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STATES.X68
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STATES.X68
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; =============================================================================
; GAME STATE MANAGEMENT
; =============================================================================
; -----------------------------------------------------------------------------
STAINIT
; INITALIZES THE STATE MANAGER
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVE.W #STANONE,(STACUR)
MOVE.W #STAINTR,(STANEXT)
RTS
; -----------------------------------------------------------------------------
STAUPD
; PERFORMS STATE UPDATE AND INIT IF NECESSARY
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVEM.L D0/A0,-(A7)
CLR.L D0
MOVE.W (STANEXT),D0
CMP.W (STACUR),D0
BEQ .DOUPD
MOVE.W D0,(STACUR) ; IF STATE CHANGED, DO INIT
LSL.L #2,D0
MOVE.L D0,A0
MOVE.L .INITBL(A0),A0
JSR (A0)
.DOUPD CLR.L D0 ; IN ANY CASE, DO UPDATE
MOVE.W (STACUR),D0
LSL.L #2,D0
MOVE.L D0,A0
MOVE.L .UPDTBL(A0),A0
JSR (A0)
MOVEM.L (A7)+,D0/A0
RTS
.INITBL DC.L STAINTRI,STAPLAYI,STAEMPTY
.UPDTBL DC.L STAINTRU,STAPLAYU,STAGOVRU
; -----------------------------------------------------------------------------
STAPLOT
; PERFORMS STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVEM.L D0/A0,-(A7)
CLR.L D0
MOVE.W (STACUR),D0
LSL.L #2,D0
MOVE.L D0,A0
MOVE.L .PLTTBL(A0),A0
JSR (A0)
MOVEM.L (A7)+,D0/A0
RTS
.PLTTBL DC.L STAINTRP,STAPLAYP,STAGOVRP
; -----------------------------------------------------------------------------
STAEMPTY
; EMPTY SUBROUTINE FOR CASES WITH NOTHING TO DO
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; NOTE - JUST A PLACEHOLDER. NOTHING TO DO.
; -----------------------------------------------------------------------------
RTS
; -----------------------------------------------------------------------------
STAPLAYI EQU PLRINIT
; PLAY STATE INITIALIZATION.
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; NOTE - JUST A WRAPPER FOR PLRINIT
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
STAPLAYU
; PLAY STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR PLRUPD
JSR SPWUPD
BRA AGLUPD
; -----------------------------------------------------------------------------
STAPLAYP
; PLAY STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR AGLPLOT
BRA PLRPLOT
; -----------------------------------------------------------------------------
STAINTRI EQU DMMINIT
; INTRO STATE INIT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; NOTE - JUST A WRAPPER FOR DMMINIT TO RELEASE ALL MEMORY
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
STAINTRU
; INTRO STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
BTST.B #KBDBITF1,(KBDEDGE)
BEQ .END
MOVE.W #STAPLAY,(STANEXT)
.END RTS
; -----------------------------------------------------------------------------
STAINTRP
; INTRO STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVEM.L A1/D0-D1,-(A7)
UTLLOCT INTTITX,INTTITY
UTLSPEN #INTTITC
UTLSFIL #$00000000
LEA .TITSTR,A1
MOVE.B #14,D0
TRAP #15
UTLLOCT INTPRSX,INTPRSY
UTLSPEN #INTPRSC
UTLSFIL #$00000000
LEA .PRSSTR,A1
MOVE.B #14,D0
TRAP #15
MOVEM.L (A7)+,A1/D0-D1
RTS
.TITSTR DC.B 'STAR FIGHTER 68000',0
.PRSSTR DC.B 'PUSH FIRE TO START',0
DS.W 0
; -----------------------------------------------------------------------------
STAGOVRU
; GAME OVER STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
BTST.B #KBDBITF1,(KBDEDGE)
BEQ .END
MOVE.W #STAINTR,(STANEXT)
.END RTS
; -----------------------------------------------------------------------------
STAGOVRP
; GAME OVER STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVEM.L A1/D0-D1,-(A7)
UTLLOCT GOVSTRX,GOVSTRY
UTLSPEN #GOVSTRC
UTLSFIL #$00000000
LEA .GOVSTR,A1
MOVE.B #14,D0
TRAP #15
MOVEM.L (A7)+,A1/D0-D1
RTS
.GOVSTR DC.B 'GAME OVER',0
DS.W 0