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magnetizer.asm
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magnetizer.asm
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;MAGNETIZER_UNLOCKED ; uncomment to unlock all sets and levels
;;;;;;; constants ;;;;;;;
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
OAMDATA = $2004
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
DMC_FREQ = $4010
DMC_RAW = $4011
DMC_START = $4012
DMC_LEN = $4013
OAMDMA = $4014
SND_CHN = $4015
JOY1 = $4016
APU_CTRL = $4017
BLOCK = $00
FREE = $01
START = $02
END = $03
STOPPER = $04
BOX = $05
ARROW_UP = $06
ARROW_DOWN = $07
ARROW_LEFT = $08
ARROW_RIGHT = $09
PORTAL_A = $0A
PORTAL_B = $0B
ARROW_VERTICAL = $0C
ARROW_HORIZONTAL = $0D
BLOCKADE_REMOVER = $0E
BLOCKADE = $0F
TRAP_DOOR = $10
TILE_EMPTY = $24
TILE_BOX = $3C
TILE_TRAP_DOOR_ACTIVE = $64
TILE_NONE = $2C
SPRITE_STOPPER = $10
SPRITE_ELECTRIC = $0C
MAX_SPEED = $30
ANIMATION_LENGTH = $30
BOX_SPEED = $02
UP = $01
DOWN = $02
LEFT = $03
RIGHT = $04
POINT_X_OFFSET = $08
POINT_Y_OFFSET = $08
TEN = $0A
LAST_DIGIT = TEN - 1
COUNTER_DIGITS = $04
COUNTER_LAST_DIGIT = COUNTER_DIGITS - 1
SLASH_CHARACTER = $29
SPACE_CHARACTER = $2C
ARROW_Y_OFFSET = $5B
MEDAL_Y_OFFSET = $76
MEDAL_X_OFFSET = $6C
TEXT_MUSIC_Y_OFFSET = $23
TEXT_MUSIC_X_OFFSET = $62
TEXT_SOUND_Y_OFFSET = $23
TEXT_SOUND_X_OFFSET = $74
TEXT_SCORE_Y_OFFSET = $21
TEXT_SCORE_X_OFFSET = $F4
SCORE_Y_OFFSET = $22
SCORE_X_OFFSET = $11
SCORE_DIGITS = $03
TEXT_LEVELS_Y_OFFSET = $22
TEXT_LEVELS_X_OFFSET = $54
LEVELS_Y_OFFSET = $22
LEVELS_X_OFFSET = $73
LEVELS_DIGITS = $01
TEXT_TOTAL_Y_OFFSET = $22
TEXT_TOTAL_X_OFFSET = $B4
TOTAL_Y_OFFSET = $22
TOTAL_X_OFFSET = $D2
TOTAL_DIGITS = $02
TEXT_LSET_Y_OFFSET = $21
TEXT_LSET_X_OFFSET = $82
LOGO_Y_OFFSET = $20
LOGO_X_OFFSET = $83
LEVEL_SETS = $07
LEVELS = $3C
LEVEL_SET_SWITCH = $03
LEVEL_POINTER_OFFSET = $02
SWITCH_POINTER_VALUE = $BE
GLOBAL_STATISTICS_OFF = 2 * (LEVELS_DIGITS + 1) * LEVEL_SETS
NMI_HORIZONTAL = %10010000
NMI_VERTICAL = %10010100
SPR_ADDRESS_START = $0210
SPR_ADDRESS_END = $0220
SPR_ADDRESS_BOX = $0230
SPR_ADDRESS_BLOCKADE = $0240
SPR_ADDRESS_CURSOR = $0230
SPR_ADDRESS_STOPPER = $02F8
SPR_ADDRESS_ELECTRIC = $02FC
SPR_ADDRESS_RARROW = $0220
SPR_ADDRESS_LARROW = $0228
SPR_ADDRESS_MEDAL = $0238
SOUND_BOX = $00
SOUND_MOVEMENT = $01
SOUND_TELEPORT = $02
SOUND_HIT = $03
SOUND_SCROLL = $04
SOUND_CHANGE_SET = $05
.inesprg 2 ; 1x 16KB PRG code
.ineschr 1 ; 1x 8KB CHR data
.inesmap 3 ; mapper 0 = NROM, no bank swapping
.inesmir 1 ; background mirroring
;;;;;;; variables ;;;;;;;
.rsset $0000
remainder .rs 2
dividend .rs 2
divisor .rs 2
decimal .rs 4
digits .rs 1
result .rs 2
score .rs 2
digit_target_lo .rs 1
digit_target_hi .rs 1
game .rs 1
text_length .rs 1
text_pointer_lo .rs 1
text_pointer_hi .rs 1
input .rs 1
button_pressed .rs 1
attribute .rs 1
tile_attribute .rs 1
draw_counter .rs 1
increase_counter .rs 1
move_counter .rs 4
move_counter_limit .rs 1
level_sets_unlocked .rs 1
next_level .rs 1
level_set .rs 1
level_set_counter .rs 1
level_lo .rs 1
level_hi .rs 1
levels_cleared .rs 1 * LEVEL_SETS
level_cleared .rs 1
total_levels .rs 1
total_levels_cleared .rs 1
