-; Title : Wormy
-; Version : 96% (0.96.C21)
-; Release Date : UUHHhhh... soon?!?
-; Filename : wormy.86p (5kb)
-; Author(s) : Shiar
-; Email Address : wormy@shiar.org
-; Web Page : www.shiar.org
-; Description : ruling Nibbles-like game 1-4 players
-; Where to get this game : www.shiar.org (home of Wormy)
-; Other games by author(s) : Nemesis beta
-; Additional Credits to : Matthew Shepcar (wrote original Peaworm, end'98)
-; Jonah Cohen (helped writing worm)
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+; ����� ����� ������� �� ��� �����������
+;
+; Version : 97% (0.97.13)
+; Release Date : UUHHhhh... soon?!?
+; Author(s) : Shiar
+; Email Address : wormy@shiar.org
+; Web Page : www.shiar.org
+; Description : ruling Nibbles-like game 1-4 players
+; Where to get this game : www.shiar.org (home of Wormy)
+; Other games by author(s) : Nemesis beta
+; Additional Credits to : Matthew Shepcar (wrote original Peaworm, end'98)
+; Jonah Cohen (helped writing worm)
+; Files : wormy.z80 (80898 bytes) 1234
;-----------------------------
;----------- TO-DO -----------
;-----------------------------
-; 96% = DONE
+; 97% = DONE
-; * complete readme
-; 1% * misc (pollish, bugs, &&&)
-; * mem at worm #4 (still 12 bytes or so.....)
-; * fix line proc (+large circles)
+; 1% * misc (bugs, &&&, pollish, &&, &)
+; * score >9 dispay
+; * mem at worm #4 (still 12 bytes or so.. or more? or less?)
+; * look at init-z in line routine again
; * LINK
-; 1% * fix transmit game/level data
+; 1% * fix transmit game/level data (?)
+; * >Somehow do a lot of testing with 2 calcs< *sigh*
;100% = bugs fixed + levels done
-;>110%: sound, startpos
+; arrow to offscreen peas
+; multiple peas in sp level
+;>110%: sound, startpos (?)
;>120%: coop (DON'T COUNT ON IT)
;-----------------------------
;-----------------------------
;-----------------------------
+;NOTES:
+;* Use for LEARNING practises ONLY!
+; Don't ever release altered code w/o permission!
+;* Code was originally by Scabby (Matthew Shepcar),
+; a few lines by Jonah Cohen,
+; and everything else by me - Shiar (Mischa Poslawsky).
+;* Although I've commented quite some stuff, I can't guarantee
+; everybody will understand it. This is probably not the best source
+; to learn z80 from. w00t the Shyer Way (tm).
+;* Don't scroll down if you get scared easily.
+
#define buffer ;use display buffer (otherwise write directly to screen)
#define readymask ;"greys" out the field before starting a level
#define coolzgfx ;nice graphics for game over screen
+multpeas
;#define intlevels ;internal levels
;#define readytext ;displays "prepare" before level starts
balls = $AC7C ;-ACFF (3x43d)
SinCosTable = $AD00 ;-AE00 (4*40)
turn10 = $AE01 ;-AE01 (1) (counter)
-peaspos = $AE02 ;-AE05 (4) (peas)
+peaspos = $AE02 ;-AE05 (4+) (peas)
;free = $AE06 ;-AFFF (1FA)
worm1p = $B000 ;-B7FF (800) %1011O000
worm3p = $B800 ;-BBFF (400) %10111O00
;free = $BF91 ;-BFFF (6F)
-;program = $D748 ;-EFFF (186D+4A)
+;program = $D748 ;-EFFF (186D+4A) ;6327
worm4p = $F000 ;-F3FF (400) %11110O00
leveldata = $F400 ;-FA70 (<=671)
;can you believe i actually left $269 bytes of memory unused?!?
-;MEM|8---9---A---B---C---D---E---F---|
-; |..[------]||[]|......[-----]|[].|
-; | SCREEN 2* 13 PRGM 4LV |
+;MEM|8---9---A---B---C---D---E---F---| ;there's something wrong
+; |..[------]||[]|......[-----]|[].| ;if you still understand
+; | SCREEN 2* 13 PRGM 4LV | ;after looking at this
;--- temporary
#else
DispBuffer = $FC70
#endif
+lefttotalb = $AFFF
;-----------------------------
;------- program start -------
.org %1101011101001000
-start:
- nop
+start: ;turn back NOW!
