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; Place addr in d0 and the copperlist pointer addr in a1 before calling
POINTINCOPPERLIST MACRO
move.w d0,6(a1)
swap d0
move.w d0,2(a1)
ENDM
IFD P61
include "P6112-options.i"
ENDC
SECTION CiriCop,CODE_C
include "AProcessing/libs/ammxmacros.i"
SKY_COLOR_SHADES equ 128
Inizio:
bsr.w Save_all
; Build trigonometric table
lea SIN_Q5_11(PC),a0
lea ROT_X_MATRIX_Q5_11(PC),a1
bsr.w PRECALC_BY_SIN
IFD PRT
SONG_FRAMES equ 6240
lea player,a6
lea myPlayer,a0
lea mySong,a1
lea song0,a2
add.l 0(a6),a6
jsr (a6) ; songInit returns in D0 needed chipmem size
lea player,a6
lea myPlayer,a0
lea chipmem,a1
lea mySong,a2
add.l 4(a6),a6
jsr (a6) ; playerInit
lea player,a6
lea myPlayer,a0
moveq #64,d0 ; volume (0-64)
add.l 24(a6),a6
jsr (a6) ; setVolume
ENDC
; draw sand
;lea SANDDOWN,a3
;moveq #11,d4
;jsr BLITLINEOFTILES
;lea SANDTOP,a3
;moveq #11,d4
;jsr BLITLINEOFTILES
; prepare table for first round of angles - start
lea ROTATIONS_ANGLES_64,a0
moveq #0,d0
moveq #2-1,d6
.loop2rot
moveq #64-1,d7
.looprot
add.l #%101101000,d0
move.l d0,d1
;add.l #%100000,d1
lsr.w #6,d1
move.w d1,(a0)+
dbra d7,.looprot
move.l #180*64,d0
dbra d6,.loop2rot
move.w #0,ROTATIONS_ANGLES_64_180-2
; prepare table for first round of angles - end
; prepare sin table for twister - start
lea SIN_TABLE,a0
lea SIN_TWISTER_TABLE,a1
lea SIN_TWISTER_TABLE_END,a2
move.w #360-1,d7
.loop:
move.w (a0)+,d0
lsl.w #3,d0
add.w #%0100000000000000,d0
lsr.w #8,d0
lsr.w #2,d0
move.w d0,(a1)+
move.w d0,(a2)+
dbra d7,.loop
; prepare sin table for twister - end
lea SANDTOP,a0
moveq #20-1,d4
moveq #0,d0
moveq #11,d1
bsr.w BLIT_TILES
; draw top of pyramids
moveq #0,d0
moveq #1,d1
bsr.w BLITTOPPYRAMID
moveq #12,d0
moveq #4,d1
bsr.w BLITTOPPYRAMID
IFD STARS
; stars start
moveq #80-1,d7
lea SCREEN_2+40*1+20,a0
move.l d7,d6
startstarfield:
add.w d7,d6
divs.w d7,d6
swap d6
;andi.l #$7,d6
bset d6,(a0)
bset d6,40*224*1(a0)
bset d6,40*224*2(a0)
addq #2,a0
dbra d7,startstarfield
; endstartfield
ENDC
;*****************************************************************************
; Init bitplane pointers in copperlist
;*****************************************************************************
move.l #SCREEN_2,d0
lea BPLPTR1,A1
bsr.w POINTINCOPPERLIST_FUNCT
move.l #SCREEN_2+40*224*1,d0
lea BPLPTR3,A1
bsr.w POINTINCOPPERLIST_FUNCT
move.l #SCREEN_2+40*224*2,d0
lea BPLPTR5,A1
bsr.w POINTINCOPPERLIST_FUNCT
; Start drawing full pyramid tiles
lea TILEFULL,a0
moveq #6-1,d4
moveq #1,d0
moveq #5,d1
bsr.w BLIT_TILES
moveq #4-1,d6
moveq #8-1,d4
moveq #0,d0
moveq #6,d1
tiles_vloop:
bsr.w BLIT_TILES
addq #1,d1
addq #1,d4
dbra d6,tiles_vloop
; Triangle crop pyramid
IFD CROP
lea VERTEX_LIST_2D_1,a4
moveq #0,d1
move.l d1,(a4)+
move.l #$00300000,(a4)+
move.l #$00300030,(a4)+
lea OFFBITPLANEMEM,a4
jsr TRIANGLE_BLIT
lea $dff040,a4
move.w #$09f0,(a4)+ ; bltcon0 D=A
move.w d1,(a4)+ ; bltcon1 set to zero
lea $dff064,a4
move.w d1,(a4)+ ; AMOD
move.w d1,(a4)+ ; DMOD
move.l SCREEN_PTR_0,$dff050 ; APTR
move.l #SCREEN_2+40*224*1,$dff054 ; DPTR
