base:hyper_duel
Hyper Duel
What is Hyper Duel? Hyper Duel is a game for 2 players only. The idea of the game is very simple, blast your opponent and survive. . Here is the source code for the game. If you want the binaries for it, then simply download the whole package from here. It also includes the source code.
;-------------------------------------------------- ;Hyper Duel V1.4 - 13/02/2008 ; ;Written for the Commodore C64/128 by Richard Bayliss ;Copyright 2008 The New Dimension ; ;This game is a weird fun shoot 'em game for only ;two players, written in ACME cross assembler. ;The idea of the game is to fly through the game ;arena blasting hell out of your oppenent and ;score a certain amount of points to win the game ;but the opponents can also fight back. ;Based on Super Dogfight by Terminal Software, ;but set in a weird style. ; ;Simple, but fun. That's what we have to say for ;ourselves. ;Turn all source code + binary data into actual C64 code/routines ;(Best compressed with a packer and cruncher (or Exomizer if ;you prefer) ;Global constants sync = $0340 ;Synchronize standard data starcontrol = $0341 ;Delay of the starfield xpause = $0342 ;Smooth-X for scrolling message in title screen spincontrol = $0343 ;Spin control ;Useless now, it was for an older title screen objpos = $0370 ;The virtual sprite position collision = $03f0 ;Sprite to Sprite collision storage p1dir = $02 ;Player 1 direction (So we know which direction the player faces) p1bdir = $03 ;Player 1 bullet direction p2dir = $04 ;(Same for the previous 2 constants, but for player 2) p2bdir = $05 p1defaultx = $07 ;Default x position for player 1 p1defaulty = $08 ;Default y position for player 2 p2defaultx = $09 ;(As the previous two constants but for player 2) p2defaulty = $0a bouncetime = $0c ;Bounce counter for counting the bounce routine for the score sprites p1turndelay = $0e ;Delay before player can turn p2turndelay = $0f ; p1bull_locked = $11 ;Constant to disable firebutton when bullet is active p2bull_locked = $12 ;---------------------------------------------------- p1isdead = $13 ;You can guess what this is eh? This is where player 1 is dead. p2isdead = $14 ;and also the same for player 2. Toasted :D killpointer = $15 ;Delay routine for the player death animation colsinepointer = $18 ;Colour sinus routine for the title screen (Something I never tried before) winpoints = $06f6 ;Screen char in title - setting up the number of points to be won before ending game gamespeed = $071b ;Screen char in title - setting up slow/fast speed for game play winscore = $49 ;Storage counter for win !to "hyper_duel.prg",cbm ;Target of Commodore C64 program! *= $0801 ;We shall start this as BASIC run. !byte $0c,$08,$0a,$00,$9e,$31,$34,$34,$33,$36,$00,$00,$00,$00 ;^ Data table to form the SYS start address to $3800 ;Import Richard's music done in Goat Tracker to $1000 * = $1000-2 !binary "music.dat" ;Import game sprites here * = $2000 !binary "gamesprites.spr" ;Import game charset here * = $3000 !binary "charset.chr" ;The starfield char data here. Hell yeah! ;That's what we want :o) * = $3200 ;Shift + * (Blank it) !byte %00000000 ;Weird eh? Those are for the stars !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 ;Shift + A !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00100000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %01000000 ;Shift + B !byte %00000000 !byte %00000000 !byte %00010000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000100 !byte %00000000 ;Shift + C !byte %00000000 !byte %01000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00000000 !byte %00001000 !byte %00000000 ;Shift + D !byte %00000010 !byte %00000000 !byte %00000000 !byte %00010000 !byte %00000000 !byte %00000000 !byte %00000000
Okay, enough of the above bunf. The code below is for the title screen. When assembled the source, and maybe crunched it. If you really want to that is, the result should look something like the screen shot of the actual game. Except when the title is active, you will see nice colour sinus effect and also active options, etc on your C64/emu.
Now for the code
;The game screen * = $3800 ;Start area title sei lda #$37 sta $01 ;Kernal on lda #$05 jsr $e544 lda #$00 sta $d01a lda #$81 sta $dc0d sta $dd0d cli lda #$1b sta $d011 xx lda #0 sta starcontrol sta spincontrol sta colsinepointer sta p1bull_locked sta p2bull_locked sta $33 sta $31 sta $38 lda #$02 sta yspeed lda #$01 sta xspeed ;Clear entire screen lda #<message ldx #>message sta read+1 stx read+2 ldx #$00 fillchar lda #$00 sta $3000,x inx cpx #$08 bne fillchar ;Prepare the bitmap colour set ldx #$00 colourset lda $8800+0,x sta $d800+0,x lda $8800+40,x sta $d800+40,x lda $8800+80,x sta $d800+80,x lda $8800+120,x sta $d800+120,x lda $8800+160,x sta $d800+160,x lda $8800+200,x sta $d800+200,x lda $8800+240,x sta $d800+240,x lda $8800+280,x sta $d800+280,x lda $8800+320,x sta $d800+320,x lda $8800+360,x sta $d800+360,x lda #$00 sta $d800+400,x inx cpx #$28 bne colourset ldx #$00 dark lda #$00 