base:duo_blast
Duo Blast
You will need to use sprite pad to draw 3 sprites. Actually, just draw two triangles. One that points up and another that points down. Finally draw a small square or a dot then save the lot. Now try this Acme Cross Assembler routine.
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Creating your first game
;This is an example tutorial for you to ;learn how to create your own 2 player ;Shot 'em Up, which includes joystick ;control, a score system, etc. ;Let's setup the perameters for our ;game. These are the player positions. plr1_x = $0340 ;Player 1 x-position plr1_y = $0341 ;Player 1 y-position plr2_x = $0342 ;Player 2 x-position plr2_y = $0343 ;Player 2 y-position ;Our parameters for the player bullets plr1b_x = $0344 ;Player 1 bullet-xpos plr1b_y = $0345 ;Player 1 bullet-ypos plr2b_x = $0346 ;Player 2 bullet-xpos plr2b_y = $0347 ;Player 2 bullet-ypos ;Collisions parameters plr1col = $0350 ;Value storage for p1 plr2col = $0354 ;Value storage for p2 ;bullet lockup routines plr1lockup = $0360 ;Lockup for players plr2lockup = $0361 ;shooting ;We need to create a jump start for this ;example, so we will create our own jump ;address where it does not overlap data ;which had been loaded. !to "duoblast.prg",cbm *= $1000-2 !binary "music.dat" *= $2000-2 !binary "sprites.dat" *= $2400 start sei ;Set irq flag ;Clear the screen without JSR $E544 ldx #$00 ;Calls a routine clear lda #$20 ;to fill the whole sta $0400,x ;screen with #$20, sta $0500,x ;which is the sta $0600,x ;blank space sta $06e8,x ;routine. inx ; bne clear ; ;You should be familiar with the next ;example code. If not then look at the ;earlier chapters of A$$EMBLE IT! lda #$00 sta $d020 sta $d021 lda #$16 sta $d018 lda #$1b sta $d011 lda #$ff sta $d015 ;Now here we create the sprite objects lda #$81 sta $07f8 ;Player 1 ship lda #$82 sta $07f9 ;Player 1 bullet lda #$80 sta $07fa ;Player 2 ship lda #$82 sta $07fb ;Player 2 bullet ;This is where we setup the colours of ;the two players and bullets. lda #$02 ;Colour red sta $d027 ;Player 1 sta $d028 ;Player 1 bullet lda #$07 ;Colour yellow sta $d029 ;Player 2 sta $d02a ;Player 2 bullet ;This is a different routine, as now the ;default sprite positions are copied to ;the declared parameters. lda $d000 ;This is a method sta plr1_x ;of copying and lda $d001 ;pasting the sprite sta plr1_y ;positions so that lda $d002 ;you can use this sta plr1b_x ;to program the lda $d003 ;sprites positions sta plr1b_y ;later on in the lda $d004 ;routines, for a sta plr2_x ;much faster lda $d005 ;and decent sta plr2_y ;movement for all lda $d006 ;the sprites in sta plr2b_x ;this game. lda $d007 sta plr2b_y ;Now we reposition the two players and ;put the bullets into zero lda #$42 ;All this is the sta plr1_y ;repositioning the lda #$18 ;two player ships, sta plr1_x ;by using the 'x' lda #$e0 ;positions and the sta plr2_y ;'y' positions, lda #$98 ;as simple as that sta plr2_x ;:) lda #$00 ;All bullets are sta plr1b_x ;repositioned to sta plr1b_y ;the zero value sta plr2b_x ;yet again 'x' and sta plr2b_y ;'y' positions ;Setup the scoreboard lda #$30 ;We put zero on: sta $0400 ;first line lda #$02 ;paint first line sta $d800 ;red lda #$30 ;zero put on sta $0427 ;first line as last lda #$07 ;paint character sta $d827 ;yellow ;Now for the main body of this program ;the Interrupt flag, but we wont use ;JMP $EA81 or JMP $EA31, as no keyboard ;control