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  1. #include "ti83pce.inc"
  2. .assume ADL=1
  3. .db tExtTok,tAsm84CeCmp
  4. .org userMem
  5.  
  6. #define score $D031F3
  7. #define hl2 $D031F6
  8. #define de2 $D031F9
  9. #define hl3 $D031FC
  10. #define de3 $D031FF
  11. #define hl4 $D03202
  12. #define de4 $D03205
  13.  
  14. ;Paramétrage de l'écran
  15.  
  16. ld hl,$FFFF \ ld (mpLCDPalette),hl ;reglage de l'ecran
  17. ld hl,$7C00 \ ld (mpLCDPalette+2),hl
  18. ld hl,$001F \ ld (mpLCDPalette+4),hl
  19. ld hl,$0000 \ ld (mpLCDPalette+6),hl
  20.  
  21. ld bc,320*240*2-1
  22. ld hl,$D40000
  23. ld (hl),$03
  24. ex de,hl
  25. or a,a
  26. sbc hl,hl
  27. add hl,de
  28. inc de
  29. ldir
  30.  
  31. call _RunIndicoff \ di
  32. ld a,$27
  33. ld ($E30018),a
  34.  
  35. ;.....................................................
  36. ;Affichage de l'écran de jeu
  37. ;Début donc n'affecte pas les registres :)
  38.  
  39. ld hl,$D403C8 ;y1 ;affichage de l'ecran
  40. ld a,221d
  41. call RoutineVerticale
  42. ld hl,$D4064A ;y2
  43. ld a,217d
  44. call RoutineVerticale
  45. ld hl,$D40777 ;y3
  46. ld a,217d
  47. call RoutineVerticale
  48. ld hl,$D404F9 ;y4
  49. ld a,221d
  50. call RoutineVerticale
  51.  
  52. ld hl,$D403C8 ;x1
  53. ld bc,305d
  54. call RoutineHorizontale
  55. ld hl,$D4064A ;x2
  56. ld bc,301d
  57. call RoutineHorizontale
  58. ld hl,$D5158A ;x3
  59. ld bc,301d
  60. call RoutineHorizontale
  61. ld hl,$D51808 ;x4
  62. ld bc,305d
  63. call RoutineHorizontale
  64.  
  65. ld hl,$D4078B
  66. ld a,216
  67. RoutineC:
  68. ld bc,299d
  69. ld (hl),0d
  70. ex de,hl
  71. or a,a
  72. sbc hl,hl
  73. add hl,de
  74. inc de
  75. ldir
  76. ld bc,21d
  77. add hl,bc
  78. dec a
  79. jr nz,RoutineC
  80.  
  81. ld hl,$D0320E
  82. ld bc,500d
  83. ld (hl),0
  84. ex de,hl
  85. or a,a
  86. sbc hl,hl
  87. add hl,de
  88. inc de
  89. ldir
  90.  
  91.  
  92. ;.............................................................
  93. ;Première pomme
  94.  
  95. Alleatoire_Pomme1:
  96. call _Random
  97. ld hl,449
  98. call _setxxxxop2
  99. call _FPMult
  100. call _convop1
  101. ex de,hl
  102. Matrice1:
  103. push hl ;conserve le nombre aleatoire
  104. ld de,$D03240 ;debut matrice snake
  105. ld bc,26d ;correction mineur
  106. add hl,de
  107. or a,a
  108. sbc hl,bc
  109. ld a,%00100000
  110. ld (hl),a
  111. Vram_Pomme1:
  112. ld bc,25d
  113. ld de,$D4078B ;Vram debut espace du snake
  114. Pomme_Y1:
  115. ld hl,3840d ;j'ajoute à DE 320
  116. ex de,hl
  117. add hl,de
  118. ex de,hl
  119. pop hl ;je soustrais à HL 25
  120. or a,a
  121. sbc hl,bc
  122. push hl
  123. jp p,Pomme_Y1 ;si HL est toujours positif, je continue
  124.  
  125. ld hl,3840d ;je soustrais à DE le surplus
  126. ex de,hl
  127. or a,a
  128. sbc hl,de
  129. ex de,hl
  130. pop hl ;j'ajoute à HL ce qu'il manque
  131. add hl,bc
  132.  
  133. ex de,hl
  134. ld bc,12d
  135. Pomme_X1:
  136. dec e
  137. add hl,bc
  138. jp p,Pomme_X1
  139. or a,a
  140. sbc hl,bc
  141. inc e
  142. ex de,hl
  143. ld hl,Sprite_Pomme
  144.  
  145. call Routine_Srite_Aff
  146.  
