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main.asm
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main.asm
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Q_ROW = 64510
A_ROW = 65022
OP_ROW = 57342
SCREEN = #2000
SCREEN_END = SCREEN + 768
CHARS = #2800
PLAYER_LEFT = 3
PLAYER_RIGHT = 0
PLAYER_DEAD = 11
BOULDER = 6
FALLING_BOULDER = 7
BRICK = 5
FIELD = 8
CRYSTAL = 9
FALLING_CRYSTAL = 10
ENEMY_LEFT = 12
ENEMY_RIGHT = 13
ENEMY_UP = 14
ENEMY_DOWN = 15
ENEMY_DEAD = 16
MAX_LEVELS = 12
include "tapeutils.asm"
DEVICE ZXSPECTRUM48
MakeAceTap "rng", dataBlock.link
dataBlock:
.name db "RN", 'G' + #80
.size dw (dataBlockEnd - $)
dw DICT_BEGIN
.link db .size - .name
dw $ + 2
gameStart:
ld sp, gameStart - 1
call cls
; Load font
ld de, CHARS, hl, sprites, bc, 1016 : ldir
; Start screen
ld de, SCREEN_END - 1, hl, title : call dzx7
.intoWait
xor a
ld bc, 32766
in a, (c)
rrca
jr c, .intoWait
xor a : ld (cur_level), a
level_state:
call restartLev
call drawStatusLine
.loop
call controls
ld a, (playerSprite) : xor 1 : ld (playerSprite), a : inc a
ld hl, (playerPos) : ld (hl), a
call level_life
dup 3
halt
edup
ld a, (is_alive) : or a : call z, die
ld a, (crystals), b, a, a, (crystals_total)
cp b : call z, nextLevel
ld bc, 64510 : in a, (c) : and 8 : jr nz, .loop
xor a : ld (is_alive), a
jr .loop
gamefinished:
call cls
ld de, SCREEN_END - 1, hl, welldone : call dzx7
.loop
xor a
ld bc, 32766
in a, (c)
rrca
jr c, .loop
jp gameStart
nextLevel:
ld a, (cur_level)
inc a
cp MAX_LEVELS
jp nc, gamefinished
ld (cur_level), a
di
ld b, #ff
.beep
push bc
ld a, #7f
in a, (#fe)
1
nop : nop
djnz 1B
out (#fe), a
pop bc
djnz .beep
ei
jp restartLev
level_life:
call moveEnemies
; Physics
ld ix, #0A09 : call falling
ld ix, #0706 : call falling
call bangAnim
ret
bangAnim:
ld hl, SCREEN + 32, bc, 736
.loop
ld a, (hl)
cp ENEMY_DEAD : jr z, .nextFrame
cp ENEMY_DEAD + 1 : jr z, .fillZero
.exitLoop
inc hl
dec bc : ld a, b : or c : jr nz, .loop
ret
.nextFrame
inc (hl)
jr .exitLoop
.fillZero
xor a : ld (hl), a
jr .exitLoop
controls:
ld bc, Q_ROW : in a, (c) : and 1 : call z, p_up
ld bc, A_ROW : in a, (c) : and 1 : call z, p_down
ld bc, OP_ROW : in a, (c) : and 1 : call z, p_right
ld bc, OP_ROW : in a, (c) : and 2 : call z, p_left
ret
moveEnemies:
ld hl, SCREEN + 32
ld bc, 736
.loop
push bc, hl
ld a, (hl)
ld iy, hl
cp ENEMY_UP : jr z, .enemyUp
cp ENEMY_LEFT : jr z, .enemyLeft
.loopExit
pop hl, bc
inc hl
dec bc
ld a, b : or c : jr nz, .loop
ld hl, SCREEN_END
ld b, 32
.rowLoop
push bc, hl
ld b, 23
.colLoop
push hl, bc
ld iy, hl
ld a, (hl)
cp ENEMY_RIGHT : jr z, .enemyRight
