; Title : Wormy
-; Version : 92%
-; Release Date : june 2000
+; Version : 93%
+; Release Date : summer 2001
; Filename : wormy.86p (5kb)
; Author(s) : Shiar
; Email Address : shiar0@hotmail.com
;----------- TO-DO -----------
;-----------------------------
-; 92% = DONE
+; 93% = DONE
-; * customizable keys
; * internal levels
; * check levels/gametype
; * enough hiscore saves!
; * complete readme
-; 2% * misc (pollish, bugs, &&&)
+; 1% * misc (pollish, bugs, &&&)
; * LINK
; 2% * fix deaths linkplay and transmit game/level data
; 2% * make linkplay available for all gametypes (not just deathmatch)
.org _asm_exec_ram
-wormVhost = 092
-wormVclient = 192
+wormVhost = 093
+wormVclient = 193
start:
nop
jp Start
.dw 1
- .dw WormMsg
+ .dw WormTxt
.dw WormIcon
-WormMsg:
- .db "WORMY by SHIAR -- alpha 92%",0
+WormTxt:
+ .db "WORMY by SHIAR -- alpha 93%",0
WormIcon:
.db 9,2
.db %10010110,%01101111
.db %11000011,%10000000
levelhead = 'w'
-levelhead2 = 92 ;wormy levels header = "92"
+levelhead2 = 93 ;wormy levels header = "93"
int_handler:
ex af,af'
;---------- menu -------------
;-----------------------------
- ld a,1
- ld (curlevel),a
-
-;--- draw menu ---
-
-DisplayMenu:
+DisplayMenu: ;---draw menu---
cal _clrWindow
- ld de,$FC42 ;(10,2)
+ ld de,$FC40 ;(0,4)
ld hl,wtPicture
- ld a,16 ;height
-disptitleloop:
- ld bc,8 ;width
+ ld bc,16*16
ldir
- ex de,hl
- ld bc,8 ;next line
- add hl,bc
- ex de,hl
- dec a
- jr nz,disptitleloop
+
ld hl,txtMenu
- ld de,$0D5A
+ ld ix,posMenu
+ ld b,6
+dispmenuloop:
+ ld d,(ix)
+ inc ix
+ ld e,(ix)
+ inc ix
ld (_penCol),de
- cal _vputs ;by Shiar
+ cal _vputs ;Mode \ Level \ Limit \ Worms \ worm # \ controls
+ dnz dispmenuloop
- ld de,$0207
- ld (_curRow),de
- cal _puts ;Level <00>
- dec e ;$0206
- ld (_curRow),de
- cal _puts ;Limit <00>
- dec e ;$0205
- ld (_curRow),de
- cal _puts ;Worms <2>
- dec e ;$0204
- ld (_curRow),de
- ld hl,(CURtxtGame)
- cal _puts ;Singleplayer
-
- xor a
- cal menudraw
- jr howmanyworms
+ ld b,0 ;b=menu#
+ jr setgame ;> dispmenusets > mainMenu
;--- menu loop ---
mainMenu:
+ cal menupos
cal menucall
jr nz,notselect
select: ;2nd/enter
+ cal menupos
ld a,b
- dec a ;2nd item
+ sub 4 ;4th item?
jp z,changeworms
- jp LetsGetThisPartyOn ;1/3/4
+ dec a ;5th?
+ jp z,changekeys
+ jp LetsGetThisPartyOn ;1/2/3/5
notselect
cp K_EXIT
jp z,ExitNoStats
+ psh af
+ cal menupos
+ cal loadgamecar
+ inc hl
+ pop af
cp K_LEFT
jr z,selleft
cp K_RIGHT
or a
jr z,changegame
dec a
- jr z,changenrworms
+ jp z,changelevel ;&&&jr??
