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quikman.s
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;*********************************************************************
; Quikman+ (8k) for Commodore VIC 20
; written by Robert Hurst <robert@hurst-ri.us>
; updated version: 07-Sep-2014
;
; see COMPILE.bat for compile, link, and go instructions
;
; to run the binary using viceteam.org project:
; xvic -memory 8k -autostart quikman+8k.prg
; to run the binary using mess.org project:
; mess vic20 -ramsize 16k -quik quikman+8k.prg
; type RUN after READY.
;
; pertinent VIC20 symbols
CLRPAGE = $F4 ; color memory page (unexpanded = $96)
NVRAM = $9C5E ; 3-bytes for Quikman hi-score
MEGACART = $9D80 ; memory bank register?
;RESET = $FD22 ; warm startup
;
; my symbol / memory map
PPILLTIMER = $10 ; powerpill effectiveness timer
MONMOVE = $20 ; $20-$23 monster array for its next best move
MONXKB = $25 ; $25,$27,$29,$2B monster's knowledge of quikman's "X" coord was
MONYKB = $26 ; $26,$28,$2A,$2C monster's knowledge of quikman's "Y" coord was
FRUITTIMER = $39 ; 0 - 250
FRUITFLAG = $3A ; zero or non-zero, if fruit has been activated
PPILLFLAG = $3B ; just ate a powerpill this turn (0=no)
CHOMP = $3C ; pointer into sound effect for fruit and fleeing monsters
CHEWING = $3D ; flag whether quikman just ate a dot or not
PLAYERS = $3E ; 0=single, 1=two
PLAYERUP = $3F ; current player (2=demo)
OLDDIR = $40 ; direction sprite was last moving in
NEWDIR = $41 ; direction sprite wants to take, if valid by MAZEMOVE
JOYVAL = $42 ; last joystick read value
QMANDIR = $43 ; quikman's current direction (0=right,1=down,2=left,3=up)
FRAME = $44 ; frame number
DEMO = $45 ; demo mode
DEMOQMAN = $46 ; spirit of quikman index (0-3)
FLASHPILL = $47 ; powerpill blink counter (0-30)
GENDER = $48 ; 0=Original(?), 1=Alternate(??)
SPECIAL = $49 ; classic term for an extra play
MAZE = $4A ; current maze
PENALTY = $4B ; $4B-$4E monsters are free-to-roam flag
; = $4F ; $4F-$52 monsters current direction (0=right,1=down,2=left,3=up)
FLEEINGSCORE= $71 ; fleeing monster score: 2, 4, 8, 16
;*********************************************************************
; SOFT reset entry point
;
.segment "CODE"
RESTART:
LDA SPRITEDEF+1
ORA #$80 ; enable sprite
STA SPRITEDEF+1
STA SPRITEDEF+3
JSR INITVARS
LDX #$02
STX DEMO
STX PLAYERUP
JSR PUP
;
@loop: LDA FRAME
AND #$7F
BNE @slow
@skip: INC LEVEL
LDX LEVEL
CPX #$07
BEQ MENU
CPX #$0D
BCC @fruit
INC QMANDIR
LDA QMANDIR
AND #$03
STA DEMOQMAN
TAY
INY
LDA #$60 ; send a monster back to cage
STA SPRITEIMGL,Y
STA PPILLFLAG ; demo powerpill
LDX #$00
STX LEVEL
@fruit: LDA #$50
STA FRUITTIMER
STA FRUITFLAG
@slow: JSR NPC ; demo mode
LDX #$04
@flick: LDA SPRITEDEF,X
EOR #$80
STA SPRITEDEF,X
DEX
BNE @flick
@scan: JSR GETIN ; get keyboard
CMP #$85 ; got F1 ?
BEQ MENU
@joy: LDA #$FF
STA $9122
LDA $9111
AND #$20 ; got FIRE ?
