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| 1 | ;HEADER, VARIABLE, AND CONSTANTS HERE | |
| 2 | ;----------------------------------------------------------- | |
| 3 | ;; DECLARE CONSTANTS | |
| 4 | ;----------------------------------------------------------- | |
| 5 | STATETITLE = $00 ; displaying title screen | |
| 6 | STATEPLAYING = $01 ; begin game | |
| 7 | STATEGAMEOVER = $02 ; displaying game over screen | |
| 8 | STATEPAUSE = $03 ; display pause screen | |
| 9 | ;MORE CONSTANTS | |
| 10 | ||
| 11 | ;RESET, CLRMEM, AND VLANKS | |
| 12 | ||
| 13 | ;----------------------------------------------------------- | |
| 14 | ;---------------Load Some Initial Values-------------------- | |
| 15 | ;----------------------------------------------------------- | |
| 16 | JSR ResetValues | |
| 17 | ||
| 18 | ;LOAD PALETTES | |
| 19 | ||
| 20 | ;----------------------------------------------------------- | |
| 21 | ;---------------------LOAD BACKGROUND----------------------- | |
| 22 | ;----------------------------------------------------------- | |
| 23 | LDA #STATETITLE | |
| 24 | STA gamestate | |
| 25 | JSR LoadBackground | |
| 26 | ;LOAD ATTRIBUTES (THIS WILL BE MOVING ONCE I GET EVERYTHING WORKING) | |
| 27 | ||
| 28 | LDA #%10010000 ; enable NMI, sprites from Pattern Table 0, background from Pattern Table 1 | |
| 29 | STA $2000 | |
| 30 | JSR EnablePPU | |
| 31 | ||
| 32 | ;----------------------------------------------------------- | |
| 33 | ;-----------------------NMI ROUTINE------------------------- | |
| 34 | ;----------------------------------------------------------- | |
| 35 | NMI: | |
| 36 | LDA #$00 | |
| 37 | STA $2003 ; set the low byte (00) of the RAM address | |
| 38 | ||
| 39 | LDA #$02 | |
| 40 | STA $4014 ; set the high byte (02) of the RAM address, start the transfer | |
| 41 | ||
| 42 | ;SOME NMI CODE | |
| 43 | JSR UpdateColor ;;Update the Sprite Palette Color for new beer color | |
| 44 | ;SOME NMI CODE | |
| 45 | ||
| 46 | LDA #$00 ;;tell the ppu there is no background scrolling | |
| 47 | STA $2005 | |
| 48 | STA $2005 | |
| 49 | ||
| 50 | ;;;;;;;;;;;;;;;;;;GAME ENGINE;;;;;;;;;;;;;;;;;;;;;;;;; | |
| 51 | ||
| 52 | GameEngine: | |
| 53 | LDA gamestate | |
| 54 | CMP #STATETITLE | |
| 55 | BEQ EngineTitle ;;game is displaying title screen | |
| 56 | ||
| 57 | LDA gamestate | |
| 58 | CMP #STATEGAMEOVER | |
| 59 | BEQ EngineGameOver ;;game is displaying ending screen | |
| 60 | ||
| 61 | LDA gamestate | |
| 62 | CMP #STATEPLAYING | |
| 63 | BEQ EnginePlaying ;;game is playing | |
| 64 | ||
| 65 | LDA gamestate | |
| 66 | CMP #STATEPAUSE | |
| 67 | BEQ EnginePause ;;game is paused | |
| 68 | ||
| 69 | GameEngineDone: | |
| 70 | RTI | |
| 71 | ||
| 72 | EngineTitle: | |
| 73 | LDA #$01 | |
| 74 | STA ChangeColor | |
| 75 | LDA #$29 | |
| 76 | STA attribute_RAM | |
| 77 | ||
| 78 | LDA buttons1_pressed ; player 1 - start | |
| 79 | AND #%00010000 ; only look at bit 5 | |
| 80 | BEQ GameEngineDone | |
| 81 | JSR StartEnginePlaying | |
| 82 | ;SOME CODE TO RESET VARIABLES | |
| 83 | ||
| 84 | JMP GameEngineDone | |
| 85 | ||
| 86 | ;;;;;;;;; | |
| 87 | ||