dec a
- jp z,changelives
+ jr z,changelives
+ dec a
+ jr z,changenrworms
+; dec a
+; jr z,changecurworm
-changelevel:
- ld hl,Gametype
- ld d,0
- ld e,(hl)
- ld hl,nrlevels
- add hl,de
- ld d,(hl) ;max level for sel.game
-curlevel =$+1
- ld a,1
+changecurworm:
+; hl=nrworms
+ ld a,(curworm)
+ cp (hl)
+ jr nc,mainMenu ;may not become >(nrworms)
inc a
- cp d
- jr c,changedlevel
- ld a,d
-changedlevel:
- ld (curlevel),a
-_dispcurlevel:
- ld hl,$0807
- ld (_curRow),hl
- cal showA
- jp displives ;mainMenu
+changedcurworm:
+ ld (curworm),a
+ jp dispmenusets ;mainMenu
selleft:
ld a,b
+ or a
+ jr z,bchangegame
dec a
- jr z,bchangenrworms
+ jr z,bchangelevel
dec a
- jp z,bchangelives
+ jr z,bchangelives
dec a
- jr nz,mainMenu
+ jr z,bchangenrworms
+; dec a
+; jr z,bchangecurworm
-bchangelevel:
- ld a,(curlevel)
- dec a
- jr nz,changedlevel
-_mainMenu:
+bchangecurworm:
+ ld a,(curworm)
+ dec a ;0-3
+ jr nz,changedcurworm ;save >0
jr mainMenu
-changegame:
- ld a,1
- ld (curlevel),a
- ld a,0
-Gametype =$-1
- ld hl,txtGame2
-NEXTtxtGame =$-2
- inc a
- and 7 ;mod 8
- jr nz,okilydokily
- ld hl,txtGame
-okilydokily:
- ld (Gametype),a
- ld de,$0204
- ld (_curRow),de
- ld (CURtxtGame),hl
- cal _puts
- ld (NEXTtxtGame),hl
-howmanyworms:
- ld hl,nrworms
- ld a,(Gametype)
- cp 2
- ld (hl),1
- jr c,dispnrworms
- inc (hl) ;2
- jr dispnrworms ;mainMenu
-
changenrworms:
ld a,(Gametype)
- cp 2 ;&&
- jr c,_mainMenu ;type 0/1
-
- ld hl,nrworms
+ cp 2
+ jr c,mainMenu ;type 0/1
+ ;hl=nrworms
ld a,(hl)
inc a
cp 5
- jr nc,dispcurlevel
+ jr nc,mainMenu ;may not be >4
changednrworms:
ld (hl),a
-dispnrworms:
- ld a,(hl) ;hl=nrworms
- ld hl,$0805
- ld (_curRow),hl
- add a,'0'
- cal _putc
-dispcurlevel:
- ld a,(curlevel)
- jr _dispcurlevel ;mainMenu
-
+ jr dispmenusets ;mainMenu
bchangenrworms:
- ld hl,nrworms
+ ;hl=nrworms
ld a,(hl)
- dec a ;1-3
- jr nz,changednrworms
- jr dispcurlevel
+ dec a ;0-3
+ jr nz,changednrworms ;save >0
+_mainMenu:
+ jr mainMenu
+changegame:
+ ld a,0
+Gametype =$-1
+ inc a
+changedgame:
+ and 7 ;mod 8
+ ld (Gametype),a
+setgame:
+ ld a,1
+ ld (curlevel),a ;reset level#
+ jr dispmenusets ;mainMenu
+bchangegame:
+ ld a,(Gametype)
+ dec a
+ jr changedgame
changelives:
cal changelivesInit
inc a
cp 100
- jr nc,displives
+ jr nc,_mainMenu ;&& _?
changedlives:
ld (hl),a
-displives:
+ jr dispmenusets ;mainMenu
+bchangelives:
+ cal changelivesInit
+ dec a
+ jr z,_mainMenu
+ jr changedlives
+changelivesInit:
+ cal loadgamecar ;c=(gameCar)
+;a=(hl)=(Gametype+1)=(wormbeglives)
+ ld a,(Gametype) ;&&&
+ cp 3
+ ld a,(hl)
+ ret nc ;change lives
+ pop hl ;restore stack
+ jr _mainMenu ;singleplayer (no limit)
+
+changelevel:
+ ld hl,Gametype
+ ld d,0
+ ld e,(hl)
+ ld hl,nrlevels
+ add hl,de
+ ld d,(hl) ;max level for sel.game
+curlevel =$+1
+ ld a,1
+ cp d
+ jr z,_mainMenu
+ inc a
+changedlevel:
+ ld (curlevel),a
+ jr dispmenusets ;mainMenu
+bchangelevel:
+ ld a,(curlevel)
+ dec a
+ jr nz,changedlevel
+ jr _mainMenu
+
+getcustomkey:
+ cal _vputs
+ dec ix
+waitcustomkey:
+ halt \ halt
+ psh hl
+ cal GET_KEY
+ pop hl
+ or a
+ jr z,waitcustomkey
+ cp K_EXIT
+ ret z
+ cp K_MORE
+ jr z,waitcustomkey
+ ld (ix),a
+ ret
+
+changekeys:
+ cal getwormname
+ ld hl,txtKeyleft
+ cal getcustomkey ;left
+ cal getcustomkey ;right
+; jr dispmenusets
+
+;---display current settings---
+
+dispmenusets:
+ ld hl,$FD97 ;begin pos
+ ld de,7 ;bytes to add
+ ld a,35 ;nr of lines
+clroldsettings:
+ ld c,9 ;bytes to clear