BNE @loop
;*********************************************************************
; User menu for new game options
;
MENU:
JSR WAHKA
LDX $FFFC ; enable RESTORE key as RESET
LDY $FFFD
STX $0318
STY $0319
LDX #<SSSFLIP ; restore for normal playing speed
LDY #>SSSFLIP
STX SKILL+1
STY SKILL+2
@menu: LDX #$02
STX JIFFYM
STX PLAYERUP
DEX
STX DEMO
JSR PUP
@maze: JSR NEWMAZE
LDA #$8B ; brown & high
STA VIC+$0E ; auxiliary color & volume
LDA #$08 ; black / black
STA VIC+$0F ; background / border color
@display:
LDX #<MENUDATA
LDY #>MENUDATA
STX VECTORFG
STY VECTORFG+1
LDX #$04
STX R0
LDY #$06
STY R1
INX
JSR SSSPLOT
@print:
LDA #$09
STA COLORCODE
LDY #$00
@ftop: LDA (VECTORFG),Y
JSR SSSPRINT
INY
CPY #$0B
BNE @ftop
JSR @nl
;
LDA #$09
STA COLORCODE
LDY #$00
@fmid1: LDA (VECTORFG),Y
JSR SSSPRINT
INY
CPY #$04
BNE @fmid1
LDA #$07
STA COLORCODE
@fmid2: LDA (VECTORFG),Y
JSR SSSPRINT
INY
CPY #$0B
BNE @fmid2
JSR @nl
;
LDA #$09
STA COLORCODE
LDY #$00
@fbot: LDA (VECTORFG),Y
JSR SSSPRINT
INY
CPY #$0B
BNE @fbot
JSR @nl
;
DEC R0
BNE @print
LDY #$00
JSR SSSFLIP
JMP @scan
;
@nl: INC R1
LDY R1
LDX #$05
JSR SSSPLOT
LDA VECTORFG
CLC
ADC #$0B
BCC @cc
INC VECTORFG+1
@cc: STA VECTORFG
RTS
;
@scan: JSR GETIN ; get keyboard
@f3: CMP #$86 ; got F3 ?
BNE @f4
LDA PLAYERS
EOR #$01
STA PLAYERS
LDA #$11
STA CHOMP
JMP @menu
@f4: CMP #$8A ; got F4 ?
BNE @f5
LDA F4+1
EOR #$06 ; toggle 3 or 5 lives
STA F4+1
CMP #$05
BEQ @5
LDX #$31
BNE @bell
@5: LDX #$51
@bell: STX SPECIAL ; ring my bell
JSR DOLIVES
JSR DOFRUIT
JMP @display
@f5: CMP #$87 ; got F5 ?
BNE @f6
LDA GENDER
EOR #$01 ; toggle between M/M mazes
STA GENDER
LDA #$00
STA STARTING
JSR WAHKA
JMP @menu
@f6: CMP #$8B ; got F6 ?
BNE @f7
LDY #$17
LDX #$00
JSR SSSPLOT
JSR SSSPRINTS ; but does DENIAL love me?
.byte $F6,$5C,$5D,$5E,$5F,$F2,$D3,$F3,$84,$85,$8E,$89,$81,$8C,$F7,$67,$F4,$67,$00
JSR SSSFLIP
@f7: CMP #$88 ; got F7 ?
BNE @f8
INC STARTING
LDA STARTING
LDY GENDER
BEQ @qm
CMP #$08
BCC @fruit
BCS @msqm
@qm: CMP #$0D
BCC @fruit
@msqm: LDA #$00
STA STARTING
@fruit: JSR WAHKA
JMP @menu
@f8: CMP #$8C ; got F8 ?
BNE @f1
LDX #$00
STX PLAYERUP
STX DEMO
JSR INTERLUDE
JMP MENU
@f1: CMP #$85 ; got F1 ?
BEQ @go
@f2: CMP #$89 ; got F2 ?
BEQ @gofast
@joy: LDA #$FF
STA $9122
LDA $9111
AND #$20 ; got FIRE ?