sta $d990,x sta $da00,x sta $dae8,x inx bne dark ldx #$00 makescreen lda titlescreentext,x sta $05e0,x lda titlescreentext+40,x sta $05e0+40,x lda titlescreentext+80,x sta $05e0+80,x lda titlescreentext+120,x sta $05e0+120,x lda titlescreentext+160,x sta $05e0+160,x lda titlescreentext+200,x sta $05e0+200,x lda titlescreentext+240,x sta $05e0+240,x lda titlescreentext+280,x sta $05e0+280,x lda titlescreentext+320,x sta $05e0+320,x lda titlescreentext+360,x sta $05e0+360,x lda titlescreentext+400,x sta $05e0+400,x inx cpx #$28 bne makescreen sei lda #$35 sta $01 lda #$00 sta $d020 sta $d021 sta $d015 lda #<irq1 ldx #>irq1 ldy #$00 sta $fffe stx $ffff lda #<nmi ldx #>nmi sta $fffa stx $fffb sta $fffc stx $fffd lda #$00 sta $d012 lda #$7f sta $dc0d lda #$1b sta $d011 lda #$01 sta $d01a rol $d019 lda #$00 jsr $1000 cli titloop lda #$00 sta sync cmp sync beq *-3 jsr scrolltext jsr coleffect jsr makewinscore lda $dc00 lsr bcs tdown1 jsr addround jmp titloop tdown1 lsr bcs tleft1 jsr subround jmp titloop tleft1 lsr bcs tright1 jsr setslow jmp titloop tright1 lsr bcs tfire1 jsr setfast jmp titloop tfire1 lsr bcs tp1 jmp game tp1 lda $dc01 lsr bcs tdown2 jsr addround jmp titloop tdown2 lsr bcs tleft2 jsr subround jmp titloop tleft2 lsr bcs tright2 jsr setslow jmp titloop tright2 lsr bcs tfire2 jsr setfast jmp titloop tfire2 lsr bcs nojoyt jmp game nojoyt jmp titloop ;Add 1 to the no of rounds addround inc $38 lda $38 cmp #$08 beq nodelay1 rts nodelay1 lda #$00 sta $38 inc winpoints lda winpoints cmp #$3a beq resetpoints rts resetpoints lda #$39 sta winpoints rts ;Subtract 1 to the no of rounds subround inc $38 lda $38 cmp #$08 beq nodelay2 rts nodelay2 lda #$00 sta $38 dec winpoints lda winpoints cmp #$30 beq resetpoints2 rts resetpoints2 lda #$31 sta winpoints rts ;Set game mode as slow setslow ldx #$00 slowtxt lda slow,x sta gamespeed,x inx cpx #$04 bne slowtxt lda #$02 sta yspeed lda #$01 sta xspeed rts ;Set game mode as fast setfast ldx #$00 fasttxt lda fast,x sta gamespeed,x inx cpx #$04 bne fasttxt lda #$04 sta yspeed lda #$02 sta xspeed rts ;Make the winscore makewinscore lda winpoints cmp #$31 bne *+5 jmp setast1 cmp #$32 bne *+5 jmp setast2 cmp #$33 bne *+5 jmp setast3 cmp #$34 bne *+5 jmp setast4 cmp #$35 bne *+5 jmp setast5 cmp #$36 bne *+5 jmp setast6 cmp #$37 bne *+5 jmp setast7 cmp #$38 bne *+5 jmp setast8 cmp #$39 bne *+5 jmp setast9 rts setast1 lda #$8a sta winscore rts setast2 lda #$8b sta winscore rts setast3 lda #$8c sta winscore rts setast4 lda #$8d sta winscore rts setast5 lda #$8e sta winscore rts setast6 lda #$8f sta winscore rts setast7 lda #$90 sta winscore rts setast8 lda #$91 sta winscore rts setast9 lda #$92 sta winscore rts ;Irq interrupts for the title screen. ;Raster 1. The title scrolltext irq1 pha tya pha txa pha inc $d019 lda $dc0d sta $dd0d lda #$2e sta $d012 nop nop nop nop nop nop nop nop nop lda #$1b sta $d011 lda xpause sta $d016 lda #$03 sta $dd00 lda #$1c sta $d018 lda #$01 sta sync jsr $1003 lda #<irq2 ldx #>irq2 sta $fffe stx $ffff pla tax pla tay pla rti irq2 pha tya pha txa pha inc $d019 lda #$92 sta $d012 lda #$3b sta $d011 lda #$18 sta $d016 sta $d018 lda #$01 sta $dd00 lda #<irq3 ldx #>irq3 sta $fffe stx $ffff pla tax pla tay pla rti irq3 pha tya pha txa pha inc $d019 lda #$f1 sta $d012 nop nop nop nop nop nop nop nop nop lda #$1b sta $d011 lda #$08 sta $d016 lda #$1c sta $d018 lda #$03 sta $dd00 lda #<irq1 ldx #>irq1 sta $fffe stx $ffff pla tax pla tay pla rti ;The actual scroll text code scrolltext lda xpause sec sbc #2 and #7 sta xpause bcs endscroll ldx #0 wrapscroll lda $07c1,x sta $07c0,x inx cpx #40 bne wrapscroll read lda $07e7 cmp #0 bne endpoint lda #$00 ldx #$64 sta read+1 stx read+2 jmp read endpoint sta $07e7 inc read+1 bne endscroll inc read+2 endscroll rts ;Set up the sprite type, colours and positions titlesprites lda #$80 sta $07f8 sta $07f9 lda #$03 sta $d015 lda #0 sta $d01b sta $d01d sta $d01c sta $d017 lda #$20 sta objpos+0 lda #$52 sta objpos+1 sta objpos+3 lda #$88 sta objpos+2 lda #$02 sta $d027 lda #$0e sta $d028 rts ;The cool colour sinus effect ;Probably collect fast coleffect jsr makesine jsr pastecols rts makesine ldx colsinepointer lda colsinus,x pha and #$07 ;eor #$d7 ;sta $33 ;Temp variable pla lsr lsr lsr tay ldx #$00 makecols lda colours,y sta $dbc0,x inx iny cpx #$28 bne makecols inc colsinepointer inc colsinepointer rts pastecols lda $31 sec sbc #$03 and #$07 sta $31 bcs end jsr uplift end rts uplift ldx #$00 lift lda #0 sta $dbc0-480,x lda $dbc0-400,x sta $dbc0-440,x lda $dbc0-360,x sta $dbc0-400,x lda $dbc0-320,x sta $dbc0-360,x lda $dbc0-280,x sta $dbc0-320,x lda $dbc0-240,x sta $dbc0-280,x lda $dbc0-200,x sta $dbc0-240,x lda $dbc0-160,x sta $dbc0-200,x lda $dbc0-120,x sta $dbc0-160,x lda $dbc0-80,x sta $dbc0-120,x lda $dbc0-40,x sta $dbc0-80,x lda $dbc0-0,x sta $dbc0-40,x inx cpx #$28 bne lift rts ;---------------------------------------------------------------------------------
Now it is on to the game, which should turn out like the picture below.
