TriOS-alt/zubehör/game boulderdash/sourcen/Bellatrix-Code/Boulderdash_095.spin

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'Boulderdash, for Hydra or Demo Board.
'Version 0.95
'Released to the public domain.
' Changes:
' 2009-11-10 - Modified for the Demo Board.
' - Added 'readkey' routine to allow playing the game from the keyboard.
' - Rockford now can be moved around and the screen scrolls automatically.
' 2009-11-12 - Halved tile horizontal resolution to eliminate redundant pixel pairs
' (and BoulderDash uses 8x16 tiles anyway). This also halves tile memory
' requirements.
' - The scroller now runs in a separate cog.
' 2009-11-13 - Changed pixel clock settings in order to display 20 tiles per line,
' as in the classic C64/Atari BoulderDash I.
' - Added code to handle boulders and diamonds. Rockford cannot push yet
' boulders or pick-up diamonds.
' 2009-11-14 - Reversed pixel order in video driver in order to avoid having to define
' mirrored tiles.
' - Added more tiles, hopefully all the characters are there.
' - The scroller cog now also handles animated characters.
' - Rockford can pick-up diamonds and the screen flashes when diamond count
' reaches the target.
' - Rockford now walks facing in the right direction and gets "bored".
' 2009-11-15 - Added an optional status line.
' - Added a character font for the status line.
' - Main game loop moved to a separate routine.
' - Boulders can be pushed around.
' - New routines to cover and uncover the screen.
' - Added an infinite loop to the main routine, pressing ESC restarts the
' game.
' 2009-11-16 - Inbox now morphs into Rockford.
' - Rockford can exit through the Outbox.
' 2009-11-17 - Added hardware detection feature (Hydra, Demo Board, etc.) Video driver
' changed accordingly. Not sure if keyboard will work on Hydra.
' - Falling boulders and diamonds now can kill Rockford.
' - Added PAL timings table to video driver, but PAL mode is not working yet.
' 2009-11-18 - Synchronized scroller to vertical sync, scrolling is totally smooth now.
' - PAL mode now works.
' 2009-11-25 - Started adding support for fireflies and butterflies. Had to split the
' case statement in the main game loop into sections due to poor performance.
' - Added code to decode raw cave data of original Atari/C64 BoulderDash I.
' You can now import your favorite caves :)
' 2009-11-26 - Fireflies and butterflies now explode in contact with Rockford.
' - Time counts down, but there is no "out of time" condition yet.
' 2009-11-27 - Implemented the "pick without moving" Rockford trick (use left CTRL key).
' - Stop cave when time runs out.
' - Do not advance to next cave until current one is successfully completed.
' Game is now playable! Use LeftCtrl + LeftShift as a "cheat" to move to
' next cave without finishing the current one. The Escape key restarts the
' current cave. Sorry, no score points yet.
' 2009-11-28 - Status line now handled by a separate cog.
' - Flashing "Out of time" message when time runs out.
' - Space bar now pauses game.
' - Score points implemented.
' - No more unlimited lifes, sorry ;)))
' - New life every 500 points.
' 2009-11-29 - Using a table of codes to reset the 'scanned' flag avoids a second case
' statement and improves performance.
' - Implemented amoebas and magic wall. Now all the original caves work!
' - Added all the original BoulderDash I caves (except the intermissions)
' - Added a Level variable. After successfully finishing the last cave the
' game starts again from the first one of the next difficulty level.
' 2009-11-30 - Fixed a bug in amoeba handling that caused cave M to crash.
' 2009-12-02 - Game controller apparently does not like to be read too fast.
' - Added intermission caves.
' 2009-12-04 - Aborting the current cave will cost you a life.
' - Restart (or exit) automatically the cave if "Out of time" has been
' flashing for more than a minute without user input.
' - Throtle down Rockford a bit in levels 1 and 2 (is running too fast!)
' 2009-12-05 - Added the title screen (had a hard time scrolling the background behind
' those big letters!).
' - Starting cave and level can be selected from the title screen.
' - Run a demo if the title screen has been inactive for about a minute.
' 2009-12-06 - Fixed boulder/diamond rolling off: they must move to the side first,
' not directly diagonally.
' - Added a preliminary sound object. Nothing there yet.
' - Bonus points at the end of the cave increase with difficulty level.
' 2009-12-07 - First steps towards SID emulation via PWM. Single voice waveform generation
' already works (well, sort of). No envelope control yet.
' 2009-12-08 - SID emulator: noise waveform, amplitude control, 3 voices. Envelope
' control using a separate cog (see the ChangeLog in the SIDemu.spin file).
' 2009-12-09 - Integrated the SID emulator into the game, running out of cogs.
' - Got the main tune working.
' - Added a few other sound/noise effects the game.
' - Boulder noise interfers with diamond pick up sound. Which one has the
' preference?
' 2009-12-12 - Added the cover/uncover screen sound.
' - Added the bonus points sound.
' - Added amoeba and magic wall sound.
'
' TODO:
' - Finish it :)
' - Add broadcast TV mode with sound carrier to use the TV antenna input (like in old times :))
'
'
' Anpassungen f<>r den Hive
'
' 09-01-2010 - Entfernung der Hardwareerkennung
' - Anpassung Konfiguration an Hive/Bellatrix
' - Gamecontr. entfernt
' - Auskommentierung Sound
' 12-01-2010 - Scrolltext im Titelscreen
' - Optimierung Soundobjekt
con
_clkmode = xtal1 + pll16x
_xinfreq = 5_000_000
' The supported video modes
TV_NTSC = 0
TV_PAL = 1
TV_MODE = TV_PAL ' <--- Select your TV system here -- NTSC or PAL ---<<<
' Game controller codes
GP_RIGHT = %00000001 '(Right arrow) Move right
GP_LEFT = %00000010 '(Left arrow) Move left
GP_DOWN = %00000100 '(Down arrow) Move down
GP_UP = %00001000 '(Up arrow) Move up
GP_START = %00010000 '(Left Shift) Start game. Together with GP_SELECT: go to next cave (cheat)
GP_SELECT = %00100000 '(Left Ctrl) Pick
GP_B = %01000000 '(Space) Pause
GP_A = %10000000 '(Escape) Abort and restart current cave
var
long nes
long last_dir
long cave_addr
long random_ptr
long screen_height
long sx, sy
long video_params[7]
long sound_pin
long Score
long NextLife
byte temp_cave[40*22]
byte HWType
byte Cave
byte Level
byte CaveNumber
byte DiamondCount
byte DiamondsNeeded
byte DiamondValue
byte ExtraValue
byte CaveTime
byte Men
byte Alive
byte MagicWallStatus
byte MagicWallTime
byte AmoebaStatus
byte AmoebaTime
byte target
byte vsync
byte door_x, door_y
obj
tv: "Boulderdash_Tile_TV"
kb: "Keyboard"
sc: "Scroller"
st: "Status"
rr: "RealRandom"
sn: "Sounds"
pub main | success
video_params[0] := %0_11_101_000 ' Set Mode for VCFG
video_params[1] := 2 ' Set Pingroup used by TV driver.
video_params[2] := %0111_0000 ' Set Pinmask for VCFG pins.
video_params[3] := %0000_0111<<20 ' Set Pinmask for output pins.