| 88 | EngineGameOver: | |
| 89 | LDA buttons1_pressed ; player 1 - start | |
| 90 | AND #%00010000 ; only look at bit 5 | |
| 91 | BEQ GameEngineDone | |
| 92 | JSR StartTitle | |
| 93 | ||
| 94 | JMP GameEngineDone | |
| 95 | ||
| 96 | ;;;;;;;;;;; | |
| 97 | ||
| 98 | EnginePlaying: | |
| 99 | ;SOME GAME PLAY CODE | |
| 100 | JSR handle_input | |
| 101 | JSR CheckGameOver ;Go to Game Over Subroutine to see if the clock is 00, if yes, then display game over screen and disable sprites | |
| 102 | EnginePlayingDone: | |
| 103 | JMP GameEngineDone | |
| 104 | ||
| 105 | ;;;;;;;;;;;;; | |
| 106 | ||
| 107 | EnginePause: | |
| 108 | LDA buttons1_pressed ; player 1 - start | |
| 109 | AND #%00010000 ; only look at bit 5 | |
| 110 | BEQ GameEngineDone | |
| 111 | LDA #STATEPLAYING | |
| 112 | STA gamestate | |
| 113 | ||
| 114 | JMP GameEngineDone | |
| 115 | ||
| 116 | ||
| 117 | ;----------------------------------------------------------- | |
| 118 | ;------------------START ENGINE PLAYING--------------------- | |
| 119 | ;----------------------------------------------------------- | |
| 120 | StartEnginePlaying: | |
| 121 | ||
| 122 | LDA #STATEPLAYING | |
| 123 | STA gamestate | |
| 124 | JSR DisablePPU | |
| 125 | JSR LoadBackground | |
| 126 | JSR EnablePPU | |
| 127 | ||
| 128 | StartEnginePlayingDone: | |
| 129 | RTS | |
| 130 | ||
| 131 | ;----------------------------------------------------------- | |
| 132 | ;-----------------------START TITLE------------------------- | |
| 133 | ;----------------------------------------------------------- | |
| 134 | StartTitle: | |
| 135 | ||
| 136 | LDA #STATETITLE | |
| 137 | STA gamestate | |
| 138 | JSR DisablePPU | |
| 139 | JSR LoadBackground | |
| 140 | JSR EnablePPU | |
| 141 | ||
| 142 | StartTitleDone: | |
| 143 | RTS | |
| 144 | ||
| 145 | ;----------------------------------------------------------- | |
| 146 | ;----------------------GAME OVER---------------------------- | |
| 147 | ;----------------------------------------------------------- | |
| 148 | CheckGameOver: | |
| 149 | LDA time1 | |
| 150 | BNE CheckGameOverDone | |
| 151 | ||
| 152 | LDA time10 | |
| 153 | BNE CheckGameOverDone | |
| 154 | ||
| 155 | LDA #STATEGAMEOVER | |
| 156 | STA gamestate | |
| 157 | JSR DisablePPU | |
| 158 | JSR LoadBackground | |
| 159 | JSR EnablePPU_nosprites | |
| 160 | CheckGameOverDone: | |
| 161 | RTS | |
| 162 | ||
| 163 | ;----------------------------------------------------------- | |
| 164 | ;----------------------UPDATE COLOR------------------------- | |
| 165 | ;----------------------------------------------------------- | |
| 166 | UpdateColor: | |
| 167 | LDA ChangeColor ;make a variable in zero page and set it to #$01 whenever you want this color to change. | |
| 168 | CMP #$01 ;if it's not #$01, ignore this subroutine and go to End. | |
| 169 | BNE .End | |
| 170 | LDA $2002 ;changing the palette (and background tiles) | |
| 171 | LDA #$3F | |
| 172 | STA $2006 | |
| 173 | LDA #$11 ;address of specific color you want to change | |
| 174 | STA $2006 | |
| 175 | LDA attribute_RAM ;value of new color you want to change it to. | |
| 176 | STA $2007 | |