BEQ @go
LDA JIFFYM
AND #$07
BEQ @attract
JMP @scan
@attract:
INC DEMO
JSR NEWMAZE
JSR GAMEOVER
JMP RESTART
;
@gofast:
LDX #<SSSFFLIP
LDY #>SSSFFLIP
STX SKILL+1
STY SKILL+2
@go: LDX #$00
STX DOTS+1 ; flag that player #2 has not started a game
STX PLAYERUP
STX DEMO
TXA
@zero: STA SCORE1,X
INX
CPX #6
BNE @zero
;*********************************************************************
RESETGAME:
LDX PLAYERUP
F4: LDA #$03 ; start with 3-lives
STA LIVES,X
LDA STARTING
STA LEVEL,X
DEC LEVEL,X
JSR NEWMAZE
LDA #$AC ; pink & high
STA VIC+$0E ; auxiliary color & volume
; introduction
JSR INITVARS
LDA #>QANIM ; 1st page where quikman is on
STA SPRITEIMGH
LDA #<QANIM ; only quikman appears as a ball
STA SPRITEIMGL
LDA SPRITEDEF
ORA #$80 ; enable sprite
STA SPRITEDEF
LDA GENDER ; Mr. or Mrs.? ;)
BNE @alt
LDX #<INTRO ; original
LDY #>INTRO
BNE @tune
@alt: LDX #<INTRO2 ; alternate
LDY #>INTRO2
@tune: STX SHEET
STY SHEET+1
LDA #$01
STA DELAY
STA NOTES ; init music player
;
RESETCHR:
JSR INITVARS
JSR PUP
;
LDX PLAYERUP
INX
TXA
ORA #$B0
STA @p+2
LDX #FRUITCELLX-4
LDY #FRUITCELLY
JSR SSSPLOT
JSR SSSPRINTS ; Pn READY!
@p: .byte $F7,$90,$B1,$A0,$92,$85,$81,$84,$99,$67,$00
@wait: LDY #$00
JSR SSSREFRESH
JSR SSSFLIP
LDA NOTES
BEQ @ok
CMP #$20
BCC @wait
;
@ok: LDA #>QMAN
STA SPRITEIMGH
LDA #<QMAN ; start quikman off with a smug smile
STA SPRITEIMGL
LDX #$04
@on: LDA SPRITEDEF,X
ORA #$80 ; enable sprite
STA SPRITEDEF,X
DEX
BPL @on
LDX #$0F
@smug: LDA #$05
JSR PAUSE ; then he sees there are monsters ...
DEX
BPL @smug
LDX #$04
@loop2: LDA #<GHOST5
STA SPRITEIMGL,X ; restore monster caged image (heh)
LDA #>GHOST5
STA SPRITEIMGH,X
DEX
BNE @loop2
STX FRUITFLAG
STX PPILLFLAG
@set: LDX #>QANIM
STX SPRITEIMGH
LDX #<(QANIM+40)
STX SPRITEIMGL ; quikman gets ready
LDX #$0F
@ready: LDA #$05
JSR PAUSE ; anim loop
DEX
BPL @ready
LDX #FRUITCELLX-4
LDY #FRUITCELLY
JSR SSSPLOT
JSR SSSPRINTS
.byte $20,$20,$20,$20,$20,$20,$20,$20,$20,$00
LDA #$01
JSR PAUSE
;
LDX #$02
STX QMANDIR ; start off going LEFT
STX JOYVAL ; preload last joystick value as going LEFT
;*********************************************************************
PLAYLOOP:
LDY #$00
STY $00 ; quikman is sprite #0
STY $01
LDA QMANDIR
STA OLDDIR ; save last direction quikman was going in
LDA SPRITEX
CMP #$11
BCC @skip1 ; no new moves while in the void
CMP #$B0
BCS @skip1 ; no new moves while in the void
LDX JOYVAL ; recall last joystick value
STY $9113
LDA #$7F
STA $9122
LDA $9120
AND #$80 ; JOY 3
BNE @joy0
LDX #$00
@joy0: LDA #$FF
STA $9122
LDY $9111
TYA
AND #$08
BNE @joy1
LDX #$01
@joy1: TYA
AND #$10
BNE @joy2
LDX #$02
@joy2: TYA
AND #$04
BNE @joy3
LDX #$03
@joy3: STX JOYVAL ; save
TXA
STA NEWDIR ; do the same for the joystick
JSR MAZEMOVE
BCS @skip1 ; is the direction valid?
