Advertisement
Guest User

Untitled

a guest
Mar 31st, 2017
217
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 16.29 KB | None | 0 0
  1. #include "ti83pce.inc"
  2. .assume ADL=1
  3. .db tExtTok,tAsm84CeCmp
  4. .org userMem
  5. ;#macro safe_call(x) push iy \ ld iy,$D00080 \ call x \ pop iy #endmacro
  6. ;;........................................................
  7. call _clrscrnfull ;reglage de l'ecran
  8.  
  9. ld hl,$FFFF \ ld (mpLCDPalette),hl
  10. ld hl,$7C00 \ ld (mpLCDPalette+2),hl
  11. ld hl,$001F \ ld (mpLCDPalette+4),hl
  12.  
  13. ld a,$27
  14. ld ($E30018),a
  15.  
  16. ld hl,$D403C8 ;y1 ;affichage de l'ecran
  17. ld a,221d
  18. call _RoutineV
  19. ld hl,$D4064A ;y2
  20. ld a,217d
  21. call _RoutineV
  22. ld hl,$D40776 ;y3
  23. ld a,217d
  24. call _RoutineV
  25. ld hl,$D404F8 ;y4
  26. ld a,221d
  27. call _RoutineV
  28.  
  29. ld hl,$D403C9 ;x1
  30. ld bc,302d
  31. call _RoutineH
  32. ld hl,$D4064B ;x2
  33. ld bc,298d
  34. call _RoutineH
  35. ld hl,$D5144B ;x3
  36. ld bc,298d
  37. call _RoutineH
  38. ld hl,$D516C9 ;x4
  39. ld bc,302d
  40. call _RoutineH
  41.  
  42. ld hl,$D4078B
  43. ld a,215
  44. RoutineC:
  45. ld bc,298d
  46. ld (hl),0d
  47. ex de,hl
  48. or a,a
  49. sbc hl,hl
  50. add hl,de
  51. inc de
  52. ldir
  53. ld bc,22d
  54. add hl,bc
  55. dec a
  56. jr nz,RoutineC
  57.  
  58. ;;........................................................
  59. ;;Reglage
  60.  
  61. LD B ,%00001000 ;DE3
  62. LD HL,$D03342 ;HL4
  63. LD ($D031F6),HL ;Adresse de HL4
  64. LD (HL),B
  65. LD HL,$D4D290 ;DE4
  66. PUSH HL
  67. LD HL,$D0335B ;HL2
  68. LD (HL),B
  69. PUSH HL
  70. LD HL,$D4C390 ;DE2
  71. PUSH HL
  72. LD HL,$D0335B ;HL3
  73. LD (HL),B
  74. LD DE,$D4C390 ;DE3
  75. EXX
  76. LD HL,$D03374 ;HL1
  77. LD (HL),B
  78. LD DE,$D4B490 ;DE1
  79.  
  80. PUSH HL
  81.  
  82. ;;........................................................
  83. ;;Detection des touches
  84.  
  85. Boucle:
  86.  
  87. LD HL,$F50000
  88. LD (HL),2
  89. XOR A
  90. scan_wait:
  91. CP (HL)
  92. JR nz,scan_wait
  93. POP HL
  94. DGetKey:
  95. LD A,($F5001E)
  96. BIT 0,A
  97. jp nz,AdjustKdown
  98. BIT 1,A
  99. jp nz,AdjustKleft
  100. BIT 2,A
  101. jp nz,AdjustKright
  102. BIT 3,A
  103. jp nz,AdjustKup
  104.  
  105. ;;........................................................ ;ne fonctionne pas
  106. ;;Detection des collisions
  107.  
  108. ;(DE)=Sprite regle
  109. ;(HL)=HL1
  110.  
  111. PUSH BC ;save BC
  112. LD BC,$7
  113. EX DE,HL ; test coté droit
  114. ADD HL,BC ;Permet de mettre sur un pixel noir si attein les bords (ajoute 7)
  115. LD A,(HL)
  116. OR A,A
  117. ;JP z,EndTheGame ;Test si c'est un pixel noir
  118. OR A,A
  119. SBC HL,BC ;remait DE à son ancienne valeure
  120.  
  121. OR A,A ; test coté gauche
  122. SBC HL,BC ;Permet de mettre sur un pixel noir si attein les bords (ajoute 7)
  123. LD A,(HL)
  124. OR A,A
  125. ;JP z,EndTheGame ;Test si c'est un pixel noir
  126. ADD HL,BC ;remait DE à son ancienne valeure
  127. EX DE,HL
  128. POP BC
  129.  