video_params[4] := TV_MODE
video_params[5] := @screen
video_params[6] := @vsync
if video_params[4] == TV_NTSC
screen_height := 12
else
screen_height := 14
rr.start 'start the real random number generator
random_ptr := rr.random_ptr
bytefill(@screen, $00, constant(40 * 22)) 'clear screen
tv.start(@video_params) 'start the TV driver
sc.start(@video_params, random_ptr) 'start the scroller
st.start(@video_params) 'start the status line handler
kb.start(17, 16) 'start the keyboard driver
sn.start 'start the sound engine
cave_addr := @screen
repeat
repeat
success := TitleScreen
palette.byte[1] := $04
palette.byte[2] := $4B
palette.byte[3] := $06
bytefill(@screen, $3C, constant(40 * 22)) 'fill the screen with the scrolling pattern
status := 0
Score := 0
Men := 3
if success
quit
else
Demo
repeat
sn.music_off
CaveNumber := byte[@@caves[Cave]]
st.player_params(1, Men, CaveNumber, Level, Score)
st.set_mode(st#STATUS_PRE)
CreateCave(@@caves[Cave], @temp_cave)
st.cave_params(DiamondsNeeded, DiamondValue, CaveTime)
last_dir := -1 'last rockford direction
sc.rockford_go(0) 'rockford initially stands still
sc.milling_off
if CaveNumber > 16
'intermission
sx := 0
sy := 0
else
'normal cave
sx := door_x - 10
sx <#= constant(40 - 20)
sx #>= 0
sy := door_y - screen_height / 2
sy <#= 22 - screen_height
sy #>= 0
sc.scroll_to(sx * 8, sy * 16)
Uncover 'uncover screen
success := GameLoop
if not success
if --Men == 0
st.set_mode(st#STATUS_GAME_OVER)
waitcnt(clkfreq + cnt)
Cover
quit
if success or CaveNumber > 16
'go to next cave only if current one was completed
'but never restart intermissions
if success and CaveNumber > 16 and Men < 9
++Men 'the promised bonus life
if caves[++Cave] == 0
if Level < 4
++Level
Cave := 0
st.player_params(1, Men, CaveNumber, Level, Score)
st.set_mode(st#STATUS_PRE)
Cover 'cover screen with scrolling pattern
pub TitleScreen | x, y, h, t, i, j, lk, ticks, count, scr
if TV_MODE == TV_NTSC
h := 24
t := 2
ticks := constant(60 * 130 / 2) 'dr235
else
h := 28
t := 4
ticks := constant(50 * 130 / 2)
scr := 0
bytefill(@screen, $00, constant(40 * 28)) 'clear screen
palette.byte[1] := $FC
palette.byte[2] := $FB
palette.byte[3] := $06
st.set_mode(st#STATUS_NONE)
Cave := 0
Level := 0
CaveNumber := byte[@@caves[Cave]]
repeat x from 0 to 19
byte[@screen + x] := $B1
byte[@screen + x + (h - 6) * 40] := $B1
repeat y from 1 to h - 7
byte[@screen + y * 40] := $B5
repeat x from 1 to 18
byte[@screen + x + y * 40] := $B0
byte[@screen + 19 + y * 40] := $B6
i := 0
repeat y from t to t + 6
repeat x from 1 to 18
byte[@screen + x + y * 40] := big_boulder.byte[i++]
i := 0
repeat y from t + 8 to t + 14
repeat x from 3 to 15
byte[@screen + x + y * 40] := big_dash.byte[i++]
status := 2
scroll := 0
'st.text_out(@screen + (h - 4) * 40, @str1, 20)
scr++
repeat i from 0 to 19
'j := str1.byte[i]
j := scr1.byte[i + scr]
if j == $20
byte[@screen + (h - 4) * 40 + i] := $90
else
byte[@screen + (h - 4) * 40 + i] := j + $A0
st.text_out(@screen + (h - 3) * 40, @str2, 20)
st.text_out(@screen + (h - 2) * 40, @str3, 20)
st.text_out(@screen + (h - 1) * 40, @str4, 20)
screen.byte[(h - 2) * 40] := $D1 'player(s)
screen.byte[(h - 2) * 40 + 10] := $D1 'joystick(s)
screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
screen.byte[(h - 1) * 40 + 17] := Level + $D1
lk := 0 'last key
count := ticks
sn.music_on
repeat while count > 0
'wait for vsync, count every other tick
repeat while vsync == 0
repeat while vsync <> 0
repeat while vsync == 0
repeat while vsync <> 0
--count
'scrolltext
scr++
if (scr>>2) > 318 '(scr2 - scr1)
scr := 0
repeat i from 0 to 19
j := scr1.byte[i + (scr>>2)]
if j == $20
byte[@screen + (h - 4) * 40 + i] := $90
else
byte[@screen + (h - 4) * 40 + i] := j + $A0
' scrolling background
x := @tiles + constant(16 * $B0)
y := word[x]
wordmove(x, x + 2, 7)
word[x + 15] := y
repeat i from 0 to 5
repeat y from 0 to 14 step 2
x := @tiles + constant(16 * $B0) + y
t := @tiles + constant(16 * $BD) + y + 16 * i
j := @tiles + constant(16 * $B3) + y + 16 * i
word[j] := word[x] | word[t]
repeat y from 0 to 14 step 2
x := @tiles + constant(16 * $B0) + y
t := @tiles + constant(16 * $C3) + y
j := @tiles + constant(16 * $B9) + y
word[j] := (word[x] & $00FF) | word[t]
repeat y from 0 to 14 step 2
x := @tiles + constant(16 * $B0) + y
t := @tiles + constant(16 * $C4) + y
j := @tiles + constant(16 * $BA) + y
word[j] := (word[x] & $FF00) | word[t]
repeat y from 0 to 14 step 2
x := @tiles + constant(16 * $B0) + y
t := @tiles + constant(16 * $C5) + y
j := @tiles + constant(16 * $BB) + y
word[j] := (word[x] & $FF00) | word[t]
i := read_input
if i <> lk
count := ticks 'reset countdown
if i & GP_START
sn.music_off
return 1
elseif i & GP_LEFT
if Cave => 5
Cave -= 5
CaveNumber := byte[@@caves[Cave]]
screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
elseif i & GP_RIGHT
if Cave =< 10
Cave += 5
CaveNumber := byte[@@caves[Cave]]
screen.byte[(h - 1) * 40 + 7] := CaveNumber + $E0
elseif i & GP_UP
if Level < 4
++Level
screen.byte[(h - 1) * 40 + 17] := Level + $D1
elseif i & GP_DOWN
if Level > 0
--Level
screen.byte[(h - 1) * 40 + 17] := Level + $D1
lk := i
sn.music_off
return 0
dat
big_boulder
byte $B2, $B1, $B7, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0
byte $B2, $B0, $B9, $B2, $B1, $BA, $B5, $B9, $B2, $B0, $BA, $B1, $B7, $B2, $B1, $BA, $B1, $B7
byte $B2, $B1, $B8, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9
byte $B2, $B1, $B7, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B5, $BA, $B1, $B8
byte $B2, $B0, $B9, $B2, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $B9, $B2, $B0, $BA, $B1, $B7
byte $B2, $B1, $B5, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B5, $B9