  147. ;affichage du "votre score : 000" ici (en sprite car écran en mode 8 bpp)
  148. ;.....................................................
  149. ;reglage pour test
  150.  
  151. ld hl,0d
  152. ld (score),hl
  153.  
  154. ld a,%00011000
  155.  
  156. ld hl,$D03375 ;hl4
  157. ld (hl),a
  158. ld (hl4),hl
  159. ld de,$D4CB03 ;de4
  160. ld (de4),de
  161.  
  162. ld hl,$D0335C ;hl3
  163. ld (hl),a
  164. ld (hl3),hl
  165. ld de,$D4BC03 ;de3
  166. ld (de3),de
  167.  
  168. ld hl,$D03343 ;hl2
  169. ld (hl),a
  170. ld (hl2),hl
  171. ld de,$D4AD03 ;de2
  172. ld (de2),de
  173.  
  174.  
  175.  
  176. ld hl,$D0332A ;hl1
  177. ld (hl),a
  178. ld de,$D49E03 ;de1
  179.  
  180.  
  181.  
  182.  
  183.  
  184. ;.....................................................
  185. ;Modifie A (registre d'information, direction, pomme, position du serpent)
  186. ;Affecte hl ;getkey hl,de
  187.  
  188. Boucle:
  189. push hl
  190. push af
  191. push de
  192.  
  193. ld hl,$F50000
  194. ld (hl),2
  195. di
  196. xor a,a
  197. Scan_wait:
  198. cp a,(hl)
  199. jr nz,Scan_wait
  200.  
  201. ;call _getkey ;mettre une boucle à la place
  202. ld a,$8 ;boucle
  203. call _DelayTenTimesAms
  204.  
  205. pop de
  206. pop af
  207. Touche_anti_prof:
  208. ld hl,$F50012 ;Adresses touches entré
  209. bit 7,(hl)
  210. call nz,Routine_touche_anti_prof
  211. Algo_de_modification_de_A:
  212. ld hl,$F5001E ;Adresses touches directionnelles
  213. bit 0,(hl)
  214. call nz,routineDown
  215. bit 3,(hl)
  216. call nz,routineUp
  217. bit 1,(hl)
  218. call nz,routineLeft
  219. bit 2,(hl)
  220. call nz,routineRight
  221.  
  222. ;.....................................................
  223. ;Ajuste hl1,de1,
  224. ;Modifie de,hl. Détruit bc.
  225.  
  226. Tete:
  227. pop hl
  228. Bit 0,a
  229. call nz,reglage_de_la_tete_Down
  230. Bit 3,a
  231. call nz,reglage_de_la_tete_Up
  232. Bit 1,a
  233. call nz,reglage_de_la_tete_Left
  234. Bit 2,a
  235. call nz,reglage_de_la_tete_Right
  236.  
  237. push de
  238. push af
  239.  
  240. ex de,hl ;collision gauche
  241. ld a,(hl)
  242. cp a,$03
  243. call z,Routine_Game_Over
  244. ld bc,12d ;collision droite
  245. add hl,bc
  246. ld a,(hl)
  247. cp a,$03
  248. call z,Routine_Game_Over
  249. or a,a
  250. sbc hl,bc
  251. ld bc,3840d ;collision bas
  252. add hl,bc
  253. ld a,(hl)
  254. cp a,$03
  255. call z,Routine_Game_Over
  256. or a,a
  257. sbc hl,bc
  258. ld bc,1920d ;collision haut
  259. add hl,bc
  260. ld a,(hl)
  261. cp a,$03
  262. call z,Routine_Game_Over
  263. or a,a
  264. sbc hl,bc
  265. ex de,hl
  266.  
  267. call Routine_Srite_Aff
  268.  
  269. ld hl,(hl2) ;hl2
  270. ld de,(de2) ;de2
  271. ;.....................................................
  272. ;Apres la tete
  273. ;Ajuste hl2,de2,
  274. ;Modifie de,hl. Détruit bc.
  275.  
  276. Apres_la_tete_Routine:
  277. ld c,(hl) ;hl2
  278. bit 0,C
  279. call nz,routine_reglage_apres_la_tete_Down
  280. bit 3,C
  281. call nz,routine_reglage_apres_la_tete_Up
  282. bit 1,C
  283. call nz,routine_reglage_apres_la_tete_Left
  284. bit 2,C
  285. call nz,routine_reglage_apres_la_tete_Right
  286.  
  287. Apres_la_tete_sprite:
  288. ;Détruit af,hl. Utilise (hl),bc (pour sauvegarder les directions avant modification de hl).