  130. LD A,(HL)
  131. BIT 4,A
  132. JP nz,EndTheGame
  133.  
  134. ;;........................................................
  135. ;;Affichage de la tête
  136.  
  137. AffichageTete:
  138. PUSH DE
  139. BIT 0,B
  140. CALL nz,_Adown
  141. BIT 3,B
  142. CALL nz,_Aup
  143. BIT 1,B
  144. CALL nz,_Aleft
  145. BIT 2,B
  146. CALL nz,_Aright
  147.  
  148. CALL _SpriteA ; stake: 1.BC 2.HL
  149.  
  150. POP BC
  151. POP HL
  152. POP IX
  153. POP IY
  154. PUSH HL
  155. PUSH DE
  156. LEA HL,IY
  157.  
  158. ;;........................................................
  159. ;;Affichage de la partie après la tête
  160.  
  161. GetMouveAfterA:
  162. LD C,(HL)
  163. BIT 0,C
  164. CALL nz,_AftermouveDown
  165. BIT 3,C
  166. CALL nz,_AftermouveUp
  167. BIT 1,C
  168. CALL nz,_AftermouveLeft
  169. BIT 2,C
  170. CALL nz,_AftermouveRight
  171. GetSpriteAfterA:
  172. POP BC
  173. POP HL
  174. LD A,(HL)
  175. PUSH HL
  176. PUSH BC
  177. CP A,C
  178. JP nz,GetSpriteAfterA_Rotation
  179. BIT 0,C
  180. CALL nz,_GetSpriteAADown
  181. BIT 3,C
  182. CALL nz,_GetSpriteAAUp
  183. BIT 1,C
  184. CALL nz,_GetSpriteAALeft
  185. BIT 2,C
  186. CALL nz,_GetSpriteAARight
  187. AffiSpriteAfterA:
  188.  
  189. Call _SpriteA
  190.  
  191. POP BC
  192. POP IX
  193. POP IY
  194. POP HL
  195. PUSH IX
  196. PUSH DE
  197. LEA DE,IY
  198.  
  199. ;;........................................................
  200. ;;Gestion de la pomme
  201. ;;Utilise HL1, et les registres HL, DE, BC.
  202.  
  203. ;Detection
  204. ;(DE)=Sprite DE1
  205. ;(HL)=HL1
  206.  
  207. LD A,(HL) ; test position, si 1, c'est fini ;) .
  208. BIT 5,A
  209. JP z,FinEtSuite
  210.  
  211. PUSH HL ;Sauvegarde
  212. PUSH DE
  213. PUSH BC
  214.  
  215. Alleatoire:
  216. ;routine aleatoire TheMachine02
  217. ;;Expects ADL mode.
  218. ;;Output: HL
  219. ;;50cc
  220. ;;33 bytes
  221. ;;cycle length: 281,474,959,933,440 (about 2.8 trillion)
  222. ld de,(seed1)
  223. or a
  224. sbc hl,hl
  225. add hl,de
  226. add hl,hl
  227. add hl,hl
  228. inc l
  229. add hl,de
  230. ld (seed1),hl
  231. ld hl,(seed2)
  232. add hl,hl
  233. sbc a,a
  234. and %00011011
  235. xor l
  236. ld l,a
  237. ld (seed2),hl
  238. add hl,de
  239. ;fin de la routine
  240. LD DE,0
  241. LD A,H
  242. LD E,L
  243. AND A,%00000001
  244. LD D,A
  245. OR A,A
  246. SBC HL,HL
  247. ;test si
  248. BIT 0,D
  249. JR z,Matrice
  250. LD A,R
  251. AND A,%01111111
  252. LD E,A ;empeche de dépassement de 450
  253. Matrice:
  254. LD HL,$D0300A ;debut matrice
  255. ADD HL,DE
  256. LD A,(HL)
  257. BIT 4,A
  258. JR z,Alleatoire
  259. AND A,%11011111
  260. LD (HL),A
  261. VRAMPomme:
  262. EX DE,HL
  263. LD DE,$D40645 ;debut VRAM
  264. ld BC,25d
  265. PUSH HL
  266. PommeY:
  267. LD HL,320d
  268. EX DE,HL
  269. ADD HL,DE
  270. EX DE,HL
  271. POP HL
  272. OR A,A
  273. SBC HL,BC
  274. PUSH HL
  275. JP p,PommeY
  276.  