| 177 | LDA #$00 | |
| 178 | STA ChangeColor | |
| 179 | .End: | |
| 180 | RTS | |
| 181 | ||
| 182 | ;----------------------------------------------------------- | |
| 183 | ;---------------------LOAD BACKGROUND----------------------- | |
| 184 | ;----------------------------------------------------------- | |
| 185 | LoadBackground: | |
| 186 | LDA $2002 | |
| 187 | LDA #$20 | |
| 188 | STA $2006 ; write the high byte of $2000 address | |
| 189 | LDA #$00 | |
| 190 | STA $2006 ; write the low byte of $2000 address | |
| 191 | ;;;;;; | |
| 192 | LDA gamestate | |
| 193 | CMP #$02 | |
| 194 | BEQ LoadGameOverBackground | |
| 195 | ||
| 196 | LDA gamestate | |
| 197 | CMP #$01 | |
| 198 | BEQ LoadMainBackground | |
| 199 | ||
| 200 | LDA gamestate | |
| 201 | CMP #$00 | |
| 202 | BEQ LoadTitleBackground | |
| 203 | ||
| 204 | JMP LoadBackGroundDone | |
| 205 | ||
| 206 | LoadGameOverBackground: | |
| 207 | LDA #LOW(GameOverScreen) | |
| 208 | STA AddrLow | |
| 209 | LDA #HIGH(GameOverScreen) | |
| 210 | STA AddrHigh | |
| 211 | JMP StartBGLoading | |
| 212 | ||
| 213 | LoadMainBackground: | |
| 214 | LDA #LOW(MainScreen) | |
| 215 | STA AddrLow | |
| 216 | LDA #HIGH(MainScreen) | |
| 217 | STA AddrHigh | |
| 218 | JMP StartBGLoading | |
| 219 | ||
| 220 | LoadTitleBackground: | |
| 221 | LDA #LOW(TitleScreen) | |
| 222 | STA AddrLow | |
| 223 | LDA #HIGH(TitleScreen) | |
| 224 | STA AddrHigh | |
| 225 | JMP StartBGLoading | |
| 226 | ||
| 227 | StartBGLoading: | |
| 228 | LDX #$04 ; Loop X 4 times | |
| 229 | LDY #$00 ; Loop Y 256 times | |
| 230 | LoadBackgroundsLoop: | |
| 231 | LDA [AddrLow],y | |
| 232 | STA $2007 | |
| 233 | INY | |
| 234 | BNE LoadBackgroundsLoop | |
| 235 | ; Outer loop | |
| 236 | INC AddrHigh ; increment high byte of address backg to next 256 byte chunk | |
| 237 | DEX ; one chunk done so X = X - 1. | |
| 238 | BNE LoadBackgroundsLoop ; if X isn't zero, do again | |
| 239 | LoadBackGroundDone: | |
| 240 | RTS | |
| 241 | ||
| 242 | ;----------------------------------------------------------- | |
| 243 | ;----------------------RESET VALUES--------------------------- | |
| 244 | ;----------------------------------------------------------- | |
| 245 | ResetValues: | |
| 246 | LDA #$29 | |
| 247 | STA attribute_RAM | |
| 248 | LDA #$00 | |
| 249 | STA ChangeColor | |
| 250 | ;OTHER VARIABLES | |
| 251 | RTS | |
| 252 | ||
| 253 | ;----------------------------------------------------------- | |
| 254 | ;----------------------PPU---------------------------------- | |
| 255 | ;----------------------------------------------------------- | |
| 256 | EnablePPU: | |
| 257 | LDA #%00011110 ; enable sprites, enable background, no clipping on left side | |
| 258 | STA $2001 | |
| 259 | RTS | |
| 260 | ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | |
| 261 | ||
| 262 | EnablePPU_nosprites: | |
| 263 | LDA #%00001110 ; Disable sprites, enable background, no clipping on left side | |
| 264 | STA $2001 | |
| 265 | RTS | |
| 266 | ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; | |
| 267 | ||
| 268 | DisablePPU: | |
| 269 | LDA #$00 | |
| 270 | STA $2001 | |
| 271 | RTS |