  289. ld (hl2),hl
  290. ld a,(hl) ;hl2
  291. push af
  292. cp a,c
  293. jp nz,routine_apres_la_tete_sprite_rotation
  294. pop af
  295. bit 0,c
  296. call nz,apres_la_tete_sprite_verticale
  297. bit 3,c
  298. call nz,apres_la_tete_sprite_verticale
  299. bit 1,c
  300. call nz,apres_la_tete_sprite_horizontale
  301. bit 2,c
  302. call nz,apres_la_tete_sprite_horizontale
  303. Affichage_apres_la_tete:
  304.  
  305. ld (de2),de
  306. call Routine_Srite_Aff
  307.  
  308. ;.................................................................
  309. Test_de_colision_avec_pomme
  310. pop af
  311. pop de ;de1
  312. pop hl ;hl1
  313. push hl
  314. push de
  315. push af
  316.  
  317. ld a,(hl)
  318. bit 5,a
  319. jp z,Queue_Routine
  320. and a,%11011111
  321. ld (hl),a
  322.  
  323. Alleatoire_Pomme:
  324. call _Random
  325. ld hl,449
  326. call _setxxxxop2
  327. call _FPMult
  328. call _convop1
  329. ex de,hl
  330. Matrice:
  331. push hl ;conserve le nombre aleatoire
  332. ld de,$D03240 ;debut matrice snake
  333. ld bc,26d ;correction mineur
  334. add hl,de
  335. or a,a
  336. sbc hl,bc
  337. ld a,(hl)
  338. pop de
  339. bit 4,a
  340. jp nz,Alleatoire_Pomme
  341. push de
  342. ld a,%00100000
  343. ld (hl),a
  344.  
  345. Vram_Pomme:
  346. ld bc,25d
  347. ld de,$D4078B ;Vram debut espace du snake
  348. Pomme_Y:
  349. ld hl,3840d ;j'ajoute à DE 320
  350. ex de,hl
  351. add hl,de
  352. ex de,hl
  353. pop hl ;je soustrais à HL 25
  354. or a,a
  355. sbc hl,bc
  356. push hl
  357. jp p,Pomme_Y ;si HL est toujours positif, je continue
  358.  
  359. ld hl,3840d ;je soustrais à DE le surplus
  360. ex de,hl
  361. or a,a
  362. sbc hl,de
  363. ex de,hl
  364. pop hl ;j'ajoute à HL ce qu'il manque
  365. add hl,bc
  366.  
  367. ex de,hl
  368. ld bc,12d
  369. Pomme_X:
  370. dec e
  371. add hl,bc
  372. jp p,Pomme_X
  373. or a,a
  374. sbc hl,bc
  375. inc e
  376. ex de,hl
  377. ld hl,Sprite_Pomme
  378.  
  379. call Routine_Srite_Aff
  380.  
  381. ld hl,(score) ;score incrémentation
  382. inc hl
  383. ld (score),hl
  384. ;affichage du score ici
  385.  
  386. pop af
  387. pop de ;de1
  388. pop hl ;hl1
  389. jp Boucle
  390.  
  391. ;.................................................................
  392. ;reglage de la queue
  393. ;detruit BC. ajuste HL3,DE3. n'affecte pas A
  394. Queue_Routine:
  395. ld hl,(hl3) ;hl3
  396. ld de,(de3) ;de3
  397.  
  398. ld a,(hl)
  399. bit 0,a ;hl3
  400. call nz,routine_reglage_de_la_queue_Down
  401. bit 3,a
  402. call nz,routine_reglage_de_la_queue_Up
  403. bit 1,a
  404. call nz,routine_reglage_de_la_queue_Left
  405. bit 2,a
  406. call nz,routine_reglage_de_la_queue_Right
  407. Queue_Sprite:
  408. ld (hl3),hl
  409. ld c,(hl)
  410. push af
  411. cp a,c
  412. jp nz,routine_sprite_affichage_queue_rotation
  413. pop af
  414. bit 0,a
  415. call nz,routine_sprite_affichage_queue_Down
  416. bit 3,a
  417. call nz,routine_sprite_affichage_queue_Up
  418. bit 1,a
  419. call nz,routine_sprite_affichage_queue_Left
  420. bit 2,a
  421. call nz,routine_sprite_affichage_queue_Right
  422. Affichage_de_la_queue:
  423. ld (de3),de ;de3
  424. call Routine_Srite_Aff
  425.  
  426. ld hl,(hl4)
  427. ld de,(de4)
  428. ;.................................................................
