-
Notifications
You must be signed in to change notification settings - Fork 20
/
main.asm
925 lines (751 loc) · 12.7 KB
/
main.asm
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
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.code
PROC main
; First check the save RAM and clear any invalid saves
jsr validate_saves
jsr title
jsr has_save_ram
beq newgame
jsr save_select
; Ensure the entire RAM, including the scratch area below the stack, is in a
; known state to prevent all possibility of cross-save contamination
jsr zero_unused_stack_page
; Clear temporary RAM
ldx #0
lda #0
cleartemp:
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne cleartemp
; If previous game was beaten, start new game at harder difficulty
lda boss_beaten
bne newgame
lda start_new_game
cmp #0
beq resume
newgame:
jsr new_game
resume:
jsr update_controller
lda controller
cmp #JOY_UP | JOY_B
bne nomapviewer
jmp map_viewer
nomapviewer:
jsr game_loop
rts
.endproc
PROC game_loop
; When loading game, set player location to where the player entered the room, to
; avoid spawning in the middle of a group of enemies
lda player_entry_x
sta player_x
lda player_entry_y
sta player_y
jsr has_save_ram
beq prepare
jsr generate_minimap_cache
prepare:
; Save player location as the entry location for this map
lda player_x
sta player_entry_x
lda player_y
sta player_entry_y
jsr generate_map
jsr update_player_sprite
jsr init_effect_sprites
jsr init_status_tiles
jsr save_enemies
lda #0
sta melee_active
lda inside
bne nocampfire
ldx #0
checkcampfireloop:
lda cur_screen_x
cmp campfire_screen_x, x
bne nextcampfire
lda cur_screen_y
cmp campfire_screen_y, x
bne nextcampfire
lda cur_screen_x
sta spawn_screen_x
lda cur_screen_y
sta spawn_screen_y
lda inside
sta spawn_inside
lda player_entry_x
sta spawn_pos_x
lda player_entry_y
sta spawn_pos_y
nextcampfire:
inx
cpx #3
bne checkcampfireloop
nocampfire:
jsr save
LOAD_PTR game_palette
jsr fade_in
jmp vblank
loop:
lda player_health
bne notdead
jsr game_over
jmp prepare
notdead:
lda boss_beaten
beq notbeaten
dec boss_transition_time
bne notbeaten
jmp show_credits
notbeaten:
; Get latest controller state and look for movement
jsr update_controller
lda controller
and #JOY_START
beq nopause
PLAY_SOUND_EFFECT effect_select
jsr minimap
jmp vblank
nopause:
lda controller
and #JOY_SELECT
beq noinventory
PLAY_SOUND_EFFECT effect_select
jsr show_inventory
jmp vblank
noinventory:
lda knockback_time
beq normalmove
jsr perform_player_move
jsr perform_player_move
dec knockback_time
jmp movedone
normalmove:
lda #0
sta extra_player_move
jsr perform_player_move
beq normalsecondmove
jmp prepare
normalsecondmove:
lda equipped_armor
cmp #ITEM_SNEAKERS
bne sneakerdone
lda vblank_count
and #1
bne sneakerdone
lda #1
sta extra_player_move
jsr perform_player_move
beq sneakerdone
jmp prepare
sneakerdone:
lda coffee_time
bne oncoffee
lda coffee_time + 1
beq movedone
oncoffee:
dec coffee_time
lda coffee_time
cmp #$ff
bne docoffee
lda #59
sta coffee_time
dec coffee_time + 1
docoffee:
lda vblank_count
and #1
beq movedone
lda #1
sta extra_player_move
jsr perform_player_move
beq movedone
jmp prepare
movedone:
lda wine_time
bne drunk
lda wine_time + 1
beq winedone
drunk:
dec wine_time
lda wine_time
cmp #$ff
bne winedone
lda #59
sta wine_time
dec wine_time + 1
winedone:
lda warp_to_new_screen
beq nowarp
jmp prepare
nowarp:
jsr update_enemies
jsr check_for_enemy_collide
jsr update_effects
vblank:
jsr wait_for_vblank
jsr update_player_surroundings
jsr update_status_bar
jsr update_player_sprite
jsr prepare_for_rendering
jsr update_enemy_sprites
jsr update_effect_sprites
jmp loop
.endproc
PROC new_game
; Zero out all memory except the stack page to get the game into a known state
lda active_save_slot
sta scratch
lda secret_code
sta scratch + 1
lda boss_beaten
sta scratch + 2
lda difficulty
sta scratch + 3
ldx #0
timecopyloop:
lda time_played, x
sta scratch + 4, x
inx
cpx #6
bne timecopyloop
ldx #0
namecopyloop:
lda name, x
sta scratch + 10, x
inx
cpx #15
bne namecopyloop
ldx #0
lda #0
clearloop:
sta $0000, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne clearloop
lda scratch
sta active_save_slot
lda scratch + 1
sta secret_code
; If starting new game at higher difficulty, don't ask for name
lda scratch + 2
beq newname
lda scratch + 3
sta new_game_difficulty
lda #0
sta secret_code
ldx #0
timerestoreloop:
lda scratch + 4, x
sta time_played, x
inx
cpx #6
bne timerestoreloop
ldx #0
namerestoreloop:
lda scratch + 10, x
sta name, x
inx
cpx #15
bne namerestoreloop
jsr zero_unused_stack_page
jmp namedone
newname:
jsr zero_unused_stack_page
; Ask for name if we are saving
jsr has_save_ram
bne nameloop
jmp namedone
nameloop:
ldx #0
lda #0
nameclearloop:
sta name, x
inx
cpx #14
bne nameclearloop
jsr enter_name
lda name
cmp #'Q'
bne nothard
lda name + 1
cmp #'U'
bne nothard
lda name + 2
cmp #'E'
bne nothard
lda name + 3
cmp #'S'
bne nothard
lda name + 4
cmp #'T'
bne nothard
lda name + 5
cmp #' '
bne nothard
lda name + 6
cmp #'2'
bne nothard
lda name + 7
cmp #'.'