LDA JOYVAL ; yes,
STA QMANDIR ; request quikman to move in direction of joystick
CLC
BCC @skip2
@skip1: LDA QMANDIR
STA NEWDIR
JSR MAZEMOVE ; keep the current direction going?
BCS @sss ; is the direction valid?
@skip2: LDA SPRITEX
CMP #$09
BCS @skip3 ; is quikman at end of tunnel left?
LDX SSSCLIPX
DEX
TXA
@skip3: CMP SSSCLIPX ; is quikman at end of tunnel right?
BCC @skip4
LDA #$09
@skip4:
STA SPRITEX ; put quikman at beginning of tunnel left
;
LDA SPRITEZ
AND #$01
ORA #%11000000 ; force quikman sprite xfer/shift/copy/merge
STA SPRITEZ
LDX #>QANIM
STX SPRITEIMGH
LDX #<QANIM ; closed mouth
LDA FRAME
LSR
AND #$03 ; 00=close, 01=partial, 10=open, 11=partial
TAY
BEQ @anim
LDA QMANDIR ; take 0=right, 1=down, 2=left, 3=up value
@x16: ASL ; multiply by 16 to get partial
ASL
ASL
ASL
CPY #$02 ; open?
BNE @x2
ORA #8
@x2: CLC
ADC #8 ; add base offset
@x: TAX
@anim: STX SPRITEIMGL
;
@sss: LDX #%10001000
LDA QMANDIR
AND #$01
BEQ @xy
LDX #%10000100
@xy: STX SPRITEDEF ; redefine sprite as moving X or Y direction only
;
LDX #$00 ; PEEK: X indicates any cell offset for right or down
LDA SPRITEX
AND #$07
CMP #$04
BNE @skip5 ; is quikman in the middle of a left/right cell?
LDA QMANDIR ; yes, 0=right, 2=left
EOR #$02
BEQ @peek ; going left, no offset
INX
BNE @peek ; going right, use next
@skip5: LDA SPRITEY
AND #$07
CMP #$04
BNE @skip ; is quikman in the middle of an up/down cell?
LDA QMANDIR ; yes, 1=down, 3=up
CMP #$03 ; going up, no offset
BEQ @peek
LDX PLAYCOLS ; going down, ahead for next row
BNE @peek
@skip: JMP NPCNEXT ; no, continue play
@peek: STX R0 ; save any offset
LDX SPRITEX
LDY SPRITEY
LDA #$00 ; when you are in the void,
JSR SSSPEEKXY ; return a null
CMP #$00
BEQ @quik
LDA CRSRCOL
CLC
ADC R0
TAY
LDA (SCRNLINE),Y ; retrieve tile from playfield
CMP #SSSNULL
BNE @food
@quik: JMP PLAYLOOP ; nothing to eat here, so move a bit faster
; check what was just eaten ...
@food: TAX ; save that something in X
CPX #SSSNULL-11 ; something to eat?
BCC @next ; nope
CPX #SSSNULL+3 ; walls?
BCC @erase ; something edible
@next: JMP NPCNEXT
@erase: LDA #SSSNULL ; replace the cell quikman is on with an empty space
STA (SCRNLINE),Y
CPX #$21 ; is it a dot?
BNE POWERUP
STX CHEWING ; quikman has to chew this dot, monsters keep movin'
JSR WAHKA
LDY #$00
LDA #$10 ; award 10-points
JMP EATING
;
POWERUP:
CPX #$22 ; is it a powerpill?
BEQ @pp
LDA #$11
STA CHOMP ; YUMMY!