ENDC
; left slope tile (trashing the full tile)
moveq #0,d0
moveq #5,d1
lea TILELEFTSLOPE,a0
bsr.w BLIT_TILE
;IFD BLIT_PYR
; right slopes start
moveq #5-1,d6
moveq #7,d0
moveq #5,d1
lea TILERIGHTSLOPE,a0
rightslopesstart:
bsr.w BLIT_TILE
addq #1,d0
addq #1,d1
dbra d6,rightslopesstart
;ENDC
; start blitting platform 1
moveq #13-1,d4
moveq #4,d0
moveq #51,d1
move.w #1,TILE_MULTIPLIER
move.w #$0201,TILE_BLITSIZE
move.w #$09FF,TILE_BPLCON0
bsr.w BLIT_TILES
lea SCREEN_2+51*40+6,a0
moveq #3-1,d7
platform1_start:
moveq #8-1,d6
move.l a0,a1
platform2_start:
ori.w #$F,(a1)
adda.w #40,a1
dbra d6,platform2_start
adda.l #224*40,a0
dbra d7,platform1_start
lea SCREEN_2+99*40+25,a0
moveq #3-1,d7
platform1_start2:
moveq #8-1,d6
move.l a0,a1
platform2_start2:
ori.b #$F8,1(a1)
adda.w #40,a1
dbra d6,platform2_start2
adda.l #224*40,a0
dbra d7,platform1_start2
; start blitting platform 2
moveq #8-1,d4
moveq #5,d0
moveq #99,d1
bsr.w BLIT_TILES
; start blitting platform 3
moveq #2-1,d4
moveq #1,d0
moveq #107,d1
bsr.w BLIT_TILES
; start blitting platform 4
moveq #2-1,d4
moveq #14,d0
move.w #147,d1
bsr.w BLIT_TILES
; start blitting platform 5
moveq #3-1,d4
moveq #6,d0
move.w #155,d1
bsr.w BLIT_TILES
; Draw big spaceship
jsr DRAWBIGSPACESHIP
move.w #$0F00,d0
move.w #$00F0,d1
moveq #64-1,d7
lea BIGSPACESHIP_COLORSTABLE,a0
jsr buildcolortable
; build sky shades
jsr buildskyshades
; Init tiles bitplanes
move.l #SCREEN_0+40*(255-9*5),d0
lea BPLPTR1_TILE,a1
bsr.w POINTINCOPPERLIST_FUNCT
move.l #SCREEN_1+40*(255-9*5),d0
lea BPLPTR2_TILE,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 0 init
MOVE.L #SANDTWISTER_1,d0
LEA SpritePointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 1 init
MOVE.L #SANDTWISTER_2,d0
LEA SpritePointers+8,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 2 init - spaceship first 2 bitplanes of attached sprite
move.l #SPACESHIP2_BPL0,d0
lea Sprite2pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 3 init - bomb first 2 bitplanes of attached sprite
move.l #SPACESHIP2_BPL1,d0
lea Sprite3pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 4 init - bomb first 2 bitplanes of attached sprite
move.l #BOMB1_BPL0,d0
lea Sprite4pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 5 init - bomb first 2 bitplanes of attached sprite
move.l #BOMB1_BPL1,d0
lea Sprite5pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 6 init - spaceship first 2 bitplanes of attached sprite
move.l #SPACESHIP1_BPL0,d0
lea Sprite6pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; Sprite 7 init - bomb first 2 bitplanes of attached sprite
move.l #SPACESHIP1_BPL1,d0
lea Sprite7pointers,a1
bsr.w POINTINCOPPERLIST_FUNCT
; At the start of the demo the ray of the spaceship must be off
move.l #$00000000,SPACESHIP1_BPL1_RAY
move.w #SPACESHIP_SPRITE_HEIGHT_NO_RAY,SPACESHIP_SPRITE_HEIGHT
lea $dff000,a6
move #$7ff,$96(a6) ;Disable DMAs
move #%1000011111100000,$96(a6) ;Master,Copper,Blitter,Bitplanes
move #$7fff,$9a(a6) ;Disable IRQs
move #$e000,$9a(a6) ;Master and lev6
;NO COPPER-IRQ!