bne nothard
lda name + 8
cmp #'0'
bne nothard
lda name + 9
cmp #0
bne nothard
; Secret name entered for hard difficulty, set it and restart name entry
lda #1
sta new_game_difficulty
lda #0
sta secret_code
jmp nameloop
nothard:
lda name
cmp #'U'
bne namedone
lda name + 1
cmp #'N'
bne namedone
lda name + 2
cmp #'B'
bne namedone
lda name + 3
cmp #'E'
bne namedone
lda name + 4
cmp #'A'
bne namedone
lda name + 5
cmp #'R'
bne namedone
lda name + 6
cmp #'A'
bne namedone
lda name + 7
cmp #'B'
bne namedone
lda name + 8
cmp #'L'
bne namedone
lda name + 9
cmp #'E'
bne namedone
lda name + 10
cmp #0
bne namedone
; Secret name entered for hardest difficulty, set it and restart name entry
lda #2
sta new_game_difficulty
lda #0
sta secret_code
jmp nameloop
namedone:
lda new_game_difficulty
sta difficulty
; Initialize map generators
jsr init_map
lda #QUEST_START
sta highlighted_quest_steps
; Set player spawn position
lda #112
sta player_entry_x
sta spawn_pos_x
lda #112
sta player_entry_y
sta spawn_pos_y
lda #DIR_DOWN
sta player_direction
lda #0
sta player_anim_frame
lda #100
sta player_health
lda secret_code
beq nocode
lda #5
sta gold
lda #ITEM_PISTOL
ldx #200
jsr give_weapon
lda #ITEM_SNEAKERS
jsr give_item
lda #ITEM_BANDAGE
ldx #5
jsr give_item_with_count
lda #ITEM_HEALTH_KIT
ldx #5
jsr give_item_with_count
lda #ITEM_CAMPFIRE
jsr give_item
nocode:
lda #ITEM_NONE
sta equipped_weapon
sta equipped_armor
; Don't start a new game on restore
lda #0
sta start_new_game
; Ensure game palette has black as the background
lda #$0f
sta game_palette + 16
sta game_palette + 20
sta game_palette + 24
sta game_palette + 28
; Save the initial state to the save slot
lda active_save_slot
jsr save_ram_to_slot
rts
.endproc
.segment "CHR1"
PROC show_game_over
lda #0
sta boss_beaten
; Update number of deaths
ldx death_count + 2
inx
stx death_count + 2
cpx #10
bne deathupdatedone
lda #0
sta death_count + 2
ldx death_count + 1
inx
stx death_count + 1
cpx #10
bne deathupdatedone
lda #0
sta death_count + 1
ldx death_count
inx
stx death_count
cpx #10
bne deathupdatedone
lda #9
sta death_count
sta death_count + 1
sta death_count + 2
deathupdatedone:
; Respawn player at the most recent spawn point
lda spawn_screen_x
sta cur_screen_x
lda spawn_screen_y
sta cur_screen_y
lda spawn_inside
sta inside
lda spawn_pos_x
sta player_x
sta player_entry_x
lda spawn_pos_y
sta player_y
sta player_entry_y
jsr activate_overworld_map
lda #<overworld_visited
sta map_visited_ptr
lda #>overworld_visited
sta map_visited_ptr + 1
jsr generate_minimap_cache
jsr invalidate_enemy_cache
lda #100
sta player_health
lda #0
sta player_damage_flash_time
lda #0
sta knockback_time
jsr save
jsr fade_out
jsr clear_screen
LOAD_ALL_TILES 0, title_tiles
; Draw text
LOAD_PTR game_over_strings
ldx #7
ldy #9
jsr write_string
ldx #8
ldy #10
jsr write_string
ldx #7
ldy #13
jsr write_string
; Set palette for game over text
lda #3
sta arg0
lda #6
sta arg1
sta arg3
lda #12
sta arg2
lda #1
sta arg4
jsr set_box_palette
lda #3
sta arg0
lda #8
sta arg1
sta arg3
lda #12
sta arg2
lda #2
sta arg4
jsr set_box_palette
LOAD_PTR game_over_palette
jsr fade_in
ldx #180
jsr wait_for_frame_count
ldy #0
LOAD_PTR game_over_palette + 12
game_over_fade:
tya
pha
lda #1
jsr load_single_palette
jsr prepare_for_rendering
ldx #15
jsr wait_for_frame_count
pla
tay
iny
cpy #4
bne game_over_fade