byte $B2, $B1, $B8, $B2, $B1, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B8, $B2, $B1, $BA, $B5, $B9
big_dash
byte $BA, $B1, $B3, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0, $B0
byte $BA, $B5, $BA, $B0, $B2, $B7, $B2, $B1, $BA, $B5, $BA, $BB, $BC
byte $BA, $B5, $BA, $BA, $B5, $B9, $B2, $B0, $BA, $B5, $BA, $B0, $B0
byte $BA, $B5, $BA, $BA, $B1, $B5, $B2, $B1, $BA, $B1, $B1, $B0, $B0
byte $BA, $B5, $BA, $BA, $B5, $B9, $B0, $B2, $BA, $B5, $BA, $B0, $B0
byte $BA, $B1, $B1, $BA, $B5, $B9, $B2, $B1, $BA, $B5, $BA, $B0, $B0
byte $BA, $B1, $B4, $BA, $B5, $B9, $B2, $B1, $BA, $B5, $BA, $B0, $B0
str1 byte " HIVE VERSION "
str2 byte "PRESS BUTTON TO PLAY"
str3 byte " PLAYER JOYSTICK"
str4 byte " CAVE: LEVEL: "
scr1 byte " "
byte "THANKS :SPORK FROGS: :HPG: :AHLE2: AND THE OTHER PROPELLERHEADS FOR THE BASECODE"
byte " "
byte "THANKS PEX :MAHONEY: TUFVESSON FOR THE COOL MUSIC"
byte " "
byte "GRUSS AN ALLE HIVE-DROHNEN"
byte " "
byte "HIVE: WE ARE BORG - RESISTANCE IS FUTILE"
byte " "
byte "DROHNE235: HIVE-VERSION 2010"
byte " "
scr2 byte 0
pub Demo
Score := 0
Cave := 0 'demo happens on cave A
Level := 0
CaveNumber := byte[@@caves[Cave]]
st.player_params(1, Men, CaveNumber, Level, Score)
st.set_mode(st#STATUS_PRE)
CreateCave(@@caves[Cave], @temp_cave)
st.cave_params(DiamondsNeeded, DiamondValue, CaveTime)
last_dir := -1 'last rockford direction
sc.rockford_go(0) 'rockford initially stands still
sc.milling_off
sx := door_x - 10
sx <#= constant(40 - 20)
sx #>= 0
sy := door_y - screen_height / 2
sy <#= 22 - screen_height
sy #>= 0
sc.scroll_to(sx * 8, sy * 16)
demo_ptr := @demo_data 'set demo data pointer
kcount := 0
Uncover 'uncover screen
GameLoop 'play the demo
Cover 'cover screen back
var
long demo_ptr
byte kcount, last_key
dat
' The low nibble of each byte is the direction of movement:
' $x0 = no movement
' $x1 = Right
' $x2 = Left
' $x3 = Down
' $x4 = Up
' bit 3 ($x8) set means GP_SELECT is pressed (not used here anyway)
' The high nibble is the number of scan frames to apply the movement.
' $00 means end of demo data.
demo_data
byte $F0, $10, $14, $71, $23, $91, $40, $23
byte $41, $34, $12, $40, $14, $B1, $13, $21
byte $40, $63, $11, $43, $32, $40, $13, $12
byte $41, $32, $40, $44, $52, $34, $52, $43
byte $32, $50, $34, $A2, $14, $32, $13, $62
byte $43, $11, $40, $33, $41, $43, $42, $24
byte $21, $34, $A1, $A1, $13, $41, $13, $41
byte $23, $50, $51, $44, $51, $60, $13, $00
pub readkey : key
if demo_ptr
if kcount > 0
--kcount
return last_key
else
key := byte[demo_ptr++]
if key == $00
demo_ptr := 0
else
kcount := key / 16 - 1
case key & $07
$0: last_key := 0
$1: last_key := GP_RIGHT
$2: last_key := GP_LEFT
$3: last_key := GP_DOWN
$4: last_key := GP_UP
if key & $08
last_key |= GP_SELECT
return last_key
key := 0
if kb.keystate($C0)
key |= GP_LEFT
if kb.keystate($C1)
key |= GP_RIGHT
if kb.keystate($C2)
key |= GP_UP
if kb.keystate($C3)
key |= GP_DOWN
if kb.keystate($F2) 'left control key
key |= GP_SELECT
if kb.keystate($CB) 'escape key
key |= GP_A
if kb.keystate($20) 'space key
key |= GP_B
if kb.keystate($F0) 'left shift
key |= GP_START
if kb.keystate($0D) 'or enter
key |= GP_START
pub read_input
return readkey
var
byte RandSeed1, RandSeed2
pub GetRandom | temp1, temp2, temp3, cy, r
'' Generate a pseudo-random number, given a seed
'' The output matches the one used in the original BoulderDash I
temp1 := (RandSeed1 & 1) << 7
temp2 := (RandSeed2 & 1) << 7
temp3 := (RandSeed2 >> 1) & $7F
r := RandSeed2 + temp2
if r > $FF
cy := 1
r &= $FF
else
cy := 0
r += cy + $13
if r > $FF
cy := 1
r &= $FF
else
cy := 0
RandSeed2 := r
r := RandSeed1 + cy + temp1
if r > $FF
cy := 1
r &= $FF
else
cy := 0
r += cy + temp3
RandSeed1 := r & $FF
dat
caves long @cave_A, @cave_B, @cave_C, @cave_D, @inter_1
long @cave_E, @cave_F, @cave_G, @cave_H, @inter_2
long @cave_I, @cave_J, @cave_K, @cave_L, @inter_3
long @cave_M, @cave_N, @cave_O, @cave_P, @inter_4
long 0
cave_A byte 1 'cave number
byte 20 'magic wall/amoeba time
byte 10 'initial diamond value
byte 15 'extra diamond value
byte 10, 11, 12, 13, 14 'randomizer seed per level
byte 12, 12, 12, 12, 12 'diamonds needed per level
byte 150, 110, 70, 40, 30 'time per level
byte $08, $0B, $09, $D4, $20 'bg color 1, bg color 2, fg color
byte $00, $10, $14, $00 'random objects
byte $3C, $32, $09, $00 'probability of object
byte $42, $01, $09, $1E, $02 'raw cave data
byte $42, $09, $10, $1E, $02
byte $25, $03, $04
byte $04, $26, $12
byte $FF
cave_B byte 2
byte 20
byte 20, 50
byte $03, $00, $01, $57, $58
byte $0A, $0C, $09, $0D, $0A
byte $96, $6E, $46, $46, $46
byte $0A, $04, $09, $00, $00
byte $00, $10, $14, $08
byte $3C, $32, $09, $02
byte $42, $01, $08, $26, $02, $42, $01, $0F, $26, $02, $42, $08, $03, $14, $04, $42
byte $10, $03, $14, $04, $42, $18, $03, $14, $04, $42, $20, $03, $14, $04, $40, $01
byte $05, $26, $02, $40, $01, $0B, $26, $02, $40, $01, $12, $26, $02, $40, $14, $03
byte $14, $04, $25, $12, $15, $04, $12, $16, $FF
cave_C byte 3
byte $00
byte $0F, $00
byte $00, $32, $36, $34, $37
byte $18, $17, $18, $17, $15
byte $96, $64, $5A, $50, $46
byte $09, $08, $09, $04, $00
byte $02, $10, $14, $00
byte $64, $32, $09, $00
byte $25, $03, $04, $04, $27, $14, $FF
cave_D byte 4
byte $14
byte $05, $14
byte $00, $6E, $70, $73, $77
byte $24, $24, $24, $24, $24
byte $78, $64, $50, $3C, $32
byte $04, $08, $09, $00, $00
byte $10, $00, $00, $00
byte $14, $00, $00, $00
byte $25, $01, $03, $04, $26, $16, $81, $08, $0A, $04, $04, $00, $30, $0A, $0B, $81
byte $10, $0A, $04, $04, $00, $30, $12, $0B, $81, $18, $0A, $04, $04, $00, $30, $1A
byte $0B, $81, $20, $0A, $04, $04, $00, $30, $22, $0B, $FF
