base:balloonacy_ii
Here is the whole source code to the game Balloonacy 2. Please note, you will need to extract the source objects from the original game. :)
=================================================== ; ballonacy 2 - by tnd projects ;the gamecode ;=================================================== ;declare variables sync = $02 ;Synchronize the area charpointer = $03 ;The timer for the animation delaypointer = $04 ;Delay of the balloon rising animcounter1 = $05 ;Animation counter value animdelay1 = $06 ;Animation delay counter value p1dead = $22 ;Player death/alive switch failsafe = $08 ;Failsafe switch gotkey = $09 ;Key collect switch dooropen = $0b ;Door open switch animcounter2 = $0c animdelay2 = $0d animdelay3 = $18 animcounter3 = $19 enemydir1 = $0e enemydir2 = $0f enemydir3 = $10 enemydir4 = $11 level = $12 lives = $13 defaultxpos = $14 defaultypos = $15 halfspeed1 = $16 halfspeed2 = $17 xpause = $18 objpos = $0340 ;Virtual sprite positions keycollision = $0350 ;Software collision routine for key doorcollision = $03f0 lockcollision = $0370 badcollision = $0380 message = $5000 flashdelays = $19 keydefaultx = $1a keydefaulty = $1b gamepause = $1c initmusic = $7000 playmusic = $7003 ;initialize everything processor 6502 org $3000 lda #$08 jsr $ffd2 lda #$fc sta $0328 ;Disable RUN+RESTORE keys ;Code here represents the title screen title: sei lda #$08 lda #$00 sta $d015 lda #$00 sta xpause lda #$81 sta $dc0d lda #$00 sta flashdelays sta $d418 sta $d019 sta $d01a lda #$08 sta $d016 lda #$31 sta $0314 lda #$ea sta $0315 lda #$81 sta $dc0d ldx #$00 clr: lda #$20 sta $0400,x sta $0500,x sta $0600,x sta $06e8,x inx bne clr lda #<message sta read+1 lda #>message sta read+2 ldx #$00 loopwaiting: ldy #$00 loopwaiting2: iny bne loopwaiting2 inx bne loopwaiting lda #$0b sta $d011 ;display msck screen jsr $c6dc ;transfer charset to $0800-$0fff jsr $c708 ;setup charset and defined msck colours ;clear screen ldx #$00 stx $cd6c stx $cd6d stx $cd6e stx $cd6f jsr $cd40 ;clear screen area lda #$00 jsr $ce02 sei ldx #$00 paintbitmap: lda $5800,x sta $d800,x lda #$20 sta $5800+9*40,x sta $5800+9*40,x lda $5800+1*40,x sta $d800+1*40,x lda $5800+2*40,x sta $d800+2*40,x lda $5800+3*40,x sta $d800+3*40,x lda $5800+4*40,x sta $d800+4*40,x lda $5800+5*40,x sta $d800+5*40,x lda $5800+6*40,x sta $d800+6*40,x lda $5800+7*40,x sta $d800+7*40,x inx cpx #$28 bne paintbitmap lda #<irq01 sta $0314 lda #>irq01 sta $0315 lda #$1b sta $d011 lda #$7f sta $dc0d lda #$01 sta $d01a lda #$00 sta gamepause lda #$00 jsr initmusic lda #$00 sta $8300 sta $8301 sta $8302 sta $8303 sta $8304 cli holdhere1: lda #$00 sta sync lda sync syncwait2: cmp sync beq syncwait2 jsr checkcheat jsr doscroll jsr rolltit lda $dc00 lsr lsr lsr lsr lsr bcs holdhere1 jmp game checkcheat: jsr $ffe4 cmp #$53 beq unlock1 cmp #$45 beq unlock2 cmp #$55 beq unlock3 cmp #$43 beq unlock4 cmp #$4b beq unlock5 jmp checkv2 unlock1 lda #$01 sta $8300 rts unlock2 lda #$01 sta $8301 rts unlock3 lda #$01 sta $8302 rts unlock4 lda #$01 sta $8303 rts unlock5 lda #$01 sta $8304 rts checkv2 lda $8300 cmp #$01 beq open1 rts open1 lda $8301 cmp #$01 beq open2 rts open2 lda $8302 cmp #$01 beq open3 rts open3 lda $8303 cmp #$01 beq open4 rts open4 lda $8304 cmp #$01 beq cheaton rts cheaton lda #$2c sta livesleft sta time ldx #$00 cmess lda cheatmessage,x sec sbc #$40 nowayman sta $0568,x inx cpx #$28 bne cmess rts ;Do the scrolling message doscroll: lda xpause sec sbc #$01 and #$07 sta xpause bcs endscroll ldx #$00 wrapscroll: lda $0799,x sta $0798,x