TXA
SEC
SBC #SSSNULL-11 ; strip off char code for score index
PHA ;++
TAX
LDA FRUITSCORE,X
LDY #$01 ; fruit bonus x100
JSR SCOREUPDATE
LDA #$80
STA FRUITTIMER
LDA #$03
STA COLORCODE
LDX #FRUITCELLX-1
LDY #FRUITCELLY
JSR SSSPLOT
PLA ;--
STA R0
ASL
ADC R0 ; x3
TAX
LDY #$03
@fs: LDA FRUITVAL,X
JSR SSSPRINT
INX
DEY
BNE @fs
BEQ NPCNEXT
;
@pp: STX PPILLFLAG
LDY #$00
LDA #$50 ; award 50-points
EATING:
JSR SCOREUPDATE
LDX PLAYERUP
DEC DOTS,X ; ate a dot, account for it
BNE NPCNEXT
;=== achieved end of level ===
WONLEVEL:
LDA #<QANIM ; quikman ends snoozing
STA SPRITEIMGL
LDX #$50
@smug: LDA #$01
JSR PAUSE
DEX
BNE @smug
LDX #$04
@off: LDA SPRITEDEF,X
AND #$7F
STA SPRITEDEF,X
DEX
BNE @off
STX PPILLTIMER
STX VIC+$0B ; mute any powerpill siren remaining
STX FRAME
@loop: LDA VIC+$0F
AND #$07 ; get border color
LDX FRAME
ORA BGCOLOR,X
STA VIC+$0F ; cycle screen colors
LDA #$07
JSR PAUSE
LDA FRAME
AND #$03
BNE @next
@next: INC FRAME
LDA FRAME
CMP #$0F
BNE @loop
LDA #<QMAN
CMP SPRITEIMGL
BEQ @fini
STA SPRITEIMGL
LDA #>QMAN
STA SPRITEIMGH
LDX #$01
BNE @smug
@fini: LDA #$50
JSR PAUSE
LDX PLAYERUP
JSR NEWMAZE
JMP RESETCHR
;
NPCNEXT:
JSR NPC
JMP PLAYLOOP
;*********************************************************************
; non-player characters & events
;
NPC:
LDA FRUITFLAG
BNE @skip3 ; is fruit (or fruit score) already on display?
LDX PLAYERUP
LDA DOTS,X
CMP #$60 ; are there 96 dots left?
BEQ @skip1
CMP #$30 ; are there 48 dots left?
BNE @skip3
@skip1:
LDA LEVEL,X ; prepare thy bonus
TAX
LDY GENDER
BEQ @maze
LDA FRUIT2,X
CPX #$07 ; reach the last level?
BCC @skip2
LDA FRAME ; random fruit
AND #$0F
CMP #$0B ; > 11 ?
BCC @msqm
LSR ; limit to 1st eight
@msqm: CLC
ADC #$15
BCC @skip2
@maze: CPX #$0C ; reach the last level?
BCC @table
LDX #$0C ; only the key is left, and it leaves a bad metallic after-taste
@table: LDA FRUIT,X
@skip2: PHA ;++
SEC
SBC #$15
TAX
LDA FRUITCLR,X
STA COLORCODE
LDX #FRUITCELLX
LDY #FRUITCELLY
JSR SSSPLOT
PLA ;--
JSR SSSPOKE ; display fruit
LDA #$FF ; 255-moves and counting
STA FRUITTIMER ; reset fruit timer
STA FRUITFLAG
@skip3: LDA FRUITTIMER ; fruit is on display
BEQ @skip4 ; nothing to do
DEC FRUITTIMER ; remove a tick
BNE @skip6 ; there is still time left
LDX #FRUITCELLX-1
LDY #FRUITCELLY
LDA DEMO
BEQ @demo
INX
@demo: JSR SSSPLOT
LDA #SSSNULL ; time's up!
JSR SSSPRINT ; no more fruit
LDA DEMO ; playing?
BNE @skip4
JSR SSSPRINTS ; time's up! no more fruit score
.byte $20,$20,$00
@skip4: LDX PLAYERUP
LDA DOTS,X
CMP #$30 ; has the 48th dot been eaten?
BEQ @skip5
CMP #$60 ; has the 96th dot been eaten?
BNE @skip6
@skip5: LDA #$00
STA FRUITFLAG ; more fruit potential on this level
;
@skip6: LDA PPILLFLAG
BEQ KISSING ; just swallowed a powerpill?