game sei lda #$81 sta $dc0d sta $dd0d lda #0 sta $d01a lda #$37 sta $01 ;I do have to admit, for star fields we usually ;use a black frame and black screen, but I ;thought it would be more cool to invert the ;colours for the game screen as black is always ;boring. lda #$0b sta $d020 lda #$00 sta $d021 lda #$1c ;Game char sta $d018 lda #$ff sta $d015 ;All sprites are on lda #$35 sta $01 ;Build the game background (The strange starfield ;as in the title screen) ldx #$00 makefield lda gamesfield,x sta $0400,x lda gamesfield+$100,x sta $0500,x lda gamesfield+$200,x sta $0600,x lda gamesfield+$300,x sta $06e8,x lda #$04 sta $d800,x sta $d900,x sta $da00,x sta $dae8,x inx bne makefield ; lda #0 sta starcontrol sta p1isdead sta p2isdead ;Make a new interrupt ;lda #$35 ;sta $01 lda #<gameirq ldx #>gameirq sta $fffe stx $ffff lda #$7f sta $dc0d lda #$00 sta $d012 sta p1turndelay sta p2turndelay lda #$1b sta $d011 lda #$01 sta $d01a rol $d019 lda #$01 jsr $1000 cli ;Set default sprite types for the game. ;Player 1 - Face downwards for a start lda #$84 sta $07f8 sta $07f9 ;Set the default value of the direction the ;player is facing, and also the direction for ;which the bullet should fire if on screen. lda #$04 sta p1dir sta p1bdir sta p2dir sta p2bdir lda #$20 sta objpos+0 lda #$52 sta objpos+1 sta objpos+3 lda #$8c sta objpos+2 lda #2 sta $d027 lda #$0e sta $d028 lda objpos+0 sta p1defaultx lda objpos+1 sta p1defaulty lda objpos+2 sta p2defaultx lda objpos+3 sta p2defaulty ;Set up the sprites for the players bullets ;then zero the position and turn off bullet ;mode lda #$88 sta $07fe sta $07ff lda #2 sta $d02d lda #$0e sta $d02e lda #$00 sta objpos+$0c sta objpos+$0d lda #$00 sta objpos+$0e sta objpos+$0f ;Set up and inititialize the scoreboard and ;energy bars. lda #$ff sta $d015 lda #$89 sta $07fa sta $07fb lda #$02 sta $d029 lda #$0e sta $d02a lda #$10 sta objpos+4 lda #$e0 sta objpos+5 sta objpos+7 lda #$9b sta objpos+6 main lda #$95 sta $07fc sta $07fd lda #$02 sta $d02b lda #$0e sta $d02c lda #$32 sta objpos+9 sta objpos+11 lda #$14 sta objpos+8 lda #$96 sta objpos+10 lda #$00 sta $22 sta $21 lda #$04 sta p1dir sta p1bdir sta p2dir sta p2bdir lda #$20 sta objpos+0 lda #$52 sta objpos+1 sta objpos+3 lda #$8c sta objpos+2 lda #2 sta $d027 lda #$0e sta $d028 lda objpos+0 sta p1defaultx lda objpos+1 sta p1defaulty lda objpos+2 sta p2defaultx lda objpos+3 sta p2defaulty lda #0 sta killpointer sta p1isdead sta p2isdead ;Synchronized game loop so everything is running smooth gameloop lda #0 sta sync cmp sync beq *-3 jsr expand jsr starfield jsr bouncer lda p1isdead cmp #$01 bne isp2dead jsr killplayer1 jmp gameloop isp2dead lda p2isdead cmp #$01 bne noplayersdead jsr killplayer2 jmp gameloop noplayersdead jsr read_joystick jsr fire1 jsr fire2 jsr checkp1dir jsr checkp2dir jsr checkp1mv jsr checkp2mv jsr framecol jsr bullmove jsr collision_detect jmp gameloop ;Main IRQ interrupt to activate the synchronization ;of the game code. gameirq pha tya pha txa pha inc $d019 lda $dc0d sta $dd0d lda #0 sta $d012 lda #1 sta sync jsr $1003 stack3 pla tax pla tay pla nmi2 rti ;To make things fun. Let's bounce the score ;sprites. bouncer ldx bouncetime lda sinus1+0,x sta objpos+5 lda sinus2+0,x sta objpos+7 inx cpx #100 beq resetbounce inc bouncetime rts resetbounce ldx #0 stx bouncetime rts ;Read joystick ;======================================= ;Left / Right turn player slightly ;Up = Accellerate ;Down = Decellerate ;Fire = Shoot ;======================================= read_joystick jsr port2 jsr port1 rts ;======================================= ;The controls for player 1. Read from ;joystick plugged via port 2 port2 lda $dc00 ;Read joystick port 2 lsr ;Joystick up bcs p1down ;Down jsr fire1 jsr checkp1mv jsr p1right jsr p1left rts ;Accellerate rts p1down lsr bcs p1left ;Decellerate jsr fire1 p1left lda $dc00 lsr lsr lsr bcs p1right jsr p1_anticlockwise jsr fire1 rts p1right lda $dc00 lsr lsr lsr lsr bcs nojoyport2 jsr p1_turnclockwise jsr fire1 ;inc $d020 ;Temporary nojoyport2 ;sta button1reg rts button1reg = $21 button2reg = $22 ;Read the fire button for joystick port 2 ;isolate to single firebutton taps fire1 lda $dc00 lsr lsr lsr lsr lsr bcs notpressed inc $21 lda $21 cmp #$08 ;firedelay bne notpressed lda #$0e sta $d028 lda #$00 sta $21 ;lsr ;lsr ;lsr ;lsr ;lsr ;and #$10 ;Isolatefirebutton ;beq notpressed ;bcs notpressed ;Because of the fire being pressed. Check that the player's ;bullet is offset (If offset then the p1bull_locked parameter ;is turned off, else terminate routine, until bullet is offset. lda p1bull_locked cmp #1 beq notpressed lda p1dir ;Make value of the direction player 1 is facing sta p1bdir ;into the direction which the bullet should move lda objpos+$00 ; sta objpos+$0c ;Place bullet where player is set lda objpos+$01 sta objpos+$0d lda #1 sta p1bull_locked ;inc $d020 notpressed rts ;Check the direction which the player is ;actually facing. checkp1dir lda p1dir cmp #0 ;Player faces up bne notup1 lda #$80 ;Player faces up sta $07f8 rts notup1 cmp #1 bne notupleft1 lda #$81 ;Player faces up and left sta $07f8 rts notupleft1 cmp #2 bne notleft1 lda #$82 ;Player faces left sta $07f8 rts notleft1 cmp #3 bne notdownleft1 lda #$83 sta $07f8 rts notdownleft1 cmp #4 bne notdown1 lda #$84 sta $07f8 rts notdown1 cmp #5 bne notdownright1 lda #$85 sta $07f8 rts notdownright1 cmp #6 bne notright1 lda #$86 sta $07f8 rts notright1 cmp #7 bne notupright1 lda #$87 sta $07f8 notupright1 rts ;Make the player sprite turn clockwise p1_turnclockwise inc p1turndelay lda p1turndelay cmp #4 beq nowturnp1 rts nowturnp1 lda #0 sta p1turndelay inc p1dir lda p1dir cmp #8 beq resetp1face rts resetp1face lda #0 sta p1dir rts p1_anticlockwise inc p1turndelay lda p1turndelay cmp #4 beq nowturnp1b rts nowturnp1b lda #0 sta p1turndelay dec p1dir lda p1dir cmp #255 beq resetp1face2 rts resetp1face2 lda #7 sta p1dir rts ;Check the direction player 1 is moving. checkp1mv lda p1dir cmp #0 bne notp1up lda objpos+1 sec sbc yspeed sta objpos+1 rts notp1up cmp #1 bne notp1upright lda objpos+1 sec sbc yspeed sta objpos+1 lda objpos+0 clc adc xspeed sta objpos+0 rts notp1upright cmp #2 bne notp1right lda objpos+0 clc adc xspeed sta objpos+0 rts notp1right cmp #3 bne notp1downright lda objpos+0 clc adc xspeed sta objpos+0 lda objpos+1 clc adc yspeed sta objpos+1 rts notp1downright cmp #4 bne notp1down lda objpos+1 clc adc yspeed sta objpos+1 rts notp1down cmp #5 bne notp1downleft lda objpos+1 clc adc yspeed sta objpos+1 lda objpos+0 sec sbc xspeed sta objpos+0 rts notp1downleft cmp #6 bne notp1left lda objpos+0 sec sbc xspeed sta objpos+0 rts notp1left cmp #7 bne notp1upleft lda objpos+0 sec sbc xspeed sta objpos+0 lda objpos+1 sec sbc yspeed sta objpos+1 notp1upleft rts ;============================================================= ;Player 2 properties ;=================== ;The controls for player 1. Read from ;joystick plugged via port 2 port1 lda $dc01 ;Read joystick port 2 lsr ;Joystick up bcs p2down ;Down jsr fire2 jsr checkp2mv jsr p2right jsr p2left rts ;Accellerate rts p2down lsr bcs p2left ;Decellerate jsr fire2 p2left lda $dc01 lsr lsr lsr bcs p2right jsr p2_anticlockwise jsr fire2 rts p2right lda $dc01 lsr lsr lsr lsr bcs nojoyport1 jsr p2_turnclockwise jsr fire2 ;inc $d020 ;Temporary nojoyport1 rts ;Read the fire button for joystick port 1 fire2 lda $dc01 lsr lsr lsr lsr lsr bcs notpressed2 inc $22 lda $22 cmp #$08 bne notpressed2 lda #$02 sta $d027 lda #$00 sta $22 ;Because of the fire being pressed. Check that the player's ;bullet is offset (If offset then the p2bull_locked parameter ;is turned off, else terminate routine, until bullet is offset. ; lda p2bull_locked cmp #01 beq notpressed2 