  429. ;reglage de l'effacement
  430. ;detruit BC. ajuste HL4,DE4. n'affecte pas A
  431. ld a,(hl)
  432. ld c,0d ;mis à 0 de hl
  433. ld (hl),c
  434. bit 0,a
  435. call nz,routine_reglage_de_la_queue_Down
  436. bit 3,a
  437. call nz,routine_reglage_de_la_queue_Up
  438. bit 1,a
  439. call nz,routine_reglage_de_la_queue_Left
  440. bit 2,a
  441. call nz,routine_reglage_de_la_queue_Right
  442.  
  443. ld (hl4),hl
  444. ld (de4),de
  445.  
  446. ex de,hl
  447. ld a,12d
  448. RoutineEff:
  449. ld bc,11d
  450. ld (hl),0d
  451. ex de,hl
  452. or a,a
  453. sbc hl,hl
  454. add hl,de
  455. inc de
  456. ldir
  457. ld bc,309d
  458. add hl,bc
  459. dec a
  460. jr nz,RoutineEff
  461.  
  462. pop af
  463. pop de ;de1
  464. pop hl ;hl1
  465. push af
  466. ld a,(hl)
  467. bit 4,a ;collision avec le serpent
  468. call nz,Routine_Game_Over
  469. pop af
  470. jp Boucle
  471.  
  472.  
  473.  
  474. ;.....................................................
  475. ;Routine affichage de l'écran
  476.  
  477. RoutineVerticale:
  478. ld bc,320d
  479. ld (hl),2d
  480. add hl,bc
  481. dec a
  482. jr nz,RoutineVerticale
  483. ret
  484.  
  485. RoutineHorizontale:
  486. ld (hl),2d
  487. ex de,hl
  488. or a,a
  489. sbc hl,hl
  490. add hl,de
  491. inc de
  492. ldir
  493. ret
  494. ;.....................................................
  495. ;Routine touche anti-prof et game over
  496.  
  497. Routine_touche_anti_prof:
  498. call _boot_ClearVRAM
  499. ld a,$2D
  500. ld ($E30018),a
  501. ld hl,$0728C0
  502. push hl
  503. ret
  504.  
  505. Routine_Game_Over:
  506. call _boot_ClearVRAM
  507. ld a,$2D
  508. ld ($E30018),a
  509. ld hl, $A0\ ld (penrow),hl
  510. ld hl, $78\ ld (pencol),hl
  511. ld hl,Text_Game_Over
  512. call _vputs
  513. call _getkey
  514. ld hl,$0728C0
  515. push hl
  516. ret
  517.  
  518. ;.....................................................
  519. ;Routine de A (direction)
  520.  
  521. routineDown:
  522. pop bc
  523. bit 3,a
  524. jp nz,Tete
  525. and a,%11110000
  526. or a, %00010001
  527. push bc
  528. ret
  529. routineUp:
  530. pop bc
  531. bit 0,a
  532. jp nz,Tete
  533. and a,%11110000
  534. or a, %00011000
  535. push bc
  536. ret
  537. routineLeft:
  538. pop bc
  539. bit 2,a
  540. jp nz,Tete
  541. and a,%11110000
  542. or a, %00010010
  543. push bc
  544. ret
  545. routineRight:
  546. pop bc
  547. bit 1,a
  548. jp nz,Tete
  549. and a,%11110000
  550. or a, %00010100
  551. push bc
  552. ret
  553.  
  554. ;.................................................................
  555. ;reglage de la tete
  556. ;detruit BC. ajuste HL,DE. n'affecte pas A
  557. reglage_de_la_tete_Down:
  558. pop ix
  559. ld (hl),a ;hl1 <- a
  560. ld bc,25d ;adjuste hl1
  561. add hl,bc
  562. ld bc,3840d ;adjuste de1
  563. ex de,hl
  564. add hl,bc
  565. ex de,hl
  566. push hl ;save hl1
  567. ld hl,sprite_aff_tete_Down
  568. push ix
  569. ret
  570. reglage_de_la_tete_Up:
  571. pop ix
  572. ld (hl),a ;hl1 <- a
  573. ld bc,25d ;adjuste hl1
  574. or a,a
  575. sbc hl,bc
  576. ld bc,3840d ;adjuste de1
  577. ex de,hl
  578. or a,a
  579. sbc hl,bc
  580. ex de,hl
  581. push hl ;save hl1
  582. ld hl,sprite_aff_tete_Up
  583. push ix
  584. ret
  585. reglage_de_la_tete_Left:
  586. pop ix
  587. ld (hl),a ;hl1 <- a
  588. dec hl ;adjuste hl1
  589. ld bc,12d ;adjuste de1
  590. ex de,hl
  591. or a,a
  592. sbc hl,bc
  593. ex de,hl
  594. push hl ;save hl1
  595. ld hl,sprite_aff_tete_Left
  596. push ix
  597. ret
  598. reglage_de_la_tete_Right:
  599. pop ix
  600. ld (hl),a ;hl1 <- a
  601. inc hl ;adjuste hl1
  602. ld bc,12d ;adjuste de1
  603. ex de,hl
  604. add hl,bc
  605. ex de,hl
  606. push hl ;save hl1
  607. ld hl,sprite_aff_tete_Right
  608. push ix
  609. ret
  610.  