+clroldsetsloop:
+ ld (hl),d ;=0
+ inc hl
+ dec c
+ jr nz,clroldsetsloop
+ add hl,de
+ dec a
+ jr nz,clroldsettings
+
+ ld de,$183E
+ ld (_penCol),de
+ ld d,0
+ ld a,(Gametype)
+ ld e,a
+ ld hl,posGame
+ add hl,de ;hl=posGame+(Gametype)
+ ld a,(hl) ;str.offset
+ ld e,a ;^d=0^
+ ld hl,txtGame
+ add hl,de ;txtGameX
+ ld (CURtxtGame),hl ;save for g/o
+ cal _vputs ;Singleplayer
+
+ ld hl,$1E3E ;level
+ ld (_penCol),hl
+ ld a,(curlevel)
+ cal cshowA
+
cal loadgamecar
- ld hl,$0806
- ld (_curRow),hl
- cal showA ;liveslimit
+ psh hl
+ ld hl,$243E
+ ld (_penCol),hl
+ cal cshowA ;liveslimit
sub '0' ;original A
ld l,a
ld a,c
jr z,limitok
ld a,'0'
limitok:
- cal _putc ;x10
- jp mainMenu
-bchangelives:
- cal changelivesInit
- dec a
- jr z,displives
- jr changedlives
+ cal _vputmap ;x10
-changelivesInit:
- cal loadgamecar ;c=(gameCar)
-;a=(hl)=(Gametype+1)=(wormbeglives)
- ld a,(Gametype) ;&&&
- cp 3
+ ld hl,$2A3E ;worms
+ ld (_penCol),hl
+ pop hl ;cal loadgamecar
+ inc hl
ld a,(hl)
- ret nc ;change lives
- pop hl ;restore stack
- jr displives
+ add a,'0'
+ cal _vputmap
+
+ ld hl,$3032
+ ld (_penCol),hl
+ ld a,1
+curworm =$-1
+ add a,'0'
+ cal _vputmap
+ ld hl,$303E
+ ld (_penCol),hl
+ cal getwormname
+ ld hl,worm1name-18
+ add hl,de
+ cal _vputs
+ ld hl,$363E ;controls
+ ld (_penCol),hl
+; ld hl,txtMenu
+; cal _vputs
+ jp mainMenu
;--- handle menukeys ---
cal GET_KEY
or a
jr z,menuwaitkey
- pop bc ;pop a as b
+ pop bc ;GET_KEY destr. b
cp K_UP
cal z,menuup
cp K_DOWN
ret z
cp K_SECOND
ret ;z=select
-menupos:
+
+menupos: ;highlight #b
+ ld c,b ;psh b
ld a,b
- add a,4
- ld h,0
+ add a,3
+ add a,a
+ add a,a
+ sub b
+ add a,a
+ add a,a
+ add a,a ;*24
+ ld h,$FC/4
ld l,a
- ld (_curRow),hl
- ret
-menuclr:
- cal menupos
- ld a,' '
- jp _putc
+ add hl,hl
+ add hl,hl ;$FD20+item*96
+ ld b,16*7
+menuinvloop:
+ ld a,(hl)
+ cpl
+ ld (hl),a
+ inc hl
+ dnz menuinvloop
+ ld b,c ;pop b
+ ret ;a=-1
menudown:
- cal menuclr
+ cal menupos
inc b
jr menuupdown
menuup:
- cal menuclr
+ cal menupos
dec b
menuupdown:
ld a,b
- and %11 ;4=0;-1=3
-menudraw:
+ cp 6
+ jr nz,menunewchk
+ xor a ;6=0
+menunewchk:
+ inc b
+ jr nz,menunewok
+ ld a,5 ;-1=5
+menunewok:
ld b,a
- cal menupos
- ld a,'*'
- jp _putc ;a=K_STO
+ jr menupos
;--- change name ---
-; of worm#(nrworms)
-;or #1 if Gametype<2
-
-changeworms:
- cal _clrWindow
- ld hl,txtName
- cal _puts ;"Enter name player "
- ld a,(Gametype)
- cp 2
- ld a,1
- jr c,wormnrname
-nrworms =$+1
- ld a,1
-wormnrname:
- add a,'0'
- cal _putc
- sub '0'
+; of worm#(curworm)
- ld d,a ;1x
+getwormname: ;of (curworm)
+ ld a,(curworm)
add a,a ;2x
ld e,a
add a,a ;4x
add a,a ;8x
add a,a ;16x
add a,e ;18x
- add a,d ;19x
ld e,a
ld d,0 ;de=a
- ld ix,worm1name-19
+ ld ix,worm1name-18
add ix,de
+ ret
+
+changeworms:
+ cal _clrWindow
+ ld hl,txtEName
+ cal _puts ;"Enter name player "
+ ld a,(curworm)
+ add a,'0'
+ cal _putc
+
+ cal getwormname
ld a,maxnamelength
cal entername
- ld (ix),0
+ ld (ix),0 ;end mark
jp DisplayMenu
entername:
;destr: acdehl
ld hl,datasingle
ld a,(Gametype)
+ ld e,a
add a,a
+ add a,e
ld e,a
ld d,0
add hl,de
ld (CheckExit),a ;set exit state
cal loadgamecar
- ld l,a
+ ld b,a ;psh a
+ inc hl ;nrworms
+ ld a,(hl)
+ ld (nrworms),a
+ ld l,b ;pop a
ld h,0 ;hl=a
cal _HLTIMES10 ;hl=10*(hl)
ld (scorelimit),hl ;set limit
cal loadgamecar ;nc
- ld e,24+1 ;=de
+ ld a,(Gametype) ;3bytes -> 2bytes
+ add a,24+1 ;go to datalevels
+ ld e,a ;=de
sbc hl,de ;datalevels
ld a,c ;(gameCar)