cp ENEMY_DOWN : jr z, .enemyDown
.rdLoopExit
pop bc, hl
ld de, 32 : sub hl, de
djnz .colLoop
pop hl, bc
dec hl
djnz .rowLoop
ret
.kill
xor a : ld (is_alive), a
jp .loopExit
.enemyUp
ld de, -32 : add hl, de
ld a, (hl)
and a : jr z, .forceMove
cp PLAYER_RIGHT : jr z, .kill
cp PLAYER_LEFT : jr z, .kill
cp PLAYER_RIGHT + 1 : jr z, .kill
cp PLAYER_LEFT + 1 : jr z, .kill
ld d, ENEMY_LEFT : call .changeDirection
jr .loopExit
.enemyLeft
dec hl
ld a, (hl)
and a : jr z, .forceMove
cp PLAYER_RIGHT : jr z, .kill
cp PLAYER_LEFT : jr z, .kill
cp PLAYER_RIGHT + 1: jr z, .kill
cp PLAYER_LEFT + 1: jr z, .kill
ld d, ENEMY_DOWN : call .changeDirection
jr .loopExit
.enemyDown
ld de, 32 : add hl, de
ld a, (hl)
and a : jr z, .forceMoveDR
cp PLAYER_RIGHT : jr z, .killDR
cp PLAYER_LEFT : jr z, .killDR
cp PLAYER_RIGHT + 1: jr z, .killDR
cp PLAYER_LEFT + 1: jr z, .killDR
ld d, ENEMY_RIGHT : call .changeDirection
jr .rdLoopExit
.enemyRight
inc hl
ld a, (hl)
and a : jr z, .forceMoveDR
cp PLAYER_RIGHT : jr z, .killDR
cp PLAYER_LEFT : jr z, .killDR
cp PLAYER_RIGHT + 1: jr z, .killDR
cp PLAYER_LEFT + 1: jr z, .killDR
ld d, ENEMY_UP : call .changeDirection
jp .rdLoopExit
.forceMove
ld a, (iy)
ld (hl), a
xor a
ld (iy), a
jp .loopExit
.forceMoveDR
ld a, (iy) : ld (hl), a
xor a
ld (iy), a
jp .rdLoopExit
.changeDirection:
ld a, d
ld (iy), a
ret
.killDR
xor a : ld (is_alive), a
jp .rdLoopExit
killPlayer:
push af
xor a : ld (is_alive), a
pop af
ret
p_left:
ld a, (playerSprite) : cp 2 : jr z, .movement : cp 3 : jr z, .movement
ld a, PLAYER_LEFT : ld (playerSprite), a
.movement
ld hl, (playerPos) : dec hl
ld a, (hl) : and a : jr z, forceMove
cp ENEMY_DOWN : call z, killPlayer
cp ENEMY_UP : call z, killPlayer
cp ENEMY_LEFT : call z, killPlayer
cp ENEMY_RIGHT : call z, killPlayer
cp FIELD : jr z, forceMove
cp CRYSTAL : jp z, eatCrystal
cp BOULDER : ret nz
ld de, hl : dec de
ld a, (de) : and a : ret nz
ld a, BOULDER : ld (de), a
xor a : ld (hl), a
ld hl, (playerPos) : xor a : ld (hl) , a : dec hl : ld (playerPos), hl
ret
forceMove:
ex hl, de
ld hl, (playerPos) : xor a : ld (hl), a
ex hl, de
ld (playerPos), hl
ret
p_right:
ld a, (playerSprite) : and a : jr z, .movement
cp 1 : jr z, .movement
ld a, PLAYER_RIGHT : ld (playerSprite), a
.movement
ld hl, (playerPos) : inc hl
ld a, (hl) : and a : jr z, forceMove
cp ENEMY_DOWN : call z, killPlayer
cp ENEMY_UP : call z, killPlayer
cp ENEMY_LEFT : call z, killPlayer
cp ENEMY_RIGHT : call z, killPlayer
cp FIELD : jr z, forceMove
cp CRYSTAL : jp z, eatCrystal
cp BOULDER : ret nz
ld de, hl : inc de
ld a, (de) : and a : ret nz
