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Copy pathNeptuneLander_V2.asm
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NeptuneLander_V2.asm
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; 10 SYS (2080)
*=$0801
BYTE $0E, $08, $0A, $00, $9E, $20, $28
BYTE $32, $30, $38, $30, $29, $00, $00, $00
*=$0820
jmp GameStart
incasm "incSIDPlayer.asm"
; Sprite Data
*=$2A80
; Load Sprites 1-> 5 padded to 64 bytes
incbin "NeptuneLander.spt", 1, 6 ,true
incbin "DereksExplosions.spt", 5, 16, true
incbin "NeptuneLanderExtended.spt", 1, 11, true
; CharacterSet
*=$3800
incbin "SevenUpV2.cst", 0, 255
*=$4000
incasm "libSprite.asm"
incasm "libMath.asm"
incasm "libInput.asm"
incasm "libConstants.asm"
incasm "libScreen.asm"
incasm "libPrint.asm"
incasm "libBarsAndGauges.asm"
incasm "libLuna.asm"
incasm "libScoringSystem.asm"
incasm "libSound.asm"
incasm "gameMemory.asm"
incasm "gameLander.asm"
incasm "gameBars.asm"
incasm "gameFlow.asm"
incasm "gameScreens.asm"
GameStart
lda #GF_Initialise ; Initialise the Game
sta GameStatus
;lda #255
;sta DemoMode
;lda #idKeyboard
;sta InputDevice
GameLoop
LIBSCREEN_WAIT_V 240
;LIBSCREEN_DEBUG16BIT_VVAA 1,1,VerticalVelocity, VerticalVelocityFrac
;LIBSCREEN_DEBUG8BIT_VVA 8,1,LunaLanderY
jsr gfUpdateGameFlow
GameDebugByPass
jsr libSpritesUpdate
jsr libSoundUpdate
jmp GameLoop
*=$6000
SplashScreen
incbin "Intro2.sdd", 1, 1
; ============================================================================
; Level Landscapes
gmLevelOneLandscape
incbin "NewLandScapeV2.sdd", 1, 1,CHAR, INTERLEAVE
byte 0,0
gmLevelTwoLandscape
incbin "NewLandScapeV2.sdd", 2, 2,CHAR, INTERLEAVE
byte 0,0
gmLevelThreeLandscape
incbin "NewLandScapeV2.sdd", 3, 3,CHAR, INTERLEAVE
byte 0,0
gmLevelFourLandscape
incbin "NewLandScapeV2.sdd", 4, 4,CHAR, INTERLEAVE
byte 0,0