- and _datasingl
- jr z,notsingle
- ld a,1
- ld (nrworms),a
-notsingle:
- ld a,c
and _datascore
jr nz,scorelimitset
dec a ;ld a,$FF ;=no_limit
ld hl,txtWaiting
cal _puts
cal Crecv
-; ld a,c
+ ld a,c
cp wormVclient
jr z,client
cp wormVhost
jr nz,linkiniterror
-
host:
ld c,wormVclient
cal Qsend
client:
ld hl,txtReceive
cal _puts
-
- ld a,$f6
+ ld a,$E6
multiplayer:
ld (SwapPos),a
ld a,2
;-----------------------------
GameOver:
+ ld a,%11000000
+ out (7),a ;link normal
cal _clrLCD
ld hl,worm1set
ld de,worm1
gameCar =$-1
and _datalink
jr z,initfinished ;no link
-
xor a
- ld (worm2+input),a ;worm 2 via link
- ld (worm2+left),a
ld (Speed),a ;max.speed
-SwapPos: ;$18 xx -> $F6 xx
- ; jr xx -> or xx
+SwapPos: ;$18 xx -> $E6 xx
+ ; jr xx -> and xx
+ jr sethost
+setclient:
+ ld (worm1+left),a ;worm 1 via link
jr initfinished
- inc a
- ld (worm2+left),a ;1
- ld hl,worm1
- ld de,worm2
- ld b,4 ;+heading +pos
- cal _EXLP ;swap positions
-;&&& over link
- ld hl,worm1+name
- ld de,worm2+name
- ld b,maxnamelength
- cal _EXLP ;swap positions
+sethost:
+ ld (worm2+left),a ;worm 2 via link
initfinished:
ld b,startdelay
jr nz,Delay
NoDelay:
+ ld (handledworm),a ;=0
+
ld a,0
nrballs =$-1
or a
cal nz,handlethoseneatlittleballs
ld ix,worm1
- ld a,(nrworms)
+ ld a,1
+nrworms =$-1
ld b,a
handleworms:
psh bc
ld bc,worm2-worm1
add ix,bc
pop bc
+ ld hl,handledworm
+ inc (hl) ;1..nrworms
dnz handleworms
;-----------------------------
ld (ix+delay),respawndelay
thislevel =$+1
+ ld hl,0
ld de,0
- ld a,(de)
- inc de
+handledworm =$-2
+ add hl,de
+ add hl,de
+ add hl,de
+ ld a,(hl)
+ inc hl
ld (ix+heading),a
- ld a,(de)
+ ld a,(hl)
ld (ix+pos),a
- inc de
- ld a,(de)
+ inc hl
+ ld a,(hl)
ld (ix+pos+1),a
inc (ix+died)
cal _clrWindow
ld hl,txtGO
cal _puts
+ ld hl,$FC00
+ ld b,16*8
+ cal menuinvloop ;invert
+ inc h ;$FD80
+ ld b,16
+ cal menuinvloop ;<hr>
+ ld hl,$FCE0
+ ld b,16
+ cal menuinvloop ;<hr>
+; ld l,$74
+; ld b,8
+; cal menuinvloop
+ ld hl,_curRow
+ inc (hl)
ld hl,txtGame
CURtxtGame =$-2
cal _puts
- ld de,0002
- ld (_curRow),de
+ ld a,$0D ;$0D02
+ ld (_curCol),a
cal showLevel
- ld de,$0B03
+
+ ld de,$1901
+ ld (_penCol),de
+ ld hl,txtName
+ cal _vputs ;Name
+ ld a,$4F
+ ld (_penCol),a
+ cal _vputs ;Died Score
+ ld de,$0004
ld (_curRow),de
- ld hl,txtDied
- cal _puts
- cal _puts ;txtScore
- xor a
- ld (_curCol),a
ld a,(nrworms)
ld b,a
psh bc
psh hl
- ld bc,input-died
- add hl,bc ;+input
+ ld bc,left-died
+ add hl,bc ;+left
xor a
cp (hl) ;input=0 = link
jr nz,NoLinkIndic
- ld b,7 ;{DOWN}
- inc hl ;+left
- cp (hl)
- jr z,hostLinkIndic
- dec b ;{UP}
-hostLinkIndic:
ld a,8
ld (_curCol),a
- ld a,b
+ ld a,$DC ;-O
cal _putc
xor a
ld (_curCol),a
- dec hl
NoLinkIndic:
- inc hl
inc hl
inc hl ;+name
cal _puts
jr nz,waitkey
;x123456789012345678901
-;1----- GAME OVER -----
+;>>>>>> GAME OVER <<<<<
;2Multiplayer
;3Level 01
;4 Died Score:
respawndue:
ld l,a
cal inputcall
- ld (sendbyte),a
ld a,h ;previous
cp l ;changed?
ret z
; jr z,inlink
; ret
-inkeys: ;use jp not call!
- out (1),a ;nop\nop
- in a,(1)
+chkkey: ;key=a
+ dec a
ld b,a
- and (ix+right)
- jr z,notright
+ srl b
+ srl b
+ srl b ;b=a/8
+ and 7 ;a=a\8
+ ld c,a ;push keybit
+ ld a,-1
+ out (1),a
+ inc b
+ ld a,%01111111 ;default
+bitmask:
+ rlca ;rotate left
+ dnz bitmask ;a/8 times
+ out (1),a ;send bitmask
+ in a,(1) ;input keys
+ ld b,c ;pop keybit
+ inc b
+keybit:
+ rra
+ dnz keybit ;check match (cf set)
+ ret
+
+inkeys: ;use jp not call!