inx cpx #$28 bne wrapscroll read: lda $0798+$27 cmp #$00 bne endpoint lda #<message sta read+1 lda #>message sta read+2 jmp read endpoint: sta $0798+$27 inc read+1 lda read+1 cmp #$00 bne endscroll inc read+2 endscroll: rts rolltit: inc flashdelays lda flashdelays cmp #$03 beq fok rts fok: lda #$00 sta flashdelays lda titlecolours+0 sta titlecolours+23 ldx #$00 wrapcolours: lda titlecolours+1,x sta titlecolours+0,x inx cpx #24 bne wrapcolours ldx #$00 pastetochar: lda titlecolours+0 sta $d968,x lda titlecolours+4 sta $d9e0,x lda titlecolours+8 sta $da58,x lda titlecolours+12 sta $dad0,x lda titlecolours+14 sta $db20,x lda titlecolours+16 sta $db98,x lda #$00 sta $d968-$28,x inx cpx #40 bne pastetochar rts irq01: inc $d019 lda #$00 sta $d012 lda #$03 sta $dd00 lda #$1b sta $d011 lda xpause sta $d016 lda #$12 sta $d018 lda #<irq2 sta $0314 lda #>irq2 sta $0315 jmp $ea31 irq2: inc $d019 lda #$78 sta $d012 lda #$02 sta $dd00 lda #$3b sta $d011 lda #$18 sta $d016 lda #$78 sta $d018 lda #<irq03 sta $0314 lda #>irq03 sta $0315 jmp $ea31 irq03: inc $d019 lda #$e0 sta $d012 nop nop nop nop nop nop nop lda #$03 sta $dd00 lda #$1b sta $d011 lda #$08 sta $d016 lda #$12 sta $d018 lda #<irq01 sta $0314 lda #>irq01 sta $0315 lda #$00 jsr playmusic lda #$01 sta sync irqcont: jmp $ea31 titlecolours: dc.b $06,$06,$04,$04,$0e,$0e,$05,$05,$0d,$0d,$01,$01 dc.b $07,$07,$0a,$0a,$08,$08,$02,$02,$09,$09,$00,$00 game: default: sei lda #$81 sta $dc0d lda #$00 sta $d418 sta $d019 sta $d01a lda #$31 sta $0314 lda #$ea sta $0315 lda #$81 sta $dc0d lda #$0b sta $d011 ;display msck screen jsr $c6dc ;transfer charset to $0800-$0fff jsr $c708 ;setup charset and defined msck colours ;clear screen ldx #$00 stx $cd6c stx $cd6d stx $cd6e stx $cd6f jsr $cd40 ;clear screen area lda #$1b sta $d011 lda #$01 sta level lda #$03 sta lives ldx #$00 defaultcopy: lda status,x sta statuscopy,x inx cpx #$28 bne defaultcopy maingameloop: sei cld lda #$81 sta $dc0d lda #$00 sta $d418 sta $d019 sta $d01a lda #$31 sta $0314 lda #$ea sta $0315 lda #$81 sta $dc0d lda #$0b sta $d011 ldx #$00 clearfunction: lda #$20 sta $c800,x sta $c900,x sta $ca00,x sta $cae8,x sta $0400,x sta $0500,x sta $0600,x sta $06e8,x inx bne clearfunction lda #$8f sta $07fc sta $07fd sta $07fe sta $07ff ;Check the level the player is at lda level cmp #$01 bne chkl2 jmp drawlev1 chkl2: cmp #$02 bne chkl3 jmp drawlev2 chkl3: cmp #$03 bne chkl4 jmp drawlev3 chkl4: cmp #$04 bne chkl5 jmp drawlev4 chkl5: cmp #$05 bne chkl6 jmp drawlev5 chkl6: cmp #$06 bne chkl7 jmp drawlev6 chkl7: cmp #$07 bne chkl8 jmp drawlev7 chkl8: cmp #$08 bne chkl9 jmp drawlev8 chkl9: cmp #$09 bne chkl10 jmp drawlev9 chkl10: cmp #$0a bne chkl11 jmp drawlev10 chkl11: cmp #$0b bne chkl12 jmp drawlev11 chkl12: cmp #$0c bne chkl13 jmp drawlev12 chkl13: cmp #$0d bne chkl14 jmp drawlev13 chkl14: cmp #$0e bne chkl15 jmp drawlev14 chkl15: cmp #$0f bne chkl16 jmp drawlev15 chkl16: cmp #$10 bne endofgame jmp drawlev16 endofgame lda #$00 sta $d020 sta $d021 lda #$0b sta $d011 ldx #$00 waitmain1: ldy #$00 waitmain2: iny bne waitmain2 inx bne waitmain1 lda #$00 sta $d015 ldx #$00 copyscreens: lda $6c00,x sta $0400,x lda $6d00,x sta $0500,x lda $6e00,x sta $0600,x lda $6f00,x sta $0700,x lda #$07 sta $d800,x sta $d900,x sta $da00,x sta $dae8,x inx bne copyscreens lda #$1b sta $d011 lda #$03 jsr initmusic hitfireend: lda #$80 ras1: cmp $d012 bne ras1 jsr colroll jsr playmusic ldx #$00 loopcolors: lda $d800 sta $d8f0,x lda $d808 sta $d968,x lda $d80c sta $d9b8,x lda $d810 sta $da30,x lda $d814 sta $daa8,x inx cpx #$28 bne loopcolors lda $dc00 lsr lsr lsr lsr lsr bcs hitfireend jmp title drawlev1: ldx #$01 jsr $ce02 lda #$06 sta $d022 lda #$0e sta $d023 lda #<l1postable sta readleveltable+1 lda #>l1postable sta readleveltable+2 lda #<l1coltable sta readcolourtable+1 lda #>l1coltable sta readcolourtable+2 jmp carryon l1postable: dc.b $16,$d0 ;Balloon dc.b $76,$4c ;Key dc.b $96,$d0 ;lock dc.b $16,$4c ;Door dc.b $84,$4c ;Enemy1 x dir dc.b $00,$00 ;Enemy2 y dir dc.b $00,$00 ;Enemy3 x dir dc.b $00,$00 ;Enemy4 y dir l1coltable: dc.b $0a,$07,$0f,$0a,$0e,$00,$00,$00 drawlev2: ldx #$02 jsr $ce02 lda #$0b sta $d022 lda #$0c sta $d023 lda #$d0 sta objpos+$01 sta defaultypos lda #$16 sta defaultxpos sta objpos+$00 lda #$96 ;Key sta objpos+$02 ; lda #$a8 ; sta objpos+$03 ; lda #$7c ; sta objpos+$04 ;Lock lda #$c8 ; sta objpos+$05 ; lda #$78 sta objpos+$06 lda #$48 sta objpos+$07 lda #<l2postable sta readleveltable+1 lda #>l2postable sta readleveltable+2 lda #<l2coltable sta readcolourtable+1 lda #>l2coltable sta readcolourtable+2 jmp carryon l2postable: dc.b $16,$d0 ;Balloon dc.b $94,$a8 ;Key dc.b $7c,$c8 ;lock dc.b $16,$54 ;Door dc.b $00,$00 ;Enemy1 x dir dc.b $00,$00 ;Enemy2 y dir dc.b $00,$00 ;Enemy3 x dir dc.b $00,$00 ;Enemy4 y dir l2coltable: dc.b $0a,$07,$0f,$0a,$0d,$0e,$00,$00 drawlev3: ldx #$03 jsr $ce02 lda #$02 sta $d022 lda #$0a sta $d023 lda #<l3postable sta readleveltable+1 lda #>l3postable sta readleveltable+2 lda #<l3coltable sta readcolourtable+1 lda #>l3coltable sta readcolourtable+2 jmp carryon l3postable: dc.b $16,$d0 ;Balloon dc.b $58,$d4 ;Key dc.b $1a,$5c ;lock dc.b $94,$4c ;Door dc.b $78,$58 ;Enemy1 x dir dc.b $00,$00 ;Enemy2 y dir dc.b $32,$80 ;Enemy3 x dir dc.b $00,$00 ;Enemy4 y dir l3coltable: dc.b $0a,$07,$0f,$0a,$0d,$0a,$07,$00 drawlev4: ldx #$04 jsr $ce02 lda #$04 sta $d022 lda #$0e sta $d023 lda #<l4postable sta readleveltable+1 lda #>l4postable sta readleveltable+2 lda #<l4coltable sta readcolourtable+1 lda #>l4coltable sta readcolourtable+2 jmp carryon l4postable: dc.b $16,$d0 ;Balloon dc.b $94,$a4 ;Key dc.b $1a,$64 ;lock dc.b $94,$4c ;Door dc.b $88,$58 ;Enemy1 x dir dc.b $00,$00 ;Enemy2 y dir dc.b $94,$c8 ;Enemy3 x dir dc.b $00,$00 ;Enemy4 y dir l4coltable: dc.b $0a,$07,$0f,$0a,$0d,$0e,$03,$00 drawlev5: ldx #$05 jsr $ce02 lda #$06 sta $d022 lda #$0e sta $d023 lda #<l5postable sta readleveltable+1 lda #>l5postable sta readleveltable+2 lda #<l5coltable sta readcolourtable+1 lda #>l5coltable sta readcolourtable+2 jmp carryon l5postable: dc.b $16,$d0 ;Balloon dc.b $94,$c4 ;Key dc.b $94,$64 ;lock dc.b $16,$4c ;Door dc.b $80,$58 ;Enemy1 x dir dc.b $00,$00 ;Enemy2 y dir dc.b $28,$c8 ;Enemy3 x dir dc.b $00,$00 ;Enemy4 y dir l5coltable: dc.b $0a,$07,$0f,$0a,$0e,$0d,$0a,$00 drawlev6: ldx #$06 jsr $ce02 lda #$0b sta $d022 lda #$0c sta $d023 lda #<l6postable sta readleveltable+1 lda #>l6postable sta readleveltable+2 lda #<l6coltable sta readcolourtable+1 lda #>l6coltable sta readcolourtable+2 jmp carryon l6postable: dc.b $16,$d0 ;Balloon dc.b $16,$4c ;Key dc.b $16,$d0 ;lock dc.b $94,$4c ;Door dc.b $88,$58 ;Enemy1 y dir dc.b $90,$9c ;Enemy2 x dir dc.b $26,$c8 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l6coltable: dc.b $0a,$07,$0f,$0a,$0d,$0a,$03,$00 drawlev7: ldx #$07 jsr $ce02 lda #$02 sta $d022 lda #$0a sta $d023 lda #<l7postable sta readleveltable+1 lda #>l7postable sta readleveltable+2 lda #<l7coltable sta readcolourtable+1 lda #>l7coltable sta readcolourtable+2 jmp carryon l7postable: dc.b $16,$d0 ;Balloon dc.b $8c,$c4 ;Key dc.b $16,$4c ;lock dc.b $94,$8c ;Door dc.b $78,$58 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $38,$4c ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l7coltable: dc.b $0a,$07,$0f,$0a,$0d,$0a,$03,$00 drawlev8: ldx #$08 jsr $ce02 lda #$04 sta $d022 lda #$0e sta $d023 lda #<l8postable sta readleveltable+1 lda #>l8postable sta readleveltable+2 lda #<l8coltable sta readcolourtable+1 lda #>l8coltable sta readcolourtable+2 jmp carryon l8postable: dc.b $28,$c0 ;Balloon dc.b $26,$58 ;Key dc.b $64,$4c ;lock dc.b $16,$58 ;Door dc.b $00,$00 ;Enemy1 y dir dc.b $8c,$b0 ;Enemy2 x dir dc.b $00,$00 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l8coltable: dc.b $0a,$07,$0f,$0a,$0d,$0a,$03,$00 drawlev9: ldx #$09 jsr $ce02 lda #$06 sta $d022 lda #$0e sta $d023 lda #<l9postable sta readleveltable+1 lda #>l9postable sta readleveltable+2 lda #<l9coltable sta readcolourtable+1 lda #>l9coltable sta readcolourtable+2 jmp carryon l9postable: dc.b $90,$d0 ;Balloon dc.b $18,$c0 ;Key dc.b $90,$c0 ;lock dc.b $16,$58 ;Door dc.b $40,$90 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $68,$c0 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l9coltable: dc.b $0a,$07,$0f,$0a,$0d,$0a,$03,$00 jmp carryon drawlev10: ldx #$0a jsr $ce02 lda #$0b sta $d022 lda #$0c sta $d023 lda #<l10postable sta readleveltable+1 lda #>l10postable sta readleveltable+2 lda #<l10coltable sta readcolourtable+1 lda #>l10coltable sta readcolourtable+2 jmp carryon l10postable: dc.b $78,$c0 ;Balloon dc.b $94,$94 ;Key dc.b $1c,$d0 ;lock dc.b $98,$c8 ;Door dc.b $38,$b0 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $50,$50 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l10coltable: dc.b $0a,$07,$0f,$0a,$0e,$0a,$0d,$00 drawlev11: ldx #$0b jsr $ce02 lda #$02 sta $d022 lda #$0a sta $d023 lda #<l11postable sta readleveltable+1 lda #>l11postable sta readleveltable+2 lda #<l11coltable sta readcolourtable+1 lda #>l11coltable sta readcolourtable+2 jmp carryon l11postable: dc.b $60,$c0 ;Balloon dc.b $74,$54 ;Key dc.b $1c,$d0 ;lock dc.b $96,$50 ;Door dc.b $38,$b0 ;Enemy1 y dir dc.b $94,$60 ;Enemy2 x dir dc.b $70,$50 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l11coltable: dc.b $0a,$07,$0f,$0a,$0a,$03,$07,$00 drawlev12: ldx #$0c jsr $ce02 lda #$04 sta $d022 lda #$0e sta $d023 lda #<l12postable sta readleveltable+1 lda #>l12postable sta readleveltable+2 lda #<l12coltable sta readcolourtable+1 lda #>l12coltable sta readcolourtable+2 jmp carryon l12postable: dc.b $96,$c0 ;Balloon dc.b $1c,$d0 ;Key dc.b $64,$a4 ;lock dc.b $96,$50 ;Door dc.b $00,$00 ;Enemy1 y dir dc.b $94,$60 ;Enemy2 x dir dc.b $70,$50 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l12coltable: dc.b $0a,$07,$0f,$0a,$0e,$0d,$0a,$00 jmp carryon drawlev13: ldx #$0d jsr $ce02 lda #$06 sta $d022 lda #$0e sta $d023 lda #<l13postable sta readleveltable+1 lda #>l13postable sta readleveltable+2 lda #<l13coltable sta readcolourtable+1 lda #>l13coltable sta readcolourtable+2 jmp carryon l13postable: dc.b $16,$d0 ;Balloon dc.b $96,$80 ;Key dc.b $58,$d0 ;lock dc.b $58,$4c ;Door dc.b $38,$80 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $70,$50 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l13coltable: dc.b $0a,$07,$0f,$0e,$0d,$07,$0a,$00 jmp carryon drawlev14: ldx #$0e jsr $ce02 lda #$0b sta $d022 lda #$0c sta $d023 lda #<l14postable sta readleveltable+1 lda #>l14postable sta readleveltable+2 lda #<l14coltable sta readcolourtable+1 lda #>l14coltable sta readcolourtable+2 jmp carryon l14postable: dc.b $16,$d0 ;Balloon dc.b $90,$c8 ;Key dc.b $4c,$9a ;lock