne
lampOn(1,3) ; shoot again
flashLamp(1,3)
fireSolenoid(BUZZER)
flashLamp(8,2)
endif
advBonus()
score1000()
done(1)
swLeftInlane:
advBonus()
score1000()
done(1)
swRightInlane:
advBonus()
score1000()
ldaA 255
staA spinnerTimer
flashLamp(4,3) ; spinner
lampOn(4,3)
done(1)
sw10pt:
score10()
asr lc(4)
ifeq ; shifted off the edge
ldaA 00010000b
staA lc(4)
endif
done(1)
sw100pt:
score100()
done(1)
sw500pt:
jsr alternate
score500()
done(1)
swPop:
jsr alternate
score100()
done(1)
swDropTip:
ldaA 1<<3
jmp swDrop
swDropHot:
ldaA 1<<0
jmp swDrop
swDroptIp:
ldaA 1<<4
jmp swDrop
swDrophOt:
ldaA 1<<1
jmp swDrop
swDroptiP:
ldaA 1<<5
jmp swDrop
swDrophoT:
ldaA 1<<2
jmp swDrop
swDrop:
;done(0)
tst >dropResetTimer
ifeq
bitA >dropsDown
ifne
done(0)
endif
tAB
oraA >dropsDown
staA dropsDown
inc p_DropsDown
tBA
bitA 111b ; was it HOT
ifne ; it was HOT
ldaB >lc(3)
bitB lr(5)
ifne
score1000()
else
bitB lr(6)
ifne
score100()
else
score10()
endif
endif
ldaB >lc(3)
bitB lr(7)
ifeq
bitB lr(8)
ifne ; was 100
lampOn(7,3) ; on 1000
lampOff(8,3) ; 100
else ; was 10
lampOn(8,3)
endif
endif
else
ldaB >lc(3)
bitB lr(7)
ifne
score1000()
else
bitB lr(8)
ifne
score100()
else
score10()
endif
endif
ldaB >lc(3)
bitB lr(5)
ifeq
bitB lr(6)
ifne ; was 100
lampOn(5,3) ; on 1000
lampOff(6,3) ; 100
else ; was 10
lampOn(6,3)
endif
endif
endif
ldaA 4
cmpA >p_DropsDown
ifgt
lampOff(4,3) ; spinner
else
lampOn(4,3)
endif
advBonus()
done(1)
else
done(0)
endif
swAdvBonus:
advBonus()
score1000()
done(1)
swSpinner:
;ldaA >sc(4)
;bitA sr(6)
;ifne
; score100()
; ldaA $E
;else
; noValidate
; ldaA 0
;endif
;staA solenoid1 + CLICKER - 1
ldaA lr(4) ; spinner
bitA >lc(3)
ifne ; spinner on
tst >spinnerTimer
ifne
ldaA 32
staA spinnerTimer
ldaA 10
bitA >counter
ifeq
advBonus()
endif
endif
score100()
fireSolenoid(CLICKER)
else
tst >spinnerTimer
ifne
ldaA 32
staA spinnerTimer
score100()
fireSolenoid(CLICKER)
else
score10()
endif
endif
done(1)
swCaptiveRollover:
ldaA >lc(2)
bitA lr(7)
ifeq ; light off
score10()
else
score1000()
ldaA 14 ; captive rollover switch number
cmpA >lastSwitch
ifne
ldaA 15 ; captive rollover switch number
cmpA >lastSwitch
ifne
jsr captiveAward
endif
endif
endif
done(1)
swCaptiveTarget:
advBonus()
ldaA >lc(2)
bitA lr(7)
ifeq ; light off
score10()
jsr captiveAward
else
score1000()
endif
done(1)
captiveAward:
fork(10)
rts
nop
nop
beginFork()
lampOn(8,2) ; right special
ldaA >lc(2)
bitA lr(4) ; shoe 1
ifeq
endFork()
else
bitA lr(6)
ifne
flashLamp(6,2)
else
bitA lr(5)
ifne
flashLamp(5,2)
else
flashLamp(4,2)
endif
endif
endif
ldaA lr(3)
bitA >lc(2)
ifne ; double bonus
ldaA >p_Bonus
else
ldaA 1
endif
staA p_BonusLeft
captiveAward_bonusLoop:
score1000()
dec p_Bonus
jsr bonusLights
delay(200)
tst >p_Bonus
bne captiveAward_bonusLoop
ldaA 00111000b
andA >flc(2)
comA
andA >lc(2)
staA lc(2)
ldaA >p_BonusLeft
staA p_Bonus
endFork()
alternate:
ldaB 0 ; turn on left?