lda p2dir sta p2bdir lda objpos+$02 sta objpos+$0e lda objpos+$03 sta objpos+$0f lda #$01 sta p2bull_locked notpressed2 rts ;Check the direction which the player is ;actually facing. checkp2dir lda p2dir cmp #0 ;Player faces up bne notup2 lda #$80 ;Player faces up sta $07f9 rts notup2 cmp #1 bne notupleft2 lda #$81 ;Player faces up and left sta $07f9 rts notupleft2 cmp #2 bne notleft2 lda #$82 ;Player faces left sta $07f9 rts notleft2 cmp #3 bne notdownleft2 lda #$83 sta $07f9 rts notdownleft2 cmp #4 bne notdown2 lda #$84 sta $07f9 rts notdown2 cmp #5 bne notdownright2 lda #$85 sta $07f9 rts notdownright2 cmp #6 bne notright2 lda #$86 sta $07f9 rts notright2 cmp #7 bne notupright2 lda #$87 sta $07f9 notupright2 rts ;Make the player sprite turn clockwise p2_turnclockwise inc p2turndelay lda p2turndelay cmp #4 beq nowturnp2 rts nowturnp2 lda #0 sta p2turndelay inc p2dir lda p2dir cmp #8 beq resetp2face rts resetp2face lda #0 sta p2dir rts p2_anticlockwise inc p2turndelay lda p2turndelay cmp #4 beq nowturnp2b rts nowturnp2b lda #0 sta p2turndelay dec p2dir lda p2dir cmp #255 beq resetp2face2 rts resetp2face2 lda #7 sta p2dir rts ;Check the direction player 1 is moving. checkp2mv lda p2dir cmp #0 bne notp2up lda objpos+3 sec sbc yspeed sta objpos+3 rts notp2up cmp #1 bne notp2upright lda objpos+3 sec sbc yspeed sta objpos+3 lda objpos+2 clc adc xspeed sta objpos+2 rts notp2upright cmp #2 bne notp2right lda objpos+2 clc adc xspeed sta objpos+2 rts notp2right cmp #3 bne notp2downright lda objpos+2 clc adc xspeed sta objpos+2 lda objpos+3 clc adc yspeed sta objpos+3 rts notp2downright cmp #4 bne notp2down lda objpos+3 clc adc yspeed sta objpos+3 rts notp2down cmp #5 bne notp2downleft lda objpos+3 clc adc yspeed sta objpos+3 lda objpos+2 sec sbc xspeed sta objpos+2 rts notp2downleft cmp #6 bne notp2left lda objpos+2 sec sbc xspeed sta objpos+2 rts notp2left cmp #7 bne notp2upleft lda objpos+2 sec sbc xspeed sta objpos+2 lda objpos+3 sec sbc yspeed sta objpos+3 notp2upleft rts ;Collision for the player. If it collides into the green frame ;basically if the player is past a certain area, swap the player's ;direction by 180 degrees framecol jsr p1pos jsr p2pos rts ;Check for player 1's position p1pos lda objpos+0 cmp #$9e bcc rebound1 lda p1dir cmp #1 bne *+5 jmp setas7 cmp #2 bne *+5 jmp setas6 cmp #3 bne *+5 jmp setas5 error rts rebound1 lda objpos+0 cmp #$0e bcs rebound1b lda p1dir cmp #5 bne *+5 jmp setas3 cmp #6 bne *+5 jmp setas2 cmp #7 bne *+5 jmp setas1 rts rebound1b lda objpos+1 cmp #$32 bcs rebound1c lda p1dir cmp #0 bne *+5 jmp setas4 cmp #1 bne *+5 jmp setas3 cmp #7 bne *+5 jmp setas5 rts rebound1c lda objpos+1 cmp #$ec bcc norebound lda p1dir cmp #3 bne *+5 jmp setas1 cmp #4 bne *+5 jmp setas0 cmp #5 bne *+5 jmp setas7 norebound rts setas0 lda #0 sta p1dir rts setas1 lda #1 sta p1dir rts setas2 lda #2 sta p1dir rts setas3 lda #3 sta p1dir rts setas4 lda #4 sta p1dir rts setas5 lda #5 sta p1dir rts setas6 lda #6 sta p1dir rts setas7 lda #7 sta p1dir rts ;Check for player 2's position p2pos lda objpos+2 cmp #$9e bcc rebound2 lda p2dir cmp #1 bne *+5 jmp set2as7 cmp #2 bne *+5 jmp set2as6 cmp #3 bne *+5 jmp set2as5 error2 rts rebound2 lda objpos+2 cmp #$0e bcs rebound2b lda p2dir cmp #5 bne *+5 jmp set2as3 cmp #6 bne *+5 jmp set2as2 cmp #7 bne *+5 jmp set2as1 rts rebound2b lda objpos+3 cmp #$32 bcs rebound2c lda p2dir cmp #0 bne *+5 jmp set2as4 cmp #1 bne *+5 jmp set2as3 cmp #7 bne *+5 jmp set2as5 rts rebound2c lda objpos+3 cmp #$ec bcc norebound2 lda p2dir cmp #3 bne *+5 jmp set2as1 cmp #4 bne *+5 jmp set2as0 cmp #5 bne *+5 jmp set2as7 norebound2 rts set2as0 lda #0 sta p2dir rts set2as1 lda #1 sta p2dir rts set2as2 lda #2 sta p2dir rts set2as3 lda #3 sta p2dir rts set2as4 lda #4 sta p2dir rts set2as5 lda #5 sta p2dir rts set2as6 lda #6 sta p2dir rts set2as7 lda #7 sta p2dir rts ;Now