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Init.asm
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Init.asm
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;---------------------------------
; Sprite and screen setup
;---------------------------------
run_menu_init
lda #$18
sta $D018
; set sprite multicolors
lda #$08
sta $d025
lda #$06
sta $d026
; colorize sprites
lda #$0A
sta $d027
lda #$0A
sta $d028
lda #$0A
sta $d029
lda #$06
sta $d02A
lda #$06
sta $d02B
lda #$06
sta $d02C
lda #$06
sta $d02D
lda #$06
sta $d02E
; positioning sprites
lda #125 ; Muncher
sta ENEMY_2_X_ADDRESS
lda #197 ; Muncher
sta ENEMY_2_Y_ADDRESS
; X coordinate high bits
lda #$00
sta $d010
; set multicolor flags
lda #%11111011
sta $d01c
; set screen-sprite priority flags
lda #$00
sta $d01b
;================================
; DRAW TITLE
;================================
lda #$D0
sta $fb
lda #$00
sta $fd
sta $f7
lda #$2F
sta $fc
lda #$04
sta $fe
lda #$B8
sta $f9
lda #$33
sta $fa
lda #$d8
sta $f8
ldx #$00
ldy #$00
lda ($fb),y
sta ($fd),y
lda ($f9),y
sta ($f7),y
iny
bne *-9
inc $fc
inc $fe
inc $fa
inc $f8
inx
cpx #$04
bne *-24
; Enemy frames
lda #MUNCHER_ENEMY_F1_SPRITE_VALUE
sta ENEMY_2_CURRENT_FRAME_ADDRESS
sta ENEMY_2_SPRITE_ADDRESS
; set screen-sprite priority flags
lda #$00
sta $d01b
TURN_ON_INTRO_SPRITES
lda #%11111111
sta $D017 ; Double sprite height
sta $D01D ; Double sprite width
rts
run_game_initiation
;================================
; DRAW THE PLAY AREA
;================================
lda #$0
sta $fb
sta $fd
sta $f7
lda #$28
sta $fc
lda #$04
sta $fe
lda #$e8
sta $f9
lda #$2b
sta $fa
lda #$d8
sta $f8
ldx #$00
ldy #$00
lda ($fb),y
sta ($fd),y
lda ($f9),y
sta ($f7),y
iny
bne *-9
inc $fc
inc $fe
inc $fa
inc $f8
inx
cpx #$04
bne *-24
;================================
; INITIAL SPRITE LOCATION
;================================
lda #$91 ; Player_up_X
sta $d000
lda #$7F ; Player_up_Y
sta $d001
lda #$91 ; Player_bullet_X
sta $d004
lda #$0A ; Player_bullet_Y
sta $d005
lda #0
sta ENEMY_1_X_ADDRESS
sta ENEMY_2_X_ADDRESS
sta ENEMY_3_X_ADDRESS
sta ENEMY_4_X_ADDRESS
sta ENEMY_BULLET_X
sta EXPLOSION_COUNTER
sta EXPLOSION_PITCH
sta FIRE_SOUND_PITCH
sta EXTRA_LIFE_AWARDED
sta FIRE_SOUND_COUNTER ; Nice side effect of setting this to zero is a nice lifting intro sounds
RESET_DEATH_SOUND_PITCH
lda #250
sta ENEMY_1_Y_ADDRESS
sta ENEMY_2_Y_ADDRESS
sta ENEMY_3_Y_ADDRESS
sta ENEMY_4_Y_ADDRESS
sta ENEMY_BULLET_Y
;================================
; SPRITE POINTERS
;================================
lda #$28
sta PLAYER_ADDRESS
; Player_Bullet
lda #PLAYER_BULLET_SPRITE_VALUE
sta PLAYER_BULLET_SPRITE_ADDRESS
sta ENEMY_BULLET_SPRITE_ADDRESS
; Enemy frames
lda #ASTROID_ENEMY_F1_SPRITE_VALUE
sta ENEMY_1_CURRENT_FRAME_ADDRESS
sta ENEMY_1_SPRITE_ADDRESS
sta ENEMY_3_CURRENT_FRAME_ADDRESS
sta ENEMY_3_SPRITE_ADDRESS
sta ENEMY_4_CURRENT_FRAME_ADDRESS
sta ENEMY_4_SPRITE_ADDRESS
lda #MUNCHER_ENEMY_F1_SPRITE_VALUE
sta ENEMY_2_CURRENT_FRAME_ADDRESS
sta ENEMY_2_SPRITE_ADDRESS
;================================
; MEMORY INITIALISATION
;================================
lda #0
sta PLAYER_IN_DEATH_STATE
sta BULLET_IS_FIRING_LOCATION
sta PLAYER_FLIPPED_LOCATION
sta MUNCHER_1_HAS_BOUNCED_ADDRESS
sta ENEMY_BULLET_IS_FIRING_ADDRESS
sta ENEMY1_HIT
sta ENEMY2_HIT
sta ENEMY3_HIT
sta ENEMY4_HIT
sta TEMP1
sta TEMP2
sta TEMP3
sta SCORE_ADDRESS_HIGH
sta CHAIN_ADDRESS
sta ENEMY_BULLET_X_SPEED_ADDRESS
sta ENEMY_1_VARIATION
sta ENEMY_2_VARIATION
sta ENEMY_3_VARIATION
sta ENEMY_4_VARIATION
sta ENEMIES_KILLED_LOW
sta ENEMIES_KILLED_HIGH
sta DEATH_TIMER_LOW
sta ANIMATION_TIMER_ADDRESS
sta GAMEPLAY_TIMER_ADDRESS
sta BULLET_DIRECTION_LOCATION
sta SCORE_ADDRESS_LOW
lda #1
sta MUNCHER_Y_SPEED_ADDRESS
sta ROBOT_X_SPEED_ADDRESS
sta MUNCHER_X_SPEED_ADDRESS
sta ASTROID_Y_SPEED_ADDRESS
sta ROBOT_Y_SPEED_ADDRESS
sta ANDROID_X_SPEED_ADDRESS
sta ANDROID_Y_SPEED_ADDRESS
lda #2
sta LIVES_ADDRESS
sta ENEMY_BULLET_Y_SPEED_ADDRESS
lda #3
sta UFO_X_SPEED_ADDRESS
sta UFO_Y_SPEED_ADDRESS
lda #50
sta RANDOMISER_LOW
lda #200
sta RANDOMISER_HIGH
TURN_ON_INITAL_SPRITES
SET_TEXT_COLOUR #white
jsr reset_all_enemies
lda #$00
sta $D017 ; Double sprite height
sta $D01D ; Double sprite width
;================================
; SETUP HUD TEXT
;================================
PRINT_DEBUG_16 #31,#2,SCORE_ADDRESS_HIGH, SCORE_ADDRESS_LOW
PRINT_DEBUG #33,#23,LIVES_ADDRESS
PRINT_DEBUG #31,#5, CHAIN_ADDRESS
PRINT_DEBUG_16 #31,#12,HI_SCORE_ADDRESS_HIGH, HI_SCORE_ADDRESS_LOW