+ nop ;and so it begins...
jp Start
- ld bc,42
- .org $-1 ;3y3 M 1337!
- .dw WormTxt
- .dw WormIcon
-WormTxt:
+ ld bc,$5242
+ rst 10h
+ .dw WormIcon
ld d,a
ld c,a
ld d,d
ld a,c
jr nz,$+$55
ld c,b
- .dw 16713
- .db %1010010
+ .dw 16713
+ .db %1010010
jr nz,$+47
dec l
- .db " 96% C21",0
+ .db " 97% .13",0
WormIcon:
- .db 8,2
- .db %00000000,%00111100
- .db %00000000,%01010010
- .db %00000000,%01100001
- .db %01100011,%10011001
- .db %10010100,%01101001
- .db %10011001,%00011001
- .db %01000010,%11000001
- .db %00111100,%00111110
+ .db 8,2
+ .db %00000000,%00111100
+ .db %00000000,%01010010
+ .db %00000000,%01100001
+ .db %01100011,%10011001
+ .db %10010100,%01101001
+ .db %10011001,%00011001
+ .db %01000010,%11000001
+ .db %00111100,%00111110
levelhead = 'w'
levelhead2 = 95 ;wormy levels header = "95"
inc ix
_searchnext:
cal _RAM_PAGE_7
- jr searchnext
+ jr searchnext
loadgametype:
psh de
#else
ld ix,templevels-3
#endif
-levelselectmenu:
+ cp (ix+3) ;1st=255
+ jp z,ExitNoStats ;->no lvls
+ cp (ix+6) ;2nd=255
+ jr z,loadlevel1 ;->1 lvl
+levelselectmenu: ;load next page
psh ix ;offset
ld a,-2
ld (availevels),a
ld hl,$0601 ;x=1
ld (_penCol),hl
dispnextlevel:
- ld a,(ix+3)
+ ld de,3
+ add ix,de
+ ld a,(ix)
ld b,a
inc a ;cp 255
jr z,__levselect
ld (hl),a ;y+6
cp 49 ;bottom of screen
jr nc,_levselect
- ld de,3
- add ix,de
ld hl,availevels
inc (hl)
ld a,b ;(ix+0)
cal _vputs
jr dispnextlevel
+loadlevel1:
+ psh ix
+ pop hl
+ ld b,-2
+ jr loadlevel
+
readylevelfile: ;selected level at ahl
; ld hl,templevels-3/0
ld a,b
cal _Get_Word_ahl
ld (leveldataSize),de
- ld d,8 ;counter
+ ld d,9 ;counter
ld bc,datalevels
cal loadgametype
ld (hilvlposa),a ;singleplayer levels
ld (hilvlposhl),hl
- ld d,4
+ ld d,5
cal loadgametype
cal _SET_ABS_SRC_ADDR ;levelsstart
;----- build trig tables -----
;-----------------------------
- ld hl,TrigPrecalc
- ld de,SinCosTable
- psh de
- ld bc,65
- ldir
+ ld hl,TrigPrecalc ;I believe this
+ ld de,SinCosTable ;is one of the few
+ psh de ;pieces of original
+ ld bc,65 ;Peaworm code still
+ ldir ;left intact..
