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level_data.asm
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level_data.asm
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.export LevelClearData
.export LevelLoadInit
.export LevelDataGetStripId, LevelDataFillEntireScreen, LevelDataUpdateScroll
.export SetLevelBank, RevertLevelBank
.include "include.const.asm"
.include "include.branch-macros.asm"
.include "include.mov-macros.asm"
.include "include.scroll-action.asm"
.include "include.sys.asm"
.include "gfx.h.asm"
.include "endboss.h.asm"
.include "memory_layout.h.asm"
.include "general_mapper.h.asm"
.importzp ppu_ctrl_current
.importzp NMI_pointer
.importzp NMI_values
.importzp NMI_SCROLL_target, NMI_SCROLL_strip_id, NMI_SCROLL_action
.importzp level_state_begin, level_state_end
.importzp level_data_pointer, level_chunk_pointer
.importzp level_table_of_contents_pointer, level_spawn_pointer
.importzp level_max_screen, level_has_entrance_door, level_has_infinite_flies
.importzp level_player_start_v
.importzp level_bank
.importzp which_level
.import collision_map
BOSS_LEVEL = MAX_LEVEL
FILL_LOOKAHEAD = 9
STRIP_TABLE_NT_COLUMN = 0
STRIP_TABLE_ATTRIBUTE = 2
STRIP_TABLE_COLLISION = 4
pointer = NMI_pointer
values = NMI_values
strip_id = values + $00
target = values + $01
offset = values + $02
upper_addr = values + $03
high_byte = values + $04
; DEBUGGING ONLY
debug_10_action = $610
debug_11_offset = $611
debug_12_target = $612
debug_13_strip_id = $613
.segment "BOOT"
;LevelClearData
.proc LevelClearData
lda #0
ldx #0
ClearLoop:
sta level_state_begin,x
inx
cpx #(level_state_end - level_state_begin)
bne ClearLoop
rts
.endproc
;LevelLoadInit
.proc LevelLoadInit
lda which_level
cmp #1
beq Load1
cmp #2
beq Load2
cmp #3
beq Load3
cmp #4
jeq Load4
cmp #BOSS_LEVEL
jeq LoadBoss
Load1:
MovWord level_data_pointer, level1_data
MovWord level_chunk_pointer, level1_chunk
MovWord level_spawn_pointer, level1_spawn
MovWord level_table_of_contents_pointer, level1_table_of_contents
mov level_max_screen, #LEVEL1_LAST_SCREEN
mov level_has_entrance_door, level1_meta+0
mov level_has_infinite_flies, level1_meta+1
mov level_player_start_v, level1_meta+2
mov level_bank, #MEMORY_LAYOUT_BANK_LEVEL_DAT
rts
Load2:
MovWord level_data_pointer, level2_data
MovWord level_chunk_pointer, level2_chunk
MovWord level_spawn_pointer, level2_spawn
MovWord level_table_of_contents_pointer, level2_table_of_contents
mov level_max_screen, #LEVEL2_LAST_SCREEN
mov level_has_entrance_door, level2_meta+0
mov level_has_infinite_flies, level2_meta+1
mov level_player_start_v, level2_meta+2
mov level_bank, #MEMORY_LAYOUT_BANK_LEVEL_DAT
rts
Load3:
MovWord level_data_pointer, level3_data
MovWord level_chunk_pointer, level3_chunk
MovWord level_spawn_pointer, level3_spawn
MovWord level_table_of_contents_pointer, level3_table_of_contents
mov level_max_screen, #LEVEL3_LAST_SCREEN
mov level_has_entrance_door, level3_meta+0
mov level_has_infinite_flies, level3_meta+1
mov level_player_start_v, level3_meta+2
mov level_bank, #MEMORY_LAYOUT_BANK_LEVEL_DAT
rts
Load4:
MovWord level_data_pointer, level4_data
MovWord level_chunk_pointer, level4_chunk
MovWord level_spawn_pointer, level4_spawn
MovWord level_table_of_contents_pointer, level4_table_of_contents
mov level_max_screen, #LEVEL4_LAST_SCREEN
mov level_has_entrance_door, level4_meta+0
mov level_has_infinite_flies, level4_meta+1
mov level_player_start_v, level4_meta+2
mov level_bank, #MEMORY_LAYOUT_BANK_LEVEL_DAT
rts
LoadBoss:
mov level_max_screen, #0
mov level_has_entrance_door, #0
mov level_has_infinite_flies, #0
mov level_player_start_v, #$a8
MovWord level_spawn_pointer, no_spawn
mov level_bank, #MEMORY_LAYOUT_BANK_LEVEL_DAT
rts
.endproc
;LevelDataGetStripid
; input Y: Distance into the level data.