will be required lda #<int ; Call INT values ldx #>int ; into an IRQ raster ldy #$00 ; interrupt value and sta $0314 ; zero the rasterline stx $0315 ; sty $d012 lda #$7f ; Keep the screen on ldx #$1b ; and continue the sta $dc0d ; main interrupt stx $d011 ; read lda #$00 ;Initialise music tax ;according to tune tay ;number jsr $1000 ; lda #$01 sta $d019 ;IRQ is turned on sta $d01a ;---------------- lda $dc0d ;Copy $DC0D to $DD0D sta $dd0d ;to have the IRQ ;working properly. cli ;Clear IRQ flag loop jmp loop ;Jump to the loop ;Our main interrupt int asl $d019 ;Keep $D019 running ;Call routine to expand and reconvert ;the sprite positions jsr expand ;Call routine to read joystick port 2 ;for player 1 and player 2 jsr read1up jsr read2up ;Call routine for bullet movements jsr bullmove ;Call routine for collision detection ;and player 1 and player 2 bullet to ;player collision. jsr detect jsr p1col jsr p2col ;And finally play the music jsr $1003 ;Play music pla ; An IRQ loop routine. tay ; pla ; This will keep all the tax ; jsr routines playing pla ; without using JMP $EA81 rti ; or JMP $EA31 ;Expand and reconver the sprite position expand lda plr1_y ;Copy player y sta $d001 ;to exact position lda plr1b_y ;Copy bullet 1 y sta $d003 ;to exact position lda plr2_y ;The same goes sta $d005 ;with this routine lda plr2b_y ;but instead it sta $d007 ;works with p2. lda plr1_x ;Copy player x asl a ;calculate 64 ror $d010 ;Expand x pos. sta $d000 ;put at exact xpos lda plr1b_x ;Copy bullet asl a ;and do the same ror $d010 ;as with the sta $d002 ;player. lda plr2_x ; asl a ;All this is the ror $d010 ;same except that sta $d004 ;it will work with lda plr2b_x ;Player 2 and the asl a ;Player 2 bullet ror $d010 ;instead. sta $d006 ; rts ; ;Read joystick control for player1 read1up lda $dc00 ;Read port 2 lsr a ;Joystick up lsr a ;Joystick down left1 lsr a ;Joystick left bcs right1 ldx plr1_x ;Move player 1 dex ;left across screen dex ;using 2 for speed cpx #$0e ;does the player bcs set1 ;move further than ldx #$0e ;$0e, if so then set1 stx plr1_x ;stop. Else continue right1 lsr a ;Joystick right bcs fire1 ldx plr1_x ;Move player 1 inx ;right across screen inx ;using the same cpx #$9a ;speed. If player bcc set2 ;exceeds $9a, then ldx #$9a ;make the player set2 stx plr1_x ;stop. fire1 lsr a ;Firebutton bcs nojoy1 lda plr1lockup ;Is player fire cmp #$00 ;control bne nojoy1 ;unlocked. If so lda #$01 ;then lock fire sta plr1lockup ;and position ldx plr1_x ;the bullet x stx plr1b_x ;and y positions ldx plr1_y ;exactly at the stx plr1b_y ;same areas as ;the player. nojoy1 rts ;Read joystick control for Player 2 ;(joystick port 1) read2up lda $dc01 ;Read JOY Port 1 lsr a ;up lsr a ;down ;Please read the left2 lsr a ;left ;player 1 bcs right2 ;joystick control ldx plr2_x ;as this routine dex ;is exactly the dex ;same as the cpx #$0e ;player 1 controls bcs set1_1 ;but works for ldx #$0e ;player 2. set1_1 stx plr2_x right2 lsr a bcs fire2 ldx plr2_x inx inx cpx #$9a bcc set1_2 ldx #$9a set1_2 stx plr2_x fire2 lsr a bcs nojoy2 lda plr2lockup cmp #$00 bne nojoy2 lda #$01 sta plr2lockup ldx plr2_x stx plr2b_x ldx plr2_y stx plr2b_y nojoy2 rts ;call bullet routines bullmove ldx plr1b_y ;The bullet moves inx ;but if it hits inx ;$F6+ it will stop inx ;off screen else inx ;if below that inx ;limit, the bullet inx ;/ moves on, else cpx #$f6 ;bullet off screen bcc repsbul1 lda #$00 ;Turn off the