+++ /dev/null
-; *** 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
\ No newline at end of file