-
Notifications
You must be signed in to change notification settings - Fork 20
/
map.asm
2816 lines (2374 loc) · 31.1 KB
/
map.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
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
; 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"
.segment "FIXED"
PROC activate_overworld_map
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #^normal_overworld_map
sta map_bank
lda #<normal_overworld_map
sta map_ptr
lda #>normal_overworld_map
sta map_ptr + 1
rts
hard:
lda #^hard_overworld_map
sta map_bank
lda #<hard_overworld_map
sta map_ptr
lda #>hard_overworld_map
sta map_ptr + 1
rts
veryhard:
lda #^very_hard_overworld_map
sta map_bank
lda #<very_hard_overworld_map
sta map_ptr
lda #>very_hard_overworld_map
sta map_ptr + 1
rts
.endproc
PROC init_map
lda current_bank
pha
lda #^do_init_map
jsr bankswitch
jsr do_init_map & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "UI"
PROC do_init_map
; Initialize map generators
ldy #0
genloop:
lda initial_map_generators, y
sta map_screen_generators, y
iny
cpy #MAP_TYPE_COUNT * 2
bne genloop
jsr activate_overworld_map
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #1
sta cur_screen_x
sta spawn_screen_x
lda #17
sta cur_screen_y
sta spawn_screen_y
jmp initvisited & $ffff
hard:
lda #7
sta cur_screen_x
sta spawn_screen_x
lda #11
sta cur_screen_y
sta spawn_screen_y
jmp initvisited & $ffff
veryhard:
lda #7
sta cur_screen_x
sta spawn_screen_x
lda #10
sta cur_screen_y
sta spawn_screen_y
initvisited:
lda #0
sta spawn_inside
lda #<overworld_visited
sta map_visited_ptr
lda #>overworld_visited
sta map_visited_ptr + 1
lda secret_code
beq nocode
lda #$ff
ldx #0
revealmaploop:
sta overworld_visited, x
inx
cpx #88
bne revealmaploop
nocode:
rts
.endproc
.code
PROC prepare_map_gen
jsr clear_screen
jsr clear_tiles
; Use 8x8 sprites on first CHR page
lda #PPUCTRL_ENABLE_NMI | PPUCTRL_SPRITE_SIZE | PPUCTRL_NAMETABLE_2C00
sta ppu_settings
ldy #0
lda #0
clearloop:
sta map_gen_buf, y
iny
bne clearloop
sta gen_cur_index
sta gen_left_index
sta gen_right_index
lda #$80
sta gen_up_index
sta gen_down_index
lda #$ff
sta entrance_x
sta entrance_y
lda #0
sta entrance_down
rts
.endproc
PROC map_viewer
jsr generate_map
lda #$0f
ldy #16
spritepalloop:
sta game_palette, y
iny
cpy #32
bne spritepalloop
LOAD_PTR game_palette
jsr fade_in
loop:
jsr wait_for_vblank
jsr update_controller
and #JOY_A
bne change_base
lda controller
and #JOY_LEFT
bne left
lda controller
and #JOY_RIGHT
bne right
lda controller
and #JOY_UP
bne up
lda controller
and #JOY_DOWN
bne down
jmp loop
left:
jsr can_travel_left
bne loop
jsr fade_out
ldx cur_screen_x
dex
stx cur_screen_x
jmp map_viewer
right:
jsr can_travel_right
bne loop
jsr fade_out
ldx cur_screen_x
inx
stx cur_screen_x
jmp map_viewer
up:
jsr can_travel_up
bne loop
jsr fade_out
ldy cur_screen_y
dey
sty cur_screen_y
jmp map_viewer
down:
jsr can_travel_down
bne loop
jsr fade_out
ldy cur_screen_y
iny
sty cur_screen_y
jmp map_viewer
change_base:
jsr fade_out
ldx gen_base
inx
stx gen_base
jmp map_viewer
.endproc
PROC read_collision_at
tya
asl
sta temp
txa
lsr
lsr
lsr
ora temp
tay
txa
and #7
tax
lda #$80
bitloop:
cpx #0
beq bitloopend
lsr
dex
bne bitloop
bitloopend:
and collision, y
rts
.endproc
PROC read_projectile_collision_at
tya
asl
sta temp
txa
lsr
lsr
lsr
ora temp
tay
txa
and #7
tax
lda #$80
bitloop:
cpx #0
beq bitloopend
lsr
dex
bne bitloop
bitloopend:
and projectile_collision, y
rts
.endproc
PROC read_collision_left
lda player_x
lsr
lsr
lsr
lsr
tax
dex
stx arg0
lda player_y
lsr
lsr
lsr
lsr
tay
sty arg1
lda player_y
and #$f
beq aligned
iny
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_collision_left_direct
lda player_x
lsr
lsr
lsr
lsr
tax
dex
lda player_y
lsr
lsr
lsr
lsr
tay
jsr read_collision_at
rts
.endproc