LDA #$00 ; account for that action
STA PPILLFLAG
LDA #$02 ; start scoring @ 200-points
STA FLEEINGSCORE
LDA DEMO
BNE @fake
LDX PLAYERUP
LDA LEVEL,X
@fake: TAX
AND #$07
BEQ @break ; every 8-levels, keep timer up
CPX #$10
BCS @timer ; 16-levels of powerpill timing
TXA
@break: ASL ; x2
ASL ; x2
AND #$3F
EOR #$3F ; invert A
CPX #$05
BCC @timer ; timer good to the 1st apple
LSR ; 1/2
@timer: STA PPILLTIMER ; set powerpill timer
LDY #$04
@loop1: LDX PENALTY-1,Y
BNE @skip7 ; is monster waiting in cage already?
LDA SPRITEIMGL,Y
CMP #$60 ; is monster returning to cage?
BEQ @skip7
LDA #$06 ; no, make monster blue
STA SPRITECOL,Y
LDA #$90 ; make monster fleeing
STA SPRITEIMGL,Y
LDA $4E,Y
EOR #$02 ; and reverse its direction
STA $4E,Y
@skip7: DEY
BNE @loop1
;
; check all monsters if any are in contact with quikman
KISSING:
LDY #$04
KISSME:
LDA DEMO ; playing?
BNE NEXTKISS
LDA SPRITEX
CMP SPRITEX,Y
BNE @skip3
LDA SPRITEY
SEC
SBC SPRITEY,Y
BCS @skip2
EOR #$FF
@skip2: CMP #$05
BCS @skip3
BCC ENGAGED ; is quikman engaged with a monster?
@skip3: LDA SPRITEY
CMP SPRITEY,Y
BNE NEXTKISS
LDA SPRITEX
SEC
SBC SPRITEX,Y
BCS @skip4
EOR #$FF
@skip4: CMP #$05
BCC ENGAGED ; is quikman engaged with a monster?
;
NEXTKISS:
DEY ; next monster
BNE KISSME
JMP MONSTERS ; quikman is still freely running!
;
ENGAGED:
LDA SPRITEIMGL,Y
CMP #$60 ; is monster returning to cage?
BEQ NEXTKISS
CMP #$90 ; is monster fleeing?
BNE DEAD ; no, quikman bites the dust
TYA
PHA ;++
TXA
PHA ;++
; ahah! caught a little sickly one!
LDA SPRITEDEF,Y
AND #$7F ; disable sprite
STA SPRITEDEF,Y
LDA FLEEINGSCORE
CMP #$10
BNE @dec
LDA #$00
STA PPILLTIMER
STA VIC+$0B ; mute any powerpill timer remaining
STA FLEEINGSCORE
LDA #$16 ; fix for 1600 in decimal mode
@dec: LDY #$01 ; x100
JSR SCOREUPDATE
ASL FLEEINGSCORE ; next is worth x2 bonus
LDA #$D0 ; w..o..o..t..!
STA VIC+$0A
LDX PPILLTIMER
LDA #>QMAN
STA SPRITEIMGH
LDA #<QMAN ; quikman smiles
STA SPRITEIMGL
LDA #$01
JSR PAUSE
LDA JIFFYL
CLC
ADC #$20
@loop: LDY JIFFYL
INY
@loop1: CPY JIFFYL
BNE @loop1 ; wait up to a jiffy
STX PPILLTIMER
INC VIC+$0A
CMP JIFFYL
BNE @loop
LDA #$00 ; mute
STA VIC+$0A
LDA #>QANIM
STA SPRITEIMGH
LDA #<QANIM ; quikman snoozes
STA SPRITEIMGL
PLA ;--
TAX
PLA ;--
TAY
LDA #$60 ; monster runs back to cage
STA SPRITEIMGL,Y
LDA SPRITEDEF,Y
ORA #$80 ; enable sprite
STA SPRITEDEF,Y
LDA QUIKMANCLR,Y
STA SPRITECOL,Y
JMP NEXTKISS ; is there another monster here?
;
DEAD:
PLA ; remove quikman's call to NPC from stack
PLA ; because he just died . . .
