From: Lukas Krickl Date: Wed, 22 Mar 2023 05:26:43 +0000 (+0100) Subject: Added more maps X-Git-Url: https://git.krickl.dev/?a=commitdiff_plain;h=a51b288bbf510726838bdd5e0bc1c871ceb55fad;p=turtlebay%2F.git Added more maps --- diff --git a/gfx/room00_pf0.png b/gfx/room00_pf0.png new file mode 100644 index 0000000..331d5cf Binary files /dev/null and b/gfx/room00_pf0.png differ diff --git a/gfx/room00_pf1.png b/gfx/room00_pf1.png new file mode 100644 index 0000000..4068c92 Binary files /dev/null and b/gfx/room00_pf1.png differ diff --git a/gfx/room01_pf0.png b/gfx/room01_pf0.png index 8ca1616..4ea3fc5 100644 Binary files a/gfx/room01_pf0.png and b/gfx/room01_pf0.png differ diff --git a/gfx/room01_pf1.png b/gfx/room01_pf1.png index f9db4f7..0d36d17 100644 Binary files a/gfx/room01_pf1.png and b/gfx/room01_pf1.png differ diff --git a/gfx/room01_pf2.png b/gfx/room01_pf2.png index 5453245..fbfae6d 100644 Binary files a/gfx/room01_pf2.png and b/gfx/room01_pf2.png differ diff --git a/gfx/room02_pf1.png b/gfx/room02_pf1.png index ecf9448..17f2948 100644 Binary files a/gfx/room02_pf1.png and b/gfx/room02_pf1.png differ diff --git a/gfx/room02_pf2.png b/gfx/room02_pf2.png new file mode 100644 index 0000000..58e5c2a Binary files /dev/null and b/gfx/room02_pf2.png differ diff --git a/gfx/room03_pf0.png b/gfx/room03_pf0.png new file mode 100644 index 0000000..2bd95c0 Binary files /dev/null and b/gfx/room03_pf0.png differ diff --git a/gfx/room03_pf1.png b/gfx/room03_pf1.png new file mode 100644 index 0000000..f4b2244 Binary files /dev/null and b/gfx/room03_pf1.png differ diff --git a/gfx/room03_pf2.png b/gfx/room03_pf2.png new file mode 100644 index 0000000..a4625e9 Binary files /dev/null and b/gfx/room03_pf2.png differ diff --git a/main.asm b/main.asm index 77ffc89..6a4e7b5 100644 --- a/main.asm +++ b/main.asm @@ -117,7 +117,7 @@ P1STARTX = 0 P1STARTY = 0 M0HEIGHT = 4 M0RESPAWNT = 255 -MAPCOUNT = 3 +MAPCOUNT = 4 OFFSETPERMAP = 6 ; music volumes @@ -690,7 +690,7 @@ DownCollision ; up pressed code ldx ObjectY,y inx - cpx #PFHEIGHT+1 ; used to be $60 - works with $FF too because this is the edge of the screen + cpx #PFHEIGHT+3 ; used to be $60 - works with $FF too because this is the edge of the screen bne SaveYUp ldx #0 SaveYUp @@ -1018,11 +1018,11 @@ NextMap ; this is the old code to pick a static map jsr Random lda Rand8 - and #MAPCOUNT ; only allow MAPCOUNT for roll + and #MAPCOUNT-1 ; only allow MAPCOUNT for roll tay cpy #0 ; 0 does not require an offset beq NextMapDone - dey + ;dey lda #OFFSETPERMAP sta Temp lda #0 @@ -1494,8 +1494,14 @@ DigitGfx: ; All rooms require PF1 and PF2 tables as well ; Reminder that pf0 only uses 4 bits Room0LayoutPF0: + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 .byte %11110000 .byte %00010000 + .byte %00000000 + .byte %00000000 .byte %00010000 .byte %00010000 .byte %00010000 @@ -1505,48 +1511,42 @@ Room0LayoutPF0: .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 %00000000 + .byte %00000000 .byte %00010000 .byte %11110000 - .byte %11111111 - .byte %11111111 - .byte %11111111 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %11110000 Room0LayoutPF1: - .byte %11111111 .byte %00000000 .byte %00000000 - .byte %00111000 .byte %00000000 .byte %00000000 + .byte %00011000 .byte %00000000 - .byte %11000000 - .byte %01000000 - .byte %01000000 - .byte %01000001 - .byte %01000001 - .byte %01000000 - .byte %01000000 - .byte %11000000 .byte %00000000 .byte %00000000 + .byte %00011000 + .byte %00011000 + .byte %00111100 + .byte %01111110 + .byte %01111110 + .byte %01111110 + .byte %00111100 + .byte %00011000 + .byte %00011000 .byte %00000000 - .byte %00111000 .byte %00000000 .byte %00000000 - .byte %11111111 - .byte %11111111 - .byte %11111111 - .byte %11111111 + .byte %00011000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00111100 Room0LayoutPF2: - .byte %11111111 + .byte %00000000 .byte %10000000 .byte %00000000 .byte %00000000 @@ -1567,50 +1567,50 @@ Room0LayoutPF2: .byte %00000000 .byte %00000000 .byte %10000000 - .byte %11111111 - .byte %11111111 - .byte %11111111 - .byte %11111111 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 Room1LayoutPF0 - .byte %000001111 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %000111001 - .byte %000001001 - .byte %000001001 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %010001001 - .byte %010001001 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %000001001 - .byte %000001001 - .byte %000111001 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %000000001 - .byte %000001111 + .byte %00001111 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00111001 + .byte %00001001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %10001001 + .byte %10001001 + .byte %10001001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00001001 + .byte %00111001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00001111 Room1LayoutPF1 .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 + .byte %00000000 .byte %00111110 .byte %00000010 .byte %00000010 .byte %00000010 .byte %00000010 - .byte %00000010 .byte %11111110 .byte %11111110 - .byte %00000010 + .byte %11111110 .byte %00000010 .byte %00000010 .byte %00000010 @@ -1623,6 +1623,7 @@ Room1LayoutPF1 .byte %00000000 .byte %00000000 Room1LayoutPF2 + .byte %00000000 .byte %00000000 .byte %00000000 .byte %00111110 @@ -1641,7 +1642,6 @@ Room1LayoutPF2 .byte %00100000 .byte %00100000 .byte %00100000 - .byte %00100000 .byte %00111110 .byte %00000000 .byte %00000000 @@ -1649,83 +1649,161 @@ Room1LayoutPF2 .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 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 Room2LayoutPF1: - .byte %11111111 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %01111110 .byte %00000000 .byte %00000000 - .byte %00111000 + .byte %00000000 + .byte %01111110 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %01111110 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %01111110 + .byte %00011000 + .byte %00011000 + .byte %00011000 + .byte %00011000 +Room2LayoutPF2: + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %11111110 + .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 .byte %11000000 + .byte %00111110 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %01011100 + .byte %00000000 + .byte %00000000 + .byte %01000000 + .byte %01111001 + .byte %00000001 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + +Room3LayoutPF0: + .byte %00000000 + .byte %00000000 + .byte %01000000 + .byte %01000000 + .byte %01000000 + .byte %01000000 .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 %10000000 .byte %00000000 - .byte %11111111 .byte %00000000 - .byte %11111111 .byte %00000000 -Room2LayoutPF2: - .byte %11111111 - .byte %10000000 .byte %00000000 .byte %00000000 .byte %00000000 + .byte %10000000 .byte %00000000 - .byte %00011100 - .byte %00000100 .byte %00000000 +Room3LayoutPF1: .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 - .byte %00000100 - .byte %00011100 + .byte %00000000 + .byte %01111000 + .byte %00001000 + .byte %00001000 + .byte %00001000 + .byte %11111000 .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 - .byte %10000000 .byte %11111111 .byte %00000000 + .byte %00000000 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000001 .byte %11111111 .byte %00000000 + .byte %00000000 +Room3LayoutPF2: + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %11111110 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %11000000 + .byte %00111110 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %00000000 + .byte %01111111 + .byte %01000001 + .byte %01000001 + .byte %01000001 + .byte %01111001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000001 + .byte %00000000 + .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 @@ -1742,6 +1820,9 @@ RoomTable: .word Room2LayoutPF0 .word Room2LayoutPF1 .word Room2LayoutPF2 + .word Room3LayoutPF0 + .word Room3LayoutPF1 + .word Room3LayoutPF2 ROOMTABLESIZE = * - RoomTable ; Sound tables