ldaA lr(8) ; right special
bitA >lc(2)
ifne
ldaB 1
lampOff(8,2) ; right special
endif
ldaA lr(2) ; left special
bitA >lc(3)
ifne
lampOn(8,2) ; right special
lampOff(2,3) ; left special
endif
tstB
ifne
lampOn(2,3) ; left special
endif
rts
addCollect:
ldaA >lc(2)
bitA lr(4)
ifeq
lampOn(4,2)
flashLamp(4,2)
else
bitA lr(5)
ifeq
lampOn(5,2)
flashLamp(5,2)
else
bitA lr(6)
ifeq
lampOn(6,2)
flashLamp(6,2)
else
score1000()
lampOn(3,3)
endif
endif
endif
; ldaA lr(6)
; bitA >lc(2)
; ifne
; score1000()
; lampOn(3,3)
; else
; asrA
; bitA >lc(2)
; bne lightCollect
; asrA
; bitA >lc(2)
; bne lightCollect
; asrA
;lightCollect:
; aslA
; tAB
; oraB >lc(2)
; staB lc(2)
; oraA >flc(2)
; staA flc(2)
; endif
rts
; end callbacks
.msfirst
; needs to be on $**00 address
callbackTable: .org $6000 ; note: TRANSPOSED
.dw swTilt \.dw swTilt\.dw swStart \.dw none\.dw none\.dw none\.dw swTilt\.dw none
.dw swOuthole \.dw swTilt\.dw swRightOutlane\.dw swRightInlane\.dw sw10pt\.dw sw500pt\.dw swCaptiveRollover\.dw swCaptiveTarget
.dw swDropTip \.dw swDroptIp\.dw swDroptiP\.dw swAdvBonus\.dw sw10pt\.dw swTopEject\.dw sw10pt\.dw none
.dw swDropHot \.dw swDrophOt\.dw swDrophoT\.dw sw10pt\.dw swLeftEject\.dw swSpinner\.dw swPop\.dw sw500pt
.dw swLeftOutlane\.dw swLeftInlane\.dw sw10pt\.dw none\.dw swHotTip\.dw none\.dw none\.dw none
.dw none \.dw none\.dw none\.dw none\.dw none\.dw none\.dw none\.dw none
.dw none \.dw none\.dw none\.dw none\.dw none\.dw none\.dw none\.dw none
.dw none \.dw none\.dw none\.dw none\.dw none\.dw none\.dw none\.dw none
; on = how many cycles it must be on for before registering (1 cycle = 64ms (?)) (max 7)
; off = how many cycles it must be off for
; onOnly = if true, don't notify of an off event (also set off = 0 for efficiency)
; gameover = whether the switch is active in gameover + tilt mode (these callbacks must check whether in game over when triggered if they want to act different)
; TRANSPOSED (?)
#define SW(on,off,onOnly,gameover) .db (onOnly<<7)|(gameover<<6)|(on<<3)|(off)
settleTable: ; must be right after callbackTable
SW(0,7,1,0)\SW(0,7,1,0)\SW(0,2,1,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,1,0)\SW(0,7,0,1)
SW(7,1,1,1)\SW(0,7,1,0)\SW(0,7,1,0)\SW(0,7,1,0)\SW(0,1,1,0)\SW(0,1,1,0)\SW(0,3,1,0)\SW(0,7,1,0)
SW(0,7,1,0)\SW(0,7,1,0)\SW(0,7,1,0)\SW(0,3,1,0)\SW(0,3,1,0)\SW(4,1,1,1)\SW(0,1,1,0)\SW(0,0,1,0)
SW(0,7,1,0)\SW(0,7,1,0)\SW(0,7,1,0)\SW(0,3,1,0)\SW(4,1,1,1)\SW(0,0,1,0)\SW(0,0,1,0)\SW(0,1,1,0)
SW(0,7,1,0)\SW(0,7,1,0)\SW(0,1,1,0)\SW(0,7,0,1)\SW(0,0,1,0)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)
SW(7,7,1,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)
SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)
SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)\SW(0,7,0,1)