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paul_nicholls

miniMIKE editor level export asm file

May 25th, 2019
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  1. level: {
  2.   currentScreen:   .byte 0
  3.   screenCount:     .byte 3
  4.   screenCharsCount: .byte 32,26,27
  5.   screenData_lo:   .byte <screen0.data,<screen1.data,<screen2.data
  6.   screenData_hi:   .byte >screen0.data,>screen1.data,>screen2.data
  7.  
  8.   charData_lo:     .byte <screen0.chardata,<screen1.chardata,<screen2.chardata
  9.   charData_hi:     .byte >screen0.chardata,>screen1.chardata,>screen2.chardata
  10.  
  11.   enemyData_lo:    .byte <screen0.enemyData,<screen1.enemyData,<screen2.enemyData
  12.   enemyData_hi:    .byte >screen0.enemyData,>screen1.enemyData,>screen2.enemyData
  13.  
  14.   spawnEnemy_lo:   .byte <screen0.spawnEnemy-1,<screen1.spawnEnemy-1,<screen2.spawnEnemy-1
  15.   spawnEnemy_hi:   .byte >screen0.spawnEnemy-1,>screen1.spawnEnemy-1,>screen2.spawnEnemy-1
  16.  
  17.   playerSpawnX_lo: .byte <screen0.spawnx,<screen1.spawnx,<screen2.spawnx
  18.   playerSpawnX_hi: .byte >screen0.spawnx,>screen1.spawnx,>screen2.spawnx
  19.  
  20.   playerSpawnY_lo: .byte <screen0.spawny,<screen1.spawny,<screen2.spawny
  21.   playerSpawnY_hi: .byte >screen0.spawny,>screen1.spawny,>screen2.spawny
  22.  
  23.   nextScreen_lo:   .byte <screen0.nextScreen,<screen1.nextScreen,<screen2.nextScreen
  24.   nextScreen_hi:   .byte >screen0.nextScreen,>screen1.nextScreen,>screen2.nextScreen
  25.  
  26.  
  27.   screen0: {
  28.     .var file = LoadBinary("screen0,0.bin")
  29.     data: .fill file.getSize(), file.get(i)
  30.     chardata: .byte $00,$1B,$15,$80,$00,$10,$09,$7D,$00,$11,$09,$7D,$00,$12,$09,$7D,$00,$13,$09,$7D,$00,$14,$09,$7D,$00,$15,$09,$7D,$00,$18,$09,$7D,$00,$19,$09,$7D,$00,$12,$0D,$7D,$00,$13,$0D,$7D,$00,$14,$0D,$7D,$00,$16,$0D,$7D,$00,$17,$0D,$7D,$00,$18,$0D,$7D,$00,$15,$0D,$7D,$00,$12,$15,$7D,$00,$13,$15,$7D,$00,$14,$15,$7D,$00,$15,$15,$7D,$00,$16,$15,$7D,$00,$17,$15,$7D,$00,$18,$15,$7D,$00,$02,$15,$7D,$00,$0F,$13,$7F,$00,$0F,$0E,$7F,$00,$0C,$11,$7E,$00,$1B,$0D,$D2,$00,$02,$11,$D2,$00,$0D,$02,$D2,$00,$16,$09,$7D,$00,$17,$09,$7D
  31.     enemyData:
  32.       .byte $00,$5C,$9E,$01
  33.       .byte $00,$CC,$5E,$FF
  34.       .byte $ff
  35.     spawnEnemy:
  36.       :SPAWN_BAT(6,10,1)
  37.       :SPAWN_BAT(13,6,-1)
  38.       rts
  39.  
  40.     spawnx: :FixedPoint16_8(2*8)
  41.     spawny: :FixedPoint16_8(2*8)
  42.     // left, right, up, down
  43.     nextScreen: .byte -1,1,-1,2
  44.   }
  45.  
  46.   screen1: {
  47.     .var file = LoadBinary("screen1,0.bin")
  48.     data: .fill file.getSize(), file.get(i)
  49.     chardata: .byte $00,$02,$15,$80,$00,$03,$15,$80,$00,$04,$15,$80,$00,$05,$15,$80,$00,$06,$15,$80,$00,$07,$15,$80,$00,$08,$15,$80,$00,$09,$15,$80,$00,$0A,$15,$80,$00,$0B,$15,$80,$00,$0D,$15,$80,$00,$0E,$15,$80,$00,$0F,$15,$80,$00,$10,$15,$80,$00,$11,$15,$80,$00,$12,$15,$80,$00,$13,$15,$80,$00,$0C,$15,$80,$00,$14,$15,$80,$00,$15,$15,$80,$00,$16,$15,$80,$00,$17,$15,$80,$00,$18,$15,$80,$00,$19,$15,$80,$00,$1A,$15,$80,$00,$1B,$15,$80
  50.     enemyData:
  51.       .byte $00,$CC,$2E,$FF
  52.       .byte $ff
  53.     spawnEnemy:
  54.       :SPAWN_BAT(13,3,-1)
  55.       rts
  56.  
  57.     spawnx: :FixedPoint16_8(2*8)
  58.     spawny: :FixedPoint16_8(2*8)
  59.     // left, right, up, down
  60.     nextScreen: .byte 0,-1,-1,-1
  61.   }
  62.  
  63.   screen2: {
  64.     .var file = LoadBinary("screen0,1.bin")
  65.     data: .fill file.getSize(), file.get(i)
  66.     chardata: .byte $00,$1B,$10,$7F,$00,$1B,$11,$7F,$00,$1B,$12,$7F,$00,$1B,$13,$7F,$00,$1B,$14,$7F,$00,$1B,$15,$7F,$00,$18,$15,$80,$00,$19,$15,$80,$00,$1A,$15,$80,$00,$02,$15,$80,$00,$03,$15,$80,$00,$04,$15,$80,$00,$05,$15,$80,$00,$06,$15,$80,$00,$07,$15,$80,$00,$08,$15,$80,$00,$09,$15,$80,$00,$0A,$15,$80,$00,$0B,$15,$80,$00,$0C,$15,$80,$00,$0D,$15,$80,$00,$0E,$15,$80,$00,$0F,$15,$80,$00,$10,$15,$80,$00,$11,$15,$80,$00,$12,$15,$80,$00,$13,$15,$80
  67.     enemyData:
  68.       .byte $ff
  69.     spawnEnemy:
  70.       rts
  71.  
  72.     spawnx: :FixedPoint16_8(2*8)
  73.     spawny: :FixedPoint16_8(2*8)
  74.     // left, right, up, down
  75.     nextScreen: .byte -1,-1,0,-1
  76.   }
  77. }
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