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mm6200.inc
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;
; User equates
;
OSWORD = $FFF1
;
; Code equates
;
L199F = L199E+1
; Screen coordinates
;L32A0 = $32A0
;L32A8 = $32A8
L332E = $81c6
L33C0 = $8110
L3942 = $8258
L394A = $8258
;L4000 = $4000
;L4A00 = $4A00
L4F42 = $8b50
L4F4A = $8b50
;L5000 = $5000
;L6364 = L6362+2
;L6367 = L6365+2
L661D = L661C+1
L661E = L661C+2
L6936 = L6935+1
L693C = L693B+1
L6A2A = L6A29+1
;LFFFF = $FFFF
;
; Start of code
;
; *= $6200
;
;--------------------------------------------
; Start game with player
;--------------------------------------------
L6200: lda #$01 ; Set level
jsr L62C3 ; Buildscreen
jsr L62F4 ; Reset music pointer and play sound
; Game play loop
L6208: lda L651D ; Lb miner screen address
sta L0075 ; 85 75
lda L651E ; Hb miner screen address
sta L0076 ; 85 76
jsr L109C ; Move miner
lda L0075 ; A5 75
sta L651D ; Lb miner screen address
lda L0076 ; A5 76
sta L651E ; Hb miner screen address
jsr L1E0D ; Show guards
jsr L68BE ; 20 BE 68
jsr L3146 ; 20 46 31
; Wait loop
ldx #$c0 ; A2 00
ldy #$FF ; A0 FF
L622C: inx ; E8
bne L622C ; D0 FD
iny ; C8
bne L622C ; D0 FA
; Scan keys
; jsr $fe71 ; Read key
; cpy #$0f
ldx #3
jsr readkey
bne L6291 ; Delete key pressed
; jsr $fe71 ; Read key
; cpy #$3b
ldx #5
jsr readkey
bne L62AA ; Escape key pressed
; jsr $fe71 ; Read key
; cpy #$33
ldx #6
jsr readkey
bne L62B8 ; S key pressed
; jsr $fe71 ; Read key
; cpy #$31
ldx #7
jsr readkey
bne L62AD ; N key pressed
L6266: lda L6B7F ; Check cheatmode
cmp #$00 ; C9 00
beq L628E ; F0 21
; Scan function keys f0-f9
lda #$00 ; A9 00
sta L635C ; 8D 5C 63
L6272: ldy #$FF ; A0 FF
lda #$f0
sta $b000
jsr $fe71 ; Scan key
tya
ldx L635C ; AE 5C 63
cmp L6352,X ; Check if function key
bne L6273
jmp L6303 ; If so, jump
L6273:
inc L635C ; Point to next funtion key
lda L635C ; AD 5C 63
cmp #$0A ; C9 0A
bne L6272 ; D0 E4
L628E: jmp L6208 ; Game loop
guardflag: .byte 0
shadow_print: .byte 0
;--------------------------------------------
; Delete key pressed
; Freeze game until Copy key is pressed
;--------------------------------------------
L6291: jsr L62E9 ; Stop music
L6294: jsr L30FC ; Check for cheatcode
; jsr $fe71 ; Read key
; cpy #$0E ; C0 FF
ldx #4
jsr readkey
beq L6294 ; Copy key not pressed
jsr L62F4 ; Reset music pointer and play sound
jmp L6208 ; 4C 08 62
;--------------------------------------------
; Escape key pressed
; Return to intro screen
;--------------------------------------------
L62AA: jmp L24F8 ; Jump L0090
;--------------------------------------------
; Q key pressed
; Turn off tune
;--------------------------------------------