moveq #0,d0
move d0,$106(a6) ;Disable AGA/ECS-stuff
move d0,$1fc(a6)
move.l #COPPERLIST,$80(a6) ; Copperlist point
move.w d0,$88(a6) ; Copperlist start
move.w d0,$1fc(a6) ; FMODE - NO AGA
move.w #$c00,$106(a6) ; BPLCON3 - NO AGA
IFD P61
lea Module1,a0
sub.l a1,a1
sub.l a2,a2
moveq #0,d0
jsr P61_Init
ENDC
jsr _ammxmainloop3_init
; START OF MAIN LOOP
mouse:
cmpi.b #$ff,$dff006 ; Siamo alla linea 255?
bne.s mouse ; Se non ancora, non andare avanti
;.loop; Wait for vblank
; move.l $dff004,d0
; and.l #$1ff00,d0
; cmp.l #303<<8,d0
; bne.b .loop
IFD P61
jsr P61_Music ;and call the playroutine manually.
ENDC
IFD DEBUGCOLORS
move.w #$0FF0,$dff180
ENDC
jsr ammxmainloop3
IFD DEBUGCOLORS
move #$003,$dff180
ENDC
; Play music tick with pretracker
subi.w #1,FRAMECOUNTER
IFD PRT
; start over the song after FRAMECOUNTER reaches zero
bne.s framecounterdonotreset
lea player,a6
lea myPlayer,a0
add.l 20(a6),a6
jsr (a6) ; stop
lea player,a6
lea myPlayer,a0
moveq #0,d0
add.l 12(a6),a6
jsr (a6) ; start song
move.w #SONG_FRAMES,FRAMECOUNTER
framecounterdonotreset:
lea player,a6
lea myPlayer,a0
add.l 8(a6),a6
jsr (a6) ; playerTick
ENDC
Aspetta:
cmpi.b #$ff,$dff006 ; Siamo alla linea 255?
beq.s Aspetta ; Se si, non andare avanti, aspetta la linea
lea BPLPTR2,a1
move.l SCREEN_PTR_0,d0
POINTINCOPPERLIST
lea BPLPTR4,a1
move.l SCREEN_PTR_1,d0
POINTINCOPPERLIST
btst #6,$bfe001 ; tasto sinistro del mouse premuto?
bne.w mouse ; se no, torna a mouse:
exit_demo:
WAITBLITTER
IFD P61
bsr.w P61_End
ENDC
bsr.w Restore_all
clr.l d0
rts ; USCITA DAL PROGRAMMA
FRAMECOUNTER:
IFD PRT
dc.w SONG_FRAMES
ELSE
dc.w 1
ENDC
POINTINCOPPERLIST_FUNCT:
POINTINCOPPERLIST
rts
BLITTOPPYRAMID:
lea SCREEN_2,a1
mulu.w #40*16,d1
adda.l d1,a1
adda.l #40*10,a1
lsl.w #1,d0
adda.l d0,a1
lea PYRAMIDTOP,a0
moveq #3-1,d7
blittoputamid_startloop:
WAITBLITTER
move.w #$09F0,$dff040
move.w #$0000,$dff042
move.l a0,$dff050 ; copy from a channel
move.l a1,$dff054 ; copy to d channel
move.w #$0000,$dff064 ; A mod
move.w #40-14,$dff066 ; D mod
move.l #$FFFFFFFF,$DFF044 ; mask
move.w #$0D87,$dff058
adda.l #756,a0
adda.l #224*40,a1
dbra d7,blittoputamid_startloop
rts
; blit tiles
; blit a series of tiles using blit tile
; a0 - address of the tile
; d4 - number of tiles to blit minus 1 (trashed)
; d0 - x position
; d1 - y position
BLIT_TILES:
movem.l d0-d1/d4,-(sp)
tilefullstart:
bsr.s BLIT_TILE
addq #1,d0
dbra d4,tilefullstart
movem.l (sp)+,d0-d1/d4
rts
; blit a tile into background - origin is at top left