; input X: Action kind, 1..4 for nt, 5 for attr, 6 for collision
; output Y: Strip id
.proc LevelDataGetStripId
jsr SetLevelBank
chunk_id = strip_id
mov high_byte, #0
; Get chunk_id.
lda (level_data_pointer),y
; chunk_id * 8
.repeat 3
asl a
rol high_byte
.endrepeat
sta chunk_id
txa
sec
sbc #1
clc
adc chunk_id
clc
adc level_chunk_pointer+0
sta pointer+0
lda level_chunk_pointer+1
adc high_byte
sta pointer+1
ldy #0
; Get strip id.
lda (pointer),y
tay
jsr RevertLevelBank
rts
.endproc
;LevelDataFillEntireScreen
; Clobbers Y
.proc LevelDataFillEntireScreen
lda which_level
cmp #BOSS_LEVEL
bne Normal
;
jsr EndBossFillGraphics
rts
Normal:
jsr SetLevelBank
jsr PrepareRenderVertical
ldy #0
Loop:
jsr FillFullChunk
iny
cpy #FILL_LOOKAHEAD
bne Loop
jsr RevertLevelBank
rts
.endproc
;LevelDataUpdateScroll
.proc LevelDataUpdateScroll
jsr SetLevelBank
; If no action, exit.
lda NMI_SCROLL_action
beq Return
; Render strips vertically (probably).
jsr PrepareRenderVertical
; debug-only
lda NMI_SCROLL_action
sta debug_10_action
; Dispatch type of action.
cmp #SCROLL_ACTION_ATTR
beq UpdateAttribute
cmp #SCROLL_ACTION_COLLISION
beq UpdateCollision
cmp #SCROLL_ACTION_LIMIT
bge Acknowledge
UpdateNametable:
;
sec
sbc #1
sta offset
sta debug_11_offset
;
mov target, NMI_SCROLL_target
sta debug_12_target
mov strip_id, NMI_SCROLL_strip_id
sta debug_13_strip_id
;
jsr PrepareRenderVertical
jsr RenderNametableSingleStrip
jmp Acknowledge
UpdateAttribute:
mov target, NMI_SCROLL_target
sta debug_12_target
mov strip_id, NMI_SCROLL_strip_id
sta debug_13_strip_id
jsr RenderAttribute
jmp Acknowledge
UpdateCollision:
mov target, NMI_SCROLL_target
sta debug_12_target
mov strip_id, NMI_SCROLL_strip_id
sta debug_13_strip_id
jsr FillCollision
Acknowledge:
; Acknowledge action.
mov NMI_SCROLL_action, #0
Return:
jsr RevertLevelBank
rts
.endproc
;FillFullChunk
; Input Y: Distance into level data
.proc FillFullChunk
; push y
tya
pha
sty target
mov offset, #0
lda (level_data_pointer),y
.repeat 3
asl a
.endrepeat
tay
lda (level_chunk_pointer),y
sta strip_id
jsr RenderNametableSingleStrip
inc offset
iny
lda (level_chunk_pointer),y
sta strip_id
jsr RenderNametableSingleStrip
inc offset
iny
lda (level_chunk_pointer),y
sta strip_id
jsr RenderNametableSingleStrip
inc offset
iny
lda (level_chunk_pointer),y
sta strip_id
jsr RenderNametableSingleStrip
inc offset
iny
lda (level_chunk_pointer),y
sta strip_id
jsr RenderAttribute
iny
lda (level_chunk_pointer),y
sta strip_id
jsr FillCollision
; pop y
pla
tay
rts
.endproc
; target
; Input Y...