cave_E byte $05, $14, $32, $5A
byte $00, $00, $00, $00, $00
byte $04, $05, $06, $07, $08
byte $96, $78, $5A, $3C, $1E
byte $09, $0A, $09, $00, $00
byte $00, $00, $00, $00
byte $00, $00, $00, $00
byte $25, $01, $03, $04, $27, $16, $80, $08, $0A, $03, $03, $00, $80, $10, $0A, $03
byte $03, $00, $80, $18, $0A, $03, $03, $00, $80, $20, $0A, $03, $03, $00, $14, $09
byte $0C, $08, $0A, $0A, $14, $11, $0C, $08, $12, $0A, $14, $19, $0C, $08, $1A, $0A
byte $14, $21, $0C, $08, $22, $0A, $80, $08, $10, $03, $03, $00, $80, $10, $10, $03
byte $03, $00, $80, $18, $10, $03, $03, $00, $80, $20, $10, $03, $03, $00, $14, $09
byte $12, $08, $0A, $10, $14, $11, $12, $08, $12, $10, $14, $19, $12, $08, $1A, $10
byte $14, $21, $12, $08, $22, $10, $FF
cave_F byte $06, $14, $28, $3C
byte $00, $14, $15, $16, $17
byte $04, $06, $07, $08, $08
byte $96, $78, $64, $5A, $50
byte $0E, $0A, $09, $00, $00
byte $10, $00, $00, $00
byte $32, $00, $00, $00
byte $82, $01, $03, $0A, $04, $00, $82, $01, $06, $0A, $04, $00, $82, $01, $09, $0A
byte $04, $00, $82, $01, $0C, $0A, $04, $00, $41, $0A, $03, $0D, $04, $14, $03, $05
byte $08, $04, $05, $14, $03, $08, $08, $04, $08, $14, $03, $0B, $08, $04, $0B, $14
byte $03, $0E, $08, $04, $0E, $82, $1D, $03, $0A, $04, $00, $82, $1D, $06, $0A, $04
byte $00, $82, $1D, $09, $0A, $04, $00, $82, $1D, $0C, $0A, $04, $00, $41, $1D, $03
byte $0D, $04, $14, $24, $05, $08, $23, $05, $14, $24, $08, $08, $23, $08, $14, $24
byte $0B, $08, $23, $0B, $14, $24, $0E, $08, $23, $0E, $25, $03, $14, $04, $26, $14
byte $FF
cave_G byte $07, $4B, $0A, $14
byte $02, $07, $08, $0A, $09
byte $0F, $14, $19, $19, $19
byte $78, $78, $78, $78, $78
byte $09, $0A, $0D, $00, $00
byte $00, $10, $08, $00
byte $64, $28, $02, $00
byte $42, $01, $07, $0C, $02, $42, $1C, $05, $0B, $02, $7A, $13, $15, $02, $02, $14
byte $04, $06, $14, $04, $0E, $14, $04, $16, $14, $22, $04, $14, $22, $0C, $14, $22
byte $16, $25, $14, $03, $04, $27, $07, $FF
cave_H byte $08, $14, $0A, $14
byte $01, $03, $04, $05, $06
byte $0A, $0F, $14, $14, $14
byte $78, $6E, $64, $5A, $50
byte $02, $0E, $09, $00, $00
byte $00, $10, $08, $00
byte $5A, $32, $02, $00
byte $14, $04, $06, $14, $22, $04, $14, $22, $0C, $04, $00, $05, $25, $14, $03, $42
byte $01, $07, $0C, $02, $42, $01, $0F, $0C, $02, $42, $1C, $05, $0B, $02, $42, $1C
byte $0D, $0B, $02, $43, $0E, $11, $08, $02, $14, $0C, $10, $00, $0E, $12, $14, $13
byte $12, $41, $0E, $0F, $08, $02, $FF
cave_I byte $09, $14, $05, $0A
byte $64, $89, $8C, $FB, $33
byte $4B, $4B, $50, $55, $5A
byte $96, $96, $82, $82, $78
byte $08, $04, $09, $00, $00
byte $10, $14, $00, $00
byte $F0, $78, $00, $00
byte $82, $05, $0A, $0D, $0D, $00, $01, $0C, $0A, $82, $19, $0A, $0D, $0D, $00, $01
byte $1F, $0A, $42, $11, $12, $09, $02, $40, $11, $13, $09, $02, $25, $07, $0C, $04
byte $08, $0C, $FF
cave_J byte $0A, $14, $19, $3C
byte $00, $00, $00, $00, $00
byte $0C, $0C, $0C, $0C, $0C
byte $96, $82, $78, $6E, $64
byte $06, $08, $09, $00, $00
byte $00, $00, $00, $00
byte $00, $00, $00, $00
byte $25, $0D, $03, $04, $27, $16, $54, $05, $04, $11, $03, $54, $15, $04, $11, $05
byte $80, $05, $0B, $11, $03, $08, $C2, $01, $04, $15, $11, $00, $0D, $04, $C2, $07
byte $06, $0D, $0D, $00, $0D, $06, $C2, $09, $08, $09, $09, $00, $0D, $08, $C2, $0B
byte $0A, $05, $05, $00, $0D, $0A, $82, $03, $06, $03, $0F, $08, $00, $04, $06, $54
byte $04, $10, $04, $04, $FF
cave_K byte $0B, $14, $32, $00
byte $00, $04, $66, $97, $64
byte $06, $06, $06, $06, $06
byte $78, $78, $96, $96, $F0
byte $0B, $08, $09, $00, $00
byte $00, $10, $08, $00
byte $64, $50, $02, $00
byte $42, $0A, $03, $09, $04, $42, $14, $03, $09, $04, $42, $1E, $03, $09, $04, $42
byte $09, $16, $09, $00, $42, $0C, $0F, $11, $02, $42, $05, $0B, $09, $02, $42, $0F
byte $0B, $09, $02, $42, $19, $0B, $09, $02, $42, $1C, $13, $0B, $01, $14, $04, $03
byte $14, $0E, $03, $14, $18, $03, $14, $22, $03, $14, $04, $16, $14, $23, $15, $25
byte $14, $14, $04, $26, $11, $FF
cave_L byte $0C, $14, $14, $00
byte $00, $3C, $02, $3B, $66
byte $13, $13, $0E, $10, $15
byte $B4, $AA, $A0, $A0, $A0
byte $0C, $0A, $09, $00, $00
byte $00, $10, $14, $00
byte $3C, $32, $09, $00
byte $42, $0A, $05, $12, $04, $42, $0E, $05, $12, $04, $42, $12, $05, $12, $04, $42
byte $16, $05, $12, $04, $42, $02, $06, $0B, $02, $42, $02, $0A, $0B, $02, $42, $02
byte $0E, $0F, $02, $42, $02, $12, $0B, $02, $81, $1E, $04, $04, $04, $00, $08, $20
byte $05, $81, $1E, $09, $04, $04, $00, $08, $20, $0A, $81, $1E, $0E, $04, $04, $00
byte $08, $20, $0F, $25, $03, $14, $04, $27, $16, $FF
cave_M byte $0D, $8C, $05, $08
byte $00, $01, $02, $03, $04
byte $32, $37, $3C, $46, $50
byte $A0, $9B, $96, $91, $8C
byte $06, $08, $0D, $00, $00
byte $10, $00, $00, $00
byte $28, $00, $00, $00
byte $25, $12, $03, $04, $0A, $03, $3A, $14, $03, $42, $05, $12, $1E, $02, $70, $05
byte $13, $1E, $02, $50, $05, $14, $1E, $02, $C1, $05, $15, $1E, $02, $FF
cave_N byte $0E, $14, $0A, $14
byte $00, $00, $00, $00, $00
byte $1E, $23, $28, $2A, $2D
byte $96, $91, $8C, $87, $82
byte $0C, $08, $09, $00, $00
byte $10, $00, $00, $00
byte $00, $00, $00, $00
byte $81, $0A, $0A, $0D, $0D, $00, $70, $0B, $0B, $0C, $03, $C1, $0C, $0A, $03, $0D
byte $C1, $10, $0A, $03, $0D, $C1, $14, $0A, $03, $0D, $50, $16, $08, $0C, $02, $48
byte $16, $07, $0C, $02, $C1, $17, $06, $03, $04, $C1, $1B, $06, $03, $04, $C1, $1F
byte $06, $03, $04, $25, $03, $03, $04, $27, $14, $FF
cave_O byte $0F, $08, $0A, $14
byte $01, $1D, $1E, $1F, $20
byte $0F, $14, $14, $19, $1E
byte $78, $78, $78, $78, $8C
byte $08, $0E, $09, $00, $00
byte $00, $10, $08, $00
byte $64, $50, $02, $00
byte $42, $02, $04, $0A, $03, $42, $0F, $0D, $0A, $01, $41, $0C, $0E, $03, $02, $43