  277. LD HL,320d
  278. EX DE,HL
  279. OR A,A
  280. SBC HL,DE
  281. EX DE,HL
  282.  
  283. POP HL
  284. ADD HL,BC
  285.  
  286. EX DE,HL
  287. LD BC,12d
  288. PommeX:
  289. DEC E
  290. ADD HL,BC
  291. JP p,PommeX
  292. OR A,A
  293. SBC HL,BC
  294. EX DE,HL
  295. LD HL,SpritePomme
  296.  
  297. CALL _SpriteA
  298.  
  299. POP BC
  300. POP DE
  301. POP HL
  302. JP Boucle ;Detection des touches
  303.  
  304. FinEtSuite:
  305.  
  306. EXX
  307.  
  308. ;;........................................................
  309. ;;Affichage de la queue
  310.  
  311. AffQueue:
  312. PUSH DE
  313. LD C,(HL)
  314. BIT 0,C
  315. CALL nz,_AFFQDown
  316. BIT 3,C
  317. CALL nz,_AFFQUp
  318. BIT 1,C
  319. CALL nz,_AFFQLeft
  320. BIT 2,C
  321. CALL nz,_AFFQRight
  322.  
  323. CALL _SpriteA
  324.  
  325. POP HL
  326. POP BC
  327. POP IX
  328. POP IY
  329. PUSH HL
  330. PUSH DE
  331. PUSH IX
  332. PUSH BC
  333. LD HL,$D031F6 ;adresse de HL4
  334. LEA DE,IY
  335.  
  336. ;;........................................................
  337. ;;Effacement et remise à 0 de la partie des dirrections et du bit de d'information sur si le corps du serpent est bien là, du registre B
  338.  
  339. Effacement:
  340.  
  341. ld C,(HL)
  342. BIT 0,C
  343. CALL nz,_EffDown
  344. BIT 3,C
  345. CALL nz,_EffUp
  346. BIT 1,C
  347. CALL nz,_EffLeft
  348. BIT 2,C
  349. CALL nz,_EffRight
  350.  
  351. LD HL,SpriteEffSnake
  352. CALL _SpriteA
  353.  
  354. POP BC
  355. POP HL
  356. POP IX
  357. POP IY
  358. PUSH DE
  359. PUSH HL
  360. PUSH BC
  361. LEA HL,IY
  362. LEA DE,IX
  363. EXX
  364.  
  365. JP Boucle
  366.  
  367. ;;........................................................
  368.  
  369. GetSpriteAfterA_Rotation:
  370. BIT 0,C
  371. JR nz,ABit0R
  372. BIT 3,C
  373. JR nz,ABit3R
  374. BIT 1,C
  375. JR nz,ABit1R
  376. JR z,ABit2R
  377. ABit0R:
  378. BIT 1,A
  379. CALL nz,_GetSpriteAAR3
  380. CALL z,_GetSpriteAAR4
  381. JP AffiSpriteAfterA
  382. ABit3R:
  383. BIT 1,A
  384. CALL nz,_GetSpriteAAR1
  385. CALL z,_GetSpriteAAR2
  386. JP AffiSpriteAfterA
  387. ABit1R:
  388. BIT 0,A
  389. CALL nz,_GetSpriteAAR2
  390. CALL z,_GetSpriteAAR4
  391. JP AffiSpriteAfterA
  392. ABit2R:
  393. BIT 0,A
  394. CALL nz,_GetSpriteAAR1
  395. CALL z,_GetSpriteAAR3
  396. JP AffiSpriteAfterA
  397.  
  398. ;;........................................................
  399. EndTheGame:
  400. RET ;end ;)
  401.  
  402. ;;........................................................
  403.  
  404. _RoutineV:
  405. ld bc,320d
  406. ld (hl),2d
  407. add hl,bc
  408. dec a
  409. jr nz,_RoutineV
  410. ret
  411.  
  412. _RoutineH:
  413. ld (hl),2d
  414. ex de,hl
  415. or a,a
  416. sbc hl,hl
  417. add hl,de
  418. inc de
  419. ldir
  420. ret
  421.  
  422. ;;........................................................
  423.  