  611. ;......................................................
  612. ;routine de reglage apres la tete
  613. ;detruit bc, regle hl(hl2),de(de2)
  614. routine_reglage_apres_la_tete_Down:
  615. push bc
  616. ld bc,25d ;hl2
  617. add hl,bc
  618. ld bc,3840d ;de2
  619. ex de,hl
  620. add hl,bc
  621. ex de,hl
  622. pop bc
  623. ret
  624. routine_reglage_apres_la_tete_Up:
  625. push bc
  626. ld bc,25d ;hl2
  627. or a,a
  628. sbc hl,bc
  629. ld bc,3840d ;de2
  630. ex de,hl
  631. or a,a
  632. sbc hl,bc
  633. ex de,hl
  634. pop bc
  635. ret
  636. routine_reglage_apres_la_tete_Left:
  637. push bc
  638. dec hl ;hl2
  639. ld bc,12d ;de2
  640. ex de,hl
  641. or a,a
  642. sbc hl,bc
  643. ex de,hl
  644. pop bc
  645. ret
  646. routine_reglage_apres_la_tete_Right:
  647. push bc
  648. inc hl ;hl2
  649. ld bc,12d ;de2
  650. ex de,hl
  651. add hl,bc
  652. ex de,hl
  653. pop bc
  654. ret
  655. ;.................................................................
  656. routine_apres_la_tete_sprite_rotation:
  657. pop af
  658. BIT 0,C
  659. JR nz,ABit0R
  660. BIT 3,C
  661. JR nz,ABit3R
  662. BIT 1,C
  663. JR nz,ABit1R
  664. JR z,ABit2R
  665. ABit0R:
  666. BIT 1,A
  667. CALL nz,GetSpriteAAR1
  668. CALL z,GetSpriteAAR2
  669. JP Affichage_apres_la_tete
  670. ABit3R:
  671. BIT 1,A
  672. CALL nz,GetSpriteAAR3
  673. CALL z,GetSpriteAAR4
  674. JP Affichage_apres_la_tete
  675. ABit1R:
  676. BIT 0,A
  677. CALL nz,GetSpriteAAR4
  678. CALL z,GetSpriteAAR2
  679. JP Affichage_apres_la_tete
  680. ABit2R:
  681. BIT 0,A
  682. CALL nz,GetSpriteAAR3
  683. CALL z,GetSpriteAAR1
  684. JP Affichage_apres_la_tete
  685.  
  686. ;........................................................
  687. ;routine Apres la tete sprite
  688. apres_la_tete_sprite_verticale:
  689. LD HL,SpriteAAHorizontale
  690. RET
  691. apres_la_tete_sprite_horizontale:
  692. LD HL,SpriteAAVerticale
  693. RET
  694. GetSpriteAAR1:
  695. LD HL,SpriteAAR1
  696. RET
  697. GetSpriteAAR2:
  698. LD HL,SpriteAAR2
  699. RET
  700. GetSpriteAAR3:
  701. LD HL,SpriteAAR3
  702. RET
  703. GetSpriteAAR4:
  704. LD HL,SpriteAAR4
  705. RET
  706.  
  707. ;.................................................................
  708. ;reglage de la queue
  709. ;detruit BC. ajuste HL,DE. n'affecte pas A
  710. routine_reglage_de_la_queue_Down:
  711. ld bc,25d ;adjuste hl3
  712. add hl,bc
  713. ld bc,3840d ;adjuste de3
  714. ex de,hl
  715. add hl,bc
  716. ex de,hl
  717. ret
  718. routine_reglage_de_la_queue_Up:
  719. ld bc,25d ;adjuste hl3
  720. or a,a
  721. sbc hl,bc
  722. ld bc,3840d ;adjuste de3
  723. ex de,hl
  724. or a,a
  725. sbc hl,bc
  726. ex de,hl
  727. ret
  728. routine_reglage_de_la_queue_Left:
  729. dec hl ;adjuste hl3
  730. ld bc,12d ;adjuste de3
  731. ex de,hl
  732. or a,a
  733. sbc hl,bc
  734. ex de,hl
  735. ret
  736. routine_reglage_de_la_queue_Right:
  737. inc hl ;adjuste hl3
  738. ld bc,12d ;adjuste de3
  739. ex de,hl
  740. add hl,bc
  741. ex de,hl
  742. ret
  743.  
