Add a font for digits and a fake player score.
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parent
7eeeca9487
commit
bf92ca0be9
36
pewpew.asm
36
pewpew.asm
@ -139,7 +139,7 @@ LoadPaletteAndTileData:
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lda #:SpriteData
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lda #:SpriteData
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sta DMA0SRCBANK
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sta DMA0SRCBANK
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; DMA 0 transfer size. Equal to the size of sprites32.pic.
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; DMA 0 transfer size. Equal to the size of sprites32.pic.
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ldx #2048
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ldx #4096
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stx DMA0SIZE
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stx DMA0SIZE
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; DMA 0 control register.
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; DMA 0 control register.
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; Transfer type 001 = 2 addresses, LH.
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; Transfer type 001 = 2 addresses, LH.
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@ -227,7 +227,7 @@ InitWorld:
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sta playerX
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sta playerX
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lda #((224 - 32) / 2)
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lda #((224 - 32) / 2)
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sta playerY
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sta playerY
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lda #20
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lda #16
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sta playerHealth
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sta playerHealth
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; (x-velocity, y-velocity) of 4 different player shot patterns.
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; (x-velocity, y-velocity) of 4 different player shot patterns.
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@ -539,7 +539,7 @@ SpawnEnemyShips:
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-
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-
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GetRandomByte
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GetRandomByte
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cmp #(224 - 32)
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cmp #(224 - 32 - 8)
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bcs - ; Keep trying.
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bcs - ; Keep trying.
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sta enemyShipArray + 2, Y ; y.
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sta enemyShipArray + 2, Y ; y.
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@ -1065,6 +1065,36 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
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bra -
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bra -
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+
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+
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; Sprites to show player score.
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clc
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lda #252
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sta $00 ; Current x.
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stz $01 ; Fake score.
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-
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lda #64
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adc $01
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sta spriteTableStart + 2, X ; sprite number
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lda $00
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sbc #7
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sta $00
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sta spriteTableStart, X ; x
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lda #212
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sta spriteTableStart + 1, X ; y
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; Set priority bits so that the sprite is drawn in front.
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lda #%00110000
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sta spriteTableStart + 3, X
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lda #%01000000 ; Enable small sprite.
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sta spriteTableScratchStart, Y
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.rept 4
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inx
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.endr
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iny
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inc $01
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lda $01
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cmp #10
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bne -
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; Now clear out the unused entries in the sprite table.
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; Now clear out the unused entries in the sprite table.
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-
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-
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cpx #spriteTable1Size
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cpx #spriteTable1Size
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BIN
sprites32.pcx
BIN
sprites32.pcx
Binary file not shown.
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