From: Lukas Myers Date: Wed, 24 Jan 2018 13:45:20 +0000 (+0100) Subject: RNG now seeds every frame to make maps seem more random X-Git-Tag: 0.1.0~2 X-Git-Url: https://git.krickl.dev/?a=commitdiff_plain;h=787cb9571dc6b37125adbe0681f2a3f2e806ec70;p=turtlebay%2F.git RNG now seeds every frame to make maps seem more random --- diff --git a/main.asm b/main.asm index ed278f8..77ffc89 100644 --- a/main.asm +++ b/main.asm @@ -117,7 +117,7 @@ P1STARTX = 0 P1STARTY = 0 M0HEIGHT = 4 M0RESPAWNT = 255 -MAPCOUNT = 1 +MAPCOUNT = 3 OFFSETPERMAP = 6 ; music volumes @@ -236,6 +236,7 @@ Sleep12 ; jsr here to sleep for 12 cycles rts VerticalBlank + jsr Random ; just call this to seed ; game logic call jsr ProcessJoystick jsr GameProgress @@ -699,7 +700,7 @@ UpCollision ; down pressed code ldx ObjectY,y dex - cpx #$FF + cpx #$0 bne SaveYDown ldx #PFHEIGHT SaveYDown @@ -1021,7 +1022,7 @@ NextMap tay cpy #0 ; 0 does not require an offset beq NextMapDone - + dey lda #OFFSETPERMAP sta Temp lda #0 @@ -1647,6 +1648,84 @@ Room1LayoutPF2 .byte %00000000 .byte %00000000 +Room2LayoutPF0: + .byte %11110000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %00010000 + .byte %11110000 + .byte %11111111 + .byte %11111111 + .byte %11111111 +Room2LayoutPF1: + .byte %11111111 + .byte %00000000 + .byte %00000000 + .byte %00111000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %11000000 + .byte %01000000 + .byte %01000000 + .byte %01000001 + .byte %01000001 + .byte %01000000 + .byte %01000000 + .byte %11000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00111000 + .byte %00000000 + .byte %00000000 + .byte %11111111 + .byte %00000000 + .byte %11111111 + .byte %00000000 +Room2LayoutPF2: + .byte %11111111 + .byte %10000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00011100 + .byte %00000100 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000100 + .byte %00011100 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %10000000 + .byte %11111111 + .byte %00000000 + .byte %11111111 + .byte %00000000 ; Table holding all the room start addresses next to each other ; might be able to store this in 3 different tables and not have the counter @@ -1660,6 +1739,9 @@ RoomTable: .word Room1LayoutPF0 .word Room1LayoutPF1 .word Room1LayoutPF2 + .word Room2LayoutPF0 + .word Room2LayoutPF1 + .word Room2LayoutPF2 ROOMTABLESIZE = * - RoomTable ; Sound tables