  744. ;.................................................................
  745. ;Routine pour faire les rotation de la queue
  746.  
  747. routine_sprite_affichage_queue_rotation:
  748. pop af
  749. bit 0,c
  750. call nz,routine_sprite_affichage_queue_Down
  751. bit 3,c
  752. call nz,routine_sprite_affichage_queue_Up
  753. bit 1,c
  754. call nz,routine_sprite_affichage_queue_Left
  755. bit 2,c
  756. call nz,routine_sprite_affichage_queue_Right
  757. jp Affichage_de_la_queue
  758.  
  759. ;.................................................................
  760. ;Routine affichage de la queue
  761.  
  762. routine_sprite_affichage_queue_Down:
  763. ld hl,sprite_aff_queue_Down
  764. ret
  765.  
  766. routine_sprite_affichage_queue_Up:
  767. ld hl,sprite_aff_queue_Up
  768. ret
  769.  
  770. routine_sprite_affichage_queue_Left:
  771. ld hl,sprite_aff_queue_Left
  772. ret
  773.  
  774. routine_sprite_affichage_queue_Right:
  775. ld hl,sprite_aff_queue_Right
  776. ret
  777.  
  778. ;.................................................................
  779. ;Affiche des sprite de 12*12
  780. ;détruit af,bc,hl,de.
  781. Routine_Srite_Aff:
  782. LD A,12d
  783. CopyLineA:
  784. LD BC,12d
  785. LDIR
  786. LD BC,308d
  787. EX DE,HL
  788. ADD HL,BC
  789. EX DE,HL
  790. DEC A
  791. JR nz,CopyLineA
  792. RET
  793. ;........................................................
  794. ;texte
  795.  
  796. Text_Game_Over:
  797. .db "Game Over",0
  798.  
  799. ;........................................................
  800. ;Sprite de la tête
  801.  
  802. sprite_aff_tete_Down:
  803. .db 0,0,0,0,0,1,1,0,0,0,0,0
  804. .db 0,0,0,0,0,1,1,0,0,0,0,0
  805. .db 0,0,0,0,0,1,1,0,0,0,0,0
  806. .db 0,0,0,0,0,1,1,0,0,0,0,0
  807. .db 0,0,0,0,0,1,1,0,0,0,0,0
  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 0,0,1,1,1,1,1,1,1,1,0,0
  812. .db 0,0,0,1,1,1,1,1,1,0,0,0
  813. .db 0,0,0,0,1,1,1,1,0,0,0,0
  814. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  815.  
  816.  
  817. sprite_aff_tete_Up:
  818. .db 0,0,0,0,0,1,1,0,0,0,0,0
  819. .db 0,0,0,0,1,1,1,1,0,0,0,0
  820. .db 0,0,0,1,1,1,1,1,1,0,0,0
  821. .db 0,0,1,1,1,1,1,1,1,1,0,0
  822. .db 0,0,0,0,0,1,1,0,0,0,0,0
  823. .db 0,0,0,0,0,1,1,0,0,0,0,0
  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 0,0,0,0,0,1,1,0,0,0,0,0
  828. .db 0,0,0,0,0,1,1,0,0,0,0,0
  829. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  830.  
  831. sprite_aff_tete_Left:
  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 0,0,0,1,0,0,0,0,0,0,0,0
  835. .db 0,0,1,1,0,0,0,0,0,0,0,0
  836. .db 0,1,1,1,0,0,0,0,0,0,0,0
  837. .db 1,1,1,1,1,1,1,1,1,1,1,1
  838. .db 1,1,1,1,1,1,1,1,1,1,1,1
  839. .db 0,1,1,1,0,0,0,0,0,0,0,0
  840. .db 0,0,1,1,0,0,0,0,0,0,0,0
  841. .db 0,0,0,1,0,0,0,0,0,0,0,0
  842. .db 0,0,0,0,0,0,0,0,0,0,0,0
  843. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  844.  
  845. sprite_aff_tete_Right:
  846. .db 0,0,0,0,0,0,0,0,0,0,0,0
  847. .db 0,0,0,0,0,0,0,0,0,0,0,0
  848. .db 0,0,0,0,0,0,0,0,1,0,0,0
  849. .db 0,0,0,0,0,0,0,0,1,1,0,0
  850. .db 0,0,0,0,0,0,0,0,1,1,1,0
  851. .db 1,1,1,1,1,1,1,1,1,1,1,1
  852. .db 1,1,1,1,1,1,1,1,1,1,1,1
  853. .db 0,0,0,0,0,0,0,0,1,1,1,0
  854. .db 0,0,0,0,0,0,0,0,1,1,0,0
  855. .db 0,0,0,0,0,0,0,0,1,0,0,0
  856. .db 0,0,0,0,0,0,0,0,0,0,0,0
  857. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  858. ;........................................................