dc.b $16,$4c ;Door dc.b $96,$c8 ;Enemy1 y dir dc.b $66,$88 ;Enemy2 x dir dc.b $20,$c8 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l14coltable: dc.b $0a,$07,$0f,$0e,$03,$0a,$0e,$00 jmp carryon drawlev15: ldx #$0f jsr $ce02 lda #$02 sta $d022 lda #$0a sta $d023 lda #<l15postable sta readleveltable+1 lda #>l15postable sta readleveltable+2 lda #<l15coltable sta readcolourtable+1 lda #>l15coltable sta readcolourtable+2 jmp carryon l15postable: dc.b $16,$d0 ;Balloon dc.b $90,$50 ;Key dc.b $54,$a0 ;lock dc.b $16,$4c ;Door dc.b $96,$c8 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $20,$c8 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l15coltable: dc.b $0a,$07,$0f,$0a,$0e,$0d,$03,$00 jmp carryon drawlev16: ldx #$10 jsr $ce02 lda #$04 sta $d022 lda #$0e sta $d023 lda #<l16postable sta readleveltable+1 lda #>l16postable sta readleveltable+2 lda #<l16coltable sta readcolourtable+1 lda #>l16coltable sta readcolourtable+2 jmp carryon l16postable: dc.b $96,$d0 ;Balloon dc.b $16,$50 ;Key dc.b $96,$d0 ;lock dc.b $54,$4c ;Door dc.b $96,$c8 ;Enemy1 y dir dc.b $00,$00 ;Enemy2 x dir dc.b $20,$c8 ;Enemy3 y dir dc.b $00,$00 ;Enemy4 x dir l16coltable: dc.b $0a,$07,$0f,$0a,$0d,$0d,$0a,$00 jmp carryon ;Display the status objects carryon: ldx #$00 readleveltable: lda l1postable,x sta objpos+$00,x inx cpx #$10 bne readleveltable ldx #$00 readcolourtable: lda l1coltable,x sta $d027,x inx cpx #$08 bne readcolourtable ldx #$00 showstatus: lda statuscopy,x sta $0400,x lda #$01 sta $d800,x inx cpx #$28 bne showstatus lda objpos+$02 sta keydefaultx lda objpos+$03 sta keydefaulty lda #$00 sta enemydir1 sta enemydir2 sta enemydir3 sta enemydir4 sta halfspeed1 sta halfspeed2 sta animdelay3 sta animcounter3 lda #$39 sta $0424 sta $0425 sta $0426 sta $0427 lda #$1b sta $d011 ;Now set up the sprites. lda #$ff sta $d015 sta $d01c lda #$00 sta $d01b lda #$0b sta $d025 lda #$01 sta $d026 lda objpos+$01 sta defaultypos lda objpos+$00 sta defaultxpos ;lda #$16 ;sta objpos+$00 ;lda #$d0 ;sta objpos+$01 ;lda #$d0 ;sta objpos+$03 ;lda #$94 ;sta objpos+$02 ;lda #$58 ;sta objpos+$04 ;lda #$90 ;sta objpos+$05 lda #$80 sta $07f8 lda #$89 sta $07f9 lda #$8a sta $07fa lda #$97 sta $07fb lda #$0a sta $d02a lda #$09 sta lives lda #$00 sta charpointer sta delaypointer sta animcounter1 sta animdelay1 sta p1dead sta gotkey sta dooropen sta animcounter2 sta animdelay2 sta enemydir1 lda #$02 sta failsafe sei cld lda #<irq1 ldx #>irq1 ldy #$00 sta $0314 stx $0315 sty $d012 lda #$1b sta $d011 lda #$7f sta $dc0d lda #$01 sta $d01a lda #$01 jsr initmusic cli gameloop: ;clear the screen memory at $c800 ;jsr $c069 ;jsr $c76b main: lda #$00 sta sync syncwait: cmp sync beq syncwait jsr checkkeys jsr animenemies jsr moveenemy1 jsr movenemy2 jsr moveenemy3 jsr movenemy4 jsr dolazer jsr expand jsr moveballoon jsr animate jsr checkplayer jsr checkdoor jsr time jmp main ;Check keys for pause mode checkkeys lda $dc01 lsr lsr bcs other jmp paused other rts paused lda $dc01 lsr lsr lsr bcs morekey jmp title morekey lsr lsr bcs paused rts noquit lda $dc00 lsr lsr lsr lsr lsr bcs paused rts ;This is the part which checks for the player. To see whether ;or not alive. If dead, ignore joystick and collisions. ;If alive then player can continue controlling the player checkplayer: lda p1dead cmp #$01 beq playerisdead jsr readjoy jsr backgroundcol jsr readkeycollision jsr checkkey jsr readlockcollision jsr readdoorcollision jsr readbadcollision lda p1aliveframe sta $07f8 rts playerisdead: jsr burstballoon rts ;Our funny balloon bursting