sta plr1lockup ;fire lockup ldx #$f6 repsbul1 stx plr1b_y ldx plr2b_y ;The bullet moves dex ;up but if it hits dex ;$0C- it will stop dex ;off screen, else dex ;if below that dex ;limit, the bullet dex ;/ moves on. else cpx #$06 ;bullet off screen bcs repsbul2 lda #$00 ;Turn off the sta plr2lockup ;fire lockup ldx #$06 repsbul2 stx plr2b_y rts ;Setup collision detection for player 1 ;and player 2 detect lda plr1_x ;Calculate sec ;the storage sbc #$06 ;values for sta plr1col+$00 ;the exact clc ;positions of adc #$0c ;player 1, so sta plr1col+$01 ;that when the lda plr1_y ;opponents' sec ;bullet hits sbc #$0c ;the player, sta plr1col+$02 ;it has to be clc ;in the exact adc #$18 ;position of sta plr1col+$03 ;player 1. lda plr2_x ;The same sec ;calculations sbc #$06 ;for player 2 sta plr2col+$00 ;bullet to clc ;player adc #$0c ;collision. sta plr2col+$01 lda plr2_y sec sbc #$0c sta plr2col+$02 clc adc #$18 sta plr2col+$03 rts ;Check player 1 bullet collision on ;player 2 ship p2col lda plr1b_x ;Is the bullet cmp plr2col+$00 ;at the correct bcc missp2 ;position where cmp plr2col+$01 ;the player is? bcs missp2 ; lda plr1b_y ;If not then cmp plr2col+$02 ;the bullet bcc missp2 ;misses the cmp plr2col+$03 ;player. bcs missp2 ; lda #$f6 ;Else move sta plr1b_y ;bullet off lda #$00 ;screen, turn sta plr1lockup ;off fire lock inc $0400 ;add 1 point lda $0400 ;check score cmp #$3a ;is it over 9? bne missp2 ;if not then ;miss, else jmp victory1 ;jump to win missp2 rts ;Check player2 bullet on player 1 ship p1col lda plr2b_x ;Does the cmp plr1col+$00 ;bullet hit bcc missp1 ;the player in cmp plr1col+$01 ;exact position bcs missp1 ;of the player lda plr2b_y ;ship? If so cmp plr1col+$02 ;then continue bcc missp1 ;else jump to cmp plr1col+$03 ;missp1 bcs missp1 lda #$06 sta plr2b_y lda #$00 sta plr2lockup inc $0427 ;Add 1 point lda $0427 ;check score cmp #$3a ;is it over '9' bne missp1 ;if so then jmp victory2 ;player2 wins missp1 rts victory1 sei ;Stop all IRQs lda #$00 ;Turn off all sta $d015 ;the sprites ldx #$00 ;Call a routine win1 lda vic1,x ;to display sta $0400,x ;player1 wins lda #$01 ;message and sta $d800,x ;paint the inx ;message white cpx #$28 ;and display bne win1 ;as 40 chars jmp space ;Jump to space ;prompt victory2 sei ; Look at lda #$00 ; 'victory1' sta $d015 ;same function ldx #$00 ;This routine win2 lda vic2,x ;does exactly sta $0400,x ;the same, but lda #$01 ;it reads the sta $d800,x ;text from inx ;vic2 so that cpx #$28 ;player 2 wins bne win2 ;the game jmp space ;You know this ;if not then ;look at the ;previous ;'jmp space' ;prompt space ldx #$00 ;Another text setspc lda spc,x ;display sta $07c0,x ;routine. This lda #$03 ;time position sta $dbc0,x ;the text at inx ;the bottom of cpx #$28 ;the screen as bne setspc ;40 chars ;Lame hit space routine :) hitspace lda #$80 ;Create a raster cmp $d012 ;raster control bne raster ;to continue jsr $1003 ;playing music lda $dc01 ;Read SPACEBAR cmp #$ef ;if not pressed bne raster ;then jump to ;the raster to ;continue ;the SPACE read ;routine and ;play music jmp start ;Restart game ;Our text display data tables. ;Player 1 victory vic1 !scr "player 1 proves that" !scr " player 2 is a loser" ;Player 2 victory vic2 !scr "player 2 proves that" !scr " player 1 is a loser" ;Spacebar prompt message spc !scr " press the spacebar" !scr " for another game! "
base/duo_blast.txt · Last modified: 2015-04-17 04:31 by 127.0.0.1