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escape.asm
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.list
.include "arg.mac"
.include "common.mac"
.include "tiles.mac"
;;; items
.inesprg 2
.ineschr 1
.inesmir 1
.inesmap 4
.zp
debug_str: .ds 1
debug_port: .ds 1
tile_pos: .ds 1
tile: .ds 2
attr_buffer: .ds 45
num_tiles_changed: .ds 1
new_tile: .ds 1
target: .ds 1
replacement: .ds 1
level_num: .ds 1
gx: .ds 1
gy: .ds 1
gd: .ds 1
tx: .ds 1
ty: .ds 1
td: .ds 1
ttx: .ds 1
tty: .ds 1
lx: .ds 1
ly: .ds 1
ld: .ds 1
newx: .ds 1
newy: .ds 1
newd: .ds 1
tnx: .ds 1
tny: .ds 1
goldx: .ds 1
goldy: .ds 1
tgoldx: .ds 1
tgoldy: .ds 1
destx: .ds 1
desty: .ds 1
pulsex: .ds 1
pulsey: .ds 1
pulsed: .ds 1
landon: .ds 1
doswap: .ds 1
ppu_safe: .ds 1
is_dead:.ds 1
is_won: .ds 1
end_sound_made: .ds 1
idx16: .ds 2
tmp: .ds 1
tmp_2: .ds 1
tmp_3: .ds 1
tmp_4: .ds 1
tmp_5: .ds 1
tmp16: .ds 2
tmp16_2: .ds 2
tmp_size: .ds 2
tmp_addr: .ds 2
screen_pos: .ds 2
swap_tile_1: .ds 1
swap_tile_2: .ds 1
x_scroll: .ds 1
level_addr: .ds 3
cur_joy_state: .ds 1
last_joy_state: .ds 1
tiles_drawn: .ds 1
drawing_limit: .ds 1
.bss
sprite: .ds 256
tiles: .ds 180
otiles: .ds 180
dests: .ds 180
flags: .ds 180
title: .ds 32
author: .ds 32
tiles_changed: .ds 180
dirty_tiles: .ds 180
vwait_expected: .ds 1
nmi_finished: .ds 1
;;; initialize
.code
.bank 0
.org $8000
.include "rle.asm"
.include "joystick.asm"
.include "level.asm"
.include "sound.asm"
.include "guy.asm"
.include "load-draw-level.asm"
.include "ppu.asm"
.include "interrupts.asm"
start: sei
lda #0
sta last_joy_state
sta num_tiles_changed
jsr ppu_off
jsr init_dirty_tiles
debug_p ds_begin
jsr vwait
jsr vwait
jsr zero_ppu_memory
;; 2A03!
lda #%00001111 ; sound enable
sta $4015
;; disable frame counter IRQ
lda #%01000000
sta $4017
;;; draw item
sta $2005
sta $2005
.include "palettes.asm"
mov #0, level_num
jsr choose_level
;;; ppu on
cli
jsr ppu_on
main_loop:
jsr vwait
jsr handle_joy
lda is_dead
bne .dead
lda is_won
bne .won
jmp main_loop
.dead:
lda end_sound_made
bne .no_laser_sound
jsr make_laser_sound
jsr draw_laser_beam
lda #1
sta end_sound_made
.no_laser_sound:
jmp main_loop
.won:
lda end_sound_made
bne .no_exit_sound
jsr make_exit_sound
draw_text_as_sprites ds_winner
lda #1
sta end_sound_made
.no_exit_sound:
jmp main_loop
choose_level:
lda level_num
debug_num
clc
asl A
tax
lda levels,X
sta level_addr
lda levels+1,X
sta level_addr+1
.go:
jsr load_level
jsr draw_level
rts
vwait:
; mov #1,vwait_expected
; mov #0,nmi_finished
.vwait_in:
lda $2002
bpl .vwait_in
; lda nmi_finished
; bne .ok
; debug_p ds_nmi_not_fired
; .ok:
rts
init_sprite_memory:
ldx #0
lda #$FF
.loop: dex
beq .end
sta sprite, X
jmp .loop
.end:
sta sprite
rts
;;; some data
;;; data
.data
.bank 2
.org $C800
.include "tiles.inc"
.include "levels.asm"
.if debug
ds_begin .db "begin",0
ds1: .db "rledecode",0
ds_ppu_off: .db "ppu_off",0
ds_ppu_on: .db "ppu_on",0
ds_run: .db "run",0
ds_antirun: .db "arun",0
ds_nmi: .db "nmi",0
ds_x: .db "x",0
ds_y: .db "y",0
ds_i: .db "i",0
ds_tmpaddr: .db "tmp_addr",0
ds_tiles: .db "tiles",0
ds_draw_guy .db "draw_guy",0
ds_load_level .db "load level",0
ds_draw_level .db "draw level",0
ds_late_vwait .db "*** missed vwait deadline! ***",0
ds_nmi_not_fired .db "*** NMI didn't fire after vwait! ***",0
ds_start_pressed .db "START pressed",0
ds_zero_ppu_memory .db "zeroing some PPU memory",0
ds_update_scroll .db "update scroll from guy",0
ds_move_up .db "moving guy UP",0
ds_move_left .db "moving guy LEFT",0
ds_move_right .db "moving guy RIGHT",0
ds_move_down .db "moving guy DOWN",0
ds_s1_s0 .db "s0->s1?",0
ds_s1_s2 .db "s2->s1?",0
ds_tileat .db "tileat",0
ds_xy_to_index .db "xy_to_index",0
ds_plain_move .db "plain_move",0
ds_no_move .db "no_move",0
ds_tiles_changed .db "tiles changed",0
ds_electric_off .db "turning electric off",0
ds_slide_push .db "slide push",0
ds_sphere_sliding .db "sliding sphere...",0
ds_block_sliding .db "sliding block...",0
ds_not_electric .db "not electric",0
ds_not_panel .db "not panel",0
ds_not_bpanel .db "not bpanel",0
ds_not_rpanel .db "not rpanel",0
ds_not_gpanel .db "not gpanel",0
ds_not_floor .db "not floor",0
ds_where .db "where?",0
ds_step_table .db "going into step table!",0
ds_swaptiles .db "swapping tiles",0
.endif
ds_laser_beam .db "LASERED!",0
ds_winner .db "SUCCESS!",0
.bank 1
.org $A000
.bank 2
.org $C000
;;; vectors
.bank 3
.org $FFFA
.dw nmi,start,intr
.bank 4
.incbin "escape.chr"
.incbin "debug.chr"