animation routine. burstballoon inc animdelay1 lda animdelay1 cmp #$0c beq okdoit0 rts okdoit0: lda #$00 sta animdelay1 ldx animcounter1 lda p1deadtable,x sta $07f8 inx cpx #5 beq resetframe0 inc animcounter1 rts resetframe0: ldx #0 stx animcounter1 livesleft: dec $041e lda $041e cmp #$30 beq gameover lda defaultypos sta objpos+$01 lda defaultxpos sta objpos+$00 lda dooropen cmp #$01 beq noneed lda keydefaultx sta objpos+$02 lda keydefaulty sta objpos+$03 noneed lda #$02 sta failsafe lda #$00 sta gotkey lda #$00 sta p1dead rts gameover: lda #$00 sta $d015 lda #$03 jsr initmusic pressfire ldx #$00 showloser: lda gameovermessage,x sta $05ef,x lda $d800 sta $d9ef,x inx cpx #$09 bne showloser lda $dc00 lsr lsr lsr lsr lsr bcs pressfire jmp $3000 holdhere: jmp holdhere irq1: inc $d019 jsr colroll lda #$1b sta $d011 lda #$03 sta $dd00 lda #$01 sta sync jsr playmusic jmp $ea31 ;================================================================= ;Animate the deadly background lazers, using charpointer dolazer: inc charpointer lda charpointer cmp #$0e bne endcharpointer lda #$00 sta charpointer jsr animatechar endcharpointer: rts animatechar: ldx #$00 wrapchar: lda $09f8,x sta $09f8+$40,x inx cpx #$08 bne wrapchar ldx #$00 wrapchar2: lda $09f8+8,x sta $09f8,x inx cpx #$40 bne wrapchar2 rts ;Roll those colours across the score bar, just like the original Balloonacy did colroll: lda statuscolors+$00 sta statuscolors+$28 ldx #$00 wrapcolors: lda statuscolors+$01,x sta statuscolors+$00,x lda statuscolors+$00,x sta $d800,x inx cpx #$28 bne wrapcolors rts ;Expand the size of the sprite areas expand: ldx #$00 expandloop: lda objpos+$01,x sta $d001,x lda objpos+$00,x asl ror $d010 sta $d000,x inx inx cpx #$10 bne expandloop rts ;Move the player ship, according to joystick direction readjoy: lda $dc00 lsr bcs down ldx objpos+$01 dex dex cpx #$48 bcs setup ldx #$48 setup: stx objpos+$01 down: lsr bcs left ldx objpos+$01 inx inx cpx #$e8 bcc setdown ldx #$e8 setdown: stx objpos+$01 left: lsr bcs right ldx objpos+$00 dex cpx #$0c bcs setleft ldx #$0c setleft: stx objpos+$00 right: lsr bcs nojoy ldx objpos+$00 inx cpx #$a2 bcc setright ldx #$a2 setright: stx objpos+$00 nojoy: rts ;Move the balloon up slowly moveballoon: inc delaypointer lda delaypointer cmp #$08 beq resetdelay rts resetdelay: lda #$00 sta delaypointer lda objpos+$01 sec sbc #$01 sta objpos+$01 rts ;Out multipurpose animation thingy animate: jsr animplayeralive rts ;Animation sequence for the player alive animplayeralive: inc animdelay1 lda animdelay1 cmp #$0c beq okdoit1 rts okdoit1: lda #$00 sta animdelay1 ldx animcounter1 lda p1alivetable,x sta p1aliveframe inx cpx #4 beq resetframe1 inc animcounter1 rts resetframe1: ldx #0 stx animcounter1 rts ;Player sprite to background collision. backgroundcol: lda $d01f lsr bcc alive lda #$00 sta animdelay1 sta animcounter1 dec failsafe bne alive ldx #$00 lda #$00 stx animcounter1 sta animdelay1 lda #$01 sta p1dead lda #$01 sta p1dead rts alive: rts ;Read routines for the player to key collision. readkeycollision: lda objpos+$00 sec sbc #$06 sta keycollision+0 clc adc #$0c sta keycollision+1 lda objpos+$01 sec sbc #$0c sta keycollision+2 clc adc #$18 sta keycollision+3 lda objpos+$02 cmp keycollision+0 bcc nokeycol cmp keycollision+1 bcs nokeycol lda objpos+$03 cmp keycollision+2 bcc nokeycol cmp keycollision+3 bcs nokeycol lda #$01 sta gotkey nokeycol: rts ;Check whether or not the play has got the key if so, then tie the ;key to the balloon checkkey: lda gotkey cmp #$01 beq ihavethekey