dec hl
ld b,63
MirrorSineWave:
ld hl,$FC00+$3E0 ;(*,62)
cal hr
dispmainmenu:
- ld hl,Gametype
- ld a,(hl)
+ ld a,(Gametype)
dec a ;will be inced @changegame
- and 7
- ld (hl),a
+ cal changedgame
ld hl,changegame ;dispmenusets ;mainMenu
psh hl ;jump here after ret
ld hl,txtMenu
dec a ;6th: controls
jp z,changekeys
jp LetsGetThisPartyOn ;otherwise
+
+changenrworms:
+ cal change4spOnly
+ ld a,(hl) ;hl=nrworms
+ inc a
+ cp 5
+ jr nc,mainMenu ;may not be >4
+changednrworms:
+ ld (hl),a
+ jr _dispmenusets ;mainMenu
+
notselect
cp K_EXIT
jp z,ExitNoStats
jr nz,changedcurworm ;save >0
jr mainMenu
-changenrworms:
- cal change4spOnly
- ld a,(hl) ;hl=nrworms
- inc a
- cp 5
- jr nc,mainMenu ;may not be >4
-changednrworms:
- ld (hl),a
- jr _dispmenusets ;mainMenu
changenrwormsInit:
ld a,(Gametype)
cp 3
jr z,changegame
jr dispmenusets ;mainMenu
changedgame:
- and 7 ;mod 8
+ cp 9
+ jr c,changedgameok
+ sub 255-8 ;-1 -> 8
+ jr nc,changedgameok
+ xor a ;9 -> 0
+changedgameok:
ld (Gametype),a
cal getnrlevels
xor a
add a,a ;nc
add a,e
add a,a ;8->2bytes
- add a,24+1 ;go to datalevels
+ add a,28+1 ;go to datalevels
ld e,a ;=de
sbc hl,de ;datalevels
cal _ldHLind ;ld hl,(hl)
ld a,0
gameCar =$-1
rra ;and _datalink
- jp nc,StartLevel ;&&&jr
+ jr nc,_StartLevel
;--------- link ------------
ex de,hl
ld b,168
cal sendstuff
+_StartLevel:
jr StartLevel
sendstuff:
psh de
inc hl
ld l,(hl)
ld h,0
+ ld a,(gameCar)
+ rla
+ ld a,0 ;(Left)=256
+ jr nc,setscorelimit
+ ld a,l
+ ld l,h
+setscorelimit:
+ ld (customleft),a
cal _HLTIMES10 ;hl=10*(hl)
ld (scorelimit),hl
or a ;gamesingle
psh af
cal nz,skiplvltitle
- ld de,Left
- ldi
+ ld a,(hl)
+ and 127
+ jr nz,setleft
+customleft =$+1
+ ld a,0
+setleft:
+ ld (Left),a
+ inc a
+ ld (lefttotal),a
+ dec a
+ xor (hl) ;bit (hl),7
+ ld bc,gameCar
+ ld a,(bc)
+ jr z,leftloaded
+ or 128+32
+leftloaded:
+ ld (bc),a
+ inc de
+ inc hl
ld de,Speed
ld a,0
customspeed =$-1
#endif
ld a,(gameCar)
- and _datafood
- jr z,nofood
- ld ix,worm1
+ bit _bitfood,a
+ jr nz,nofood
+; ld ix,worm1
cal NewPea
+ xor a
nofood:
+ rla ;bit _bitmultpeas,a
+ cal c,multnewpea
ld bc,(worm1+pos)
cal DisplayField
ld a,(gameCar)
ld h,a
#ifdef optdie
- and _datadie
- cal z,checkhitotherworm
+; if race - originally
+ cal checkhitotherworm
ld a,h
#endif
- and _datamultpeas ;&&bit
+ and _datactfpeas ;&&bit
jr nz,chkctfpeas
ld a,h
+ and _datamultpeas ;&&bit
+ jp nz,chkmultpeas
+ ld a,h
and _datafood
- jp z,WormDead ;no food
+ jp nz,WormDead ;no food
ld hl,0
PeaY =$-2
PeaX =$-1
cal chkpeahit
jp nc,WormDead
+pickpea:
cal DrawPea ;remove pea
+ cal NewPea
+pickpea_:
ld a,(ix+grow)
add a,15
peagrowth =$-1
jr nc,wormset2grow
inc (ix+grow+1)
wormset2grow:
- cal NewPea
ld hl,Left
- dec (hl)
+ dec (hl) ;dec left before display
psh af
ld e,10
cal IncScore
pop af
jp nz,Drawworm ;continue
- ld a,(gameCar)
- and _datafoodl
- jp z,Drawworm
+; ld a,(gameCar) ;(Left)>256
+; and _datafoodl
+; jp z,Drawworm
ld a,(Gametype)
or a
jp nz,Exit ;stack restored
ld (drawctfpea2),a ;..both flags
jr Drawworm
+chkmultpeas:
+ ld de,peaspos-1
+ ld hl,lefttotalb
+lefttotal =$+1
+ ld (hl),0
+chkmultpealoop:
+ ex de,hl
+ inc hl
+ ld e,(hl)
+ inc hl
+ ld d,(hl)
+ ex de,hl
+ psh de
+ cal chkpeahit
+ pop de
+ jr c,pickmultpea
+ ld hl,lefttotalb
+ dec (hl)
+ jr nz,chkmultpealoop
+ jp WormDead
+pickmultpea:
+ ld a,247
+ ld (de),a
+ dec de
+ ld (de),a
+ cal DrawPea
+ jp pickpea_
+
;-----------------------------
nextotherwormbit:
jr z,DrawPea
ret
+multnewpea:
+ ld de,peaspos
+ ld a,(Left)
+ ld b,a
+multpealoop:
+ psh bc
+ psh de
+ cal NewPea
+ pop de
+ ld hl,PeaY
+ ldi
+ ldi
+ pop bc
+ dnz multpealoop
+ ret
+
NewPea:
ld a,(FieldWidth)
add a,127-4
;-----------------------------
-DisplayField:
- ld a,c
- sub 29
+DisplayField: ;all done by Jonah Cohen iirc. (-scrolling is scary-)
+ ld a,c ;not the fastest routine outthere, but it does get the job done.