L62AD: lda #$00 ; A9 00
sta L62F3 ; Reset soundflag
jsr L62E9 ; Stop music
jmp L6266 ; 4C 66 62
;--------------------------------------------
; S key pressed
; Turn on tune
;--------------------------------------------
L62B8: lda #$01 ; A9 01
sta L62F3 ; Set soundflag
jsr L62E3 ; Start music
jmp L6266 ; 4C 66 62
;--------------------------------------------
; Build screen
;--------------------------------------------
L62C3:
jsr L6333 ; Check levelnr
lda #$05 ; Reset
sta L2FFF ; Nr of keys
lda L0080 ; Get levelnr
jsr L28B8 ; Build screen
jsr L1FB5 ; 20 B5 1F
jsr L229B ; Skip printing bottomline + set vars
; Copy screen to buffer
lda #>buffer
sta buf_loop+5
lda #$80
sta buf_loop+2
ldx #$11
ldy #0
buf_loop:
lda $8000,y
sta buffer,y
iny
bne buf_loop
inc buf_loop+2
inc buf_loop+5
dex
bne buf_loop
; Wipe keys
lda L2FFF ; Reset key pointer
sta key_max
ldx #0
stx key_cnt
key1:
ldx key_cnt
lda L2E7F,X ; Get X-pos key
sec
sbc #4
sta SCR
inx
lda L2E7F,X ; Get Y-pos key
clc
adc #>buffer
sta SCR+1
ldx #7
lda #0
key2:
ldy scrtab,x
sta (SCR),y
dex
bpl key2
inc key_cnt
inc key_cnt
dec key_max
bne key1
; Continue game
jmp L6391 ; 4C 91 63
key_cnt: .byte 0
key_max: .byte 0
;--------------------------------------------
; Start or stop music routine
; Music pointer is L3098
; Start music is poke INC at start musicroutine
; Stop music is poke RTS at start musicroutine
;--------------------------------------------
; Start music
L62E3:
lda #$EE ; INC instruction
sta L303B ; Musicroutine
rts
; Stop music
L62E9: lda #$60 ; RTS instruction
sta L303B ; Musicroutine
lda #$9F ; Set tone
jmp L3075 ; Sound output
; Soundflag
L62F3: .byte $EA ; Soundflag
; Reset music pointer and play sound
L62F4: lda #$00 ; Reset music pointer
sta L3098 ; 8D 98 30
lda L62F3 ; Check soundflag
cmp #$00 ; C9 00
beq L62E9 ; Stop music
jmp L62E3 ; Start music
;--------------------------------------------
; Entry Function key pressed cheatmode
;
; F0 = goto level 1 ; SHIFT-F0 = goto level 11
; F1 = goto level 2 ; SHIFT-F1 = goto level 12
; F2 = goto level 3 ; SHIFT-F2 = goto level 13
; F3 = goto level 4 ; SHIFT-F3 = goto level 14
; F4 = goto level 5 ; SHIFT-F4 = goto level 15
; F5 = goto level 6 ; SHIFT-F5 = goto level 16
; F6 = goto level 7 ; SHIFT-F6 = goto level 17
; F7 = goto level 8 ; SHIFT-F7 = goto level 18
; F8 = goto level 9 ; SHIFT-F8 = goto level 1
; F9 = goto level 10 ; SHIFT-F9 = goto level 1
;--------------------------------------------
L6303:
bit $b001 ; Read key
bpl L6327 ; SHIFT key pressed
bvc L6310 ; CTRL key pressed
jmp L6208 ; wrong key
L6310: lda L635C ; AD 5C 63
cmp L635D ; CD 5D 63
beq L6324 ; F0 0C
