-;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)
-
#include "asm86.h"
#include "ti86asm.inc"
;---------- HEADER ----------
- .org $F3E3-16 ;$F3E3-[name size]
- ;^^ <-MUST EQUAL NAME SIZE BELOW!!! If not, Worm will crash!
+ .org $F3E3-16
- .db 'w',90 ;wormLevel header (version .90)
- .db 16,"Worm LevelPack I" ;name size (UPDATE .ORG!!!); level name
- .dw hiscore-single ;leveldata size
+ .db 'w',91
+ .db 16,"Worm LevelPack I"
+ .dw hiscore-single
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).
+ .dw single
+ .dw peaworm
+ .dw deathmatch
+ .dw foodmatch
+ .dw linkmatch
+ .dw race
+ .dw ctf
+ .dw domination
- .db 2,3,3,2 ;max. choosable level+1 for each gametype
- .db 2,2,2,2 ;so: 2 = level 1 only; 4 = level 1 to 3 available
-
-;again .db 0 indicates no levels present.
+ .db 1,2,3,1
+ .db 6,1,2,1
;---------- 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
-; .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
+single:
.db 5,4,15 ;peas/delay/growth
.db 15,5 ;size/spritesize
.db 91,106,115,106
.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.
-;End with <ret> (stats-screen will then be displayed.)
-;If you don't want an ending, simply put <ret>.
+ .db 255
ld hl,endtext
call _puts ;display text
jp _getkey ;wait for a key
- ;jp ? = call ? + ret
+
endtext:
.db " Congratulations!!",0
.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
+
+
deathmatch:
.db 8,5,15,31,0,0
.db $40,28,2 ;begin stats for each player
.db 80,34,112,12
.db 8,4,18,15,0,0
- .db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
+ .db $20,2,2,$A0,54,125, $E0,2,125,$60,54,2
.db 128,57
- .db 0,0
+ .db 1
+ .db 35,28,92,28
+ .db 4
+ .db 2,20,18,17
+ .db 109,20,125,17
+ .db 48,2,79,10
+ .db 48,47,79,55
foodmatch:
-ctf:
domination:
.db 8,5,18,15,0,0
.db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
.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 52,10,74,37
+ctf:
+ .db 8,5,18,15,0,0
+ .db $00,2,62,$00,2,64, $20,2,7,$A0,54,120
+ .db 128,57
+ .db 46,117,46,10
+ .db 0,0
+
+ .db 8,5,18,15,0,0
+ .db $60,54,2,$E0,2,125, $60,49,2,$E0,7,125
+ .db 128,57
+ .db 9,10,46,117
+ .db 0,1
+ .db 20,14,107,31
+
+
hiscore:
- .dw 0 ;singleplayer hiscore will be saved here
- .dw 1,2 ;peaworm hiscore for each peaworm-level
+ .dw 0
+ .dw 0,0
.end