it is time for the moving bullet ;------------------------------------ bullmove lda p1bull_locked cmp #1 bne p1bull_notlocked jsr checkp1bull jsr checkp1bullpos p1bull_notlocked lda p2bull_locked cmp #1 bne p2bull_notlocked jsr checkp2bull jsr checkp2bullpos p2bull_notlocked rts ;Check the direction of player 1's bullet checkp1bull lda p1bdir cmp #0 bne *+5 jmp p1b_up cmp #1 bne *+5 jmp p1b_up_right cmp #2 bne *+5 jmp p1b_right cmp #3 bne *+5 jmp p1b_down_right cmp #4 bne *+5 jmp p1b_down cmp #5 bne *+5 jmp p1b_down_left cmp #6 bne *+5 jmp p1b_left cmp #7 bne *+5 jmp p1b_up_left rts ;Move player bullet upwards p1b_up lda objpos+$0d sec sbc #$08 sta objpos+$0d rts ;Move player bullet up and right (diagonal) p1b_up_right lda objpos+$0d sec sbc #$0a sta objpos+$0d lda objpos+$0c clc adc #$05 sta objpos+$0c rts ;Move player 1 bullet right p1b_right lda objpos+$0c clc adc #$05 sta objpos+$0c rts ;Move player 1 bullet down and right p1b_down_right lda objpos+$0d clc adc #$0a sta objpos+$0d lda objpos+$0c clc adc #$05 sta objpos+$0c rts ;Move player 1 bullet down p1b_down lda objpos+$0d clc adc #$0a sta objpos+$0d rts ;Move player 1 bullet down and left p1b_down_left lda objpos+$0d clc adc #$0a sta objpos+$0d lda objpos+$0c sec sbc #$05 sta objpos+$0c rts ;Move player 1 bullet left p1b_left lda objpos+$0c sec sbc #$05 sta objpos+$0c rts ;Move player 1 bullet up left p1b_up_left lda objpos+$0d sec sbc #$0a sta objpos+$0d lda objpos+$0c sec sbc #$05 sta objpos+$0c rts ;Check to see if player 1's bullet leaves the ;game area. If it does, simply make it stop ;shooting. checkp1bullpos lda objpos+$0d ;Bullet leaves screen on the top cmp #$2e bcs b1_bottom jsr homebull01 lda #$00 sta p1bull_locked rts b1_bottom lda objpos+$0d ;Bullet leaves screen on the bottom cmp #$f8 bcc b1_left jsr homebull01 lda #$00 sta p1bull_locked rts b1_left lda objpos+$0c ;Bullet leaves screen on the left cmp #$02 bcs b1_right jsr homebull01 lda #$00 sta p1bull_locked rts b1_right lda objpos+$0c ;Bullet leaves screen on the right cmp #$b2 bcc b1_error ;Means something wrong with the program jsr homebull01 lda #$00 sta p1bull_locked b1_error rts ;Home the player's bullet to the home position ;so that there are no problems. We don't want ;to see the bullet around after it is offset. homebull01 lda #$00 sta objpos+$0c sta objpos+$0d rts ;Check the direction of player 1's bullet checkp2bull lda p2bdir cmp #0 bne *+5 jmp p2b_up cmp #1 bne *+5 jmp p2b_up_right cmp #2 bne *+5 jmp p2b_right cmp #3 bne *+5 jmp p2b_down_right cmp #4 bne *+5 jmp p2b_down cmp #5 bne *+5 jmp p2b_down_left cmp #6 bne *+5 jmp p2b_left cmp #7 bne *+5 jmp p2b_up_left rts ;Move player bullet upwards p2b_up lda objpos+$0f sec sbc #$0a sta objpos+$0f rts ;Move player bullet up and right (diagonal) p2b_up_right lda objpos+$0f sec sbc #$0a sta objpos+$0f lda objpos+$0e clc adc #$05 sta objpos+$0e rts ;Move player 2 bullet right p2b_right lda objpos+$0e clc adc #$05 sta objpos+$0e rts ;Move player 2 bullet down and right p2b_down_right lda objpos+$0f clc adc #$0a sta objpos+$0f lda objpos+$0e clc adc #$05 sta objpos+$0e rts ;Move player 2 bullet down p2b_down lda objpos+$0f clc adc #$0a sta objpos+$0f rts ;Move player 2 bullet down and left p2b_down_left lda objpos+$0f clc adc #$0a sta objpos+$0f lda objpos+$0e sec sbc #$05 sta objpos+$0e rts ;Move player 2 bullet left p2b_left lda objpos+$0e sec sbc #$05 sta objpos+$0e rts ;Move player 2 bullet up left p2b_up_left lda objpos+$0f sec sbc #$0a sta objpos+$0f lda objpos+$0e sec sbc #$05 sta objpos+$0e rts ;Check to see if player 2's bullet leaves the ;game area. If it does, simply make it stop ;shooting. checkp2bullpos lda objpos+$0f ;Bullet leaves screen on the top cmp #$2e bcs b2_bottom jsr homebull02 lda #$00 sta p2bull_locked rts b2_bottom lda objpos+$0f ;Bullet leaves screen on the bottom cmp #$f8 bcc b2_left