+ cal chkkey
+ jr nc,notright
ld a,l
add a,8
ld l,a
notright:
- ld a,b
- and (ix+left)
- ret z
+ ld a,(ix+right)
+ cal chkkey
+ ret nc
ld a,l
sub 8
ld l,a
ret
-
inputcall:
- ld a,(ix+input)
+ ld a,(ix+left)
or a
- jr nz,inkeys
-
-inlink:
- ld b,(ix+left)
- dec b
- jr z,receivefirst
+ jr z,inlink ;input by link
+ cal inkeys ;input by keys
+ ld a,(gameCar)
+ and _datalink
+ ret z ;no link
+ ld c,l ;send our keys
psh hl
- ld c,0
-sendbyte =$-1
- cal Csend
- cal Crecv
+ cal Qsend ;Csend
pop hl
- ld l,c
ret
-receivefirst:
+inlink:
psh hl
- cal Crecv
+ cal Qrecv ;Crecv
pop hl
ld l,c
- psh hl
- ld a,(sendbyte)
- ld c,a
- cal Csend
- pop hl
ret
;------- handle worm ---------
ld l,(ix+heading)
cal inputcall
donediddelydone:
- ld a,l
- ld (sendbyte),a
ld (ix+heading),l
ld h,(ix+heading+1)
sel_ownpea:
cal chkpeahit
pop hl ;(peapos) 1st pea
- jp c,stopworm ;own pea hit
+ jp c,WormDead ;stopworm ;own pea hit
- ld a,e ;peek a (that x86 asm for pop\push ;)
+ ld a,e ;peek a (that's x86 asm for pop\push ;)
and %01
jr z,sel_otherpea
ld hl,(peaspos+2) ;2nd pea
jp nc,Exit
showstats:
+ ld a,(Gametype)
+ cp gametron
+ ret z
+showstatsEven4tron:
psh ix
ld h,0
ld l,h
ld (_penCol),a
ld a,0
Left =$-1
- ld l,a
- ld h,0
- cal _divHLby10
- psh af
- ld a,l
- add a,'0'
- cal __vputmap
- pop af
- add a,'0'
- cal __vputmap
+ cal cshowA
ld hl,txtLeft
__vputs:
add a,'0'
jp _putc
+cshowA:
+ ld l,a
+ ld h,0
+ cal _divHLby10
+ psh af
+ ld a,l
+ add a,'0'
+ cal __vputmap
+ pop af
+ add a,'0'
+ jp __vputmap
+
showHL:
cal _D_HL_DECI
jp _puts
cal z,drawfatline
dec a ;3 = box
cal z,drawbox
+ dec a ;4 = circle
+ cal z,circle
pop hl
inc hl
dnz LineLoopSteep
jr DoneLine
+;CIRCLE (d,e),h
+;destroyes ?
+
+circle: ;de=x,y; h=z
+ ld c,h ;c=yy=z
+ ld a,h
+ neg
+ ld l,a ;l=-z
+ xor a
+ ld b,a ;b=xx=0
+ dec a ;-$00**
+ ld h,a ;hl=zz=-z
+circloop:
+ psh de ;x,y
+ ex (sp),hl ;push zz \ pop x,y
+ cal circledraw ;(x-xx,y+yy)-(x+xx,y+yy)
+ ;(x-xx,y-yy)-(x+xx,y-yy)
+ cal circledraw ;(x-yy,y+xx)-(x+yy,y+xx)
+ ;(x-yy,y-xx)-(x+yy,y-xx)
+
+ ex (sp),hl ;push x,y \ pop zz
+ xor a
+ ld d,a ;d=0
+ dec a ;-256<h<0 = $FF**
+ cp h ;h<0?
+ jr z,circlenext ;jump if zz<0
+
+ ld a,c ;yy
+ dec a ;89<a<128
+ add a,a ;a=2yy-2 ;nc
+ ld e,a ;de=a
+ sbc hl,de ;zz=zz-2yy+2
+ dec c ;yy--
+circlenext:
+ ld a,b ;xx
+ inc a ;0<a<92
+ add a,a ;2xx+2
+ inc a
+ ld e,a ;de=a
+ add hl,de ;zz=zz+2xx+3
+
+ pop de ;x,y
+ ld a,b
+ cp c
+ ret nc ;xx>=yy
+ inc b ;xx++
+ jr circloop
+
+circledraw: ;destr:de
+ psh hl
+ ld a,h ;hl=x,y
+ sub b ;bc=xx,yy
+ ld d,a ;d=x-xx
+ add hl,bc ;h=x+xx; l=y+yy
+ ld e,l ;e=y+yy
+ cal drawline ;(h-b,l+c)-(h+b,l+c)
+ ld a,l
+ sub c ;a=y again
+ sub c
+ ld l,a ;l=y-yy
+ ld e,l ;e=l=y-yy
+ cal drawline ;(h-b,l-c)-(h+b,l-c)
+ ld a,b ;swap xx and yy
+ ld b,c
+ ld c,a ;ex b,c
+ pop hl
+ ret
+
+
+
+
+
+;**** link routines ****
+;these are identical in concept to the routines used in ZTetris, ZPong, and probably
+;every other link game out there. However, these are commented :)
+losses: .dw 0
+Csend:
+ cal Qsend
+ jr c,Csend
+ ret
+Qsend:
+send:
+;inputs: c=byte to send, both wires must be high by default
+;outputs: b=8-number of bits sent, both wires high, goes to game over on certain conditions
+;destroys: af,bc,de
+ in a,(7)
+ and %00000011
+ jr z,killlink ;if both lines low, get out of here (game over signal)
+ ld b,8 ;sending 8 bits
+sendloop:
+ ld de,$8000 ;error timer
+ rl c ;force high bit into carry
+ ld a,%11010100 ;lower the red wire by default (sending 0) ($d4)
+ jr nc,selected ;if high bit was 0, use above value
+ ld a,%11101000 ;if 1, lower the white wire instead ($e8)
+selected:
+ out (7),a ;put it out the link port
+waitconfirm:
+ call linktimer
+ in a,(7) ;see what the wires are doing
+ and %00000011 ;check lower 2 bits
+ jr nz,waitconfirm ;if both bits 0, data was received ok (both wires low)
+ ld a,%11000000