; a0 : pointer to tile
; d0 : x position
; d1 : y position
; trashes:
; - a1
; - d7
BLIT_TILE:
movem.l d0/d1/a0,-(sp)
lea SCREEN_2,a1
; add vertical position
mulu.w #40,d1
mulu.w TILE_MULTIPLIER(PC),d1
adda.l d1,a1
lsl.w #1,d0
adda.l d0,a1
moveq #3-1,d7
blittile_startloop:
WAITBLITTER
move.w TILE_BPLCON0(PC),$dff040
move.w #$0000,$dff042
move.l a0,$dff050 ; copy from a channel
move.l a1,$dff054 ; copy to d channel
move.w #$0000,$dff064 ; A mod
move.w #38,$dff066 ; D mod
move.l #$FFFFFFFF,$DFF044 ; mask
move.w TILE_BLITSIZE(PC),$dff058
adda.l #32,a0
adda.l #224*40,a1
dbra d7,blittile_startloop
movem.l (sp)+,d0/d1/a0
rts
TILE_MULTIPLIER: dc.w 16
TILE_BLITSIZE: dc.w $0401
TILE_BPLCON0: dc.w $09F0
;---------------------------------------------------------------
Save_all:
move.b #$87,$bfd100 ; stop drive
move.l $00000004,a6
jsr -132(a6)
move.l $6c,SaveIRQ
move.w $dff01c,Saveint
or.w #$c000,Saveint
move.w $dff002,SaveDMA
or.w #$8100,SaveDMA
move.l 4.w,a6 ; ExecBase in A6
JSR -$84(a6) ; FORBID - Disabilita il Multitasking
JSR -$78(A6) ; DISABLE - Disabilita anche gli interrupt
; del sistema operativo
; set new intena
MOVE.L #$7FFF7FFF,$dff09A ; DISABILITA GLI INTERRUPTS & INTREQS
rts
Restore_all:
move.l SaveIRQ,$6c
move.w #$7fff,$dff09a
move.w Saveint,$dff09a
move.w #$7fff,$dff096
move.w SaveDMA,$dff096
move.l $00000004,a6
lea Name,a1
moveq #0,d0
jsr -552(a6)
move.l d0,a0
move.l 38(a0),$dff080
clr.w $dff088
move.l d0,a1
jsr -414(a6)
jsr -138(a6)
rts
;---------------------------------------------------------------
Saveint: dc.w 0
SaveDMA: dc.w 0
SaveIRQ: dc.l 0
Name: dc.b "graphics.library",0
even
;----------------------------------------------------------------
IFD P61
Playrtn:
include "P6112-Play.i"
ENDC
IFD EFFECTS
muovicopper:
LEA BARRA,a0
TST.B SuGiu ; Dobbiamo salire o scendere?
beq.w VAIGIU
cmpi.b #$0a,(a0) ; siamo arrivati alla linea $0a+$ff? (265)
beq.s MettiGiu ; se si, siamo in cima e dobbiamo scendere
moveq #10-1,d7
movecopper_startloop:
subq.b #1,(a0)
addq #8,a0
dbra d7,movecopper_startloop
rts
MettiGiu:
clr.b SuGiu ; Azzerando SuGiu, al TST.B SuGiu il BEQ
rts ; fara' saltare alla routine VAIGIU, e
VAIGIU:
cmpi.b #$2c,8*9(a0) ; check if we are at line$2c?
beq.s MettiSu ; if yes we are at the bottom and must go up
moveq #10-1,d7
godown_loop:
addq.b #1,(a0)
addq #8,a0
dbra d7,godown_loop
rts
MettiSu:
move.b #$ff,SuGiu ; Quando la label SuGiu non e' a zero,
rts ; significa che dobbiamo risalire.