jsr homebull02 lda #$00 sta p2bull_locked rts b2_left lda objpos+$0e ;Bullet leaves screen on the left cmp #$02 bcs b2_right jsr homebull02 lda #$00 sta p2bull_locked rts b2_right lda objpos+$0e ;Bullet leaves screen on the right cmp #$b2 bcc b2_error ;Means something wrong with the program jsr homebull02 lda #$00 sta p2bull_locked b2_error rts ;Home the player's bullet to the home position ;so that there are no problems. We don't want ;to see the bullet around after it is offset. homebull02 lda #$00 sta objpos+$0e sta objpos+$0f rts ;Now it is the collision detection routine collision_detect jsr p1collision jsr p2collision rts ;Set up the collision pointers for player 1's bullet p1collision lda objpos+$0c ;Player bullet x-position sec sbc #$06 sta collision+$00 clc adc #$0c sta collision+$01 lda objpos+$0d sec sbc #$0c sta collision+$02 clc adc #$18 sta collision+$03 ;Check if player 1's bullet hits player 2. If at correct position ;then it is a direct hit. Else if not then no collision is made lda objpos+$02 cmp collision+$00 bcc nop2col cmp collision+$01 bcs nop2col lda objpos+$03 cmp collision+$02 bcc nop2col cmp collision+$03 bcs nop2col ;Direct Hit lda #$00 sta objpos+$0c sta objpos+$0d jsr p2_shield_down lda #$00 sta p1bull_locked lda #$03 sta $d028 nop2col rts ;Player 2's shield goes down (Hit) p2_shield_down inc $07fd lda $07fd cmp #$9b beq p2_dies rts p2_dies lda #$9c sta $07fc lda #$9f sta $07f9 lda #$01 sta p2isdead rts ;Player 2's bullet collision registers p2collision lda objpos+$0e sec sbc #$06 sta collision+$04 clc adc #$0c sta collision+$05 lda objpos+$0f sec sbc #$0c sta collision+$06 clc adc #$18 sta collision+$07 ;Check whether or not player 2's bullet hits player 1 lda objpos+$00 cmp collision+$04 bcc nop1col cmp collision+$05 bcs nop1col lda objpos+$01 cmp collision+$06 bcc nop1col cmp collision+$07 bcs nop1col lda #$07 sta $d027 lda #$00 sta objpos+$0e sta objpos+$0f jsr p1_shield_down lda #$00 sta p2bull_locked nop1col rts p1_shield_down inc $07fc lda $07fc cmp #$9b beq p1dead rts p1dead lda #$9c sta $07fd lda #$9f sta $07f8 lda #$01 sta p1isdead rts ;Because player 1 has been defeated. Time for the kill player 1 effect. killplayer1 lda killpointer cmp #$08 beq delayoff1 inc killpointer rts delayoff1 lda #0 sta killpointer inc $07f8 lda $07f8 cmp #$a5 beq enddeath1 rts enddeath1 inc $07fb ;1 point to player2 lda $07fb cmp winscore beq enditall jmp main enditall lda #$93 sta $07fb lda #$94 sta $07fa jmp enditall3 killplayer2 lda killpointer cmp #$08 beq delayoff2 inc killpointer rts delayoff2 lda #0 sta killpointer inc $07f9 lda $07f9 cmp #$a5 beq enddeath2 rts enddeath2 inc $07fa ;1 point to player1 lda $07fa cmp winscore beq enditall2 jmp main enditall2 lda #$93 sta $07fa lda #$94 sta $07fb jmp enditall3 waittime = $19 enditall3 lda #$9e sta $07fc sta $07fd lda #0 sta waittime sta waittime+1 sta objpos+0 sta objpos+1 sta objpos+2 sta objpos+3 sta objpos+$0c sta objpos+$0d sta objpos+$0e sta objpos+$0f lda #$02 jsr $1000 sync2 lda #0 sta sync cmp sync beq *-3 jsr expand jsr starfield jsr bouncer jsr waitend jmp sync2 waitend inc waittime lda waittime cmp #$08 beq nextwait rts nextwait lda #0 sta waittime ;inc $d020 inc waittime+1 lda waittime+1 cmp #$30 beq titletime rts titletime lda #$31 sta $0314 lda #$ea sta $0315 lda #$81 sta $dc0d lda #$00 sta $d01a cli jmp $3800 jmp $5000 ;Expand 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 ;Starfield starfield inc starcontrol lda starcontrol cmp #$03 beq doscroll rts doscroll lda #0 sta starcontrol ldx #0 jsr starscroll jsr starscroll ldx #1 jsr starscroll ldx #2 jsr starscroll jsr starscroll jsr starscroll ldx #3 jsr starscroll ldx #4 jsr starscroll jsr starscroll jsr starscroll ldx #5 jsr starscroll jsr starscroll ldx #6 jsr starscroll ldx #7 jsr starscroll jsr starscroll rts starscroll lda $3220,x rol $3208,x rol $3210,x rol $3218,x rol $3220,x sta $3208,x rts nmi rti p1limit !byte $93 p2limit !byte $93 ;Now for the byte tables to finish the game & title off. * = $5000 gamesfield !