  859. ;Sprites Après la tête
  860.  
  861. SpriteAAHorizontale:
  862. .db 0,0,0,0,0,1,1,0,0,0,0,0
  863. .db 0,0,0,0,0,1,1,0,0,0,0,0
  864. .db 0,0,0,0,0,1,1,0,0,0,0,0
  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
  868. .db 0,0,0,0,0,1,1,0,0,0,0,0
  869. .db 0,0,0,0,0,1,1,0,0,0,0,0
  870. .db 0,0,0,0,0,1,1,0,0,0,0,0
  871. .db 0,0,0,0,0,1,1,0,0,0,0,0
  872. .db 0,0,0,0,0,1,1,0,0,0,0,0
  873. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  874.  
  875.  
  876.  
  877. SpriteAAVerticale:
  878. .db 0,0,0,0,0,0,0,0,0,0,0,0
  879. .db 0,0,0,0,0,0,0,0,0,0,0,0
  880. .db 0,0,0,0,0,0,0,0,0,0,0,0
  881. .db 0,0,0,0,0,0,0,0,0,0,0,0
  882. .db 0,0,0,0,0,0,0,0,0,0,0,0
  883. .db 1,1,1,1,1,1,1,1,1,1,1,1
  884. .db 1,1,1,1,1,1,1,1,1,1,1,1
  885. .db 0,0,0,0,0,0,0,0,0,0,0,0
  886. .db 0,0,0,0,0,0,0,0,0,0,0,0
  887. .db 0,0,0,0,0,0,0,0,0,0,0,0
  888. .db 0,0,0,0,0,0,0,0,0,0,0,0
  889. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  890.  
  891.  
  892.  
  893. ;........................................................
  894. ;Sprites Après la tête rotation
  895.  
  896. SpriteAAR1:
  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 0,0,0,0,1,1,1,0,0,0,0,0
  901. .db 0,0,0,1,1,1,1,0,0,0,0,0
  902. .db 1,1,1,1,1,1,0,0,0,0,0,0
  903. .db 1,1,1,1,1,0,0,0,0,0,0,0
  904. .db 0,0,0,0,0,0,0,0,0,0,0,0
  905. .db 0,0,0,0,0,0,0,0,0,0,0,0
  906. .db 0,0,0,0,0,0,0,0,0,0,0,0
  907. .db 0,0,0,0,0,0,0,0,0,0,0,0
  908. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  909.  
  910.  
  911.  
  912. SpriteAAR2:
  913. .db 0,0,0,0,0,1,1,0,0,0,0,0
  914. .db 0,0,0,0,0,1,1,0,0,0,0,0
  915. .db 0,0,0,0,0,1,1,0,0,0,0,0
  916. .db 0,0,0,0,0,1,1,1,0,0,0,0
  917. .db 0,0,0,0,0,1,1,1,1,0,0,0
  918. .db 0,0,0,0,0,0,1,1,1,1,1,1
  919. .db 0,0,0,0,0,0,0,1,1,1,1,1
  920. .db 0,0,0,0,0,0,0,0,0,0,0,0
  921. .db 0,0,0,0,0,0,0,0,0,0,0,0
  922. .db 0,0,0,0,0,0,0,0,0,0,0,0
  923. .db 0,0,0,0,0,0,0,0,0,0,0,0
  924. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  925.  
  926.  
  927.  
  928. SpriteAAR3:
  929. .db 0,0,0,0,0,0,0,0,0,0,0,0
  930. .db 0,0,0,0,0,0,0,0,0,0,0,0
  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 1,1,1,1,1,0,0,0,0,0,0,0
  935. .db 1,1,1,1,1,1,0,0,0,0,0,0
  936. .db 0,0,0,1,1,1,1,0,0,0,0,0
  937. .db 0,0,0,0,1,1,1,0,0,0,0,0
  938. .db 0,0,0,0,0,1,1,0,0,0,0,0
  939. .db 0,0,0,0,0,1,1,0,0,0,0,0
  940. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  941.  
  942.  
  943.  