byte $0C, $0F, $03, $02, $04, $14, $16, $25, $14, $03, $FF
cave_P byte $10, $14, $0A, $14
byte $01, $78, $81, $7E, $7B
byte $0C, $0F, $0F, $0F, $0C
byte $96, $96, $96, $96, $96
byte $09, $0A, $09, $00, $00
byte $10, $00, $00, $00
byte $32, $00, $00, $00
byte $25, $01, $03, $04, $27, $04, $81, $08, $13, $04, $04, $00, $08, $0A, $14, $C2
byte $07, $0A, $06, $08, $43, $07, $0A, $06, $02, $81, $10, $13, $04, $04, $00, $08
byte $12, $14, $C2, $0F, $0A, $06, $08, $43, $0F, $0A, $06, $02, $81, $18, $13, $04
byte $04, $00, $08, $1A, $14, $81, $20, $13, $04, $04, $00, $08, $22, $14, $FF
inter_1 byte $11, $14, $1E, $00
byte $0A, $0B, $0C, $0D, $0E
byte $06, $06, $06, $06, $06
byte $0A, $0A, $0A, $0A, $0A
byte $0E, $02, $09, $00, $00
byte $00, $14, $00, $00
byte $FF, $09, $00, $00
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $00, $32, $0A, $0C, $10
byte $0A, $04, $01, $0A, $05, $25, $03, $05, $04, $12, $0C, $FF
inter_2 byte $12, $14, $0A, $00
byte $0A, $0B, $0C, $0D, $0E
byte $10, $10, $10, $10, $10
byte $0F, $0F, $0F, $0F, $0F
byte $06, $0F, $09, $00, $00
byte $00, $00, $00, $00
byte $00, $00, $00, $00
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $01, $50, $01, $03, $09
byte $03, $48, $02, $03, $08, $03, $54, $01, $05, $08, $03, $50, $01, $06, $07, $03
byte $50, $12, $03, $09, $05, $54, $12, $05, $08, $05, $50, $12, $06, $07, $05, $25
byte $01, $04, $04, $12, $04, $FF
inter_3 byte $13, $04, $0A, $00
byte $0A, $0B, $0C, $0D, $0E
byte $0E, $0E, $0E, $0E, $0E
byte $14, $14, $14, $14, $14
byte $06, $08, $09, $00, $00
byte $00, $00, $00, $00
byte $00, $00, $00, $00
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $00, $54, $01, $0C, $12
byte $02, $88, $0F, $09, $04, $04, $08, $25, $08, $03, $04, $12, $07, $FF
inter_4 byte $14, $03, $1E, $00
byte $00, $00, $00, $00, $00
byte $06, $06, $06, $06, $06
byte $14, $14, $14, $14, $14
byte $06, $08, $09, $00, $00
byte $00, $00, $00, $00
byte $00, $00, $00, $00
byte $87, $00, $02, $28, $16, $07, $87, $00, $02, $14, $0C, $01, $D0, $0B, $03, $03
byte $02, $80, $0B, $07, $03, $06, $00, $43, $0B, $06, $03, $02, $43, $0B, $0A, $03
byte $02, $50, $08, $07, $03, $03, $25, $03, $03, $04, $09, $0A, $FF
dat
' C64 color table approximation. Not the most accurate one, but gives the desired effect.
ctable byte $02, $06, $4B, $BC, $2B, $9C, $EB, $7D
byte $4B, $4A, $4B, $04, $04, $9D, $0B, $04
pub CreateCave(raw_cave, dest) | i, j, k, cx, cy, ci, co, dir, len
'' Create cave contents from the description array
CaveNumber := byte[raw_cave]
RandSeed1 := 0
RandSeed2 := byte[raw_cave + 4 + Level]
' Set colors
palette.byte[1] := ctable.byte[byte[raw_cave + 20]]
palette.byte[2] := ctable.byte[byte[raw_cave + 19]]
palette.byte[3] := ctable.byte[byte[raw_cave + 21] - 8]
' Place random objects
repeat cy from 1 to 21
repeat cx from 0 to 39
co := $01 ' dirt
GetRandom
repeat ci from 0 to 3
if RandSeed1 < byte[raw_cave + 28 + ci]
co := byte[raw_cave + 24 + ci]
byte[dest + cx + cy * 40] := co
' Steel bounds
repeat cx from 0 to 39
byte[dest + cx] := $07
byte[dest + cx + 21 * 40] := $07
repeat cy from 0 to 21
byte[dest + cy * 40] := $07
byte[dest + 39 + cy * 40] := $07
'Decode raw data
i := raw_cave + 32
repeat
ci := byte[i++]
cx := byte[i++]
cy := byte[i++] - 2
if ci == $FF
quit
case ci & $C0
$00:
byte[dest + cx + cy * 40] := ci & $3F
if (ci & $3F) == $25
door_x := cx
door_y := cy
$40:
len := byte[i++]
dir := byte[i++]
repeat
byte[dest + cx + cy * 40] := ci & $3F
case dir
0: --cy
1: --cy
++cx
2: ++cx
3: ++cy
++cx
4: ++cy
5: ++cy
--cx
6: --cx
7: --cy
--cx
while --len > 0
$80:
len := byte[i++] - 1 'width
dir := byte[i++] - 1 'height
co := byte[i++]
repeat j from 0 to len
byte[dest + cx + j + cy * 40] := ci & $3F
byte[dest + cx + j + (cy + dir) * 40] := ci & $3F
repeat j from 1 to dir - 1
byte[dest + cx + (cy + j) * 40] := ci & $3F
repeat k from 1 to len - 1
byte[dest + cx + k + (cy + j) * 40] := co
byte[dest + cx + len + (cy + j) * 40] := ci & $3F
$C0:
len := byte[i++] - 1 'width
dir := byte[i++] - 1 'height
repeat j from 0 to len
byte[dest + cx + j + cy * 40] := ci & $3F
byte[dest + cx + j + (cy + dir) * 40] := ci & $3F
repeat j from 0 to dir
byte[dest + cx + (cy + j) * 40] := ci & $3F
byte[dest + cx + len + (cy + j) * 40] := ci & $3F
DiamondsNeeded := byte[raw_cave + 9 + Level]
CaveTime := byte[raw_cave + 14 + Level]
MagicWallTime := byte[raw_cave + 1]
if MagicWallTime > CaveTime
AmoebaTime := CaveTime
else
AmoebaTime := CaveTime - MagicWallTime
DiamondValue := byte[raw_cave + 2]
ExtraValue := byte[raw_cave + 3]
DiamondCount := 0
pub Cover | n, cell
'' Ramdomly cover the screen with a scrolling pattern
n := 0
repeat while n <> constant(40 * 22)
cell := ||long[random_ptr] // constant(40 * 22)
if byte[cave_addr + cell] <> $3C
byte[cave_addr + cell] := $3C
++n
sn.cover_sound
waitcnt(clkfreq / 1000 + cnt)
pub Uncover | n, cell
'' Ramdomly uncover the screen
n := 0
repeat while n <> constant(40 * 22)
cell := ||long[random_ptr] // constant(40 * 22)
if byte[cave_addr + cell] == $3C
byte[cave_addr + cell] := temp_cave[cell]
++n
sn.cover_sound
waitcnt(clkfreq / 1000 + cnt)
dat
reset byte $00, $01, $02, $03, $04, $05, $06, $07
byte $08, $09, $0A, $0B, $08, $09, $0A, $0B
byte $10, $10, $12, $12, $14, $14, $16, $16
byte $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
byte $20, $21, $22, $23, $24, $25, $26, $27
byte $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
byte $30, $31, $32, $33, $30, $31, $32, $33
byte $38, $38, $3A, $3B, $3C, $3D, $3E, $3F
dirs long 1, 40, -1, -40
pub GameLoop | cx, cy, ca, cn, ob, o1, o2, ready, count, amoebas, enclosed
'' Main game loop. Everything happens here.