+ sub 29 ;if something doesn't work, I probably _did_ alter it ;)
jr nc,NotMinYScroll
xor a
NotMinYScroll:
FP_Bit =$+1
set 0,a
- psh de ;&&&
+ psh de ;&&& C`MON! THIS IS UGLY! *hit myself*
ld de,ScrBuffer
add hl,de
pop de
; dec a ;4 = circle
; jp z,drawcircle
+;IMHO, one weery nice routine. Oh lemme be proud just *once*.
+;Not perfect since it uses a screwy lineroutine to draw stuff
+;but, just _look_ at it. Ain't it grand? Z80 at its best.
+;Nice comments, also. So here we go: Shiar's Circle Routine:
+;(using the Bresenham method)
+
drawcircle: ;(d,e),h ;de=x,y; h=z
ld c,h ;c=yy=z
ld a,h
ld b,c
ld c,a ;ex b,c
pop hl
- ret
+ ret ;thats it
drawbox: ;(d,e)-(h,l)
ld b,l ;Delta-y
dec h
; jp drawline
-;LINE (d,e)-(h,l)
-;destroyes a
+;A lot like Scabby's line routine in Wonderworm (dunno whether he wrote it
+;himself tho.) I did make a few optimizations and commented the thing.
+;A nice routine (also Bresenham), but for Wormy not perfect since really
+;large lines (>128 pixels in length or something) won't be flawless.
drawline: ;(d,e)-(h,l)
psh bc ;destr: a
LevelDefM:
.db "Empty Arena",0
- .db 8,4,15,15,0,0
+ .db 5,4,15,15,0,0
.db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
.db 128,57
.db 0
.db "Fast Fun :))",0
- .db 8,0,18,12,5
+ .db 8+128,0,18,12,5
.db %1110000,%10001000,%10001000,%10001000,%1110000,0
.db $40,30,2,$C0,30,125, $00,2,64,$80,54,64
.db 128,57
txtGame2: .db "Tron",0
txtGame3: .db "Deathmatch",0
txtGame4: .db "Foodmatch",0
-txtGame5: .db "Timematch",0
-txtGame6: .db "Race",0
-txtGame7: .db "CTF" ;,0
+txtGame5: .db "Multifoodmatch",0
+txtGame6: .db "Timematch",0
+txtGame7: .db "Race",0
+txtGame8: .db "CTF" ;,0
posGame: .db 0
.db txtGame1-txtGame
.db txtGame5-txtGame
.db txtGame6-txtGame
.db txtGame7-txtGame
+ .db txtGame8-txtGame
txtNone: .db "None",0
txtDef: .db "Default",0
#ifdef intlevels
datalevels: .dw LevelDef, LevelDefM
.dw LevelDefT,LevelDefM
- .dw LevelDefM,LevelDefM
+ .dw LevelDefM,LevelDefM,LevelDefM
.dw LevelDefR,LevelDefC
-nrlevels: .db 0,3,1,3,3,3,3,1 ;=defaults
+nrlevels: .db 2,3,1,3,3,3,3,3,1,0 ;=defaults
#else
-datalevels: .dw 0,0,0,0,0,0,0,0
-nrlevels: .dw 0,0,0,0
+datalevels: .dw 0,0,0,0,0,0,0,0,0
+nrlevels: .dw 0,0,0,0,0
#endif
-_datalink = %0000001 ;linkplay
-_datafoodl = %0000010 ;left=0 limit
-_datasingl = %0000100 ;singleplayer=1 (=hiscore+keep_length+nextlevel)
-_datamultpeas = %0001000 ;multiple peas=1
-_datatime = %0010000 ;time incs score (timematch)
-_datafood = %0100000 ;food present
-_datadie = %1000000 ;worm dies on impact
-;reserved %10000000 ;for future use