  944. SpriteAAR4:
  945. .db 0,0,0,0,0,0,0,0,0,0,0,0
  946. .db 0,0,0,0,0,0,0,0,0,0,0,0
  947. .db 0,0,0,0,0,0,0,0,0,0,0,0
  948. .db 0,0,0,0,0,0,0,0,0,0,0,0
  949. .db 0,0,0,0,0,0,0,0,0,0,0,0
  950. .db 0,0,0,0,0,0,0,1,1,1,1,1
  951. .db 0,0,0,0,0,0,1,1,1,1,1,1
  952. .db 0,0,0,0,0,1,1,1,1,0,0,0
  953. .db 0,0,0,0,0,1,1,1,0,0,0,0
  954. .db 0,0,0,0,0,1,1,0,0,0,0,0
  955. .db 0,0,0,0,0,1,1,0,0,0,0,0
  956. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  957.  
  958. ;........................................................
  959. ;La Queue
  960.  
  961. sprite_aff_queue_Down:
  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 0,0,0,0,0,1,1,0,0,0,0,0
  966. .db 0,0,0,0,0,1,1,0,0,0,0,0
  967. .db 0,0,0,0,0,1,1,0,0,0,0,0
  968. .db 0,0,0,0,0,1,1,0,0,0,0,0
  969. .db 0,0,0,0,1,1,1,1,0,0,0,0
  970. .db 0,0,0,0,1,1,1,1,0,0,0,0
  971. .db 0,0,0,0,1,1,1,1,0,0,0,0
  972. .db 0,0,0,0,0,1,1,0,0,0,0,0
  973. .db 0,0,0,0,0,1,1,0,0,0,0,0,0
  974.  
  975.  
  976.  
  977. sprite_aff_queue_Up:
  978. .db 0,0,0,0,0,1,1,0,0,0,0,0
  979. .db 0,0,0,0,0,1,1,0,0,0,0,0
  980. .db 0,0,0,0,1,1,1,1,0,0,0,0
  981. .db 0,0,0,0,1,1,1,1,0,0,0,0
  982. .db 0,0,0,0,1,1,1,1,0,0,0,0
  983. .db 0,0,0,0,0,1,1,0,0,0,0,0
  984. .db 0,0,0,0,0,1,1,0,0,0,0,0
  985. .db 0,0,0,0,0,1,1,0,0,0,0,0
  986. .db 0,0,0,0,0,1,1,0,0,0,0,0
  987. .db 0,0,0,0,0,0,0,0,0,0,0,0
  988. .db 0,0,0,0,0,0,0,0,0,0,0,0
  989. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  990.  
  991.  
  992.  
  993. sprite_aff_queue_Left:
  994. .db 0,0,0,0,0,0,0,0,0,0,0,0
  995. .db 0,0,0,0,0,0,0,0,0,0,0,0
  996. .db 0,0,0,0,0,0,0,0,0,0,0,0
  997. .db 0,0,0,0,0,0,0,0,0,0,0,0
  998. .db 0,0,1,1,1,0,0,0,0,0,0,0
  999. .db 1,1,1,1,1,1,1,1,1,0,0,0
  1000. .db 1,1,1,1,1,1,1,1,1,0,0,0
  1001. .db 0,0,1,1,1,0,0,0,0,0,0,0
  1002. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1003. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1004. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1005. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  1006.  
  1007.  
  1008.  
  1009. sprite_aff_queue_Right:
  1010. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1011. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1012. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1013. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1014. .db 0,0,0,0,0,0,0,1,1,1,0,0
  1015. .db 0,0,0,1,1,1,1,1,1,1,1,1
  1016. .db 0,0,0,1,1,1,1,1,1,1,1,1
  1017. .db 0,0,0,0,0,0,0,1,1,1,0,0
  1018. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1019. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1020. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1021. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  1022.  
  1023. ;........................................................
  1024. ;La pomme
  1025.  
  1026. Sprite_Pomme:
  1027. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1028. .db 0,0,0,0,0,0,0,0,2,0,0,0
  1029. .db 0,0,0,0,0,0,0,2,0,0,0,0
  1030. .db 0,0,0,0,0,1,1,0,0,0,0,0
  1031. .db 0,0,0,0,1,1,1,1,0,0,0,0
  1032. .db 0,0,0,1,1,2,2,1,1,0,0,0
  1033. .db 0,0,0,1,1,2,2,1,1,0,0,0
  1034. .db 0,0,0,0,1,1,1,1,0,0,0,0
  1035. .db 0,0,0,0,0,1,1,0,0,0,0,0
  1036. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1037. .db 0,0,0,0,0,0,0,0,0,0,0,0
  1038. .db 0,0,0,0,0,0,0,0,0,0,0,0,0
  1039.  
  1040.  
  1041. .end
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