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !scr"BCDABCDABCDABCDABCDABCDABCDABCDABCDABCDA" !scr"CDABCDABCDABCDABCDABCDABCDABCDABCDABCDAB" !scr"ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD" !scr"DABCDABCDABCDABCDABCDABCDABCDABCDABCDABC" !byte 0,0,0,0,00,0 sinus1 !byte $d0,$d0,$d0,$d0,$d1,$d1,$d2,$d3,$d4,$d5,$d6,$d7,$d8,$d9,$da,$db !byte $dc,$dd,$de,$df,$e0,$e0,$e1,$e1,$e1,$e1,$e1,$e1,$e1,$e0,$e0,$df !byte $de,$dd,$dc,$db,$da,$d9,$d8,$d7,$d6,$d5,$d4,$d3,$d2,$d1,$d1,$d0 !byte $d0,$d0,$d0,$d0,$d0,$d0,$d1,$d1,$d2,$d3,$d4,$d5,$d6,$d7,$d8,$d9 !byte $da,$db,$dc,$dd,$de,$df,$e0,$e0,$e1,$e1,$e1,$e1,$e1,$e1,$e1,$e0 !byte $e0,$df,$de,$dd,$dc,$db,$da,$d9,$d8,$d7,$d6,$d5,$d4,$d3,$d2,$d1 !byte $d1,$d0,$d0,$d0 !byte 0,0,0,0 sinus2 !byte $e0,$e0,$e0,$e0,$e0,$df,$de,$de,$dd,$dc,$db,$da,$d9,$d8,$d7,$d6 !byte $d5,$d4,$d3,$d3,$d2,$d1,$d1,$d1,$d1,$d1,$d1,$d1,$d1,$d1,$d2,$d3 !byte $d3,$d4,$d5,$d6,$d7,$d8,$d9,$da,$db,$dc,$dd,$de,$de,$df,$e0,$e0 !byte $e0,$e0,$e0,$e0,$e0,$e0,$e0,$df,$de,$de,$dd,$dc,$db,$da,$d9,$d8 !byte $d7,$d6,$d5,$d4,$d3,$d3,$d2,$d1,$d1,$d1,$d1,$d1,$d1,$d1,$d1,$d1 !byte $d2,$d3,$d3,$d4,$d5,$d6,$d7,$d8,$d9,$da,$db,$dc,$dd,$de,$de,$df !byte $e0,$e0,$e0,$e0 !byte 0,0,0,0 yspeed !byte $02 xspeed !byte $01 ;Sinus table for the colour sinus colsinus !byte $00,$00,$00,$00,$00,$00,$01,$01,$02,$03,$03,$04,$05,$06,$07,$08 !byte $09,$0b,$0c,$0d,$0f,$10,$12,$13,$15,$17,$19,$1b,$1d,$1f,$21,$23 !byte $25,$27,$2a,$2c,$2e,$31,$33,$36,$39,$3b,$3e,$41,$43,$46,$49,$4c !byte $4f,$52,$55,$58,$5b,$5e,$61,$64,$67,$6a,$6d,$70,$73,$77,$7a,$7d !byte $80,$83,$86,$89,$8d,$90,$93,$96,$99,$9c,$9f,$a2,$a5,$a8,$ab,$ae !byte $b1,$b4,$b7,$ba,$bc,$bf,$c2,$c5,$c7,$ca,$cc,$cf,$d1,$d4,$d6,$d8 !byte $da,$dd,$df,$e1,$e3,$e5,$e7,$e9,$ea,$ec,$ee,$ef,$f1,$f2,$f4,$f5 !byte $f6,$f7,$f8,$f9,$fa,$fb,$fc,$fd,$fd,$fe,$fe,$ff,$ff,$ff,$ff,$ff !byte $ff,$ff,$ff,$ff,$ff,$ff,$fe,$fe,$fd,$fc,$fc,$fb,$fa,$f9,$f8,$f7 !byte $f6,$f4,$f3,$f2,$f0,$ef,$ed,$ec,$ea,$e8,$e6,$e4,$e2,$e0,$de,$dc !byte $da,$d8,$d5,$d3,$d1,$ce,$cc,$c9,$c6,$c4,$c1,$be,$bc,$b9,$b6,$b3 !byte $b0,$ad,$aa,$a7,$a4,$a1,$9e,$9b,$98,$95,$92,$8f,$8c,$88,$85,$82 !byte $7f,$7c,$79,$76,$72,$6f,$6c,$69,$66,$63,$60,$5d,$5a,$57,$54,$51 !byte $4e,$4b,$48,$45,$43,$40,$3d,$3a,$38,$35,$33,$30,$2e,$2b,$29,$27 !byte $25,$22,$20,$1e,$1c,$1a,$18,$16,$15,$13,$11,$10,$0e,$0d,$0b,$0a !byte $09,$08,$07,$06,$05,$04,$03,$02,$02,$01,$01,$00,$00,$00,$00,$00 !byte $00 ;Colours for the title screen colour SINUS ;max 64 bytes colours !byte $09,$09,$02,$02,$08,$08,$0a,$0a !byte $07,$07,$01,$01,$01,$01,$01,$01 !byte $01,$01,$01,$01,$01,$01,$07,$07 !byte $0a,$0a,$08,$08,$02,$02,$09,$09 !byte $0b,$0c,$0f,$07,$07,$0f,$0c,$0b !byte $06,$06,$04,$04,$0e,$0e,$05,$05 !byte $0d,$0d,$01,$01,$01,$01,$01,$01 !byte $01,$01,$01,$01,$01,$01,$0d,$0d !byte $05,$05,$0e,$0e,$04,$04,$06,$06 !byte $0b,$05,$03,$0d,$0d,$03,$05,$0b !byte $00 * = $6200 ;The actual title screen titlescreen titlescreentext !scr" " !scr" programming .........richard bayliss " !scr" graphics ............richard bayliss " !scr" logo ................michael koslowski " !scr" music ...............richard bayliss " !scr" " !scr" points to win game ................. 9 " !scr" game speed ...................... slow " !scr" " !scr"press fire or spacebar to start toasting" !scr" " slow !scr "slow" ;Text we paste into the title screen fast !scr "fast" message * = $6400-2 !binary "scrolltext.prg" ;Game title scroll text * = $8400-2 !binary "vidram.prg" ;Game title logo video RAM data * = $8800-2 !binary "colram.prg" ;Game title logo colour RAM data * = $a000-2 !binary "bitmap.prg" ; Game title bitmap data
base/hyper_duel.txt · Last modified: 2015-04-17 04:32 by 127.0.0.1