+ out (7),a ;give the ok to raise both wires (one will be done automatically) ($c0)
+waitconfirm2:
+ call linktimer
+ in a,(7)
+ and %00000011
+ cp 3
+ jr nz,waitconfirm2 ;wait for other calc to raise the other wire
+ djnz sendloop ;continue sending
+ xor a ;reset c; ld a,0
+ ld (losses),a ;reset number of losses
+ ret
+
+
+Crecv:
+ cal receive
+ jr c,Crecv
+ ret
+Qrecv:
+receive:
+;inputs: both wires must be high by default
+;outputs: c=byte received, b=8-number of bits received, both wires high
+; goes to game over on certain conditions
+;destroys: af,bc,de
+ in a,(7)
+ and %00000011
+ jr z,killlink ;game over signal applies to receiving too
+ ld b,8 ;receiving 8 bits
+receiveloop:
+ ld de,$8000 ;error timer
+waitreceive:
+ call linktimer
+ in a,(7)
+ and %00000011
+ cp 3 ;if bits 0 and 1 set, both wires are high
+ jr z,waitreceive ;wait for one of the wires to go low
+ rra ;check red wire status
+ rl c ;if set, red is high (thus white is low), so put the correct bit into c
+ rra ;now check white wire (since the flags are destroyed)
+ ld a,%11010100 ;$d4
+ jr nc,selected2 ;if white is low, lower red and vice versa
+ ld a,%11101000 ;$e8
+selected2:
+ out (7),a ;so now both wires are low
+waitreceive2:
+ call linktimer
+ in a,(7)
+ and %00000011
+ jr z,waitreceive2 ;wait for the wire we didn't lower to go high again (the other will remain low)
+ ld a,%11000000 ;$c0
+ out (7),a ;raise both wires since the other calc will have given the ok sign
+ djnz receiveloop ;if not done, wait for next bit
+ xor a ;reset c
+ ld (losses),a ;reset number of losses
+ ret
+
+linktimer: ;leave if we have to wait too long (and return an error)
+ dec de
+ ld a,d
+ or e ;see if de is 0
+ ret nz ;if not, keep going as usual
+ ;otherwise we have to deal with a link failure
+ ld a,%11000000 ;$c0
+ out (7),a ;reset link status (both high)
+ ld a,(losses) ;see how many consecutive losses we have
+ inc a
+ ld (losses),a ;add this loss to it
+ pop de ;fix the stack to leave the link routine (de is ok to destroy)
+ cp 20 ;see if this is the 20th consecutive failure
+ ret c ;if not, keep playing
+ ;otherwise, all is probably lost...
+
+killlink2:
+ jr linkend
+killlink:
+linkend:
+ jp z,Exit
+
+
+
+
+
+
+
+
+
+#ifdef 0
;-----------------------------
;----------- link ------------
;-----------------------------
xor a ;nc=no error
ld a,c ;result in a
ret
+#endif
;-----------------------------
;---------- levels -----------
;-----------------------------
LevelDef:
- .db 5,4,15,15,0,0 ;peas,speed,growth,begin_size,sprite,balls
- .db 0,2,63 ;start d, y, x
- .db 128,57 ;field width (128-255), height (57-255)
- .db 0 ;no additional lines, boxes
-
+ .db 5,4,15,15,0,0 ;peas,speed,growth,begin_size,sprite,balls
+ .db 0,2,63 ;start d, y, x
+ .db 128,57 ;field width (128-255), height (57-255)
+ .db 0 ;no additional lines, boxes
.db 255
ret
.db 128,57
.db 0
-LevelDefT:
+ .db 8,5,18,12,0,0
+ .db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
+ .db 128,57
+ .db 4,40,26,20,0
+ .db 4,90,40,11,0,0
+
+LevelDefT: ;tron=no delay
+ .db 8,4,18,12,5
+ .db %1110000,%10001000,%10001000,%10001000,%1110000,0
+ .db $40,30,64,$C0,30,64, $00,30,64,$80,30,64
+ .db 128,57
+ .db 0
+
+LevelDefC: ;ctf
.db 8,4,18,12,5
.db %1110000,%10001000,%10001000,%10001000,%1110000,0
.db $40,30,64,$C0,30,64, $00,30,64,$80,30,64
.db 128,57
+ .db 10,10,50,50
.db 0
;-----------------------------
;---------- data -------------
;-----------------------------
+wdPicture = 16
wtPicture:
-.db %00011110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %00111110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %01110000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-.db %01100000,%01111100,%00000001,%11111111,%00000000,%11110000,%01111001,%11100000
-.db %11100000,%11111110,%00000011,%11111111,%10000011,%11111000,%11111111,%11110000
-.db %11000001,%11000111,%00000111,%00000001,%11000111,%10011001,%11001111,%00111000