.proc RenderNametableChunk
tya
pha
; Offset of the strip to render, of which there are 4.
mov offset, #0
Loop:
jsr RenderNametableSingleStrip
inc offset
lda offset
cmp #4
bne Loop
pla
tay
rts
.endproc
; Input:
; offset - Offset within the strip, 0..3
; target - Which strip in the nametable to render, 0..15
; strip_id - Strip id to get level data from.
; Preserves Y
.proc RenderNametableSingleStrip
tya
pha
; Get base pointer to nametable data.
ldy #STRIP_TABLE_NT_COLUMN ; 0
lda (level_table_of_contents_pointer),y
sta pointer+0
iny
lda (level_table_of_contents_pointer),y
sta pointer+1
;
mov high_byte, #0
; Set up pointer to nametable data, strip_id * 8 + level_nt_column
lda strip_id
.repeat 3
asl a
rol high_byte
.endrepeat
clc
adc pointer+0
sta pointer+0
lda high_byte
adc pointer+1
sta pointer+1
; Select which nametable to render to, $2000 or $2400.
lda target
and #$08
lsr a
clc
adc #$20
sta PPU_ADDR
; Select address of the nametable at the top of the strip.
lda target
and #$07
asl a
asl a
clc
adc offset
adc #$c0
sta PPU_ADDR
; Render the strip, 22 elements after being decompressed.
lda #22
jsr RenderGraphicsCompressed
Return:
pla
tay
rts
.endproc
; target
; strip_id
; Preserves Y
.proc RenderAttribute
tya
pha
; Get base pointer to attribute data.
ldy #STRIP_TABLE_ATTRIBUTE ; 2
lda (level_table_of_contents_pointer),y
sta pointer+0
iny
lda (level_table_of_contents_pointer),y
sta pointer+1
; Select which nametable to render attributes to, $23c0 or $27c0.
lda target
and #$08
lsr a
clc
adc #$23
sta upper_addr
; Set up pointer to attribute data. Treat high_byte:strip_id as 16-bit value.
; Units are 8 bytes.
mov high_byte, #0
lda strip_id
.repeat 3
asl a
rol high_byte
.endrepeat
clc
adc pointer+0
sta pointer+0
lda high_byte
adc pointer+1
sta pointer+1
; Starting position within this nametable.
lda target
and #$07
clc
adc #$c8
tax
; Start at the top of the attributes, render 7 bytes.
ldy #1
Loop:
lda upper_addr
sta PPU_ADDR
stx PPU_ADDR
lda (pointer),y
sta PPU_DATA
; Move vertically by adding 8.
txa
clc
adc #8
tax
iny
cpy #$07
bne Loop
pla
tay
rts
.endproc
; target
; strip_id
; Clobbers Y
.proc FillCollision
tya
pha
; Get base pointer to collision data.
ldy #STRIP_TABLE_COLLISION ; 4
lda (level_table_of_contents_pointer),y
sta pointer+0
iny
lda (level_table_of_contents_pointer),y
sta pointer+1
; Set up pointer to collision data. Treat high_byte:strip_id as 16-bit value.
; Units are 15[bytes] + 1[pad] = 16.
mov high_byte, #0
lda strip_id
.repeat 4
asl a
rol high_byte
.endrepeat
clc
adc pointer+0
sta pointer+0
lda high_byte
adc pointer+1
sta pointer+1
; Poke into memory vertically.
lda target
and #$0f
tax
ldy #0
Loop:
lda (pointer),y
sta collision_map,x
txa
clc
adc #$10
tax
iny
cpy #$0f
bne Loop
pla
tay
rts
.endproc
.proc SetLevelBank
txa
pha
tya
pha
lda level_bank
jsr GeneralMapperPrg8000ToC000
pla
tay
pla
tax
rts
.endproc
.proc RevertLevelBank
txa
pha
tya
pha
lda #MEMORY_LAYOUT_BANK_MAIN_CODE
jsr GeneralMapperPrg8000ToC000
pla
tay
pla
tax
rts
.endproc
level1_meta:
.byte $80, 0, $b8
level2_meta:
level3_meta:
.byte 0, 0, $a8
level4_meta:
.byte 0, 0, $68
.segment "DAT2"
.include ".b/level1_data.asm"
.include ".b/level2_data.asm"
.include ".b/level3_data.asm"
.include ".b/level4_data.asm"
no_spawn:
.byte $ff,$ff,$ff,$ff