-
-savestart: ; �game info (see above)
- ; | �lives (0=unlimited)
- ; | | �nrworms (can be altered by user)
- ; | | | �level (reset to 1 at startup)
- ; | | | | �speed/delay (-1=def)
- ; | | | | | �grow speed (-1=none; 0=continuous)
- ; | | | | | | �turn speed (8=def)
- ; | | | | | | | �score limit (0=none)
-gamesingle = 0 ;used | | | | | | | |
-datasingle: .db %1100110,3,1,1,-1,-1, 8, 0 ;Singleplayer (SP; 3 lives)
+_datalink = %00000001 ;linkplay
+_datafoodl = %00000010 ;left=0 limit
+_datasingl = %00000100 ;singleplayer=1 (=hiscore+keep_length+nextlevel)
+_datactfpeas = %00001000 ;ctf peas=1
+_datatime = %00010000 ;time incs score (timematch)
+_datafood = %00100000 ;food present=0
+_bitfood = 5
+_datamultpeas = %10000000 ;multiple peas=1 (no _datafood)
+_bitmultpeas = 7
+;reserved %01000000 ;for future use
+
+savestart: ; �game info (see above)
+ ; | �lives (0=unlimited)
+ ; | | �nrworms (can be altered by user)
+ ; | | | �level (reset to 1 at startup)
+ ; | | | | �speed/delay (-1=def)
+ ; | | | | | �grow speed (-1=none; 0=continuous)
+ ; | | | | | | �turn speed (8=def)
+ ; | | | | | | | �score limit (0=none)
+gamesingle = 0 ; | | | | | | | |
+datasingle: .db %01000110,3,1,1,-1,-1, 8, 0 ;Singleplayer (SP; 3 lives)
gamepeas = 1
-datapeas: .db %1100100,1,1,1,-1,-1, 8, 0 ;Peaworm (SP; 1 live)
+datapeas: .db %01000100,1,1,1,-1,-1, 8, 0 ;Peaworm (SP; 1 live)
gametron = 2
-datatron: .db %1010100,1,1,1,-1, 0, 8, 0 ;Tron (SP; 1 live, cont.growth)
-gamedeathm = 3 ;used
-datadeathm: .db %1000000,3,2,1,-1,49, 8, 0 ;Deathmatch (3 lives, 50 growth)
+datatron: .db %01110100,1,1,1,-1, 0, 8, 0 ;Tron (SP; 1 live, cont.growth)
+gamedeathm = 3
+datadeathm: .db %01100000,3,2,1,-1,49, 8, 0 ;Deathmatch (3 lives, 50 growth)
gamefoodm = 4
-datafoodm: .db %1100000,0,2,1,-1,-1, 8,10 ;Foodmatch (100 score)
-gametimem = 5
-datatimem: .db %1010000,1,2,1,-1, 0, 8, 0 ;Timematch (tron, 100 score)
-gamerace = 6 ;used
-datarace: .db %0000000,0,2,1,-1,-1, 8,10 ;Race (100 score, no collision)
-gamectf = 7 ;used
-datactf: .db %1001000,0,4,1,-1,-1, 8,10 ;CTF (100 score)
+datafoodm: .db %01000000,0,2,1,-1,-1, 8,10 ;Foodmatch (100 score)
+gamemfoodm = 5
+datamfoodm: .db %11100010,0,2,1,-1,-1, 8,10 ;MuchFoodmatch (10 peas))
+gametimem = 6
+datatimem: .db %01110000,1,2,1,-1, 0, 8, 0 ;Timematch (tron, 100 score)
+gamerace = 7
+datarace: .db %01100000,0,2,1,-1,-1, 8,10 ;Race (100 score)
+gamectf = 8
+datactf: .db %01001000,0,4,1,-1,-1, 8,10 ;CTF (100 score)
worm1set: .dw worm1p,worm1p
.db %11110111,1,-01,K_RIGHT,K_LEFT