-.db %11000001,%10000011,%00000110,%00000000,%11100110,%00000001,%10011111,%10011000
-.db %11000001,%10000011,%00000110,%11000000,%01101110,%00000011,%10111001,%11011100
-.db %11000001,%11000111,%00000110,%11000000,%01101100,%00000011,%00110000,%11001100
-.db %11000000,%11000110,%00000110,%11000000,%01101100,%00000011,%00110000,%11001100
-.db %11100000,%11101110,%00001110,%11000000,%01101100,%00000011,%00111001,%11001100
-.db %01100000,%01111100,%00001100,%11000000,%01101100,%00000011,%00011111,%10001100
-.db %01110000,%00111000,%00011100,%11100000,%11101110,%00000011,%00001111,%00001100
-.db %00111000,%11111110,%00111000,%01110001,%11000110,%00000011,%10000000,%00011100
-.db %00011111,%11101111,%11110000,%00111111,%10000111,%00000001,%10000000,%00011000
-.db %00001111,%10000011,%11100000,%00011111,%00000011,%00000001,%10000000,%00011000
-
-txtMenu: .db "by Shiar",0
- .db "Level 00",0 ;4th menu item
- .db "Limit 00 ",0 ;3rd
- .db "Worms 0",0 ;2nd
-txtGame: .db "Singleplayer",0 ;0 (1st)
-txtGame2: .db "Peaworm ",0 ;1 (next 1st)
- .db "Tron ",0 ;2
- .db "Deathmatch",0 ;3
- .db "Foodmatch ",0 ;4
- .db "LinkMatch",0 ;5
- .db "Race ",0 ;6
- .db "CTF ",0 ;7
+.db %01001010,%00101001,%00000111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01110000,%00000000,%00000000,%00000000,%01000000,%00000000
+.db %10001010,%10101000,%10001111,%10000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%01111000,%00000000,%00000000,%00000000,%10100100,%01000000
+.db %10101010,%10101010,%10011100,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00011100,%00001110,%00000000,%00000000,%10101010,%10100000
+.db %01010001,%01000101,%00011000,%00011111,%00000000,%01111111,%11000000,%00111100,%00011110,%01111000,%00001100,%00011111,%00000000,%00000000,%11001001,%10100000
+.db %00000000,%00000000,%00111000,%00111111,%10000000,%11111111,%11100000,%11111110,%00111111,%11111100,%00001100,%00111011,%10000000,%00000011,%10001000,%00100000
+.db %01101010,%10010011,%00110000,%01110001,%11000001,%11000000,%01110001,%11100110,%01110011,%11001110,%00001100,%00110001,%10000000,%00000000,%10010000,%00100000
+.db %10001010,%00101010,%10110000,%01100000,%11000001,%10000000,%00111001,%10000000,%01100111,%11100110,%00001110,%01110001,%10000000,%00000000,%01100000,%01000000
+.db %11101110,%10111011,%00110000,%01100000,%11000001,%10110000,%00011011,%10000000,%11101110,%01110111,%00001110,%01110001,%10000011,%11100000,%00000011,%10000000
+.db %00101010,%10101010,%10110000,%01110001,%11000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000111,%11100001,%10001100,%00011000,%00010000,%00000000
+.db %11001010,%10101010,%10110000,%00110001,%10000001,%10110000,%00011011,%00000000,%11001100,%00110011,%00000011,%11000011,%10010000,%00000100,%00100011,%00001100
+.db %00000000,%00000000,%00111000,%00111011,%10000011,%10110000,%00011011,%00000000,%11001110,%01110011,%00000000,%00000011,%00010011,%00000100,%00100100,%10010010
+.db %00111001,%11000111,%00011000,%00011111,%00000011,%00110000,%00011011,%00000000,%11000111,%11100011,%10000000,%00000011,%00001100,%10000100,%00101000,%10010100
+.db %01100101,%00101000,%00011100,%00001110,%00000111,%00111000,%00111011,%10000000,%11000011,%11000001,%10000000,%00000111,%00000000,%01001110,%00101000,%10011000
+.db %01001101,%11001011,%00001110,%00111111,%10001110,%00011100,%01110001,%10000000,%11100000,%00000001,%11100000,%00001110,%00000000,%01010101,%00101000,%10011000
+.db %00111001,%01100111,%00000111,%11111011,%11111100,%00001111,%11100001,%11000000,%01100000,%00000000,%11111111,%11111100,%00000000,%10010101,%00100110,%00010100
+.db %00000000,%00000000,%00000011,%11100000,%11111000,%00000111,%11000000,%11000000,%01100000,%00000000,%00111111,%11111000,%11111111,%00001000,%11000001,%11100011
+
+txtMenu: .db "Mode",0 ;1st menu item
+ .db "Level",0 ;2nd
+ .db "Limit",0 ;...
