From 3b4cbbba8a8420ab36c3dbbd4d0489c9b7c1415b Mon Sep 17 00:00:00 2001 From: Lukas Krickl Date: Wed, 22 Mar 2023 06:26:43 +0100 Subject: [PATCH] Added more maps --- gfx/room02_pf1.png | Bin 185 -> 192 bytes main.asm | 70 +++++++++++++++++++++++++++++++++++++++++---- 2 files changed, 64 insertions(+), 6 deletions(-) diff --git a/gfx/room02_pf1.png b/gfx/room02_pf1.png index 17f29481e65747b6eead950cc66a8917d9f6ddf7..4db6ef20dc77fe678468bca6b919ef057af8f459 100644 GIT binary patch delta 94 zcmdnVcz|(&BZnlPnbDb=GsP12Fl9HKzh#UBMr;}flP_g mvlNuWIHPVFzAAq8TZWfWXt$&t;ucLK6U;-5hoR diff --git a/main.asm b/main.asm index 932f3c4..31cc412 100644 --- a/main.asm +++ b/main.asm @@ -22,8 +22,9 @@ PAL = 0 NTSC = 1 +SECAM = 2 -SYSTEM = NTSC ; change this to PAL or NTSC +SYSTEM = NTSC ; change this to PAL or NTSC or SECAM ; ---------- Variables SEG.U vars @@ -115,7 +116,7 @@ P1STARTX = 0 P1STARTY = 0 M0HEIGHT = 4 M0RESPAWNT = 255 -MAPCOUNT = 4 +MAPCOUNT = 10 OFFSETPERMAP = 6 ; music volumes @@ -1336,6 +1337,27 @@ ScoreColours: .byte $00 ; black - goes into COLUBK, B&W for background #endif +#if SYSTEM = SECAM +Colours: + .byte $3A ; green - goes into COLUP0, color for player1 and missile0 + .byte $B4 ; blue - goes into COLUP1, color for player0 and missile1 + .byte $66 ; red - goes into COLUPF, color for playfield and ball + .byte $00 ; black - goes into COLUBK, color for background + .byte $0E ; white - goes into COLUP0, B&W for player0 and missile0 + .byte $14 ; dark grey - goes into COLUP1, B&W for player1 and missile1 + .byte $1A ; light grey - goes into COLUPF, B&W for playfield and ball + .byte $00 ; black - goes into COLUBK, B&W for background +ScoreColours: + .byte $C6 ; green - goes into COLUP0, color for player1 and missile0 + .byte $86 ; blue - goes into COLUP1, color for player0 and missile1 + .byte $46 ; red - goes into COLUPF, color for playfield and ball + .byte $00 ; black - goes into COLUBK, color for background + .byte $0E ; white - goes into COLUP0, B&W for player0 and missile0 + .byte $06 ; dark grey - goes into COLUP1, B&W for player1 and missile1 + .byte $0A ; light grey - goes into COLUPF, B&W for playfield and ball + .byte $00 ; black - goes into COLUBK, B&W for background +#endif + ; Sprite data TurtleSprite: .byte %10000001 @@ -1679,21 +1701,21 @@ Room2LayoutPF1: .byte %00011000 .byte %00011000 .byte %00011000 - .byte %01111110 + .byte %00111100 .byte %00000000 .byte %00000000 .byte %00000000 - .byte %01111110 + .byte %00111100 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000 .byte %00011000 - .byte %01111110 + .byte %00111100 .byte %00000000 .byte %00000000 .byte %00000000 - .byte %01111110 + .byte %00111100 .byte %00011000 .byte %00011000 .byte %00011000 @@ -1813,15 +1835,51 @@ RoomTable: .word Room0LayoutPF0 .word Room0LayoutPF1 .word Room0LayoutPF2 + .word Room1LayoutPF0 .word Room1LayoutPF1 .word Room1LayoutPF2 + .word Room2LayoutPF0 .word Room2LayoutPF1 .word Room2LayoutPF2 + .word Room3LayoutPF0 .word Room3LayoutPF1 .word Room3LayoutPF2 + + ; mix and match room + .word Room2LayoutPF0 + .word Room3LayoutPF1 + .word Room1LayoutPF2 + + .word Room0LayoutPF0 + .word Room1LayoutPF1 + .word Room2LayoutPF2 + + .word Room3LayoutPF0 + .word Room1LayoutPF2 + .word Room0LayoutPF2 + + .word Room1LayoutPF0 + .word Room3LayoutPF2 + .word Room0LayoutPF2 + + .word Room0LayoutPF0 + .word Room1LayoutPF2 + .word Room0LayoutPF2 + + .word Room0LayoutPF0 + .word Room1LayoutPF2 + .word Room0LayoutPF2 + + .word Room3LayoutPF0 + .word Room1LayoutPF1 + .word Room3LayoutPF2 + + .word Room1LayoutPF0 + .word Room3LayoutPF2 + .word Room3LayoutPF2 ROOMTABLESIZE = * - RoomTable ; Sound tables -- 2.30.2