LDX #$00
STX PPILLTIMER
STX VIC+$0B ; mute any powerpill siren remaining
LDX #$10
@oops: LDA #$06
JSR PAUSE
DEX
BNE @oops
; death sequence
LDX #$04 ; only feature quikman dying
@off1: LDA SPRITEDEF,X
AND #$7F ; disable sprite
STA SPRITEDEF,X
DEX
BNE @off1
LDA #<QANIM ; low-order byte of 1st quikman image
STA SPRITEIMGL
LDX #$04
@loop: LDA QUIKMANCLR,X ; reset monsters starting colors
STA SPRITECOL,X ; into their sprite color registers
LDA #$70 ; reset monsters as looking down
STA SPRITEIMGL,X
DEX
BNE @loop
LDA #$5B
STA CHOMP
;
LDA #$14
STA FRAME ; rotate quikman 5 times
@loop1: LDA SPRITEIMGL
CMP #<(QANIM+64) ; are we at the 4th quikman image?
BCC @skip
LDA #<(QANIM) ; reset to 1st quikman image
@skip: CLC
ADC #$10 ; advance to next image
STA SPRITEIMGL
LDX #04 ; NTSC delay
LDA MACHINE
CMP #$05 ; NTSC
BEQ @paws
DEX ; PAL needs to go a bit faster
@paws: TXA
JSR PAUSE
DEC FRAME
BNE @loop1 ; repeat next sequence
;
LDX #>POOF1 ; POOF!
STX SPRITEIMGH
LDX #<POOF1
STX SPRITEIMGL ; explode!
LDA #$0A
JSR PAUSE
LDX #<POOF2
STX SPRITEIMGL ; smoke!
LDA #$08
JSR PAUSE
LDX #<POOF3
STX SPRITEIMGL ; dust!
LDA #$06
JSR PAUSE
LDA SPRITEDEF
AND #$7F ; disable sprite
STA SPRITEDEF
LDA #$04
JSR PAUSE
;
LDX PLAYERUP
DEC LIVES,X
BEQ FINALITY ; any lives remaining?
LDA #$10
JSR PAUSE
LDA #$3B
STA CHOMP
LDA #$07
STA COLORCODE
LDY #$17
LDA LIVES,X
TAX
JSR SSSPLOT
LDA #$23
JSR SSSPOKE
LDA #$09
JSR PAUSE
LDA #$24
JSR SSSPOKE
LDA #$08
JSR PAUSE
LDA #$25
JSR SSSPOKE
LDA #$07
JSR PAUSE
LDA #SSSNULL ; erase life
JSR SSSPOKE
JSR INITVARS
JSR DOLEVEL
LDX PLAYERS
BEQ @p1
JSR SWAPMAZE
@p1: JMP RESETCHR ; quikman still has life -- try again!
;
FINALITY:
LDA #$FE
STA MEGACART
CMP MEGACART ; detect if this memory location is really writable
BNE @cont ; no, might be an emulator or a real VIC with only 8k
LDA HISCORE
LDY HISCORE+1
LDX HISCORE+2
STA NVRAM
STY NVRAM+1
STX NVRAM+2
@cont:
JSR GAMEOVER
LDA #$A0
JSR PAUSE
LDX PLAYERS
BEQ @p1
JSR SWAPMAZE
LDX PLAYERUP
LDA LIVES,X
BEQ @p1 ; any lives remaining?
JMP RESETCHR
@p1: JMP RESTART ; this game is really over now
;*********************************************************************
GAMEOVER:
LDX #$06
LDY #$0D
JSR SSSPLOT
JSR SSSPRINTS ; print GAME OVER in red
.byte $F2,$87,$81,$8D,$85,$A0,$8F,$96,$85,$92,$00
LDY #$00
JSR SSSFLIP ; gratuitous
RTS
;*********************************************************************
MONSTERS:
LDA #$04
STA $00 ; start with monster #4
LDA FRAME
AND #$07
BNE DOMONSTER
DEC $00
LDA FRAME
AND #$0F
BNE DOMONSTER
DEC $00
;
DOMONSTER:
LDA $00
TAY
LDA SPRITEZ,Y
AND #$01
ORA #%11000000 ; force sprite xfer/shift/copy/merge
STA SPRITEZ,Y
TYA
ASL ; x2
STA $01
LDX PENALTY-1,Y
BNE @cage
JMP ITMOVES ; is this monster free to roam?
@cage: LDA FRAME
AND #$03
BEQ @anim
DEX ; no, countdown to freedom
STX PENALTY-1,Y