sta L635D ; 8D 5D 63
clc ; 18
adc #$01 ; 69 01
jsr L62C3 ; Buildscreen
jmp L6208 ; 4C 08 62
L6324: jmp L6208 ; 4C 08 62
; Entry SHIFT-Fx key pressed, add 10 to level
L6327: lda L635C ; AD 5C 63
clc ; 18
adc #$0A ; 69 0A
sta L635C ; 8D 5C 63
jmp L6310 ; 4C 10 63
;--------------------------------------------
; Check levelnr
;--------------------------------------------
L6333: sta L0080 ; Set current level
sta L635D ; Set temp level
dec L635D ; Decrement temp level
lda L6B7F ; Check cheatmode
cmp #$00 ; C9 00
beq L6351 ; F0 0F
.if debug=0
lda L0080 ; Get level
cmp #$13 ; Check max level
bcc L6351 ; If not reached, skip
lda #$01 ; Reset current level
sta L0080 ; 85 80
lda #$00 ; A9 00
.endif
nop ; EA
nop ; EA
nop ; EA
L6351: rts ; 60
;--------------------------------------------
; Keys to be scanned
;--------------------------------------------
L6352:
; .byte $DF ; F0 key
; .byte $8E ; F1 key
; .byte $8D ; F2 key
; .byte $8C ; F3 key
; .byte $EB ; F4 key
; .byte $8B ; F5 key
; .byte $8A ; F6 key
; .byte $E9 ; F7 key
; .byte $89 ; F8 key
; .byte $88 ; F9 key
; Keys 1,2,3,4,5,6,7,8,9,0
.byte $11,$12,$13,$14,$15,$16,$17,$18,$19,$10
; Read key pointer
L635C: .byte $EA
;--------------------------------------------
L635D: .byte $EA
; ldx #$00 ; A2 00
; ldy #$0A ; A0 0A
;L6362: lda L4000,X ; BD 00 40
;L6365: sta L0F00,X ; 9D 00 0F
; inx ; E8
; bne L6362 ; D0 F7
; inc L6364 ; EE 64 63
; inc L6367 ; EE 67 63
; dey ; 88
; bne L6362 ; D0 EE
;
; ldx #$00 ; A2 00
;L6376: lda L4A00,X ; BD 00 4A
; sta L1900,X ; 9D 00 19
; inx ; E8
; cpx #$80 ; E0 80
; bne L6376 ; D0 F5
;
; ldx #$00 ; A2 00
;L6383: lda L5000,X ; BD 00 50
; sta L0D40,X ; 9D 40 0D
; inx ; E8
; cpx #$40 ; E0 40
; bne L6383 ; D0 F5
;
; jmp L24F8 ; Jump L0090
L6391: ldx #$00 ; A2 00
L6393: lda ext_font,X ; BD 00 0C
sta ext_font+$D0,X ; 9D D0 0C
lda ext_font+$78,X ; BD 78 0C
sta ext_font+$B8,X ; 9D B8 0C
lda ext_font+$08,X ; BD 08 0C
sta ext_font+$E8,X ; 9D E8 0C
inx ; E8
cpx #$08 ; E0 08
bne L6393 ; D0 E9
lda #$00 ; A9 00
sta ext_font+$D6 ; 8D D6 0C
sta ext_font+$BE ; 8D BE 0C
sta ext_font+$EE ; 8D EE 0C
lda #$FF ; A9 FF
sta ext_font+$D7 ; 8D D7 0C
sta ext_font+$BF ; 8D BF 0C
sta ext_font+$EF ; 8D EF 0C
lda L0070 ; A5 70
sec
sbc #4
sta L25FE ; XPOS Exit
lda L0071 ; A5 71
sta L25FF ; YPOS Exit
lda #$4C ; JMP instruction
sta L19EB ; 8D EB 19
lda #$FF ; A9 F0
sta L199F ; 8D 9F 19
lda #$10 ; A9 10
sta L66DC ; 8D DC 66
lda #$A9 ; LDA instruction
sta L19EE ; 8D EE 19
lda #$00 ; A9 00
sta L197F ; Monster falling flag
sta L184B ; Miner jump flag
lda #$27 ; A9 27
sta L1842 ; 8D 42 18
lda #$06 ; Direction left
sta L1840 ; 8D 40 18
; Set X and Y coordinate Miner
