Geekboy

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Apr 4th, 2012
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  1. ; Program Name: Scogger
  2. ; Author: Tim Keller
  3. ; Version: alpha
  4. ; Date: ...
  5. ; Written for Doors CS 7.0 and higher (http://dcs.cemetech.net)
  6.  
  7. .nolist
  8. #include "ti83plus.inc"
  9. #include "dcs7.inc"
  10. .list
  11.     .org progstart
  12.     .db $BB,$6D
  13. Init:
  14.     xor d
  15.     ret
  16.     jr Start
  17.    
  18.     .dw Description         ;or .dw $0000 if you don't have a description
  19.     .db $07,$00         ;always this string
  20.     .dw Icon            ;or .dw $0000 if you don't have an icon
  21.     .dw $0000               ;usually .dw $0000 if you don't have or know what an ALE is
  22. Start:                              ;main routines
  23. Menu:
  24. ; menu goes here not doing this yet its later
  25.  
  26.  
  27.  
  28. MainMenu_Key_Check_Loop:
  29.  halt
  30.  ld a,$BE
  31.  out 1,a
  32.  nop \ nop  
  33.   ;check for udlr and 2nd mode del
  34.  in 1,a
  35.  
  36.  
  37.  bit 7,a
  38.  jp nz,QSoundToggle
  39.  
  40.  bit 6,a
  41.  jp z,QuickExit
  42.  
  43.  bit 3,a
  44.  jp z,MenuUP
  45.  
  46.  bit 0,a
  47.  jp z,MenuDown
  48.  
  49.  Bit 5,a
  50.  jp z,MenuSelect
  51.  
  52.  jp MainMenu_Key_Check_Loop
  53.  
  54.  ld a,$DF
  55.  out 1,a
  56.  nop \ nop
  57.  in 1,a
  58.  
  59.  bit 1,a
  60.  jp z,SetSeed
  61. Game_init:
  62.  
  63. ;prepares the ram areas for ingame play
  64.  
  65.  
  66.  
  67.   ;================
  68. ; game logic order
  69. ; key check
  70. ; location check
  71. ; drawing and updating
  72. ; win check
  73. ; sound???
  74. ;==================
  75.  
  76.  
  77.  
  78.  
  79. Main_Key_Check_Loop:
  80.  halt
  81.  ld a,$BE
  82.  out 1,a
  83.  nop \ nop  
  84.   ;check for udlr and 2nd mode del
  85.  in 1,a
  86.  
  87.  
  88.  bit 7,a
  89.  jp nz,QsoundToggle
  90.  ; Enable or Disable Sound if we get there
  91.  bit 6,a
  92.  jp z,QuickExit
  93.  ; restore anything wacky and quit
  94.  bit 3,a
  95.  jp z,CheckUP
  96.  ; check to see if up is a valid movement
  97.  bit 0,a
  98.  jp z,CheckDown
  99.  ; check to see if down is a valid movement
  100.  bit 1,a
  101.  jp z,CheckLeft
  102.  ; check to see if left is a valid movement
  103.  bit 2,a
  104.  jp z,CheckRight
  105.  ;check to see if right is valid
  106.  Bit 5,a
  107.  jp z,GameMenu
  108.  ; open up the ingame menu
  109.  jp Main_Key_Check_Loop
  110.  
  111.  
  112.  
  113.  
  114. ; we are using a tilemapper (needs to be made still :<)
  115. ; level data is stored in bitmaps when compressed.
  116. ; uncompressed it is stored in a bytefield each byte corresponds to a tile
  117. ; 0 is water normal
  118. ; 1 is water ani 2
  119. ; 2 is water ani 3
  120. ; 255 is lilypad
  121. ; 254 is lilypad with frog
  122.  
  123. ; the hud will be drawn inline i believe
  124.  
  125.  
  126. ; we use a lfsr (because i love them so much <3)
  127. ; to choose the levels randomly
  128. ; one can choose a seed at the main menu by using sto if they dont one will be choosen randomly
  129. ; the levels are stored in the format
  130.  
  131. ; x nib y nib
  132. ; bitmap of image
  133. ; the frogs starting pos is stored in the nibbles of the first byte as it will never be larger than 8
  134. ; every bit set in the level data will be a lilypad not set it water
  135.  
  136.  
  137. ; lillypads are in dark grey
  138. ; frog is in black
  139. ;other things are in random color choices
  140. Description:
  141.     .db "Description",0 ;can be omitted if .dw Description is .dw 0000 above
  142. Icon:               ;a 16x16 icon (can be omitted if .dw Icon is .dw 0000 above)
  143.     .db %11111111,%11111000
  144.     .db %10000000,%00001100
  145.     .db %10111100,%00001010
  146.     .db %10010010,%00001111
  147.     .db %10010010,%01010001
  148.     .db %10010010,%10101001
  149.     .db %10111100,%01010101
  150.     .db %10000000,%00000001
  151.     .db %10101010,%10101001
  152.     .db %10010101,%01010101
  153.     .db %10101010,%10101001
  154.     .db %10000000,%00000001
  155.     .db %10010101,%01010101
  156.     .db %10101010,%10101001
  157.     .db %10000000,%00000001
  158.     .db %11111111,%11111111
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