/
GAME-DLI.INC
286 lines (227 loc) · 4.51 KB
/
GAME-DLI.INC
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
; -*- text -*-
;
; Editor Display List Interrupts
;
; THIS FILE WILL INCLUDE BY OTHER FILE
;
.local
?ghost_x_pos=133
; Den Displaylist Interrupt lassen wir im VBI setzen, so
; laufen wir nicht Gefahr damit etwas kaputt zu machen
@INITDLI
LDA #6 ; Nutze Immediate(6) VBI
LDY #<?RESETDLI
LDX #>?RESETDLI
JMP SETVBV
?RESETDLI
LDA #0
STA 77 ; no colorswitch
LDA #$0
STA NMIEN ; Displaylist Interrupt sperren
; lda @current_dlist
; STA SDLSTL
; LDA @current_dlist+1
; STA SDLSTL+1
lda @game_mode
cmp #1
beq ?show_title
jmp ?show_game
; cmp #1
; beq ?show_game
; cmp #3
; beq ?show_game
; cmp #4
; beq ?show_game
?show_title
LDA #<@PACMEN_TITLE_DLIST
STA SDLSTL
LDA #>@PACMEN_TITLE_DLIST
STA SDLSTL+1
LDA #<?CHANGE_ZSATZ_TITLE_PACMEN_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_TITLE_PACMEN_DLI
STA VDSLST+1
jmp ?continue_game_mode
?show_game
LDA #<@PACMEN_GAME_DLIST
STA SDLSTL
LDA #>@PACMEN_GAME_DLIST
STA SDLSTL+1
LDA #<?CHANGE_ZSATZ_PACMEN_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_PACMEN_DLI
STA VDSLST+1
?continue_game_mode
LDA #$C0
STA NMIEN ; Displaylist Interrupt ermoeglichen
lda @colbk_change
beq ?no_colbk_change
ldy @colbk_change
lda ?colbk_colors,y
sta 712
dec @colbk_change
?no_colbk_change
JMP SYSVBV
?colbk_colors
.byte $00,$00,$10,$10,$11,$12,$13,$14,$15,$16,$17,$18,$1A,$1C,$1E,$1E
;
; TODO: Es besteht die Moeglichkeit noch 320 Zyklen zu sparen, indem wir den DMA fuer
; die PM-Gfx erst einschalten, wenn wir sie wirklich brauchen
;
?evolution_font_dli
; lda #$0a
; sta colbk
lda #$B8 ; PACMEN evolution font
; sta wsync
sta chbase
lda #$98 ; PACMEN evolution color
sta COLPF0
lda #$9a
sta COLPF1
lda #$9c
sta COLPF2
; Versuch ein Umlaut zu setzen
lda #$1f
sta colpm0
lda #107
sta HPOSP0
; lda #$41
; sta GRAFP0
sta wsync
lda ?ghost_x_pos
nop
sta wsync
sta wsync
sta hposp0
; lda #0
; sta GRAFP0
; lda #0
; sta colbk
lda 704
sta colpm0
rts
?playfield_dli
lda #$B0 ; PACMEN Game font
; sta wsync
sta chbase
; lda #3 ; Player Missiles an
; sta GRACTL
; lda #$3e
; sta DMACTL
; lda ?ghost_x_pos
; sta hposp0
; lda 704
; sta colpm0
;
; Farben fuer das Spielfeld
;
lda @playfield_color ; #$84
sta COLPF0
lda @playfield_color+1 ; #$0F
sta COLPF1
lda @playfield_color+2 ; #$36
sta COLPF2
lda @playfield_color+3 ; #$1f ; PACMEN Color (5. Player (4 Missiles))
sta COLPF3
; lda #$20+$10+$08+$04+$02
; sta DMACTL
; SDMCTL:=$20 + // DMA
; $10 + // einzeilige Aufloesung
; $08 + // DMA Player ein
; $04 + // DMA Missiles ein
; $02 // Normales Anzeigefeld (40 bytes)
rts
; Wir aendern den Zeichensatz auf den Standard zurueck
?CHANGE_ZSATZ_PACMEN_DLI
PHA
jsr ?evolution_font_dli
LDA #<?CHANGE_ZSATZ_GAME_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_GAME_DLI
STA VDSLST+1
PLA
RTI
?CHANGE_ZSATZ_GAME_DLI
PHA
jsr ?playfield_dli
LDA #<?CHANGE_ZSATZ_HIGHSCORE_LINE_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_HIGHSCORE_LINE_DLI
STA VDSLST+1
PLA
RTI
?CHANGE_ZSATZ_HIGHSCORE_LINE_DLI
PHA
lda #$1c
sta COLPF0 ; 708
lda #$9a
sta COLPF1 ; 709
lda #$9c
sta COLPF2 ; 710
lda #$9e ; PACMEN Color (5. Player (4 Missiles))
sta COLPF3
lda #$AE ; Pacmen Title Font (Graphics 1)
sta wsync
sta chbase
; lda #$20+$02
; sta DMACTL
PLA
RTI
; ----------------------------------------------------------
; TITLE DLI
; ----------------------------------------------------------
?CHANGE_ZSATZ_TITLE_PACMEN_DLI
PHA
jsr ?evolution_font_dli
LDA #<?CHANGE_ZSATZ_TITLE_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_TITLE_DLI
STA VDSLST+1
PLA
RTI
?CHANGE_ZSATZ_TITLE_DLI
PHA
lda #$AE ; Normal Font
; sta wsync
sta chbase
;
; Farben fuer graphics 1 Title
;
lda #$84
sta COLPF0
lda #$0F
sta COLPF1
lda #$36
sta COLPF2
lda #$1f ; PACMEN Color (5. Player (4 Missiles))
sta COLPF3
LDA #<?CHANGE_ZSATZ_GAME_SUBSET_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_GAME_SUBSET_DLI
STA VDSLST+1
PLA
RTI
?CHANGE_ZSATZ_GAME_SUBSET_DLI
PHA
jsr ?playfield_dli
LDA #<?CHANGE_ZSATZ_TITLE_OTHER_DLI
STA VDSLST
LDA #>?CHANGE_ZSATZ_TITLE_OTHER_DLI
STA VDSLST+1
PLA
RTI
?CHANGE_ZSATZ_TITLE_OTHER_DLI
PHA
lda #$AE ; Normal Font
sta wsync
sta chbase
lda #$84
sta COLPF0
lda #$0F
sta COLPF1
lda #$36
sta COLPF2
lda #$1f ; PACMEN Color (5. Player (4 Missiles))
sta COLPF3
PLA
RTI