target := 0
count := 0 'scans before rockford is born
ready := 0
NextLife := ((Score / 500) + 1) * 500
MagicWallStatus := 0 'dormant
AmoebaStatus := 0 'growing slowly
' game loop
repeat
Alive := false
amoebas := 0
enclosed := true
repeat cy from 1 to 21
repeat cx from 0 to 39
ca := cave_addr + cx + cy * 40 'address of current object
'large case statements execute rather slowly to the point
'that the game becomes unplayable, so we have to split the
'case into sections (too bad there is no indirect function
'call in Spin)
ob := byte[ca]
if ob < $10
case ob
$04: 'out door
if target
byte[ca] := $05
$08: 'firefly facing left
if CheckAround(ca)
ExplodeCenter(ca, $1B)
else
if byte[ca + 40] == $00
byte[ca + 40] := $0F
byte[ca] := $00
elseif byte[ca - 1] == $00
byte[ca - 1] := $0C
byte[ca] := $00
else
byte[ca] := $0D
$09: 'firefly facing up
if CheckAround(ca)
ExplodeCenter(ca, $1B)
else
if byte[ca - 1] == $00
byte[ca - 1] := $0C
byte[ca] := $00
elseif byte[ca - 40] == $00
byte[ca - 40] := $0D
byte[ca] := $00
else
byte[ca] := $0E
$0A: 'firefly facing right
if CheckAround(ca)
ExplodeCenter(ca, $1B)
else
if byte[ca - 40] == $00
byte[ca - 40] := $0D
byte[ca] := $00
elseif byte[ca + 1] == $00
byte[ca + 1] := $0E
byte[ca] := $00
else
byte[ca] := $0F
$0B: 'firefly facing down
if CheckAround(ca)
ExplodeCenter(ca, $1B)
else
if byte[ca + 1] == $00
byte[ca + 1] := $0E
byte[ca] := $00
elseif byte[ca + 40] == $00
byte[ca + 40] := $0F
byte[ca] := $00
else
byte[ca] := $0C
elseif ob < $20
case ob
$10: 'boulder
case byte[ca + 40] 'check object below
$00:
'boulder can fall
byte[ca] := $00
byte[ca + 40] := $13 'falling boulder, scanned
sn.boulder_sound
$02, $10, $14: 'wall, boulder or diamond
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
'boulder can roll left
byte[ca] := $00
byte[ca - 1] := $13 'falling boulder, scanned
sn.boulder_sound
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
'boulder can roll right
byte[ca] := $00
byte[ca + 1] := $13 'falling boulder, scanned
sn.boulder_sound
$12: 'falling boulder
case byte[ca + 40] 'check object below
$00:
'boulder can continue falling
byte[ca] := $00
byte[ca + 40] := $13 'falling boulder, scanned
$03: 'magic wall
byte[ca] := $00
if MagicWallStatus < 2 'dormant or milling
if MagicWallStatus == 0
MagicWallStatus := 1
cn := st.get_time #> MagicWallTime
MagicWallTime := cn - MagicWallTime
sc.milling_on
sn.magic_wall_sound_on
if byte[ca + constant(40 * 2)] == $00
byte[ca + constant(40 * 2)] := $17 'falling diamond, scanned
sn.diamond_sound
$02, $10, $14: 'wall, boulder or diamond
'we hit something
sn.boulder_sound
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
'boulder can roll left
byte[ca] := $00
byte[ca - 1] := $13 'falling boulder, scanned
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
'boulder can roll right
byte[ca] := $00
byte[ca + 1] := $13 'falling boulder, scanned
else
'boulder came to a stop
byte[ca] := $11 'stationary boulder, scanned
$38: 'rockford?
'explode
ExplodeBelow(ca, $1B)
$08, $09, $0A, $0B: 'firefly?
ExplodeBelow(ca, $1B)
$30, $31, $32, $33: 'butterfly?
ExplodeBelow(ca, $20)
other:
'boulder came to a stop
byte[ca] := $11 'stationary boulder, scanned
sn.boulder_sound
$14: 'diamond
case byte[ca + 40] 'check object below
$00:
'diamond can fall
byte[ca] := $00
byte[ca + 40] := $17 'falling diamond, scanned
sn.diamond_sound
$02, $10, $14: 'wall, boulder or diamond
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
'diamond can roll left
byte[ca] := $00
byte[ca - 1] := $17 'falling diamond, scanned
sn.diamond_sound
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
'diamond can roll right
byte[ca] := $00
byte[ca + 1] := $17 'falling diamond, scanned
sn.diamond_sound
$16: 'falling diamond
case byte[ca + 40] 'check object below
$00:
'diamond can continue falling
byte[ca] := $00
byte[ca + 40] := $17 'falling diamond, scanned
$03: 'magic wall
byte[ca] := $00
if MagicWallStatus < 2 'dormant or milling
if MagicWallStatus == 0
MagicWallStatus := 1
cn := st.get_time #> MagicWallTime
MagicWallTime := cn - MagicWallTime
sc.milling_on
sn.magic_wall_sound_on
if byte[ca + constant(40 * 2)] == $00
byte[ca + constant(40 * 2)] := $13 'falling boulder, scanned
sn.boulder_sound
$02, $10, $14: 'wall, boulder or diamond
'we hit something
sn.diamond_sound
if byte[ca - 1] == $00 and byte[ca + constant(40 - 1)] == $00
'diamond can roll left
byte[ca] := $00
byte[ca - 1] := $17 'falling diamond, scanned
elseif byte[ca + 1] == $00 and byte[ca + constant(40 + 1)] == $00
'diamond can roll right
byte[ca] := $00
byte[ca + 1] := $17 'falling diamond, scanned
else
'diamond came to a stop
byte[ca] := $15 'stationary diamond, scanned
$38: 'rockford?