rts ihavethekey: lda objpos+$00 sta objpos+$02 lda objpos+$01 clc adc #$08 sta objpos+$03 rts ;Collision routine, where the key touches the lock. readlockcollision: lda objpos+2 sec sbc #$06 sta lockcollision+0 clc adc #$0c sta lockcollision+1 lda objpos+3 sec sbc #$0c sta lockcollision+2 clc adc #$18 sta lockcollision+3 lda objpos+4 cmp lockcollision+0 bcc nolockcol cmp lockcollision+1 bcs nolockcol lda objpos+5 cmp lockcollision+2 bcc nolockcol cmp lockcollision+3 bcs nolockcol lda #$01 sta dooropen lda #$00 sta objpos+2 sta objpos+3 sta gotkey nolockcol: rts ;Check the door. If the door has a lazer switched on or ;whether the lazer is turned off. checkdoor: lda dooropen cmp #$01 beq doorisopen jsr animatelazerdoor rts doorisopen: jsr animateopendoor rts animatelazerdoor: inc animdelay2 lda animdelay2 cmp #$05 beq activelazer rts activelazer: lda #$00 sta animdelay2 ldx animcounter2 lda lazerdoortable,x sta $07fb inx cpx #$02 beq resetanimpointer2 inc animcounter2 rts resetanimpointer2: ldx #$00 stx animcounter2 rts ;The door is open so, animate the opened door animateopendoor: inc animdelay2 lda animdelay2 cmp #$05 beq activeexit rts activeexit: lda #$00 sta animdelay2 ldx animcounter2 lda doorexittable,x sta $07fb inx cpx #$02 beq resetanimpointer2 inc animcounter2 rts time: dec $0427 ldx #$03 timeloop: lda $0427-2,x cmp #$2f bne time1 lda #$39 sta $0427-2,x dec $0427-3,x time1: dex cpx #$28 bne timeloop lda $0424 cmp #$2f beq outoftime rts outoftime: lda #$39 sta $0427 sta $0426 sta $0425 sta $0424 ldx #$00 lda #$00 stx animcounter1 sta animdelay1 lda #$01 sta p1dead rts ;The player colliding into the door. readdoorcollision: lda p1dead cmp #$01 beq ignore lda objpos+$06 sec sbc #$06 sta doorcollision+0 clc adc #$0c sta doorcollision+1 lda objpos+$07 sec sbc #$0c sta doorcollision+2 clc adc #$18 sta doorcollision+3 lda objpos+$00 cmp doorcollision+0 bcc ignore cmp doorcollision+1 bcs ignore lda objpos+$01 cmp doorcollision+2 bcc ignore cmp doorcollision+3 bcs ignore lda dooropen cmp #$01 beq exitlevel ldx #$00 lda #$00 stx animcounter1 sta animdelay1 lda #$01 sta p1dead ignore: rts exitlevel: lda #$00 sta $d015 lda #$00 sta objpos+$01 sta objpos+$00 sta $d000 sta $d001 ;Because the level is complete. Award the player bonus points ;according to the amount of time that remains loopbonus: dec $0427 ldx #$03 loopclock: lda $0424,x cmp #$2f bne loopclock2 lda #$39 sta $0424,x dec $0423,x loopclock2: dex bne loopclock jsr addtoscore lda $0424 cmp #$2f bne loopbonus inc $0418 lda $0418 cmp #$3a bne carryonnext lda #$30 sta $0418 inc $0417 carryonnext: lda #$30 sta $0424 sta $0425 sta $0426 sta $0427 ldx #$00 copytocopy: lda $0400,x sta statuscopy,x inx cpx #$28 bne copytocopy lda #$02 jsr initmusic waitfire: ldx #$00 loopflsh: lda welldonemessage,x sta $05ef,x lda $d800 sta $d9ef,x inx cpx #$09 bne loopflsh lda $d812 sta $d022 lda $d824 sta $d023 lda $dc00 lsr lsr lsr lsr lsr bcs waitfire inc level hold: jmp maingameloop nodoorcol: rts addtoscore: inc $040c ldx #$05 scloop: lda $0407,x cmp #$39 bne sc1 lda #$30 sta $0407,x inc $0406,x sc1: dex bne scloop rts ;Move the y-pos enemy moveenemy1: lda enemydir1 cmp #$00 beq movedown1 cmp #$01 beq moveup1 rts movedown1: lda objpos+$09 clc adc #$01 sta objpos+$09 lda objpos+$09 cmp #$d8 beq changedir1a rts changedir1a: lda #$01 sta enemydir1 rts moveup1: lda objpos+$09 sec sbc #$01 sta objpos+$09 lda objpos+$09 cmp #$46 beq changepos1b rts changepos1b: lda #$00 sta enemydir1 rts ;Move the x-pos enemy movenemy2: inc halfspeed1 lda