+ .db "Worms",0
+ .db "worm #",0
+ .db "controls",0
+posMenu: .dw $$2418,$231E,$2524,$1F2A,$1730,$1936
+txtGame: .db "Singleplayer",0
+txtGame1: .db "Peaworm",0
+txtGame2: .db "Tron",0
+txtGame3: .db "Deathmatch",0
+txtGame4: .db "Foodmatch",0
+txtGame5: .db "LinkMatch",0
+txtGame6: .db "Race",0
+txtGame7: .db "CTF",0
; .db "Domination",0 ;8
+posGame: .db 0,txtGame1-txtGame
+ .db txtGame2-txtGame
+ .db txtGame3-txtGame
+ .db txtGame4-txtGame
+ .db txtGame5-txtGame
+ .db txtGame6-txtGame
+ .db txtGame7-txtGame
+
+txtKeyleft: .db "Left",0
+txtKeyright:.db " | Right",0
txtLevsel: .db $CF," Select levels: ",5,0
-txtName: .db "Enter name player ",0
+txtEName: .db "Enter name player ",0
txtWaiting: .db "Waiting...",0
txtReceive: .db "Receiving..." ;,0
.db 127
txtLevel: .db "Level ",0
-txtWorms: .db "Worms: 0",0 ;follows txtLevel
-txtDied: .db "Died ",0
-txtScore: .db "Score",0 ;follows txtDied
-txtLeft: .db " left",0 ;follows txtScore
+txtWorms: .db "Worms: 0",0 ;follows txtLevel
+txtName: .db "Name",0
+txtDied: .db "Died " ;follows txtName
+txtScore: .db "Score",0 ;follows txtDied
+txtLeft: .db " left",0 ;follows txtScore
txthiscore:.db "HiScore:",0
txtReady: .db "Prepare!",0
txtposReady = 7
-txtGO: .db "----- GAME OVER -----",0
+txtGO: .db 5,5,5,5,5," GAME OVER ",$CF,$CF,$CF,$CF,$CF,0
_datalink = %00000001 ;linkplay
_datalivel = %00000010 ;lives=0 limit
_datamultpeas = %00100000
_datasp = %01011110
-datalevels: .dw LevelDef, LevelDefM
+datalevels: .dw LevelDef, LevelDefT
.dw LevelDefT,LevelDefM
.dw LevelDefM,LevelDefM
- .dw LevelDefM,LevelDefM
-nrlevels: .db 1,2,2,2,2,2,2,1 ;=defaults
+ .dw LevelDefM,LevelDefC
+nrlevels: .db 1,3,1,3,3,3,3,1 ;=defaults
savestart:
gamesingle = 0
-datasingle: .db %01011110,3 ;3 lives (<must b unique)
+datasingle: .db %01011110,3,1 ;3 lives (<must b unique)
gamepeas = 1
-datapeas: .db %01011010,1 ;1 "
+datapeas: .db %01011010,1,1 ;1 "
gametron = 2
-datatron: .db %01000010,1
+datatron: .db %01000010,1,2
gamedeathm = 3
-datadeathm: .db %01000010,3
+datadeathm: .db %01000010,3,2
gamefoodm = 4
-datafoodm: .db %11010000,10 ;10 score limit (=100)
+datafoodm: .db %11010000,10,2 ;10 score limit (=100)
gamelinkm = 5
-datalinkm: .db %01000011,3
+datalinkm: .db %01000011,3,2
gamerace = 6
-datarace: .db %10000000,10
+datarace: .db %10000000,10,2
gamectf = 7
-datactf: .db %11100000,9
+datactf: .db %11100000,9,4
;gamedomin = 8
;datadomin: .db %01100000,3 ;==(8 modes)
worm1set: .dw worm1p,worm1p
- .db %11110111,%00,%01111110,%10,%100 ;< >
-worm1name: .db "worm #01",0
+ .db %11110111,%00,%01111110,K_RIGHT,K_LEFT
+worm1name: .db "Wormy ",0
worm2set: .dw worm2p,worm2p
- .db %11111011,%11,%00111111,%10000,%1000 ;f1 f2
-worm2name: .db "worm #02",0
+ .db %11111011,%11,%00111111,K_F2,K_F1
+worm2name: .db "Viper ",0
worm3set: .dw worm3p,worm3p
- .db %11111011,0,%01011111,%10,%100 ;sto ,
-worm3name: .db "worm #03",0
+ .db %11111011,0,%01011111,K_COMMA,K_STO
+worm3name: .db "Nibbler ",0
worm4set: .dw worm4p,worm4p
- .db %11111011,0,%01111101,%10,%1 ;enter +
-worm4name: .db "worm #04",0
+ .db %11111011,0,%01111101,K_PLUS,K_ENTER
+worm4name: .db "Spunky ",0
defhiscrpos:
- .dw 0,0,0,0,0
+ .dw 0,0,0,0,0,0
saveend:
head = 13 ;4B (head=tail)
tail = 15 ;also@next level
storepos = 17
-reserv = 18 ;loop
- ;race:lap
- ;ctf:pea
+reserv = 18 ;loop (race:lap|ctf:pea)
input = 19
left = 20
right = 21
.db " shiar0@hotmail.com",0
defspritesz = 4
-defspriteimg: .db %01100000
- .db %11110000
- .db %11110000
- .db %01100000
+defspriteimg: .db %01100000
+ .db %11110000
+ .db %11110000
+ .db %01100000
deflevels:
.db 15,"Internal Levels"
.end
-.end
+.end
\ No newline at end of file