'explode
ExplodeBelow(ca, $1B)
$08, $09, $0A, $0B: 'firefly
ExplodeBelow(ca, $1B)
$30, $31, $32, $33: 'butterfly
ExplodeBelow(ca, $20)
other:
'diamond came to a stop
byte[ca] := $15 'stationary diamond, scanned
sn.diamond_sound
$1B, $1C, $1D, $1E: 'explosion stages
byte[ca]++
$1F: 'explosion to space, final stage
byte[ca] := $00
elseif ob < $30
case ob
$20, $21, $22, $23: 'explosion stages
byte[ca]++
$24: 'explosion to diamonds, final stage
byte[ca] := $15
$25: 'inbox
Alive := true
if count++ == 20
byte[ca] := $26
sn.crack_sound
$26, $27:
Alive := true
byte[ca]++
$28:
Alive := true
byte[ca] := $38 'rockford is born
sc.rockford_reset
st.set_time(CaveTime)
st.set_mode(st#STATUS_GAME)
ready := 1
elseif ob < $40
case ob
$30: 'butterfly facing down
if CheckAround(ca)
ExplodeCenter(ca, $20)
else
if byte[ca - 1] == $00
byte[ca - 1] := $35
byte[ca] := $00
elseif byte[ca + 40] == $00
byte[ca + 40] := $34
byte[ca] := $00
else
byte[ca] := $37
$31: 'butterfly facing left
if CheckAround(ca)
ExplodeCenter(ca, $20)
else
if byte[ca - 40] == $00
byte[ca - 40] := $36
byte[ca] := $00
elseif byte[ca - 1] == $00
byte[ca - 1] := $35
byte[ca] := $00
else
byte[ca] := $34
$32: 'butterfly facing up
if CheckAround(ca)
ExplodeCenter(ca, $20)
else
if byte[ca + 1] == $00
byte[ca + 1] := $37
byte[ca] := $00
elseif byte[ca - 40] == $00
byte[ca - 40] := $36
byte[ca] := $00
else
byte[ca] := $35
$33: 'butterfly facing right
if CheckAround(ca)
ExplodeCenter(ca, $20)
else
if byte[ca + 40] == $00
byte[ca + 40] := $34
byte[ca] := $00
elseif byte[ca + 1] == $00
byte[ca + 1] := $37
byte[ca] := $00
else
byte[ca] := $36
$38: 'rockford
Alive := true
nes := read_input
cn := 0
if nes
if nes & GP_RIGHT
last_dir := 1
sc.rockford_go(last_dir)
cn := ca + 1
elseif nes & GP_LEFT
last_dir := -1
sc.rockford_go(last_dir)
cn := ca - 1
elseif nes & GP_UP
sc.rockford_go(last_dir)
cn := ca - 40
elseif nes & GP_DOWN
sc.rockford_go(last_dir)
cn := ca + 40
if cn
if nes & GP_SELECT
o1 := $39
o2 := $00
else
o1 := $00
o2 := $39
case byte[cn]
$00, $01: 'empty or dirt
sn.moving_sound(byte[cn])
byte[ca] := o1
byte[cn] := o2
$05: 'out door
sn.magic_wall_sound_off
sn.amoeba_sound_off
byte[ca] := o1
byte[cn] := o2
AddBonusPoints
waitcnt(clkfreq + cnt) '1 second delay
return true 'means cave succesfully completed
$10, $11: 'boulder, stationary
if (nes & GP_RIGHT) and (byte[cn + 1] == $00) and ((long[random_ptr] & $03) == 0)
'boulder can be pushed
byte[cn + 1] := byte[cn]
byte[ca] := o1
byte[cn] := o2
sn.boulder_sound
elseif (nes & GP_LEFT) and (byte[cn - 1] == $00) and ((long[random_ptr] & $03) == 0)
'boulder can be pushed
byte[cn - 1] := byte[cn]
byte[ca] := o1
byte[cn] := o2
sn.boulder_sound
$14, $15, $16, $17: 'diamond
byte[ca] := o1
byte[cn] := o2
sn.pick_sound
st.set_diamond_count(++DiamondCount)
IncrementScore(DiamondValue)
if DiamondCount == DiamondsNeeded and not target
'flash screen when target is reached
sc.flash
sn.crack_sound
DiamondValue := ExtraValue
st.set_diamond_value(DiamondValue)
target := 1
else
sc.rockford_go(0)
'screen may need scrolling
if CaveNumber > 16
'do not scroll intermission caves
sx := 0
sy := 0
else
if cx - sx > constant(20 - 6)
sx += constant(10 - 5)
sx <#= constant(40 - 20)
elseif cx - sx < 5
sx -= constant(10 - 5)
sx #>= 0
if cy - sy > screen_height - 4
sy += screen_height / 2 - 3
sy <#= 22 - screen_height
elseif cy - sy < 3
sy -= screen_height / 2 - 3
sy #>= 0
sc.scroll_to(sx * 8, sy * 16)
$3A: 'amoeba
if ready
sn.amoeba_sound_on
if AmoebaStatus == 2
'turn into stone
byte[ca] := $10 'stationary boulder
elseif AmoebaStatus == 3
'turn into diamond
byte[ca] := $14 'stationary diamond
else
++amoebas
if enclosed
enclosed := CheckEnclosed(ca)
cn := long[random_ptr]
if AmoebaStatus == 0
cn &= $7F
else
cn &= $0F
if cn =< 3
cn := ca + dirs[cn & $03]
ob := byte[cn]
if ob == $00 or ob == $01
byte[cn] := $3A
'reset scanned flag
cn := ca - constant(40 + 1)
byte[cn] := reset.byte[byte[cn]]
if MagicWallStatus == 1
if st.get_time < MagicWallTime
MagicWallStatus := 2 'expired
sc.milling_off
sn.magic_wall_sound_off
if AmoebaStatus == 0
if st.get_time < AmoebaTime
AmoebaStatus := 1 'growing fast
if amoebas > 200
AmoebaStatus := 2 'grew too big, turn into stones
elseif enclosed
AmoebaStatus := 3 'fully enclosed, turn into diamonds
if amoebas == 0
sn.amoeba_sound_off
if demo_ptr
nes := 0
else
nes := read_input
if nes & GP_A
st.set_time(0) 'stop the time
sn.magic_wall_sound_off
sn.amoeba_sound_off
return false 'not completed, restart the same level
elseif nes & GP_B
'pause game
st.set_mode(st#STATUS_PAUSE)
repeat while nes & GP_B
nes := read_input
repeat while (nes & GP_B) == 0
nes := read_input
if ready
st.set_mode(st#STATUS_GAME)
else
st.set_mode(st#STATUS_PRE)
repeat while nes & GP_B
nes := read_input
elseif (nes & GP_SELECT) and (nes & GP_START)
st.set_time(0)
sn.magic_wall_sound_off
sn.amoeba_sound_off
return true '*cheat* go to the next level
cn := st.get_time
if cn < 10
sn.time_ending_sound(cn)
if ready and (cn == 0)
'out of time
sn.magic_wall_sound_off
sn.amoeba_sound_off
st.set_mode(st#STATUS_OUT_OF_TIME)
count := 60 * 60 'approx 1 minute
repeat while count > 0
repeat while vsync == 0
repeat while vsync <> 0
--count
nes := read_input
if nes & GP_A
return false 'not completed, restart the same level
elseif (nes & GP_SELECT) and (nes & GP_START)
return true '*cheat* go to the next level
return false
if Level < 2
waitcnt(clkfreq / 50 + cnt)
pub ExplodeBelow(cell, towhat)
if byte[cell - 1] <> $07
byte[cell - 1] := towhat + 1
if byte[cell] <> $07
byte[cell] := towhat + 1
if byte[cell + 1] <> $07
byte[cell + 1] := towhat
if byte[cell + constant(40 - 1)] <> $07
byte[cell + constant(40 - 1)] := towhat
if byte[cell + 40] <> $07
byte[cell + 40] := towhat
if byte[cell + constant(40 + 1)] <> $07
byte[cell + constant(40 + 1)] := towhat
if byte[cell + constant(40 * 2 - 1)] <> $07
byte[cell + constant(40 * 2 - 1)] := towhat
