; *** WORM LEVELFILE *** ; example #1 ; by SHIAR ;Sample levelfile with everything commented. ;Teaches you everything to build your own level. ;----------------------------------------------------------------------------- ;Standard 128x57 FIELD: ; +-----------------+ ;(0,0)> |####(BORDER)#####| ; |#*(2,2) #| ; |# #| ; |#(63,28)*(64,28)#| ; |# #| ; |# (125,54)*#| ; |#################| <(127,56) ; +-----------------+ ;Drawable screen is (2,2)-(125,54); center is (63.5,28) ; ;Screen will scroll with screensizes above 128x57 (max.256x256) ;Example 256x80 FIELD (use 0,80): ; +-----------------------------------+ ;(0,0)> |#############(BORDER)##############| ; |#*(2,2) : #| ; |# : #| ; |# : #| ; |# : #| ; |# (125,54)*: #| ; |#"""""""""""""""":""""""""""""""""#| ; |# : (253,253)*#| ; |###################################| <(255,255) ; +-----------------------------------+ ;----------------------------------------------------------------------------- ;DOUBLE CHECK THE FOLLOWING THINGS: ; * correct name size at .org ; * max. choosable level doesn't exeed actual levels present ; * enough hiscore space (two bytes for each peaworm level!) ;------------------------------- HEADER -------------------------------------- ;#include "asm86.h" ;use include files to make your own ;#include "ti86asm.inc" ;singleplayer ending (just like normal asm) .org $F3E3-10 ;$F3E3-[name size] ;^^ <-MUST EQUAL NAME SIZE BELOW!!! If not, Worm will crash! .db 'w',91 ;wormLevel header (version .91) .db 10,"Example #1" ;name size (UPDATE .ORG!!!); level name .dw hiscore-single ;leveldata size levelsdata: .dw single ;points to singleplayer levels below .dw peaworm ;...peaworm level .dw deathmatch ;...deathmatch .dw foodmatch ;...foodmatch .dw linkmatch ;...linkmatch .dw race ;...race .dw ctf ;...capture the flag .dw domination ;...domination ;note: use <.dw 0> if no levels present (empty level will be used). .db 1,2,3,1 ;max. choosable level for each gametype .db 1,1,1,1 ;so: 1 = level 1 only; 3 = level 1 to 3 available ;again .db 0 indicates no levels present. ;------------------------------- LEVELS -------------------------------------- ;LEVEL-FORMAT: ;------------ ; .db 5 ;nr. of peas in level ; .db 4 ;delay (0=fastest, 4=normal) ; .db 15 ;growth per pea ; .db 15 ;begin size ; .db 4 ;sprite size (1-8; 0=use default sprite) ; .db %01100000 ;the sprite ; .db %11110000 ; .db %11110000 ; .db %01100000 ; .db 2 ;bouncing balls (0-40) ; .db 2 ;BALL #1: begin y-position ; .db 4 ; begin-x ; .db %00 ; direction (%00=right+down, %11=left+up) ; .db 2,7,%00 ;BALL #2: y,x,direction ; .db 0 ;your start direction (0=down,$40=right,$80=up,$C0=left) ; .db 2 ;your y-position (2=at top) ; .db 63 ;your x-position (63=center) ; ;IN MULTIPLAYER LEVELS also set positions for worm 2-4: ;(.db $C0,28,125 ) ;player 2 moves left ;(.db $00, 2, 63 ) ;player 3 moves down ;(.db $80,54, 63 ) ;player 4 moves up ; ; .db 128,57 ;field size: width (128-255), height (57-255) ; ; screen will SCROLL if size is more than 128,57 ; ;IN CTF LEVELS also set flag-positions: ;(.db 10,117 ) ;flag #1 y-position, x-position ;(.db 46,10 ) ;flag #2 y-pos, x-pos. ; ; .db 2 ;number of lines: ; .db 28,14,100,41 ;LINE #1 coordinates: (x1,y1)-(x2,y2) ; .db 28,41,100,14 ;LINE #2: the same ; .db 1 ;number of boxes: ; .db 16,12,48,12 ;BOX #1: x1,y1,x2,ysize(y2-y1) ;------------ ;THAT'S ALL; repeat for all levels single: ;singleplayer levels start here .db 5,4,15 .db 15,5 .db %01110000 .db %10001000 .db %10001000 .db %10001000 .db %01110000 .db 0 .db 0,2,63 .db 128,57 .db 0,0 ;no lines/boxes .db 8,4,15,15,0 .db 0 .db $40,14,2 .db 128,57 .db 1 ;one horizontal line .db 28,28,100,28 .db 0 .db 255 ;end marker: no more levels ;Code to run when all levels are done: ;Worm waits a second, then screen is cleared and this code will be run. ret ;no end, quit and continue with stats-screen ;This is a sample ending displaying "Congratulations!!" to use instead of RET: ; ld hl,endtext ; call _puts ;display text ; jp _getkey ;wait for a key and return (jp = call+ret) ;endtext: ; .db " Congratulations!!",0 peaworm: ;peaworm levels (2) .db 5,4,15 .db 15,5 .db %01110000 .db %10001000 .db %10001000 .db %10001000 .db %01110000 .db 0 .db 0,2,63 .db 128,57 .db 0,0 .db 5,4,15,15,0,0 .db 0,2,63 .db 128,57 .db 0,0 deathmatch: ;deathmatch levels .db 8,5,15,31,0,0 .db $40,28,2 ;begin stats for each player .db $C0,28,125 .db $00,2,63 .db $80,54,63 .db 128,57 ;field size .db 0 .db 4 ;4 boxes .db 16,12,48,12 .db 80,12,112,12 .db 16,34,48,12 .db 80,34,112,12 foodmatch: domination: .db 8,5,18,15,0,0 .db $40,30,2,$C0,30,125, $00,2,64,$80,54,64 .db 128,57 .db 0,0 linkmatch: .db 8,0,15,15,0,0 .db $40,30,2,$C0,30,125, $00,2,64,$80,54,64 .db 228,157 .db 0,0 race: .db 8,4,15,10,0,0 .db $40,3,2,$40,6,2, $40,9,2,$40,12,2 .db 128,57 .db 0 .db 2 .db 22,21,104,15 .db 52,10,74,37 ctf: .db 8,5,18,15,0,0 .db $20,2,2,$A0,54,125, $20,2,7,$A0,54,120 .db 128,57 .db 10,117,46,10 .db 0,0 hiscore: ;space reserved to store hi-scores .dw 0 ;singleplayer hiscore will be saved here .dw 0,0 ;peaworm hiscore for each peaworm-level .end .end