  424. AdjustKdown:
  425. BIT 3,B
  426. JP nz,AffichageTete
  427. RES 1,B
  428. RES 2,B
  429. SET 0,B
  430. SET 4,B
  431. jp DGetKey
  432. AdjustKup:
  433. BIT 0,B
  434. JP nz,AffichageTete
  435. RES 1,B
  436. RES 2,B
  437. SET 3,B
  438. SET 4,B
  439. jp DGetKey
  440. AdjustKleft:
  441. BIT 2,B
  442. JP nz,AffichageTete
  443. RES 0,B
  444. RES 3,B
  445. SET 1,B
  446. SET 4,B
  447. jp DGetKey
  448. AdjustKright:
  449. BIT 1,B
  450. JP nz,AffichageTete
  451. RES 0,B
  452. RES 3,B
  453. SET 2,B
  454. SET 4,B
  455. jp DGetKey
  456. _Adown:
  457. POP IX
  458. LD (HL),B
  459. LD DE,$11
  460. ADD HL,DE
  461. POP DE
  462. PUSH HL
  463. PUSH BC
  464. LD BC,$F00
  465. EX DE,HL
  466. ADD HL,BC
  467. EX DE,HL
  468. PUSH IX
  469. LD HL,SpriteDownA
  470. RET
  471. _Aup:
  472. POP IX
  473. LD (HL),B
  474. LD DE,$11
  475. OR A,A
  476. SBC HL,DE
  477. POP DE
  478. PUSH HL
  479. PUSH BC
  480. LD BC,$F00
  481. EX DE,HL
  482. OR A,A
  483. SBC HL,BC
  484. EX DE,HL
  485. PUSH IX
  486. LD HL,SpriteUpA
  487. RET
  488. _Aleft:
  489. POP IX
  490. LD (HL),B
  491. DEC HL
  492. POP DE
  493. PUSH HL
  494. PUSH BC
  495. LD BC,$B
  496. EX DE,HL
  497. OR A,A
  498. SBC HL,BC
  499. EX DE,HL
  500. PUSH IX
  501. LD HL,SpriteLeftA
  502. RET
  503. _Aright:
  504. POP IX
  505. LD (HL),B
  506. INC HL
  507. POP DE
  508. PUSH HL
  509. PUSH BC
  510. LD BC,$B
  511. EX DE,HL
  512. ADD HL,BC
  513. EX DE,HL
  514. PUSH IX
  515. LD HL,SpriteRightA
  516. RET
  517. _AftermouveDown:
  518. POP IY
  519. LD DE,$11
  520. ADD HL,DE
  521. LEA DE,IX
  522. PUSH HL
  523. PUSH BC
  524. LD BC,$F00
  525. EX DE,HL
  526. ADD HL,BC
  527. EX DE,HL
  528. PUSH IY
  529. RET
  530. _AftermouveUp:
  531. POP IY
  532. LD DE,$11
  533. OR A,A
  534. SBC HL,DE
  535. LEA DE,IX
  536. PUSH HL
  537. PUSH BC
  538. LD BC,$F00
  539. EX DE,HL
  540. OR A,A
  541. SBC HL,BC
  542. EX DE,HL
  543. PUSH IY
  544. RET
  545. _AftermouveLeft:
  546. POP IY
  547. DEC HL
  548. LEA DE,IX
  549. PUSH HL
  550. PUSH BC
  551. LD BC,$B
  552. EX DE,HL
  553. OR A,A
  554. SBC HL,BC
  555. EX DE,HL
  556. PUSH IY
  557. RET
  558. _AftermouveRight:
  559. POP IY
  560. INC HL
  561. LEA DE,IX
  562. PUSH HL
  563. PUSH BC
  564. LD C,$B
  565. EX DE,HL
  566. ADD HL,BC
  567. EX DE,HL
  568. PUSH IY
  569. RET
  570. _GetSpriteAADown:
  571. LD HL,SpriteAADown
  572. RET
  573. _GetSpriteAAUp:
  574. LD HL,SpriteAADown
  575. RET
  576. _GetSpriteAALeft:
  577. LD HL,SpriteAARight
  578. RET
  579. _GetSpriteAARight:
  580. LD HL,SpriteAARight
  581. RET
  582. _GetSpriteAAR1:
  583. LD HL,SpriteAAR1
  584. RET
  585. _GetSpriteAAR2:
  586. LD HL,SpriteAAR2
  587. RET
  588. _GetSpriteAAR3:
  589. LD HL,SpriteAAR3
  590. RET
  591. _GetSpriteAAR4:
  592. LD HL,SpriteAAR4
  593. RET
  594. _AFFQDown:
  595. POP IX
  596. LD DE,$11
  597. ADD HL,DE
  598. POP DE
  599. PUSH HL
  600. LD BC,$F00
  601. EX DE,HL
  602. ADD HL,BC
  603. EX DE,HL
  604. LD HL,SpriteAGdown
  605. PUSH IX
  606. RET
  607. _AFFQUp:
  608. POP IX
  609. LD DE,$11
  610. OR A,A
  611. SBC HL,DE
  612. POP DE
  613. PUSH HL
  614. LD BC,$F00
  615. EX DE,HL
  616. OR A,A
  617. SBC HL,BC
  618. EX DE,HL
  619. LD HL,SpriteAGup
  620. PUSH IX
  621. RET
  622. _AFFQLeft:
  623. POP IX
  624. DEC HL
  625. POP DE
  626. PUSH HL
  627. LD BC,$B
  628. EX DE,HL
  629. OR A,A
  630. SBC HL,BC
  631. EX DE,HL
  632. LD HL,SpriteAGleft
  633. PUSH IX
  634. RET
  635. _AFFQRight:
  636. POP IX
  637. INC HL
  638. POP DE
  639. PUSH HL
  640. LD BC,$B
  641. EX DE,HL
  642. ADD HL,BC
  643. EX DE,HL
  644. LD HL,SpriteAGright
  645. PUSH IX
  646. RET
  647.  