if byte[cell + constant(40 * 2)] <> $07
byte[cell + constant(40 * 2)] := towhat
if byte[cell + constant(40 * 2 + 1)] <> $07
byte[cell + constant(40 * 2 + 1)] := towhat
sn.explosion_sound
pub ExplodeCenter(cell, towhat)
if byte[cell - constant(40 + 1)] <> $07
byte[cell - constant(40 + 1)] := towhat + 1
if byte[cell - 40] <> $07
byte[cell - 40] := towhat + 1
if byte[cell - constant(40 - 1)] <> $07
byte[cell - constant(40 - 1)] := towhat + 1
if byte[cell - 1] <> $07
byte[cell - 1] := towhat + 1
if byte[cell] <> $07
byte[cell] := towhat + 1
if byte[cell + 1] <> $07
byte[cell + 1] := towhat
if byte[cell + constant(40 - 1)] <> $07
byte[cell + constant(40 - 1)] := towhat
if byte[cell + 40] <> $07
byte[cell + 40] := towhat
if byte[cell + constant(40 + 1)] <> $07
byte[cell + constant(40 + 1)] := towhat
sn.explosion_sound
pub CheckAround(cell) | ob
ob := byte[cell - 40]
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
return true
ob := byte[cell - 1]
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
return true
ob := byte[cell + 1]
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
return true
ob := byte[cell + 40]
if ob => $38 and ob =< $3B 'rockford or ameba, scanned or not
return true
return false
pub CheckEnclosed(cell) | ob, i
repeat i from 0 to 3
ob := byte[cell + dirs[i]]
if ob == $00 or ob == $01
return false
return true
pub IncrementScore(amount)
Score += amount
st.set_score(Score)
if Score => NextLife and Men < 9
++Men
sc.new_life
NextLife += 500
pub AddBonusPoints | i, j
i := j := st.get_time
repeat while i > 0
st.set_time(--i)
IncrementScore(Level + 1)
if i < 10
sn.time_ending_sound(i)
waitcnt(clkfreq / 32 + cnt)
else
sn.bonus_point_sound(j - i)
dat
long 0 'align
' screen array
screen byte $00[40*28]
' color index 3 1 2 0
palette long $06_6B_04_02
' -x- -y-
scroll long $0000_0000
status long 1 'set this to 1 to show the status line at the top
' status line
byte $90[20]
' foreground color for status line characters
byte $06[20]
' tiles
tiles word %%0_0_0_0_0_0_0_0 ' $00 space
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_1_0_0_1_0_1 ' $01 dirt
word %%1_1_0_0_1_0_0_1
word %%0_1_2_1_0_1_2_0
word %%1_1_0_1_1_1_0_1
word %%1_0_1_1_1_0_1_1
word %%0_2_1_0_1_2_1_0
word %%2_1_1_2_2_0_1_1
word %%1_0_1_1_1_1_2_0
word %%0_1_1_1_2_1_1_1
word %%1_2_0_1_1_1_2_0
word %%1_2_1_0_2_1_0_1
word %%0_2_1_1_0_1_2_1
word %%1_0_1_0_1_0_1_0
word %%1_1_0_0_1_1_0_1
word %%1_0_1_2_0_1_0_0
word %%0_1_0_0_1_0_1_0
word %%0_3_3_3_0_3_3_3 ' $02 brick wall
word %%0_2_3_3_0_2_3_3
word %%0_2_2_2_0_2_2_2
word %%0_0_0_0_0_0_0_0
word %%3_3_0_3_3_3_0_3
word %%3_3_0_2_3_3_0_2
word %%2_2_0_2_2_2_0_2
word %%0_0_0_0_0_0_0_0
word %%0_3_3_3_0_3_3_3
word %%0_2_3_3_0_2_3_3
word %%0_2_2_2_0_2_2_2
word %%0_0_0_0_0_0_0_0
word %%3_3_0_3_3_3_0_3
word %%3_3_0_2_3_3_0_2
word %%2_2_0_2_2_2_0_2
word %%0_0_0_0_0_0_0_0
word %%0_3_3_3_0_3_3_3 ' $03 magic wall
word %%0_2_3_3_0_2_2_2
word %%0_2_2_2_0_2_2_2
word %%0_0_0_0_0_0_0_0
word %%3_3_0_3_3_3_0_3
word %%3_3_0_2_3_3_0_3
word %%2_2_0_2_2_2_0_2
word %%0_0_0_0_0_0_0_0
word %%0_3_3_3_0_3_3_3
word %%0_2_3_3_0_2_3_3
word %%0_2_2_2_0_2_2_2
word %%0_0_0_0_0_0_0_0
word %%3_3_0_3_3_3_0_3
word %%3_3_0_2_3_3_0_2
word %%2_2_0_2_2_2_0_2
word %%0_0_0_0_0_0_0_0
word %%2_2_2_2_2_2_2_2 ' $04 out door (invisible)
word %%2_2_2_2_2_2_2_2
word %%2_0_0_2_2_0_0_2
word %%2_2_0_2_2_2_0_2
word %%2_3_0_2_2_3_0_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_0_0_2_2_0_0_2
word %%2_2_0_2_2_2_0_2
word %%2_3_0_2_2_3_0_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%0_0_0_0_0_0_0_0 ' $05 out door (flashing)
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $06
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%2_2_2_2_2_2_2_2 ' $07 steel wall
word %%2_2_2_2_2_2_2_2
word %%2_0_0_2_2_0_0_2
word %%2_2_0_2_2_2_0_2
word %%2_3_0_2_2_3_0_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_0_0_2_2_0_0_2
word %%2_2_0_2_2_2_0_2
word %%2_3_0_2_2_3_0_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%2_2_2_2_2_2_2_2
word %%0_0_0_0_0_0_0_0 ' $08
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $09
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $0A
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $0B
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $0C
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $0D
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0 ' $0E
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
word %%0_0_0_0_0_0_0_0
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word %%0_0_0_0_0_0_0_0 ' $20 explode to diamond frame 1
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word %%0_0_0_0_3_0_0_0 ' $21 explode to diamond frame 2
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word %%0_0_0_1_1_0_0_0 ' $23 explode to diamond frame 4
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word %%2_2_2_2_2_2_2_2 ' $25 inbox, flashing
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word %%0_0_0_0_0_0_0_0 ' $26 inbox morphing into rockford, same as explode to space frame 1
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word %%0_0_0_0_0_0_0_0 ' $27 inbox morphing into rockford, same as explode to space frame 2
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word %%0_0_0_0_0_0_0_0 ' $32
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word %%0_0_0_0_0_0_0_0 ' $33
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word %%0_0_0_0_0_0_0_0 ' $83
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word %%0_0_0_0_0_0_0_0 ' $84
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word %%0_0_0_0_0_0_0_0 ' $85
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' this is basically the same character generator, but using
' a different color (I need this for the title screen). Either
' this, or separate color attributes for each cell of the
' screen. We have still some space here, so...
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