; High nibble is X
; Low nibble is Y
ldx L0080 ; Get level nr
lda L6B87,X ; Get coordinates
tax ; Save coordinates
and #$F0 ; Filter X-pos
lsr A ; Divide by 2
clc ; 18
adc #$17 ; Add 23
sta L183A ; X-coordinaat Miner in pixels old
sta L183C ; X-coordinaat Miner in pixels new
txa ; Get coordinates
and #$0F ; Filter Y-pos
asl A ; 0A
asl A ; 0A
asl A ; Multiply by 8
sec
sbc #2
sta L183B ; Y-coordinaat Miner in pixels old
sta L183D ; Y-coordinaat Miner in pixels new
sta L6B7B ; Set Y-pos
ldx L183A ; X-coordinaat Miner in pixels old
cpx #$40 ; E0 40
bcc L6444 ; 90 2C
lda #$03 ; A9 03
L641A: sta L183F ; Miner sprite nr
ldy L183B ; Y-coordinaat Miner in pixels old
lda #$01 ; A9 01
jsr L1869 ; 20 69 18
lda L1840 ; AD 40 18
sta L1843 ; 8D 43 18
lda L25A4 ; AD A4 25
and #$80 ; 29 80
cmp #$80 ; C9 80
beq L643C ; F0 08
lda #$FF ; A9 FF
sta L1854 ; 8D 54 18
jmp L2FC2 ; 4C C2 2F
L643C: lda #$01 ; A9 01
sta L1854 ; 8D 54 18
jmp L2FC2 ; 4C C2 2F
L6444: lda #$E7 ; A9 E7
sta L1842 ; 8D 42 18
lda #$05 ; A9 05
sta L1840 ; 8D 40 18
lda #$00 ; A9 00
jmp L641A ; 4C 1A 64
;--------------------------------------------
; Jump to next level
;--------------------------------------------
L6453: lda L6B7F ; Check cheatmode
cmp #$01 ; C9 01
beq L6462 ; F0 08
lda L0080 ; Get levelnr
cmp #$14 ;
beq L646A ; If last level jump
inc L0080 ; If not, next level
L6462: lda L0080 ; A5 80
jsr L62C3 ; Buildscreen
jmp L6208 ; Continue game
L646A: jmp L6200 ; Start at level 1
;--------------------------------------------
L646D:
jsr L6639 ; 20 39 66
lda L2FFF ; Nr of keys
cmp #$00 ; C9 00
beq L6478 ; F0 01
rts ; 60
L6478:
lda #$22-4 ; A9 22
sta XPOS
lda #$17 ; A9 17
sta YPOS
jsr L14A7 ; 20 A7 14
lda L0080 ; A5 80
cmp #$05 ; C9 05
bne L64A0 ; D0 10
lda L1C48 ; AD 48 1C
ora #$80 ; 09 80
sta L1C48 ; 8D 48 1C
lda #$60 ; A9 60
sta L19EB ; 8D EB 19
jsr L6A31 ; 20 31 6A
L64A0: lda L183C ; X-coordinaat Miner in pixels new
lsr A ; 4A
lsr A ; 4A
sec
sbc #4
cmp L25FE ; XPOS Exit
bne L64BE ; D0 14
lda L183D ; Y-coordinaat Miner in pixels new
sec ; 38
sbc #$00 ; E9 00
lsr A ; 4A
lsr A ; 4A
lsr A ; 4A
clc ; 18
adc #$02 ; 69 02
cmp L25FF ; YPOS Exit
bne L64BE ; D0 03
jmp L651F ; 4C 1F 65
L64BE: lda L0080 ; A5 80
cmp #$06 ; C9 06
bne L64D5 ; D0 11
lda L183A ; X-coordinaat Miner in pixels old
cmp #$82 ; C9 82
bne L64D5 ; D0 0A
lda L183B ; Y-coordinaat Miner in pixels old
cmp #$0D ; C9 0D
bne L64D5 ; D0 03
jmp L651F ; 4C 1F 65
L64D5: inc L6517 ; EE 17 65
lda L6517 ; AD 17 65
and #$03 ; 29 03
cmp #$00 ; C9 00
beq L64E2 ; F0 01
rts ; 60
L64E2:
lda L109B
;VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
sta tmp_cnt
lda L6516 ; Set textcolour=?