tiles_lo .rs 1
tiles_hi .rs 1
pointer_lo .rs 1
pointer_hi .rs 1
palette_lo .rs 1
palette_hi .rs 1
starting_position_x .rs 1
starting_position_y .rs 1
direction .rs 1
grounded .rs 1
speed .rs 1
real_speed .rs 1
position_x .rs 1
position_y .rs 1
position .rs 1
px .rs 1
py .rs 1
current_tile .rs 1
index .rs 1
index_temp .rs 1
target .rs 1
offset .rs 1
offset_x .rs 1
offset_y .rs 1
temp_x .rs 1
temp_y .rs 1
check_x_offset .rs 1
check_y_offset .rs 1
metasprite_low .rs 1
metasprite_high .rs 1
metasprite_offset .rs 1
starting_point_x .rs 1
starting_point_y .rs 1
ending_point_real_x .rs 1
ending_point_real_y .rs 1
animation_cycle .rs 1
animation_direction .rs 1
blockade_flicker .rs 1
box_animation .rs 1
box_animation_x .rs 1
box_animation_y .rs 1
box_direction .rs 1
boxes .rs 1
blockades .rs 1
blockade_removers .rs 1
blockade .rs 1
blockade_x .rs 1
blockade_y .rs 1
source_box .rs 1
source_box_x .rs 1
source_box_y .rs 1
source_box_z .rs 1
source_box_offset .rs 1
target_box .rs 1
target_box_x .rs 1
target_box_y .rs 1
target_box_z .rs 1
target_box_offset .rs 1
portals_a .rs 1
portals_b .rs 1
trap_doors .rs 1
trap_door .rs 1
trap_door_x .rs 1
trap_door_y .rs 1
target_tile .rs 1
target_temp .rs 1
ppu_shift .rs 1
ppu_address .rs 1
goto_menu .rs 1
level_loading .rs 1
screen_movement .rs 1
screen_offset .rs 1
screen_mode .rs 1
screen_x .rs 1
music_off .rs 1
sound_off .rs 1
current_song .rs 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.rsset $6000
box_x .rs 64
box_y .rs 64
blockades_on .rs 16
blockades_x .rs 16
blockades_y .rs 16
blockade_removers_x .rs 16
blockade_removers_y .rs 16
portals_a_x .rs 40
portals_a_y .rs 40
portals_b_x .rs 40
portals_b_y .rs 40
trap_doors_on .rs 48
trap_doors_x .rs 48
trap_doors_y .rs 48
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.rsset $0600
scores .rs 2 * LEVELS
completed .rs 1 * LEVELS
counters .rs 2 * (LEVELS_DIGITS + 1) * (LEVEL_SETS + 1)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.bank 0
.org $8000
Reset:
SEI ; disable IRQs
CLD ; disable decimal mode
LDX #$40
STX APU_CTRL
LDX #$FF
TXS
INX
STX PPUCTRL
STX PPUMASK
STX DMC_FREQ
InitialVBlank:
JSR _WaitForVBlank
ClearMemory:
LDA #$00
STA $0000, x
STA $0100, x
STA $0300, x
STA $0400, x
STA $0500, x
STA $0600, x
STA $0700, x
LDA #$FE
ClearGraphics:
STA $0200, x
INX
BNE ClearMemory
ResetScroll:
LDA #$00
STA PPUSCROLL
STA PPUSCROLL
JSR InitializeMenu
JSR _LoadPalettes
JSR _LoadBackgroundsAndAttributes
JSR _DrawMenu
JSR _EnableNMI
JSR _EnableSound
Forever:
JMP Forever
NMI:
LDA #$00
STA OAMADDR
LDA #$02
STA OAMDMA
LDA game
BNE JumpToGameLogic
JSR MenuLogic
JMP MainLoopEnd
JumpToGameLogic:
JSR GameLogic
JMP MainLoopEnd
MainLoopEnd:
JSR FamiToneUpdate
RTI
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.include "menu.asm"
.include "game.asm"
.include "subroutines.asm"
.include "hex2dec.asm"
.include "constants.asm"
.include "sound/sounds.asm"
.include "levels.asm"
.include "sound/famitone2.asm"
.include "sound/music.asm"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.bank 3
.org $FFFA
.dw NMI
.dw Reset
.dw $00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.bank 4
.org $8000
.incbin "magnetizer.chr"