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snake.s
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snake.s
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;------------------------------------------------
;stale z adresami zmiennych strony zerowej
scraddr = $0002 ;wskazniki do roznych miejsc w
coladdr = $0004 ;pamieci kolorow i ekranowej
;na uzytek roznych funkcji
lvladdr = $0006 ;adres na uzytek funkcji loadlvl
;adresy/wspolrzedne glowy i ogona weza
;(w pamieci ekranowej)
snakebegin = $0008
snakeend = $000a
tongueaddr = $000c ;wspolrzedne jezyczka weza
;------------------------------------------------
;adresy leveli
level0 = $3000
;maksymalny level (licząc od 0)
maxlevel = 7
;------------------------------------------------
;stale z kodami ekranowymi znakow
;patrz tez sekcja *=$2200
headup = 64
headdown = 65
headleft = 66
headright = 67
bodyvert = 68
bodyhoriz = 69
turnleftup = 70
turnupright = 71
turnleftdown = 72
turndownright = 73
tailup = 74
taildown = 75
tailleft = 76
tailright = 77
tongueup = 78
tonguedown = 79
tongueleft = 80
tongueright = 81
wallupleft = 82
wallupright = 83
walldownleft = 84
walldownright = 85
candy = 86
cherry = 87
lemon = 88
apple = 89
;------------------------------------------------
;------------------------------------------------
*=$801
basicstart
.byte $0C,$08,$0A,$00,$9E,$20,$32,$30,$36,$34,$00,$00,$00
;------------------------------------------------
;------------------------------------------------
*=$810
.offs $810-*
init
lda #0
sta $d021 ;ekran na czarno
sta $d020 ;obramowanie tez
jsr initcharset
jsr initsnd
reset
jsr clrscr
jsr titlescreen
lda #$00
sta score
sta score+1
sta score+2
lda #$00
sta curlvl
jsr loadlvl
jsr drawscore
;glowna petla
mainloop
jsr chklvlpts ;spr awans na wyzszy poziom
lda pauseflag ;spr czy pauza
cmp #0
beq *+10
jsr waitjoydir ;kierunek na joysticku
lda #0 ;wylacza pauze
sta pauseflag
lda #$10
jsr wait
jsr readjoy
lda #$10
jsr wait
jsr readjoy
lda #$10
jsr wait
jsr readjoy
lda #$10
jsr wait
jsr readjoy
jsr advsnake
lda #$10
jsr wait
jsr readjoy
lda #$10
jsr wait
jsr readjoy
jsr silent
jmp mainloop
rts
;------------------------------------------------
;ekran tytułowy
titlescreen
.block
lda #titleupleft/64
sta 2040
lda #titleupright/64
sta 2041
lda #titledownleft/64
sta 2042
lda #titledownright/64
sta 2043
lda #titletongue0/64
sta 2044
;kolory trybu multicolor
lda #8
sta $d025
lda #9
sta $d026
;kolory indywidualne
lda #1
sta $d027
sta $d028
sta $d029
sta $d02a
lda #2
sta $d02b
;wspolrzedne
ldx #136
ldy #70
stx $d000
sty $d001
ldx #184
stx $d002
sty $d003
ldx #136
ldy #112
stx $d004
sty $d005
ldx #184
stx $d006
sty $d007
ldx #98 ;jezyczek
ldy #133
stx $d008
sty $d009
;podwoić szerokosc i wysokosc spritow
lda #$1f
sta $d017
sta $d01d
lda #$1f
sta $d01c ;wlaczyc multicolor
sta $d015 ;wlaczyc sprity
jsr drawscore
ldx #0
str1loop
lda gamenamestr,x
sta 1024+(13*40)+13,x
inx
cpx #14
bne str1loop
ldx #0
str3loop
lda authorstr,x
sta 2024-34,x
inx
cpx #28
bne str3loop
titleloop ;glowna petla tego ekranu
;animacja wezowego jezyka
lda 2044
cmp #titletongue3/64
bne *+10
lda #titletongue0/64
sta 2044
jmp sprend
inc 2044
sprend
;migajacy napis press fire
lda blinkflag
cmp #0
bne drawstr2
ldx #0
lda #0
nostr2loop
sta 1024+(16*40)+10,x
inx
cpx #20
bne nostr2loop
jmp str2end
drawstr2
ldx #0
str2loop
lda pressfirestr,x
sta 1024+(16*40)+10,x
inx
cpx #20
bne str2loop
str2end
lda blinkflag
eor #$01
sta blinkflag
lda #$80
jsr wait
lda $dc00
