+; *** 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',90 ;wormLevel header (version .90)
+ .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 2,3,4,2 ;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.
+
+
+;------------------------------- 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=up,$40=right,$80=down,$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
+
+ .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:
+ctf:
+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
+
+
+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