PROC read_collision_left_bottom
lda player_x
lsr
lsr
lsr
lsr
tax
dex
lda player_y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_collision_right
lda player_x
lsr
lsr
lsr
lsr
tax
inx
stx arg0
lda player_y
lsr
lsr
lsr
lsr
tay
sty arg1
lda player_y
and #$f
beq aligned
iny
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_collision_right_direct
lda player_x
lsr
lsr
lsr
lsr
tax
inx
lda player_y
lsr
lsr
lsr
lsr
tay
jsr read_collision_at
rts
.endproc
PROC read_collision_right_bottom
lda player_x
lsr
lsr
lsr
lsr
tax
inx
lda player_y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_collision_up
lda player_x
lsr
lsr
lsr
lsr
tax
stx arg0
lda player_y
lsr
lsr
lsr
lsr
tay
dey
sty arg1
lda player_x
and #$f
beq aligned
inx
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_collision_up_direct
lda player_x
lsr
lsr
lsr
lsr
tax
lda player_y
lsr
lsr
lsr
lsr
tay
dey
jsr read_collision_at
rts
.endproc
PROC read_collision_up_right
lda player_x
lsr
lsr
lsr
lsr
tax
inx
lda player_y
lsr
lsr
lsr
lsr
tay
dey
jsr read_collision_at
rts
.endproc
PROC read_collision_down
lda player_x
lsr
lsr
lsr
lsr
tax
stx arg0
lda player_y
lsr
lsr
lsr
lsr
tay
iny
sty arg1
lda player_x
and #$f
beq aligned
inx
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_collision_down_direct
lda player_x
lsr
lsr
lsr
lsr
tax
lda player_y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_collision_down_right
lda player_x
lsr
lsr
lsr
lsr
tax
inx
lda player_y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_left
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
dex
stx arg0
lda enemy_y, y
pha
lsr
lsr
lsr
lsr
tay
sty arg1
pla
and #$f
beq aligned
iny
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_enemy_collision_left_direct
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
dex
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_left_bottom
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
dex
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_right
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
inx
stx arg0
lda enemy_y, y
pha
lsr
lsr
lsr
lsr
tay
sty arg1
pla
and #$f
beq aligned
iny
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_enemy_collision_right_direct
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
inx
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_right_bottom
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
inx
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_up
ldy cur_enemy
lda enemy_x, y
pha
lsr
lsr
lsr
lsr
tax
stx arg0
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
dey
sty arg1
pla
and #$f
beq aligned
inx
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_enemy_collision_up_direct
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
dey
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_up_right
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
inx
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
dey
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_down
ldy cur_enemy
lda enemy_x, y
pha
lsr
lsr
lsr
lsr
tax
stx arg0
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
iny
sty arg1
pla
and #$f
beq aligned
inx
jsr read_collision_at
beq done
aligned:
ldx arg0
ldy arg1
jsr read_collision_at
done:
rts
.endproc
PROC read_enemy_collision_down_direct
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
PROC read_enemy_collision_down_right
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
tax
inx
lda enemy_y, y
lsr
lsr
lsr
lsr
tay
iny
jsr read_collision_at
rts
.endproc
.segment "FIXED"
PROC read_water_collision_at
tya
asl
sta temp
txa
lsr
lsr
lsr
ora temp
tay
txa
and #7
tax
lda #$80
bitloop:
cpx #0
beq bitloopend
lsr
dex
bne bitloop
bitloopend:
and water_collision, y
rts
.endproc
PROC read_spawnable_at
tya
asl
sta temp
txa
lsr
lsr
lsr
ora temp
tay
txa
and #7
tax
lda #$80