eor #$FF
sta L6516
sta L109B
; jsr OSWRCH ; 20 EE FF
lda L6517 ; AD 17 65
and #$04 ; 29 04
cmp #$04 ; C9 04
beq L6518 ; F0 28
; lda #$02 ; A9 02
L64F2:
; jsr OSWRCH ; 20 EE FF
lda L25FE ; XPOS Exit
sta XPOS
lda L25FF ; YPOS Exit
sec ; 38
sbc #$02 ; E9 02
sta YPOS
ldx #$00 ; A2 00
L650B: lda L6564,X ; BD 64 65
jsr OSWRCH ; 20 EE FF
inx ; E8
cpx #$07 ; E0 07
bne L650B ; D0 F5
lda tmp_cnt
sta L109B
rts ; 60
tmp_cnt: .byte 0
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
L6516: .byte $ff
L6517: .byte $EA
L6518: lda #$03 ; A9 03
jmp L64F2 ; 4C F2 64
L651D: .byte $00 ; Lb miner screen address
L651E: .byte $05 ; Hb miner screen address
L651F:
lda #$4C ; A9 4C
sta L145D ; 8D 5D 14
jsr L1423 ; 20 23 14
lda #$20 ; A9 20
sta L145D ; 8D 5D 14
jsr L62E9 ; Stop music
lda #$00 ; A9 00
sta L635C ; 8D 5C 63
L6534: lda L6B7E ; Air level
lsr A ; 4A
clc ; 18
adc #$01 ; 69 01
eor #$3F ; 49 3F
sta L3099 ; 8D 99 30
jsr L6639 ; 20 39 66
inc L635C ; EE 5C 63
lda L635C ; AD 5C 63
and #$03 ; 29 03
cmp #$00 ; C9 00
beq L655C ; F0 0D
L654F: lda L6B7E ; Air level
cmp #$00 ; C9 00
bne L6534 ; D0 DE
jsr L62F4 ; Reset music pointer and play sound
jmp L6453 ; Increment level
L655C: lda #$05 ; A9 05
jsr L673C ; 20 3C 67
jmp L654F ; 4C 4F 65
;------------------------------------------------
; Exit shape
L6564: .byte $91,$92,$0A,$08,$08,$93,$94
;------------------------------------------------
L656B: .byte "AIR"
;------------------------------------------------
; Draw air gauge
;------------------------------------------------
L6577:
lda #$67 ; Set gauge Air level to max
sta L6B7E
lda #0 ; Reset gauge pointer
sta airgauge_pos
jsr L6A42 ; Print score, lives + levelnr
jsr L2CA2 ; 20 A2 2C
; Print 'AIR'
lda #22
sta XPOS
lda #21
sta YPOS
ldx #$00
L658E:
lda L656B,X
jsr OSWRCH
inx
cpx #$03
bne L658E
; Draw white bar
lda #>$94e7
sta L6590+2
sta L6591+2
lda #<$94e7
sta L6590+1
sta L6591+1
ldy #9
L658F:
lda #$ff
ldx #17
L6590:
lda $9507,x
eor #$ff
L6591:
sta $9507,x
dex
bpl L6590
clc
lda L6590+1
adc #$20
sta L6590+1
lda L6590+2
adc #0
sta L6590+2
sta L6591+2
lda L6590+1
sta L6591+1
dey
bne L658F
lda #$00 ; A9 00
sta L6693 ; 8D 93 66
; Fillup air gauge
ldx #12
lda #0
L661B:
sta $9508,x
sta $9528,x
sta $9548,x
sta $9568,x
sta $9588,x
sta $95a8,x
sta $95c8,x
dex
bpl L661B
; lda #$F0 ; A9 F0
; sta L32A0 ; 8D A0 32
; sta L32A8 ; 8D A8 32
lda #>$9507 ; A9 32
sta L661E ; hb
lda #<$9507 ; A9 A0
sta L661D ; lb
rts ; 60
L661C: sta LFFFF,X ; 9D FF FF
rts ; 60
; Point 8 lines below
;
;L6620:
; lda L661D
; clc
; adc #$20
; sta L661D
; lda L661E
; adc #0
; sta L661E
; rts
L6632:
.byte $EA
;--------------------------------------------
;Entry 6639 for demo mode
;--------------------------------------------
L6633:
jsr L6695
jmp L6640
; Entry for demo mode
L6639:
lda L197F ; Monster falling flag
cmp #$01
beq L6633
L6640:
inc L6694
lda L6694
and #$0F
cmp #$00
beq L664D
rts
;--------------------------------------------
; Decrement and draw airgauge in game
;--------------------------------------------
L664D:
dec L6B7E ; Air level
inc L6693 ; Adjust gauge pointer
lda L6693
and #$07
cmp #$00
beq L6683
; Draw left end air gauge
L665C:
tay
ldx airgauge_pos
lda airgauge_chr,y
sta $9508,x
sta $9528,x
sta $9548,x
sta $9568,x
sta $9588,x
sta $95a8,x
sta $95c8,x
rts
L6683:
inc airgauge_pos
lda #0
jmp L665C ; Return
L6693: .byte $EA
L6694: .byte $EA
airgauge_pos: .byte 0
airgauge_chr: .byte $80,$c0,$e0,$f0,$f8,$fc,$fe,$ff
;--------------------------------------------
;
;--------------------------------------------
L6695: lda L66DC ; AD DC 66
cmp #$70 ; C9 70
bcs L66D4 ; B0 38
cmp #$10 ; C9 10
beq L66DD ; F0 3D
and #$04 ; 29 04
cmp #$04 ; C9 04
beq L66BD ; F0 17
jsr L672F ; 20 2F 67
jsr L66E9 ; 20 E9 66
lda L66DC ; AD DC 66
clc ; 18
adc #$04 ; 69 04
sta L66DC ; 8D DC 66
ldx #$00 ; A2 00
jsr L66F8 ; 20 F8 66
jmp L6725 ; 4C 25 67
L66BD: jsr L672F ; 20 2F 67
jsr L66F8 ; 20 F8 66
lda L66DC ; AD DC 66
clc ; 18
adc #$04 ; 69 04
sta L66DC ; 8D DC 66
ldx #$00 ; A2 00
jsr L66E9 ; 20 E9 66
jmp L6725 ; 4C 25 67
L66D4: lda #$00 ; A9 00
sta L197F ; Monster falling flag
jmp L6725 ; 4C 25 67
L66DC: .byte $EA
L66DD: lda L66DC ; AD DC 66
clc ; 18
adc #$04 ; 69 04
sta L66DC ; 8D DC 66
jmp L66F8 ; 4C F8 66
L66E9: cpx #$01 ; E0 01
beq L6716 ; F0 29
lda #<L0480 ; A9 80
sta L0077 ; 85 77
lda #>L0480 ; A9 04
sta L0078 ; 85 78
jmp L6707 ; 4C 07 67
L66F8: cpx #$01 ; E0 01
beq L6716 ; F0 1A
lda #<L04C0 ; A9 C0
sta L0077 ; 85 77
lda #>L04C0 ; A9 04
sta L0078 ; 85 78
jmp L6707 ; 4C 07 67
L6707: lda #$39 ; A9 39
jsr L673C ; 20 3C 67
ldx #$4E ; A2 4E
ldy L66DC ; AC DC 66
lda #$0A ; A9 0A
jmp L0F00 ; Plot sprite
L6716: lda #$69 ; A9 69
jsr L673C ; 20 3C 67
ldx #$4E ; A2 4E
ldy L66DC ; AC DC 66
lda #$02 ; A9 02
jmp L0F00 ; Plot sprite
L6725:
; lda #$11 ; Set textcolour to colour2
; jsr OSWRCH ; 20 EE FF
; lda #$02 ; A9 02
jmp L64F2 ; 4C F2 64
L672F: lda L66DC ; AD DC 66
cmp #$60 ; C9 60
bcs L6739 ; B0 03
ldx #$00 ; A2 00
rts ; 60
L6739: ldx #$01 ; A2 01
rts ; 60
;--------------------------------------------
L673C: cmp #$63 ; C9 63
beq L67BF ; Key hit, add 100 to score
;--------------------------------------------
; Increment score with A + print score
;--------------------------------------------
L6740: clc ; 18
adc #$01 ; 69 01
sed ; F8
clc ; 18
adc L67BA ; 6D BA 67
sta L67BA ; 8D BA 67
lda L67BB ; AD BB 67
adc #$00 ; 69 00
sta L67BB ; 8D BB 67
lda L67BC ; AD BC 67
bcs L678F ; B0 37
L6758: cld ; D8
lda #6 ; A9 0A
sta XPOS
lda #$13 ; A9 13
sta YPOS
ldx #$02 ; Print score in 6 digits
L6774: lda L67BA,X ; BD BA 67