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- ; Program Name: Scogger
- ; Author: Tim Keller
- ; Version: alpha
- ; Date: ...
- ; Written for Doors CS 7.0 and higher (http://dcs.cemetech.net)
- .nolist
- #include "ti83plus.inc"
- #include "dcs7.inc"
- .list
- .org progstart
- .db $BB,$6D
- Init:
- xor d
- ret
- jr Start
- .dw Description ;or .dw $0000 if you don't have a description
- .db $07,$00 ;always this string
- .dw Icon ;or .dw $0000 if you don't have an icon
- .dw $0000 ;usually .dw $0000 if you don't have or know what an ALE is
- Start: ;main routines
- Menu:
- ; menu goes here not doing this yet its later
- MainMenu_Key_Check_Loop:
- halt
- ld a,$BE
- out 1,a
- nop \ nop
- ;check for udlr and 2nd mode del
- in 1,a
- bit 7,a
- jp nz,QSoundToggle
- bit 6,a
- jp z,QuickExit
- bit 3,a
- jp z,MenuUP
- bit 0,a
- jp z,MenuDown
- Bit 5,a
- jp z,MenuSelect
- jp MainMenu_Key_Check_Loop
- ld a,$DF
- out 1,a
- nop \ nop
- in 1,a
- bit 1,a
- jp z,SetSeed
- Game_init:
- ;prepares the ram areas for ingame play
- ;================
- ; game logic order
- ; key check
- ; location check
- ; drawing and updating
- ; win check
- ; sound???
- ;==================
- Main_Key_Check_Loop:
- halt
- ld a,$BE
- out 1,a
- nop \ nop
- ;check for udlr and 2nd mode del
- in 1,a
- bit 7,a
- jp nz,QsoundToggle
- ; Enable or Disable Sound if we get there
- bit 6,a
- jp z,QuickExit
- ; restore anything wacky and quit
- bit 3,a
- jp z,CheckUP
- ; check to see if up is a valid movement
- bit 0,a
- jp z,CheckDown
- ; check to see if down is a valid movement
- bit 1,a
- jp z,CheckLeft
- ; check to see if left is a valid movement
- bit 2,a
- jp z,CheckRight
- ;check to see if right is valid
- Bit 5,a
- jp z,GameMenu
- ; open up the ingame menu
- jp Main_Key_Check_Loop
- ; we are using a tilemapper (needs to be made still :<)
- ; level data is stored in bitmaps when compressed.
- ; uncompressed it is stored in a bytefield each byte corresponds to a tile
- ; 0 is water normal
- ; 1 is water ani 2
- ; 2 is water ani 3
- ; 255 is lilypad
- ; 254 is lilypad with frog
- ; the hud will be drawn inline i believe
- ; we use a lfsr (because i love them so much <3)
- ; to choose the levels randomly
- ; one can choose a seed at the main menu by using sto if they dont one will be choosen randomly
- ; the levels are stored in the format
- ; x nib y nib
- ; bitmap of image
- ; the frogs starting pos is stored in the nibbles of the first byte as it will never be larger than 8
- ; every bit set in the level data will be a lilypad not set it water
- ; lillypads are in dark grey
- ; frog is in black
- ;other things are in random color choices
- Description:
- .db "Description",0 ;can be omitted if .dw Description is .dw 0000 above
- Icon: ;a 16x16 icon (can be omitted if .dw Icon is .dw 0000 above)
- .db %11111111,%11111000
- .db %10000000,%00001100
- .db %10111100,%00001010
- .db %10010010,%00001111
- .db %10010010,%01010001
- .db %10010010,%10101001
- .db %10111100,%01010101
- .db %10000000,%00000001
- .db %10101010,%10101001
- .db %10010101,%01010101
- .db %10101010,%10101001
- .db %10000000,%00000001
- .db %10010101,%01010101
- .db %10101010,%10101001
- .db %10000000,%00000001
- .db %11111111,%11111111
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