  648. _EffDown:
  649. LD (HL),0
  650. LD BC,$11
  651. ADD HL,BC
  652. LD ($D031F6),HL ;adresse de HL4
  653. LD BC,$F00
  654. EX DE,HL
  655. ADD HL,BC
  656. EX DE,HL
  657. RET
  658. _EffUp:
  659. LD (HL),0
  660. LD BC,$11
  661. OR A,A
  662. SBC HL,BC
  663. LD ($D031F6),HL ;adresse de HL4
  664. LD BC,$F00
  665. EX DE,HL
  666. OR A,A
  667. SBC HL,BC
  668. EX DE,HL
  669. RET
  670. _EffLeft:
  671. LD (HL),0
  672. DEC HL
  673. LD ($D031F6),HL ;adresse de HL4
  674. LD BC,$B
  675. EX DE,HL
  676. OR A,A
  677. SBC HL,BC
  678. EX DE,HL
  679. RET
  680. _EffRight:
  681. LD (HL),0
  682. INC HL
  683. LD ($D031F6),HL ;adresse de HL4
  684. LD C,$B
  685. EX DE,HL
  686. ADD HL,BC
  687. EX DE,HL
  688. RET
  689.  
  690. _SpriteA:
  691. LD A,12d
  692. CopyLineA:
  693. LD BC,12d
  694. LDIR
  695. LD BC,308d
  696. EX DE,HL
  697. ADD HL,BC
  698. EX DE,HL
  699. DEC A
  700. JR nz,CopyLineA
  701. LD BC,$F0C
  702. EX DE,HL
  703. OR A,A
  704. SBC HL,BC
  705. EX DE,HL
  706. RET
  707.  
  708. ;........................................................
  709. ;Tête
  710.  
  711. SpriteDownA:
  712. .db 0,0,0,0,0,1,1,0,0,0,0,0
  713. .db 0,0,0,0,0,1,1,0,0,0,0,0
  714. .db 0,0,0,0,0,1,1,0,0,0,0,0
  715. .db 0,0,0,0,0,1,1,0,0,0,0,0
  716. .db 0,0,0,0,0,1,1,0,0,0,0,0
  717. .db 0,0,0,0,0,1,1,0,0,0,0,0
  718. .db 0,0,0,0,0,1,1,0,0,0,0,0
  719. .db 0,0,0,0,0,1,1,0,0,0,0,0
  720. .db 0,0,1,1,1,1,1,1,1,1,0,0
  721. .db 0,0,0,1,1,1,1,1,1,0,0,0
  722. .db 0,0,0,0,1,1,1,1,0,0,0,0
  723. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  724.  
  725.  
  726. SpriteUpA:
  727. .db 0,0,0,0,0,1,1,0,0,0,0,0
  728. .db 0,0,0,0,1,1,1,1,0,0,0,0
  729. .db 0,0,0,1,1,1,1,1,1,0,0,0
  730. .db 0,0,1,1,1,1,1,1,1,1,0,0
  731. .db 0,0,0,0,0,1,1,0,0,0,0,0
  732. .db 0,0,0,0,0,1,1,0,0,0,0,0
  733. .db 0,0,0,0,0,1,1,0,0,0,0,0
  734. .db 0,0,0,0,0,1,1,0,0,0,0,0
  735. .db 0,0,0,0,0,1,1,0,0,0,0,0
  736. .db 0,0,0,0,0,1,1,0,0,0,0,0
  737. .db 0,0,0,0,0,1,1,0,0,0,0,0
  738. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  739.  