and #16
bne titleloop
jsr gamestartsnd
lda #$00
sta $d015 ;wylaczyc sprity
rts
.bend
;------------------------------------------------
;funkcje odpowiadajace za efekty dzwiekowe
initsnd
lda #$0f
sta $d418
rts
silent
lda #$00
sta $d404
rts
ptssnd
;czestotliwosc
lda #$ac
sta $d400
lda #$39
sta $d401
;pulse
;lda #$00
;sta $d402
;lda #$ff
;sta $d403
;adsr
lda #$00
sta $d405
lda #$f0
sta $d406
lda #$21
sta $d404
rts
gameoversnd
.block
ldx #2
begin
txa
pha
;adsr
lda #$00
sta $d405
lda #$f0
sta $d406
lda #$10
sta $d400
lda #$06
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
lda #$b9
sta $d400
lda #$05
sta $d401
lda #$20
jsr wait
jsr silent
lda #$20
jsr wait
lda #$d0
sta $d400
lda #$04
sta $d401
lda #$21
sta $d404
lda #$40
jsr wait
jsr silent
lda #$20
jsr wait
pla
tax
dex
bne begin
rts
.bend
advsnd
.block
lda #$00
sta $d405
lda #$f0
sta $d406
lda #$61
sta $d400
lda #$33
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
lda #$6f
sta $d400
lda #$36
sta $d401
lda #$20
jsr wait
jsr silent
lda #$20
jsr wait
lda #$bc
sta $d400
lda #$40
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
lda #$95
sta $d400
lda #$44
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
lda #$bc
sta $d400
lda #$40
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
lda #$95
sta $d400
lda #$44
sta $d401
lda #$21
sta $d404
lda #$20
jsr wait
jsr silent
rts
.bend
gamestartsnd
.block
ldx #2
loop
txa
pha
;czestotliwosc
lda #$93
sta $d400
lda #$08
sta $d401
;adsr
lda #$44
sta $d405
lda #$f0
sta $d406
lda #$11
sta $d404
lda #$80
jsr wait
jsr silent
lda #40
jsr wait
pla
tax
dex
bne loop
rts
.bend
;------------------------------------------------
;funkcja spr czy jest awans na wyzszy poziom
chklvlpts
.block
sec
lda maxlvlscore+1
cmp lvlscore+1
bcc *+5
beq *+3
rts
inc curlvl
sec
lda curlvl
cmp #maxlevel
bcc *+9
beq *+7
lda #0
sta curlvl
jsr loadlvl
jsr drawscore
jsr advsnd
rts
.bend
;------------------------------------------------
drawscore
.block
ldx #0
loop
lda scorestr,x
sta 1024,x
inx
cpx #24
bne loop
clc
lda score
and #$0f
adc #48
sta 1035
lda score
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1034
lda score+1
and #$0f
adc #48
sta 1033
lda score+1
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1032
lda score+2
and #$0f
adc #48
sta 1031
lda score+2
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1030
lda hiscore
and #$0f
adc #48
sta 1047
lda hiscore
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1046
lda hiscore+1
and #$0f
adc #48
sta 1045
lda hiscore+1
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1044
lda hiscore+2
and #$0f
adc #48
sta 1043
lda hiscore+2
and #$f0
lsr
lsr
lsr
lsr
adc #48
sta 1042
rts
.bend
;------------------------------------------------
readjoy
.block
lda $dc00
and #1
bne *+7
lda #1
sta curdir
lda $dc00
and #2
bne *+7
lda #2
sta curdir
lda $dc00
and #4
bne *+7
lda #4
sta curdir
lda $dc00
and #8
bne *+7
lda #8
sta curdir
rts
.bend
;------------------------------------------------
waitjoyfire
.block
loop
lda $dc00
and #16
bne loop
loop2
lda $dc00
and #16
beq loop2
rts
.bend
;------------------------------------------------
waitjoydir
.block
loop
lda $dc00
and #1
bne *+8
lda #1
sta curdir
rts
lda $dc00
and #2
bne *+8
lda #2
sta curdir
rts
lda $dc00
and #4
bne *+8
lda #4
sta curdir
rts
lda $dc00
and #8
bne *+8
lda #8
sta curdir
rts
jmp loop
.bend
;------------------------------------------------
;funkcja aktualizujaca pozycje weza
advsnake
.block
;zignorowac przeciwny do obecnego