ld a, BOULDER : ld (de), a
xor a : ld (hl), a
ld hl, (playerPos) : xor a : ld (hl) , a : inc hl : ld (playerPos), hl
ret
p_down:
ld hl, (playerPos) : ld de, 32 : add hl, de
ld a, (hl) : and a : jr z, forceMove
cp FIELD : jr z, forceMove
cp CRYSTAL : jp z, eatCrystal
cp ENEMY_DOWN : call z, killPlayer
cp ENEMY_UP : call z, killPlayer
cp ENEMY_LEFT : call z, killPlayer
cp ENEMY_RIGHT : call z, killPlayer
ret
p_up:
ld hl, (playerPos) : ld de, -32 : add hl, de
ld a, (hl) : or a : jp z, forceMove
cp FIELD : jp z, forceMove
cp CRYSTAL : jp z, eatCrystal
cp ENEMY_DOWN : call z, killPlayer
cp ENEMY_UP : call z, killPlayer
cp ENEMY_LEFT : call z, killPlayer
cp ENEMY_RIGHT : call z, killPlayer
ret
killEnemy
push hl
call bigBang
pop hl
ret
; Any falling item can be processed here
; IXl - usual item tile
; IXh - falling tile
falling:
ld hl, SCREEN_END
ld bc, 736
.loop
ld a, (hl)
cp ixl : jr z, .processUsualItem
cp ixh : jr z, .processFallingItem
.skip
dec hl
dec bc
ld a, b : or c : jr nz, .loop
ret
.processUsualItem
DISPLAY 'process usual ', $
push hl
ld de, 32 : add hl, de
ld a, (hl)
cp ENEMY_LEFT : call z, killEnemy
cp ENEMY_RIGHT : call z, killEnemy
pop hl
or a
jr nz, .checkSides
ld a, ixh, (hl), a
jr .skip
.checkSides
push hl
ld de, 33 : add hl, de : ld a, (hl)
and a
jr nz, .checkLeft
pop hl
push hl
inc hl
ld a, (hl) : ld de, 32 : add hl, de
and a
jr nz, .checkLeft
ld a, (hl)
cp ENEMY_LEFT : call z, killEnemy
cp ENEMY_RIGHT : call z, killEnemy
ld a, ixh, (hl), a
pop hl
xor a : ld (hl), a
jr .skip
.checkLeft
pop hl
push hl
ld de, 31 : add hl, de : ld a, (hl)
or a
jr nz, .notMove
pop hl : push hl
dec hl : ld a, (hl), de, 32 : add hl, de
and a
jr nz, .notMove
ld a, (hl)
cp ENEMY_LEFT : call z, killEnemy
cp ENEMY_RIGHT : call z, killEnemy
ld a, ixh, (hl), a
pop hl : xor a : ld (hl), a
jr .skip
.notMove
pop hl
jr .skip
.processFallingItem
DISPLAY 'process falling ', $
push hl
ld de, 32 : add hl, de
ld a, (hl)
cp 1 : jr z, .kill
cp 2 : jr z, .kill
cp 3 : jr z, .kill
cp 4 : jr z, .kill
cp ENEMY_LEFT : call z, killEnemy
cp ENEMY_RIGHT : call z, killEnemy
pop hl
or a
jr nz, .notFal
xor a : ld (hl), a
push hl
add hl, de
ld a, ixh, (hl), a
pop hl
jp .skip
.notFal
ld a, ixl, (hl), a
jp .skip
.kill
pop hl
xor a : ld (is_alive), a
ret
cls:
xor a
ld hl, SCREEN, de, SCREEN + 1, bc, 768, (hl), a
ldir
ret
eatCrystal:
; Some beep
di
ld b, #7f
.loop
push bc
ld a, #7f
in a, (#fe)
djnz $
out (#fe), a
pop bc
djnz .loop
ei
xor a : ld (hl), a : ex hl, de
ld hl, (playerPos) : ld (hl), a : ex hl, de : ld (playerPos), hl
ld hl, crystals : inc (hl)
drawStatusLine:
ld de, crystals_total_string, a, (crystals) : call pnum
ld de, crystals_get, a, (crystals_total) : call pnum
ld a, (cur_level) : inc a : ld de, level_number : call pnum
ld de, SCREEN, hl, top_line, bc, status_line_size : ldir
ret
smallPause:
ld b, 5
1 halt
djnz 1B
ret
die:
di
ld b, #ff
.beep
push bc
ld a, #ff : sub b : ld b, a
ld a, #7f
in a, (#fe)
1
nop
djnz 1B
out (#fe), a
pop bc
djnz .beep
ei
ld hl, (playerPos)
call bigBang
ld b, 20
.loop
push bc
halt
call level_life
pop bc
djnz .loop
; Make here unpack level data
restartLev:
ld a, 1, (is_alive), a
.introLoop
ld hl, SCREEN + 32, de, SCREEN + 33, a, FIELD, (hl), a, bc, 736 : ldir
call smallPause
ld hl, SCREEN + 32, de, SCREEN + 33, bc, 736, a, 16, (hl), a : ldir
call smallPause
ld hl, SCREEN + 32, de, SCREEN + 33, bc, 736, a, 17, (hl), a : ldir
call smallPause
; Extract level
ld a, (cur_level), h, 0, l, a, de, leveltable
add hl, hl : add hl, de
ld de, (hl)
ld hl, SCREEN_END - 1
ex hl, de
call dzx7
xor a : ld (crystals), a, (crystals_total), a
ld bc, 736
ld hl, SCREEN_END
.loop
ld a, (hl)
or a : jr z, .loopexit
cp 05 : jr c, .foundStart
cp CRYSTAL : jr z, .foundCrystal
.loopexit
dec hl : dec bc
ld a, b : or c : jr nz, .loop
jp drawStatusLine
.foundStart
ld (playerPos), hl
jr .loopexit
.foundCrystal
ld de, crystals_total
ex hl, de
inc (hl)
ex hl, de
jr .loopexit
; HL - top center
bigBang:
dec hl
ld a, (hl)
cp BRICK
jr z, .skip1
ld a, ENEMY_DEAD, (hl), a
.skip1
inc hl
ld a, (hl)
cp BRICK
jr z, .skip2
ld a, ENEMY_DEAD, (hl), a
.skip2
inc hl
ld a, (hl)
cp BRICK
jr z, .skip3
ld a, ENEMY_DEAD, (hl), a
.skip3
push de
ld de, 30 : add hl, de
pop de
dup 3
ld a, (hl)
cp BRICK
jr z, 1F
ld a, ENEMY_DEAD, (hl), a
1 inc hl
edup
ret
ret
; A - number
; DE - buffer
pnum:
ld hl, .table
ld b, 3
.pdb1 ld c, '0' - 1
.pdb2 inc c
sub (hl)
jr nc, .pdb2
add a, (hl)
push af
ld a, c
ld (de), a
inc de
pop af
inc hl
djnz .pdb1
ret
.table db 100, 10, 1
top_line db "Crystals: "
crystals_total_string db " /"
crystals_get db " Level: "
level_number db " "
status_line_size = $ - top_line
is_alive db 1
playerPos dw SCREEN + 66
playerSprite db PLAYER_RIGHT
crystals_total db 5
crystals db 0
level_data
db 30
db 0
sprites
incbin "chars.raw"
include "dzx7.asm"
cur_level db 0
incbin "welldone.zx7"
welldone = $ - 1
incbin "title.zx7"
title = $ - 1
leveltable
dw level1
dw level2
dw level3
dw level4
dw level5
dw level6
dw level7
dw level8
dw level9
dw level10
dw level11
dw level12
include "levels/levels.asm"
dataBlockEnd:
CHECKSUM dataBlock
tapEnd
display "Last addr: ", $
SAVEBIN "rng.tap", tapBegin, tapEnd - tapBegin