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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)
CLR.B (GENFRMCT) ; CLEAR FRAME COUNTER
RTS
; -----------------------------------------------------------------------------
STAUPD
; PERFORMS STATE UPDATE AND INIT IF NECESSARY
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
ADDQ.B #1,(GENFRMCT) ; INCREASE FRAME COUNTER
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,STAGOVRI,STAATRI,STAVICI
.UPDTBL DC.L STAINTRU,STAPLAYU,STAGOVRU,STAATRU,STAVICU
; -----------------------------------------------------------------------------
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,STAATRP,STAVICP
; -----------------------------------------------------------------------------
STAEMPTY
; EMPTY SUBROUTINE FOR CASES WITH NOTHING TO DO
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; NOTE - JUST A PLACEHOLDER. NOTHING TO DO.
; -----------------------------------------------------------------------------
RTS
; -----------------------------------------------------------------------------
STAPLAYI
; PLAY STATE INITIALIZATION.
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
IFNE ATRSAVE
JSR ATRINIT ; ONLY IN ATTRACT RECORD MODE
ENDC
JSR PLRINIT
BRA MAPINIT
; -----------------------------------------------------------------------------
STAPLAYU
; PLAY STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
IFNE ATRSAVE
JSR ATRUPD ; ONLY IN ATTRACT RECORD MODE
ENDC
TST.W (PLRLIFE) ; IS THE PLAYER ALIVE?
BNE .CONT ; YES: UPDATE EVERYTHING
MOVE.W #STAGOVR,(STANEXT) ; NO: GO TO GAME OVER.
.CONT JSR PLRUPD
JSR AGLUPD
BRA MAPUPD
; -----------------------------------------------------------------------------
STAPLAYP
; PLAY STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR MAPPLOT
JSR AGLPLOT
JSR PLRPLOT
IFNE ATRSAVE
JSR ATRPLOT
ENDC
RTS
; -----------------------------------------------------------------------------
STAATRI
; ATTRACT MODE INIT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVE.L D1,-(A7)
IFEQ ATRSAVE
JSR ATRINIT ; ONLY IN ATTRACT PLAY MODE
ENDC
MOVE.B #AUDMSKLP|AUDMU1ID,D1
JSR AUDPLAY ; PLAY ATTRACT MUSIC
MOVE.B #AUDACCN,(AUDACCSN) ; REJECT SOUND EFFECTS
JSR PLRINIT
JSR MAPINIT
MOVE.L (A7)+,D1
RTS
; -----------------------------------------------------------------------------
STAATRU
; ATTRACT MODE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVE.L D1,-(A7)
BTST #KBDBITF1,(KBDEDGE) ; CHECK USER INITIATED EXIT
BNE .EXIT
IFEQ ATRSAVE
JSR ATRUPD ; ONLY IN ATTRACT PLAY MODE
ENDC
BTST #KBDBITF1,(KBDEDGE) ; CHECK END OF RECORD
BNE .EXIT
JSR PLRUPD
JSR AGLUPD
JSR MAPUPD
BRA .END
.EXIT MOVE.B #AUDACCY,(AUDACCSN) ; ALLOW NEW SOUNDS
MOVE.B #AUDENDID,D1 ; STOP MUSIC
JSR AUDPLAY
MOVE.W #STAINTR,(STANEXT)
.END MOVE.L (A7)+,D1
RTS
; -----------------------------------------------------------------------------
STAATRP
; ATTRACT MODE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR STAPLAYP ; PLOT GAME
BRA ATRPLOT ; OVERLAY TUTORIAL
; -----------------------------------------------------------------------------
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
; -----------------------------------------------------------------------------
CMP.B #$FF,(GENFRMCT)
BNE .CHKK
MOVE.W #STAATTR,(STANEXT)
RTS
.CHKK BTST.B #KBDBITF1,(KBDEDGE)
BEQ .END
MOVE.L D1,-(A7)
MOVE.B #AUDMSKNL|AUDFUNID,D1
JSR AUDPLAY ; PLAY START SOUND
MOVE.L (A7)+,D1
MOVE.W #STAPLAY,(STANEXT)
.END RTS
; -----------------------------------------------------------------------------
STAINTRP EQU INTPLOT
; INTRO STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; NOTE - JUST A WRAPPER FOR INTPLOT
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
STAGOVRI
; GAME OVER STATE INIT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVE.L D1,-(A7)
MOVE.B #AUDMSKLP|AUDMU2ID,D1
JSR AUDPLAY ; PLAY GAME OVER MUSIC
MOVE.L (A7)+,D1
BRA GOVINIT
; -----------------------------------------------------------------------------
STAGOVRU
; GAME OVER STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
TST.W (GOVCUROF) ; ARE CURTAINS FULLY CLOSED?
BMI .WAIT ; YES: DO NOT MOVE THEM MORE
JSR GOVUPD ; MOVE CURTAINS
RTS
.WAIT BTST #KBDBITF1,(KBDEDGE) ; IF CLOSED, CHECK FIRE 1
BEQ .END ; NOT PRESSED: NOTHING
MOVE.W #STAINTR,(STANEXT) ; PRESSED: GO TO INTRO STATE
MOVE.B #AUDENDID,D1 ; STOP MUSIC
JSR AUDPLAY
.END RTS
; -----------------------------------------------------------------------------
STAGOVRP
; GAME OVER STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR STAPLAYP ; PLOT GAME
BRA GOVPLOT ; PLOT GAME OVER (CURTAIN)
; -----------------------------------------------------------------------------
STAVICI
; VICTORY STATE INIT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
MOVE.L D1,-(A7)
MOVE.B #AUDMSKLP|AUDMU3ID,D1
JSR AUDPLAY ; PLAY VICTORY MUSIC
MOVE.L (A7)+,D1
BRA VICINIT
; -----------------------------------------------------------------------------
STAVICU
; VICTORY STATE UPDATE
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
TST.W (GOVCUROF) ; ARE CURTAINS FULLY CLOSED?
BMI .WAIT ; YES: DO NOT MOVE THEM MORE
JSR VICUPD ; MOVE CURTAINS
RTS
.WAIT BTST #KBDBITF1,(KBDEDGE) ; IF CLOSED, CHECK FIRE 1
BEQ .END ; NOT PRESSED: NOTHING
MOVE.W #STAINTR,(STANEXT) ; PRESSED: GO TO INTRO STATE
MOVE.B #AUDENDID,D1 ; STOP MUSIC
JSR AUDPLAY
.END RTS
; -----------------------------------------------------------------------------
STAVICP
; GAME OVER STATE PLOT
; INPUT - NONE
; OUTPUT - NONE
; MODIFIES - NONE
; -----------------------------------------------------------------------------
JSR STAPLAYP ; PLOT GAME
BRA VICPLOT ; PLOT VICTORY (CURTAIN)
*~Font name~Courier New~
*~Font size~10~
*~Tab type~0~
*~Tab size~4~