SuGiu:
dc.b 0,0
; ************************
; * Color cycling *
; ************************
IFND NOGREENGLOW
scrollcolors:
moveq #13-1,d7
lea col1,a4
scrollcolors_startcycle
move.w 8(a4),(a4)
addq.l #8,a4
dbra d7,scrollcolors_startcycle
move.w col1,col14
rts
ENDC
ENDC
include "AProcessing/libs/rasterizers/globaloptions.s"
include "AProcessing/libs/matrix/matrixcommon.s"
include "AProcessing/libs/matrix/matrixreg.s"
include "AProcessing/libs/matrix/rotatereg.s"
include "AProcessing/libs/matrix/scalereg.s"
include "AProcessing/libs/matrix/shearreg.s"
include "AProcessing/libs/precalc/precalc_by_sin.s"
include "AProcessing/libs/precalc/precalc_col_table.s"
include "AProcessing/libs/precalc/double_byte.s"
include "AProcessing/libs/trigtables_sin.i"
ROT_Z_MATRIX_Q5_11: ; cos -sin sin cos
ROT_X_MATRIX_Q5_11: ; cos -sin sin cos
dcb.b 361*8,$00
include "AProcessing/libs/matrix/pointreg.s"
include "AProcessing/libs/rasterizers/processing_bitplanes_fast.s"
include "AProcessing/libs/blitter/lines.s"
include "AProcessing/libs/blitter/triangle.s"
include "initnoprecalc.s"
include "ammxmainloopnoprecalc.s"
include "sky/skyshades.s"
include "copperlists.s"
SCREEN_2:
IFD DEBUGCOLORS
dcb.b 40*224*1,$0
ELSE
dcb.b 40*224*1,$FF
ENDC
dcb.b 40*224*2,$00
SKY_COLORSTABLE_INCREMENT:
dc.w 2
SKY_COLORSTABLE_COUNTER:
dc.w 0
SKY_COLORSTABLE_0:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_1:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_2:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_3:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_4:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_5:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_6:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_7:
dcb.w SKY_COLOR_SHADES,$00
SKY_COLORSTABLE_8:
dcb.w SKY_COLOR_SHADES,$00
IFD LADDERS
LADDER_1:
LADDER_1_VSTART0;
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*2
LADDER_1_HSTART0:
dc.b LADDERHORIZONTALPOSITION
LADDER_1_VSTOP0:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*2,$00
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
LADDER_1_VSTART1:
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*1
LADDER_1_HSTART1:
dc.b LADDERHORIZONTALPOSITION
LADDER_1_VSTOP1:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*1,$00
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
LADDER_1_VSTART2:
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*0
LADDER_1_HSTART2:
dc.b LADDERHORIZONTALPOSITION
LADDER_1_VSTOP2:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*0,$00
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
; END OF SPRITE
dc.w 0,0
LADDER_2:
LADDER_2_VSTART0:
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*3
LADDER_2_HSTART:
dc.b LADDERHORIZONTALPOSITION+LADDERHORIZONTALSPACING
LADDER_2_VSTOP0:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*3,$01
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
LADDER_2_VSTART1:
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*2
LADDER_2_HSTART1:
dc.b LADDERHORIZONTALPOSITION+LADDERHORIZONTALSPACING
LADDER_2_VSTOP1:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*2,$01
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
LADDER_2_VSTART2:
dc.b LADDERVERTICALPOSITION-LADDERHEIGHT-LADDERSPACING*1
LADDER_2_HSTART2:
dc.b LADDERHORIZONTALPOSITION+LADDERHORIZONTALSPACING
LADDER_2_VSTOP2:
dc.b LADDERVERTICALPOSITION-LADDERSPACING*1,$01
dc.w $FFFF,$FFFF ; line 1
dc.w $FFFF,$FFFF ; line 2
dc.w $FFFF,$FFFF ; line 3
; END OF SPRITE
dc.w 0,0
ENDC
; start of bomb sprites
include "bombs/0.s"
include "bombs/1.s"
include "bombs/2.s"
include "bombs/4.s"
include "bombs/8.s"
include "bombs/9.s"
include "bombs/10.s"
; start of spaceship sprites
include "spaceship/spaceship_spr1_ray.s"
include "spaceship/spaceship_spr_diffs.s"
include "spaceship/bigspaceship.s"
include "spaceship/spaceship2_spr1.s"
; background tiles
;SANDDOWN: incbin "assets/tiles/sanddown.raw"
SANDTOP: ;incbin "assets/tiles/sandtop.raw"
incbin "assets/tiles/eric/top_sand_eric.raw"
TILEFULL: ;incbin "assets/tiles/full.raw"
incbin "assets/tiles/eric/full_eric.raw"
TILELEFTSLOPE: ;incbin "assets/tiles/leftslope.raw"
incbin "assets/tiles/eric/left_eric2.raw"
TILERIGHTSLOPE: ;incbin "assets/tiles/rightslope.raw"
incbin "assets/tiles/eric/right_eric.raw"
PYRAMIDTOP: ;incbin "assets/brush/pyramidtop112x54.raw"
incbin "assets/tiles/eric/top_eric2.raw" ; col1 and 6 swapped
IFD P61
Module1:
incbin "P61.chippy_nr.399" ; usecode $945A
even
ENDC
IFD PRT
player: incbin "pretracker/player.bin"
song0: incbin "pretracker/mA2E_-_Kittys_Market_Stroll.prt"
ENDC
IFD PRT
section bss,bss
mySong: ds.w 2048/2
myPlayer: ds.l 8*1024/4
section chip,bss_c
chipmem dcb.b $7892,$00
ENDC
end