  740. SpriteLeftA:
  741. .db 0,0,0,0,0,0,0,0,0,0,0,0
  742. .db 0,0,0,0,0,0,0,0,0,0,0,0
  743. .db 0,0,0,1,0,0,0,0,0,0,0,0
  744. .db 0,0,1,1,0,0,0,0,0,0,0,0
  745. .db 0,1,1,1,0,0,0,0,0,0,0,0
  746. .db 1,1,1,1,1,1,1,1,1,1,1,1
  747. .db 1,1,1,1,1,1,1,1,1,1,1,1
  748. .db 0,1,1,1,0,0,0,0,0,0,0,0
  749. .db 0,0,1,1,0,0,0,0,0,0,0,0
  750. .db 0,0,0,1,0,0,0,0,0,0,0,0
  751. .db 0,0,0,0,0,0,0,0,0,0,0,0
  752. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  753.  
  754. SpriteRightA:
  755. .db 0,0,0,0,0,0,0,0,0,0,0,0
  756. .db 0,0,0,0,0,0,0,0,0,0,0,0
  757. .db 0,0,0,0,0,0,0,0,1,0,0,0
  758. .db 0,0,0,0,0,0,0,0,1,1,0,0
  759. .db 0,0,0,0,0,0,0,0,1,1,1,0
  760. .db 1,1,1,1,1,1,1,1,1,1,1,1
  761. .db 1,1,1,1,1,1,1,1,1,1,1,1
  762. .db 0,0,0,0,0,0,0,0,1,1,1,0
  763. .db 0,0,0,0,0,0,0,0,1,1,0,0
  764. .db 0,0,0,0,0,0,0,0,1,0,0,0
  765. .db 0,0,0,0,0,0,0,0,0,0,0,0
  766. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  767.  
  768.  
  769. ;........................................................
  770. ;Après la tête
  771.  
  772. SpriteAADown:
  773. .db 0,0,0,0,0,1,1,0,0,0,0,0
  774. .db 0,0,0,0,0,1,1,0,0,0,0,0
  775. .db 0,0,0,0,0,1,1,0,0,0,0,0
  776. .db 0,0,0,0,0,1,1,0,0,0,0,0
  777. .db 0,0,0,0,0,1,1,0,0,0,0,0
  778. .db 0,0,0,0,0,1,1,0,0,0,0,0
  779. .db 0,0,0,0,0,1,1,0,0,0,0,0
  780. .db 0,0,0,0,0,1,1,0,0,0,0,0
  781. .db 0,0,0,0,0,1,1,0,0,0,0,0
  782. .db 0,0,0,0,0,1,1,0,0,0,0,0
  783. .db 0,0,0,0,0,1,1,0,0,0,0,0
  784. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  785.  
  786.  
  787.  
  788. SpriteAARight:
  789. .db 0,0,0,0,0,0,0,0,0,0,0,0
  790. .db 0,0,0,0,0,0,0,0,0,0,0,0
  791. .db 0,0,0,0,0,0,0,0,0,0,0,0
  792. .db 0,0,0,0,0,0,0,0,0,0,0,0
  793. .db 0,0,0,0,0,0,0,0,0,0,0,0
  794. .db 1,1,1,1,1,1,1,1,1,1,1,1
  795. .db 1,1,1,1,1,1,1,1,1,1,1,1
  796. .db 0,0,0,0,0,0,0,0,0,0,0,0
  797. .db 0,0,0,0,0,0,0,0,0,0,0,0
  798. .db 0,0,0,0,0,0,0,0,0,0,0,0
  799. .db 0,0,0,0,0,0,0,0,0,0,0,0
  800. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  801.  
  802.  
  803.  
  804. ;........................................................
  805. ;Après la tête rotation
  806.  