halfspeed1 cmp #$01 beq resetspeed1 rts resetspeed1: lda #$00 sta halfspeed1 lda enemydir2 cmp #$00 beq moveleft1 cmp #$01 beq moveright1 rts moveleft1: lda objpos+$0a sec sbc #$01 sta objpos+$0a lda objpos+$0a cmp #$12 beq changedir2a rts changedir2a: lda #$01 sta enemydir2 rts moveright1: lda objpos+$0a clc adc #$01 sta objpos+$0a lda objpos+$0a cmp #$9c beq changedir2b rts changedir2b: lda #$00 sta enemydir2 rts ;Move second ypos enemy (this time reverse the direction) moveenemy3: lda enemydir3 cmp #$00 beq moveup3 cmp #$01 beq movedown3 rts movedown3: lda objpos+$0d clc adc #$01 sta objpos+$0d lda objpos+$0d cmp #$d8 beq changedir3a rts changedir3a: lda #$00 sta enemydir3 rts moveup3: lda objpos+$0d sec sbc #$01 sta objpos+$0d lda objpos+$0d cmp #$46 beq changepos3b rts changepos3b: lda #$01 sta enemydir3 rts ;Move second xpos enemy (reverse direction) ;Move the x-pos enemy movenemy4: inc halfspeed2 lda halfspeed2 cmp #$01 beq resetspeed2 rts resetspeed2: lda #$00 sta halfspeed2 lda enemydir2 cmp #$01 beq moveleft2 cmp #$00 beq moveright2 rts moveleft2: lda objpos+$0e sec sbc #$01 sta objpos+$0e lda objpos+$0e cmp #$12 beq changedir4a rts changedir4a: lda #$00 sta enemydir4 rts moveright2: lda objpos+$0e clc adc #$01 sta objpos+$0e lda objpos+$0e cmp #$a8 beq changedir2b rts changedir4b: lda #$01 sta enemydir4 rts ;Animate those enemies animenemies: inc animdelay3 lda animdelay3 cmp #$08 beq resetan3 rts resetan3: lda #$00 sta animdelay3 ldx animcounter3 lda enemy1frame,x sta $07fc sta $07fe lda enemy2frame,x sta $07fd inx cpx #$04 beq resetct3 inc animcounter3 rts resetct3: lda #$00 sta animcounter3 rts ;Read the player to enemy sprite/sprite collision readbadcollision: lda p1dead cmp #$01 beq ignoredeath lda objpos+$00 sec sbc #$06 sta badcollision+0 clc adc #$0c sta badcollision+1 lda objpos+$01 sec sbc #$0c sta badcollision+2 clc adc #$18 sta badcollision+3 ldx #$00 dobadcolloop: lda objpos+$08,x cmp badcollision+0 bcc nobadcol cmp badcollision+1 bcs nobadcol lda objpos+$09,x cmp badcollision+2 bcc nobadcol cmp badcollision+3 bcs nobadcol lda #$00 sta animcounter1 sta animdelay1 lda #$01 sta p1dead rts nobadcol: inx inx cpx #$08 bne dobadcolloop ignoredeath: rts ;Sprite animation frames p1aliveframe: dc.b $80 p1alivetable: dc.b $80,$81,$82,$83 p1deadtable: dc.b $84,$85,$86,$87,$88 lazerdoortable: dc.b $97,$98 doorexittable: dc.b $99,$9a enemy1frame: dc.b $8b,$8c,$8d,$8e enemy2frame: dc.b $93,$94,$95,$96 ;The Status bar: status: DC.B $13,$03,$0f,$12,$05,$3a,$20,$30,$30,$30,$30,$30,$30 DC.B $30,$20,$20,$0c,$05,$16,$05,$0c,$3a,$20,$30,$31,$20 DC.B $20,$1e,$3a,$20,$39,$20,$20,$2a,$3a,$20,$39,$39,$39 dc.b $39,$20,$20,$20,$20,$20,$20 ;============================================================================ statuscopy: DC.B $13,$03,$0f,$12,$05,$3a,$20,$30,$30,$30,$30,$30,$30 DC.B $20,$20,$20,$0c,$05,$16,$05,$0c,$3a,$20,$30,$31,$20 DC.B $20,$1e,$3a,$20,$39,$20,$20,$2a,$3a,$20,$39,$39,$39 dc.b $39,$20,$20,$20,$20,$20,$20 ;The colour-cycling for the status bar statuscolors: dc.b $06,$06,$02,$02,$04,$04,$05,$05,$07,$07 dc.b $01,$01,$01,$01,$01,$01,$01,$01,$01,$01 dc.b $01,$01,$01,$01,$01,$01,$01,$01,$01,$01 dc.b $01,$01,$07,$07,$05,$05,$04,$04,$02,$02 dc.b $00,$00,$00,$00 gameovermessage: dc.b $07,$01,$0d,$05,$20,$0f,$16,$05,$12,$20 welldonemessage: dc.v $17,$05,$0c,$0c,$20,$04,$0f,$0e,$05,$20 ;================================================================== cheatmessage: dc.b " CHEAT MODE ACTIVATED "
base/balloonacy_ii.txt · Last modified: 2015-04-17 04:30 by 127.0.0.1