;kierunek
lda curdir
cmp #1
bne *+12
lda prevdir
cmp #2
bne *+5
sta curdir
lda curdir
cmp #2
bne *+12
lda prevdir
cmp #1
bne *+5
sta curdir
lda curdir
cmp #4
bne *+12
lda prevdir
cmp #8
bne *+5
sta curdir
lda curdir
cmp #8
bne *+12
lda prevdir
cmp #4
bne *+5
sta curdir
;usunac poprzedni jezyczek
ldy #0
lda (tongueaddr),y
sec
cmp #tongueup
bcc notongue
cmp #tongueright+1
bcs notongue
lda #0
sta (tongueaddr),y
notongue
lda snakebegin
sta scraddr
lda snakebegin+1
sta scraddr+1
clc
lda snakebegin+1
adc #$d4
sta coladdr+1
lda snakebegin
sta coladdr
;obliczyc nowa pozycje jezyczka
lda curdir
cmp #1
beq tngup
cmp #2
beq tngdown
cmp #4
beq tngleft
cmp #8
beq tngright
tngup
sec
lda scraddr
sbc #80
sta scraddr
bcs *+4
dec scraddr+1
sec
lda coladdr
sbc #80
sta coladdr
bcs *+4
dec coladdr+1
jmp check
tngdown
clc
lda scraddr
adc #80
sta scraddr
bcc *+4
inc scraddr+1
clc
lda coladdr
adc #80
sta coladdr
bcc *+4
inc coladdr+1
jmp check
tngleft
sec
lda scraddr
sbc #2
sta scraddr
bcs *+4
dec scraddr+1
sec
lda coladdr
sbc #2
sta coladdr
bcs *+4
dec coladdr+1
jmp check
tngright
clc
lda scraddr
adc #2
sta scraddr
bcc *+4
inc scraddr+1
clc
lda coladdr
adc #2
sta coladdr
bcc *+4
inc coladdr+1
jmp check
check
;spr czy mozna nadpisac
ldy #0
lda (scraddr),y
cmp #0
bne notongue2
lda tongueflag
cmp #0
beq notongue2
;przestawic jezyczek (nowa pozycja gotowa)
ldy #0
lda curdir
cmp #1
bne *+6
lda #tongueup
sta (scraddr),y
cmp #2
bne *+6
lda #tonguedown
sta (scraddr),y
cmp #4
bne *+6
lda #tongueleft
sta (scraddr),y
cmp #8
bne *+6
lda #tongueright
sta (scraddr),y
;zapisac kolor
lda #2 ;czerwony
sta (coladdr),y
notongue2
lda scraddr
sta tongueaddr
lda scraddr+1
sta tongueaddr+1
lda tongueflag
eor #$01
sta tongueflag
;NAJPIERW GLOWA WEZA
lda snakebegin
sta scraddr
lda snakebegin+1
sta scraddr+1
clc
lda snakebegin+1
adc #$d4
sta coladdr+1
lda snakebegin
sta coladdr
;obliczyc nowa pozycje glowy
lda curdir
cmp #1
beq up
cmp #2
beq down
cmp #4
beq left
cmp #8
beq right
up
sec
lda scraddr
sbc #40
sta scraddr
bcs *+4
dec scraddr+1
sec
lda coladdr
sbc #40
sta coladdr
bcs *+4
dec coladdr+1
jmp next
down
clc
lda scraddr
adc #40
sta scraddr
bcc *+4
inc scraddr+1
clc
lda coladdr
adc #40
sta coladdr
bcc *+4
inc coladdr+1
jmp next
left
sec
lda scraddr
sbc #1
sta scraddr
bcs *+4
dec scraddr+1
sec
lda coladdr
sbc #1
sta coladdr
bcs *+4
dec coladdr+1
jmp next
right
clc
lda scraddr
adc #1
sta scraddr
bcc *+4
inc scraddr+1
clc
lda coladdr
adc #1
sta coladdr
bcc *+4
inc coladdr+1
jmp next
next ;spr zderzenia
ldy #0
lda (scraddr),y
sec
cmp #headup
bcc next2
cmp #walldownright+1
bcs next2
jmp gameover ;GAME OVER jezeli zderzenie
next2
ldy #0
lda (scraddr),y
sec
cmp #candy
bcc next3
cmp #apple+1
bcs next3
lda #1 ;ustawic flage jesli waz
sta scoreflag ;sie wydluza
jsr advscore ;dodac punkty
jmp next4
next3
lda #0
sta scoreflag
next4
;przestawic glowe weza (nowa pozycja gotowa)
ldy #0
lda curdir
cmp #1
bne *+6
lda #headup
sta (scraddr),y
cmp #2
bne *+6
lda #headdown
sta (scraddr),y
cmp #4
bne *+6
lda #headleft
sta (scraddr),y
cmp #8
bne *+6
lda #headright
sta (scraddr),y
;zapisac kolor glowy weza (w pamieci kolorow)
lda #9
sta (coladdr),y
;nadpisac "szyje" weza
lda curdir
cmp prevdir
bne sturn
cmp #1
beq svert
cmp #2
beq svert
cmp #4
beq shoriz
cmp #8
beq shoriz
svert
ldy #0
lda #bodyvert
sta (snakebegin),y ;stara glowa
jmp next5
shoriz
ldy #0
lda #bodyhoriz
sta (snakebegin),y
jmp next5
sturn
lda prevdir
cmp #8
bne *+12
lda curdir
cmp #2
bne *+5