  807. SpriteAAR1:
  808. .db 0,0,0,0,0,1,1,0,0,0,0,0
  809. .db 0,0,0,0,0,1,1,0,0,0,0,0
  810. .db 0,0,0,0,0,1,1,0,0,0,0,0
  811. .db 0,0,0,0,1,1,1,0,0,0,0,0
  812. .db 0,0,0,1,1,1,1,0,0,0,0,0
  813. .db 1,1,1,1,1,1,0,0,0,0,0,0
  814. .db 1,1,1,1,1,0,0,0,0,0,0,0
  815. .db 0,0,0,0,0,0,0,0,0,0,0,0
  816. .db 0,0,0,0,0,0,0,0,0,0,0,0
  817. .db 0,0,0,0,0,0,0,0,0,0,0,0
  818. .db 0,0,0,0,0,0,0,0,0,0,0,0
  819. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  820.  
  821.  
  822.  
  823. SpriteAAR2:
  824. .db 0,0,0,0,0,1,1,0,0,0,0,0
  825. .db 0,0,0,0,0,1,1,0,0,0,0,0
  826. .db 0,0,0,0,0,1,1,0,0,0,0,0
  827. .db 0,0,0,0,0,1,1,1,0,0,0,0
  828. .db 0,0,0,0,0,1,1,1,1,0,0,0
  829. .db 0,0,0,0,0,0,1,1,1,1,1,1
  830. .db 0,0,0,0,0,0,0,1,1,1,1,1
  831. .db 0,0,0,0,0,0,0,0,0,0,0,0
  832. .db 0,0,0,0,0,0,0,0,0,0,0,0
  833. .db 0,0,0,0,0,0,0,0,0,0,0,0
  834. .db 0,0,0,0,0,0,0,0,0,0,0,0
  835. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  836.  
  837.  
  838.  
  839. SpriteAAR3:
  840. .db 0,0,0,0,0,0,0,0,0,0,0,0
  841. .db 0,0,0,0,0,0,0,0,0,0,0,0
  842. .db 0,0,0,0,0,0,0,0,0,0,0,0
  843. .db 0,0,0,0,0,0,0,0,0,0,0,0
  844. .db 0,0,0,0,0,0,0,0,0,0,0,0
  845. .db 1,1,1,1,1,0,0,0,0,0,0,0
  846. .db 1,1,1,1,1,1,0,0,0,0,0,0
  847. .db 0,0,0,1,1,1,1,0,0,0,0,0
  848. .db 0,0,0,0,1,1,1,0,0,0,0,0
  849. .db 0,0,0,0,0,1,1,0,0,0,0,0
  850. .db 0,0,0,0,0,1,1,0,0,0,0,0
  851. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  852.  
  853.  
  854.  
  855. SpriteAAR4:
  856. .db 0,0,0,0,0,0,0,0,0,0,0,0
  857. .db 0,0,0,0,0,0,0,0,0,0,0,0
  858. .db 0,0,0,0,0,0,0,0,0,0,0,0
  859. .db 0,0,0,0,0,0,0,0,0,0,0,0
  860. .db 0,0,0,0,0,0,0,0,0,0,0,0
  861. .db 0,0,0,0,0,0,0,1,1,1,1,1
  862. .db 0,0,0,0,0,0,1,1,1,1,1,1
  863. .db 0,0,0,0,0,1,1,1,1,0,0,0
  864. .db 0,0,0,0,0,1,1,1,0,0,0,0
  865. .db 0,0,0,0,0,1,1,0,0,0,0,0
  866. .db 0,0,0,0,0,1,1,0,0,0,0,0
  867. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  868.  
  869.  
  870.  
  871. ;........................................................
  872. ;La Queue
  873.  
  874. SpriteAGdown:
  875. .db 0,0,0,0,0,0,0,0,0,0,0,0
  876. .db 0,0,0,0,0,0,0,0,0,0,0,0
  877. .db 0,0,0,0,0,0,0,0,0,0,0,0
  878. .db 0,0,0,0,0,1,1,0,0,0,0,0
  879. .db 0,0,0,0,0,1,1,0,0,0,0,0
  880. .db 0,0,0,0,0,1,1,0,0,0,0,0
  881. .db 0,0,0,0,0,1,1,0,0,0,0,0
  882. .db 0,0,0,0,1,1,1,1,0,0,0,0
  883. .db 0,0,0,0,1,1,1,1,0,0,0,0
  884. .db 0,0,0,0,1,1,1,1,0,0,0,0
  885. .db 0,0,0,0,0,1,1,0,0,0,0,0
  886. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  887.  
  888.  
  889.  