jsr wait_for_vblank
LOAD_PTR continue_str
ldx #10
ldy #16
jsr write_string
LOAD_PTR right_arrow_str
ldx #8
ldy #16
jsr write_string
jsr prepare_for_rendering
jsr wait_for_vblank
LOAD_PTR save_quit_str
ldx #10
ldy #17
jsr write_string
jsr prepare_for_rendering
lda #0
sta selection
loop:
jsr wait_for_vblank
jsr update_controller
lda controller
and #JOY_START | JOY_A
bne done
lda controller
and #JOY_UP | JOY_DOWN | JOY_SELECT
bne change
jmp loop & $ffff
change:
jsr wait_for_vblank
LOAD_PTR space_str
lda #16
clc
adc selection
tay
ldx #8
jsr write_string
lda selection
eor #1
sta selection
LOAD_PTR right_arrow_str
lda #16
clc
adc selection
tay
ldx #8
jsr write_string
jsr prepare_for_rendering
waitfordepress:
jsr wait_for_vblank
jsr update_controller
lda controller
bne waitfordepress
jmp loop & $ffff
done:
lda selection
beq continue
jmp start
continue:
jsr fade_out
rts
.endproc
.segment "FIXED"
PROC game_over
lda current_bank
pha
lda #^show_game_over
jsr bankswitch
jsr show_game_over & $ffff
pla
jsr bankswitch
rts
.endproc
PROC update_controller
tya
pha
; Start controller read
lda #1
sta JOY1
lda #0
sta JOY1
; Read 8 buttons
ldx #8
loop:
pha
lda JOY1
and #3 ; Button is pressed if either of the bottom two bits are set
cmp #1
pla
ror
dex
bne loop
sta controller
jsr update_entropy
pla
tay
lda controller
rts
.endproc
PROC save
lda active_save_slot
jsr save_ram_to_slot
rts
.endproc
.data
VAR game_over_strings
.byte "THE ZOMBIES HAVE", 0
.byte "OVERTAKEN YOU.", 0
.byte $3b, $3b, " GAME OVER ", $3d, $3d, 0
VAR continue_str
.byte "CONTINUE", 0
VAR save_quit_str
.byte "SAVE AND QUIT", 0
VAR game_over_palette
.byte $0f, $26, $26, $26
.byte $0f, $0f, $0f, $0f
.byte $0f, $30, $30, $30
.byte $0f, $07, $07, $07
.byte $0f, $17, $17, $17
.byte $0f, $27, $27, $27
.byte $0f, $37, $37, $37
.byte $0f, $26, $26, $26
.bss
VAR start_new_game
.byte 0
VAR name
.byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
VAR difficulty
.byte 0
VAR time_played
.byte 0, 0, 0, 0, 0, 0
VAR key_count
.byte 0
VAR death_count
.byte 0, 0, 0
VAR minor_chests_opened
.byte 0
VAR campfire_screen_x
.byte 0, 0, 0
VAR campfire_screen_y
.byte 0, 0, 0
VAR campfire_x
.byte 0, 0, 0
VAR campfire_y
.byte 0, 0, 0
VAR coffee_time
.byte 0, 0
VAR wine_time
.byte 0, 0
VAR melee_active
.byte 0
.segment "TEMP"
VAR new_game_difficulty
.byte 0
VAR selection
.byte 0
.zeropage
VAR controller
.byte 0
VAR inventory_count
.byte 0
VAR inventory
.repeat INVENTORY_SIZE
.byte 0, 0
.endrepeat
VAR map_screen_generators
.repeat MAP_TYPE_COUNT
.word 0
.endrepeat
VAR equipped_weapon
.byte 0
VAR equipped_armor
.byte 0
VAR equipped_weapon_slot
.byte 0
VAR equipped_armor_slot
.byte 0
VAR cur_screen_x
.byte 0
VAR cur_screen_y
.byte 0
VAR inside
.byte 0
VAR warp_to_new_screen
.byte 0
VAR map_bank
.byte 0
VAR map_ptr
.word 0
VAR map_visited_ptr
.word 0
VAR spawn_screen_x
.byte 0
VAR spawn_screen_y
.byte 0
VAR spawn_pos_x
.byte 0
VAR spawn_pos_y
.byte 0
VAR spawn_inside
.byte 0
VAR active_save_slot
.byte 0
VAR secret_code
.byte 0
VAR gold
.byte 0, 0, 0, 0
VAR completed_quest_steps
.byte 0
VAR highlighted_quest_steps
.byte 0
VAR horde_active
.byte 0
VAR horde_complete
.byte 0
VAR horde_timer
.byte 0, 0
VAR horde_enemy_types
.byte 0, 0, 0, 0
VAR horde_spawn_timer
.byte 0
VAR horde_spawn_delay
.byte 0
.segment "CHR4"
.incbin "simple-forensics-challenge/flag-comment.png"