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- ;Vecscape
- ; BIOS FUNCTIONS
- buttons EQU $f1ba
- button_state EQU $c80f ;getting button one on controler one
- waitrecal EQU $f192
- pen EQU $f2fc
- intensitysetA EQU $f2ab
- print EQU $f37a
- draw_d EQU $f3df
- music EQU $fdd3 ;Change the location to the area where the start up sound you want is
- ;setting up vars
- user_RAM EQU $c890 ;the ram I can use.
- ;Player
- player_x EQU user_RAM + 1 ;player postition
- player_y EQU player_x + 1 ;player postition
- lives EQU player_y + 1 ;Lives
- health EQU lives + 1 ;Health
- ;level
- level_on EQU health + 1
- ;Var setting
- screen_left EQU level_on + 1
- screen_right EQU screen_left + 1
- screen_up EQU screen_right + 1
- screen_down EQU screen_up + 1
- center_x EQU screen_down + 1
- center_y EQU center_x + 1
- center_up EQU center_y + 1
- center_down EQU center_up + 1
- center_left EQU center_down + 1
- center_right EQU center_left + 1
- ;title screen, let it flow
- ORG $0000 ;where the ROM starts
- ;This has to be here, kinda reminds me of code signing.
- FCB $67,$20
- FCC "GCE LD21"
- FCB $80
- FDB music
- FDB $f850
- FDB $30b8
- FCC "VECSCAPE"
- FCB $80,$0
- first_run: ;This happens when the game first boots up, it sets vars
- JSR buttons
- LDA -127
- STA screen_left
- LDA 127
- STA screen_right
- LDA 127
- STA screen_up
- LDA -127
- STA screen_down
- LDA 0
- STA center_x
- LDA 0
- STA center_y
- LDA 67
- STA center_up
- LDA -67
- STA center_down
- LDA -67
- STA center_left
- LDA 67
- STA center_right
- LDA 3 ;Sets lives to 3
- STA lives
- LDA 0 ; sets player position to the center of the screen
- STA player_x
- LDA 0
- STA player_y
- LDA 5 ; 5 health points
- STA health
- LDA 0
- STA level_on
- BRA game_loop ;goes to the game loop
- game_loop:
- CLRA
- CLRB
- LDA center_y
- LDD center_x
- JSR pen
- ;brightness of the screen
- LDA #$7f ;The intensity
- JSR intensitysetA ;SET DAT VALUe
- JSR waitrecal ; refresh screen stuff
- LDA #00
- LDD #00
- JSR pen
- LDA center_down
- LDD screen_left
- JSR draw_d
- LDA center_down
- LDD center_right
- JSR draw_d
- JSR player_draw
- JSR enemy_draw
- LDA level_on
- CMPA 0
- BEQ level_draw
- LDA level_on
- CMPA 1
- BEQ leveltwo_draw
- LDA level_on
- CMPA 2
- BEQ levelthree_draw
- LDA level_on
- CMPA 3
- BEQ end_game
- JSR take_input
- BRA game_loop ;REPEAT
- ;Draw objects
- player_draw: ;Draw the player
- RTS
- enemy_draw: ;Draw tha enemies.
- RTS
- ;INPUT
- take_input:
- JSR buttons
- CMPA #$01
- BEQ level_win
- RTS
- ;LEVELS!
- level_draw: ;Draw the level
- JSR take_input
- ; LDA 50
- ; LDD 90
- ; JSR draw_d
- CLRA
- ;LDA #00
- ;LDD #00
- ;JSR pen
- BRA game_loop
- leveltwo_draw:
- JSR take_input
- BRA game_loop
- levelthree_draw:
- JSR take_input
- BRA game_loop
- end_game:
- JSR take_input
- LDA 0
- LDD 0
- JSR pen
- LDA -50
- LDD 0
- JSR draw_d
- LDA 3
- STA level_on
- BRA end_game
- ;Stuff
- game_over: ;GAME OVER MAN, GAME OVER.
- BRA gameover_set
- gameover_set:
- BRA first_run
- level_win:
- LDA level_on
- INCA
- STA level_on
- BRA game_loop
- music1:
- JSR music
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