  890. SpriteAGup:
  891. .db 0,0,0,0,0,1,1,0,0,0,0,0
  892. .db 0,0,0,0,0,1,1,0,0,0,0,0
  893. .db 0,0,0,0,1,1,1,1,0,0,0,0
  894. .db 0,0,0,0,1,1,1,1,0,0,0,0
  895. .db 0,0,0,0,1,1,1,1,0,0,0,0
  896. .db 0,0,0,0,0,1,1,0,0,0,0,0
  897. .db 0,0,0,0,0,1,1,0,0,0,0,0
  898. .db 0,0,0,0,0,1,1,0,0,0,0,0
  899. .db 0,0,0,0,0,1,1,0,0,0,0,0
  900. .db 0,0,0,0,0,0,0,0,0,0,0,0
  901. .db 0,0,0,0,0,0,0,0,0,0,0,0
  902. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  903.  
  904.  
  905.  
  906. SpriteAGleft:
  907. .db 0,0,0,0,0,0,0,0,0,0,0,0
  908. .db 0,0,0,0,0,0,0,0,0,0,0,0
  909. .db 0,0,0,0,0,0,0,0,0,0,0,0
  910. .db 0,0,0,0,0,0,0,0,0,0,0,0
  911. .db 0,0,1,1,1,0,0,0,0,0,0,0
  912. .db 1,1,1,1,1,1,1,1,1,0,0,0
  913. .db 1,1,1,1,1,1,1,1,1,0,0,0
  914. .db 0,0,1,1,1,0,0,0,0,0,0,0
  915. .db 0,0,0,0,0,0,0,0,0,0,0,0
  916. .db 0,0,0,0,0,0,0,0,0,0,0,0
  917. .db 0,0,0,0,0,0,0,0,0,0,0,0
  918. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  919.  
  920.  
  921.  
  922. SpriteAGright:
  923. .db 0,0,0,0,0,0,0,0,0,0,0,0
  924. .db 0,0,0,0,0,0,0,0,0,0,0,0
  925. .db 0,0,0,0,0,0,0,0,0,0,0,0
  926. .db 0,0,0,0,0,0,0,0,0,0,0,0
  927. .db 0,0,0,0,0,0,0,1,1,1,0,0
  928. .db 0,0,0,1,1,1,1,1,1,1,1,1
  929. .db 0,0,0,1,1,1,1,1,1,1,1,1
  930. .db 0,0,0,0,0,0,0,1,1,1,0,0
  931. .db 0,0,0,0,0,0,0,0,0,0,0,0
  932. .db 0,0,0,0,0,0,0,0,0,0,0,0
  933. .db 0,0,0,0,0,0,0,0,0,0,0,0
  934. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  935.  
  936.  
  937.  
  938. ;........................................................
  939. ;La pomme
  940.  
  941. SpritePomme:
  942. .db 0,0,0,0,0,0,0,0,0,0,0,0
  943. .db 0,0,0,0,0,0,0,0,2,0,0,0
  944. .db 0,0,0,0,0,0,0,2,0,0,0,0
  945. .db 0,0,0,0,0,1,1,0,0,0,0,0
  946. .db 0,0,0,0,1,1,1,1,0,0,0,0
  947. .db 0,0,0,1,1,2,2,1,1,0,0,0
  948. .db 0,0,0,1,1,2,2,1,1,0,0,0
  949. .db 0,0,0,0,1,1,1,1,0,0,0,0
  950. .db 0,0,0,0,0,1,1,0,0,0,0,0
  951. .db 0,0,0,0,0,0,0,0,0,0,0,0
  952. .db 0,0,0,0,0,0,0,0,0,0,0,0
  953. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  954.  
  955.  
  956.  
  957. ;........................................................
  958. ;Effacement
  959.  
  960. SpriteEffSnake:
  961. .db 0,0,0,0,0,0,0,0,0,0,0,0
  962. .db 0,0,0,0,0,0,0,0,0,0,0,0
  963. .db 0,0,0,0,0,0,0,0,0,0,0,0
  964. .db 0,0,0,0,0,0,0,0,0,0,0,0
  965. .db 0,0,0,0,0,0,0,0,0,0,0,0
  966. .db 0,0,0,0,0,0,0,0,0,0,0,0
  967. .db 0,0,0,0,0,0,0,0,0,0,0,0
  968. .db 0,0,0,0,0,0,0,0,0,0,0,0
  969. .db 0,0,0,0,0,0,0,0,0,0,0,0
  970. .db 0,0,0,0,0,0,0,0,0,0,0,0
  971. .db 0,0,0,0,0,0,0,0,0,0,0,0
  972. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  973.  
  974.  
  975.  
  976.  
  977.  
  978. .end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement