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base:racked_off

Racked Off

By Richard Bayliss

Programmed in ACME cross assembler

This is the improved source that uses IRQs outside the Kernal, unlike the version of this game I wrote and released on to CSDB when I used $0314 and $0315 for interrupts. The game data + source was done in realaunch64 and was assembled in ACME cross assembler. I thought I kindly contribute this piece of source code to the C64 Codebase and also a link for you to grab the binaries and source code (in .a format).

For this source, you'll need the following tools:

- ACME cross assembler - Pucrunch/Exomizer - WinVice/CCS64/Hoxs64

Assemble with: acme -v3 game.a

then compress with either of the two crunchers:

PuCrunch: pucrunch racked_off.prg -s rackedoff.prg -x $3000

or

Exomizer: exomizer sfx $3000 racked_off.prg -o rackedoff.prg -n

Please feel free to improve and modify this source code, to make the game work better if you have to. If you do, please let me know via email or via PM on the CSDB. Thanks

Download source and binaries

Here's the source code:

;===========================================================================
;Racked Off by Richard Bayliss
;ACME cross assembler
;===========================================================================

;some logical labels 
objpos = $0370		;Expanded position for sprite object
sync = $0340      ;Synchronized delay to get routines working outside IRQ
colstore = $03f0 ;sprite to sprite collision table
enemy1_direction = $02 ;Direction pointer for enemy 1
enemy2_direction = $03 ;Direction pointer for enemy 2
enemy3_direction = $04 ;Direction pointer for enemy 3
enemy4_direction = $05 ;Direction pointer for enemy 4
enemy1_released = $06  ;Release pointer for enemy 1
enemy2_released = $07  ;Release pointer for enemy 2
enemy3_released = $08  ;Release pointer for enemy 3
enemy4_released = $09  ;Release pointer for enemy 4
enemy_anim_pointer = $0a ;Sprite animation pointer
enemy_anim_delay = $0b ;Sprite animation duration 
player_anim_delay = $0c ;Player sprite animation duration
player_anim_pointer = $0d ;Animation pointer for player
food_counter = $0e ;Amount of food 
level_screen = $0f ;The level counter

levelcolour1 = $10 ;Background colour 1
levelcolour2 = $11 ;Background colour 2
levelcolour3 = $12 ;Background colour 3
dirface = $13 ;Direction of player
xpause = $15 ; Smooth scroll pointer for title screen
bgrdelay = $16 ;Background delay
foodstore = $03e0 ; Value of food 
				!to "racked_off.prg",cbm
				
;set up the title screen, initialize scroll text and much more
;=============================================================				
				
				
				;Import Richard's font/gfx char
				* = $0800
				!binary "char.chr"
				
				;Import Richard's game music
				* = $1000-2
				!binary "music.prg"
				;Import Richard's game sprite
				* = $2000
				!binary "sprites.spr"
								
				;Code and game jump address is here
				* = $3000
				
				jsr $c6dc ; Execute Jon Wells MSCK screen
				jsr $c708 ; data and code
				lda #$08  ;
				jsr $ffd2 ;
			
;===============================================================
;Title screen code				
;===============================================================				
title			sei 
				lda #$37 ;Turn Kernal back on
				sta $01
				lda #$00
				sta bgrdelay		
				lda #$00 ;Silence
				sta $d418
				sta $d01a ;No IRQ running
				lda #$81
				sta $dc0d
		
		
				;Initialize the title scroll text
				lda #<scrolltext
				sta read+1
				lda #>scrolltext
				sta read+2
				
				lda #$00
				sta $d020
				sta $d021
				sta xpause ; Reset smooth pointer
				
				lda #$12
				sta $d018  ; Game charset
				lda #$18
				sta $d016  ; Multicolour is on
				lda #$0a
				sta $d022
				lda #$08
				sta $d023
				lda #$0a
				sta levelcolour1
				lda #$08
				sta levelcolour2
				lda #$09
				sta levelcolour3
				lda #$00
				sta $d020
				sta $d021
				
;Clear screen and add bitmap colours

				ldx #$00				
clearscreen	lda #$20
				sta $0400,x
				sta $0500,x
				sta $0600,x
				sta $06e8,x
				lda $5800,x
				sta $d800,x
				lda $5900,x
				sta $d900,x
				lda $5a00,x
				sta $da00,x
				lda $5ae8,x
				sta $dae8,x
				inx
				bne clearscreen
				ldx #$00
pastecredits	lda titletext1,x
				sta $0590,x
				lda titletext2,x
				sta $0590+40,x
				lda titletext3,x
				sta $0590+80
				lda titletext4,x
				sta $0590+120,x
				lda titletext5,x
				sta $0590+160,x
				lda titletext6,x
				sta $0590+200,x
				lda titletext7,x
				sta $0590+240,x
				lda titletext8,x
				sta $0590+280,x
				lda titletext9,x
				sta $0590+320,x
				lda titletext10,x
				sta $0590+360,x
				lda titletext11,x
				sta $0590+400,x
				inx
				cpx #$28
				bne pastecredits
				ldx #$00
colourize		lda #$01
				sta $d990,x
				sta $d990+40,x
				lda #$07
				sta $d990+120,x
				sta $d990+160,x
				lda #$0d
				sta $d990+240,x
				sta $d990+280,x
				lda #$0a
				sta $d990+360,x
				sta $d990+400,x
				inx
				cpx #$28
				bne colourize
				
				lda #$08
				sta $d016
				lda #$0b
				sta $d011
				lda #$00
				sta $02
				sta $03
wait_delay		inc $02
				lda $02
				cmp #$fc
				bne wait_delay
				lda #$00
				sta $02
				inc $03
				lda $03
				cmp #$fc
				bne wait_delay
				lda #$1b
				sta $d011
				
				
				lda #$35 ;Switch kernal on
				sta $01
				lda #$00 ;Title music initialized
				jsr $9000
				lda #<tirq
				sta $fffe
				lda #>tirq
				sta $ffff
				lda #$7f
				sta $dc0d
				sta $dd0d
				lda $dc0d
				lda $dd0d
				
				lda #$01
				sta $d01a
				lda #$00
				sta $d012
				lda #$1b
				sta $d011		
				lda $dc0d
				lsr $d019
				cli
				;jmp *
titleloop		lda #0
				sta sync
				lda sync
syncwaittit	cmp sync
				beq syncwaittit
				jsr scroller
				lda $dc90
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs me
				jmp game
me				lda $dc91
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs maintit
				
				jmp game
				
maintit		jmp titleloop
				
;Routine for the smooth scroller and scroll text
;control
				
scroller		lda xpause
				sec
				sbc #$01
				and #$07
				sta xpause
				bcs endscroll
				ldx #$00
wrapscreen		lda $0799,x
				sta $0798,x
				lda #$0e
				sta $db98,x
				inx
				cpx #$28
				bne wrapscreen
read			lda $07bf
				cmp #$00
				bne nowrap
				lda #<scrolltext
				sta read+1
				lda #>scrolltext
				sta read+2
				jmp read
nowrap			sta $07bf
				inc read+1
				lda read+1
				cmp #$00
				bne endscroll
				inc read+2
endscroll		rts
				

;Main multiple IRQ for the title screen

tirq			pha
				txa
				pha
				tya
				pha
				lda $d019
				
				sta $d019
				
				
				lda #$2e
				sta $d012
				ldx #$0c
time1			dex
				bne time1	
				lda #$03
				sta $dd00
				lda #$1b
				sta $d011
				lda #$12
				sta $d018
				lda xpause
				sta $d016
				;inc $d020
				lda #<tirq2
				sta $fffe
				lda #>tirq2
				sta $ffff
				lda #$01
				sta sync
				jsr $9003
				pla
				tay
				pla
				tax
				pla
				rti
tirq2			pha
				txa
				pha
				tya
				pha
				lda $d019
				
				sta $d019
				lda #$72
				sta $d012
				ldx #$0c
time2			dex
				bne time2
				lda #$02
				sta $dd00
				lda #$3b
				sta $d011
				lda #$78
				sta $d018
				lda #$18
				sta $d016
				lda #<tirq3
				sta $fffe
				lda #>tirq3
				sta $ffff
				pla
				tay
				pla
				tax
				pla
				rti
tirq3			pha 
				tya
				pha
				txa
				pha
				lda $d019
				
				sta $d019
				lda #$e4
				sta $d012
				ldx #$03
time3			dex
				bne time3
				lda #$03
				sta $dd00
				lda #$1b
				sta $d011
				lda #$12
				sta $d018
				lda #$08
				sta $d016
				lda #<tirq
				sta $fffe
				lda #>tirq
				sta $ffff
				pla
				tay
				pla
				tax
				pla
				rti
				
			
				
				
				
			
				;jsr $e544
				jmp game ;jump to game for the timebeing



								
;===========================================================================
;we start to play the game so set up the levels and sprites priorities,
;start positions, colour, etc.
;===========================================================================

game			sei
				lda #$37
				sta $01
				lda #$81
				sta $dc0d
				lda #0
				sta $d01a
				sta $d418
				
				ldx #$00
copystat		lda statusdefault,x
				sta statusstore,x
				inx
				cpx #$28
				bne copystat
				lda #00
				sta level_screen
				lda #<level1ctr
				sta levelcount+1
				lda #>level1ctr
				sta levelcount+2
gameloop		sei
				lda #$37
				sta $01
				lda #$00
				sta $d01a
				lda #$81
				sta $dc0d


				ldx #$00
clearscrn		lda #$20
				sta $0400,x
				sta $0500,x
				sta $0600,x
				sta $06e8,x
				inx
				bne clearscrn
				lda #$1b
				sta $d011
				lda #$12
				sta $d018
				lda #$18
				sta $d016
				ldx level_screen
				jsr $ce02
				lda levelcolour3
				sta $d021
				sta $d020
				lda levelcolour1
				sta $d022
				lda levelcolour2
				sta $d023
				ldx #$00
levelcount		lda level1ctr,x
				sta foodstore,x
				inx
				cpx #$03
				bne levelcount
				
				lda #$07
				sta $d027
				lda #$01
				sta $d025
				lda #$00
				sta $d026
				lda #$80
				sta $07f8
				lda #$18
				sta objpos+$00
				lda #$60
				sta objpos+$01
				lda #$ff
				sta $d015
				sta $d01c
				lda #$86
				sta $07f9
				lda #$84
				sta $07fa
				lda #$88
				sta $07fb
				lda #$8a
				sta $07fc
				lda #$0a
				sta $d028
				lda #$0d
				sta $d029
				lda #$03
				sta $d02a
				lda #$0f
				sta $d02b
				
				lda #$0c
				sta objpos+$02
				lda #$90
				sta objpos+$03
				lda #$a0
				sta objpos+$04
				lda #$90
				sta objpos+$05
				lda #$58
				sta objpos+$06
				lda #$e0
				sta objpos+$07
				lda #$40
				sta objpos+$09
				lda #$58
				sta objpos+$08
				lda #$00
				sta objpos+$0a
				sta objpos+$0b
				sta objpos+$0c
				sta objpos+$0d
				sta objpos+$0e
				sta objpos+$0f
				lda #$00
				sta enemy1_released
				sta enemy2_released
				sta enemy3_released
				sta enemy4_released
				lda #$00
				sta enemy1_direction
				sta enemy3_direction
				lda #$01
				sta enemy2_direction
				sta enemy4_direction
				lda #$00
				sta enemy_anim_pointer
				sta enemy_anim_delay
				sta player_anim_pointer
				sta player_anim_delay
				
				ldx #$00
whitetext		lda #1
				sta $d800,x
				lda statusstore,x
				sta $0400,x
				inx
				cpx #$28
				bne whitetext
				lda #$35
				sta $01
				lda #<irq
				sta $fffe
				lda #>irq
				sta $ffff
				lda #<nmi
				sta $fffa
				lda #>nmi
				sta $fffb
				lda #$7f
				sta $dc0d
				lda #$01
				sta $d01a
				lda #$00
				jsr $1000
				lda #$36
				sta $0424
				lda #$30
				sta $0425
				sta $0426
				sta $0427
				lda level_screen
				cmp #12
				beq fixscreen
				jmp clrflag
fixscreen		lda #$4f
				sta $0727
				sta $0727+$28
				lda #$00
				sta $db27
				sta $db27+$28
				lda $dd0d
				lsr $d019
clrflag		cli
mainloop		lda #$00
				sta sync
				lda sync
syncwait		cmp sync
				beq	syncwait
				jsr expand
				jsr joyread
				
				jsr backcollision
				jsr enemy1_routine
				jsr enemy2_routine
				jsr enemy3_routine
				jsr enemy4_routine
				jsr animate_enemies
				jsr arealldone
				jsr collision
				jsr animate_background
				jsr time
				jsr time
				jmp mainloop
				
irq				pha
				txa
				pha
				tya
				pha
				lda $d019
				sta $d019
				lda #0
				sta $d012
				lda #1
				sta sync
				jsr $1003
				jsr colroll
	
				pla		
				tay
				pla
				tax
				pla
nmi				rti		
;expand the size of the play field for all the game sprites

expand			ldx #$00
expandloop		lda objpos+$01,x
				sta $d001,x
				lda objpos+$00,x
				asl
				ror $d010
				sta $d000,x
				inx
				inx
				cpx #$10
				bne expandloop
				rts
				
joyread		
				lda $dc90
				lsr
				bcs down
mu				jsr animate_player
				lda #$01
				sta dirface
				ldx objpos+$01
				dex
				dex
				cpx #$52
				bcs setup
				ldx #$52
setup			stx objpos+$01
				
				rts
down			lsr
				bcs left
md				jsr animate_player
				lda #$02
				sta dirface
				ldx objpos+$01
				inx
				inx
				cpx #$ce
				bcc setdown
				ldx #$ce
setdown		stx objpos+$01
				
				rts
left			lsr
				bcs right
ml				jsr animate_player
				lda #$03
				sta dirface
				ldx objpos+$00
				dex		
				cpx #$12
				bcs setleft
				ldx #$12
setleft			stx objpos+$00
				
				rts
right			lsr
				bcs nojoy
mr				jsr animate_player
				lda #$04
				sta dirface
				ldx objpos+$00
				inx
				cpx #$9c
				bcc setright
				ldx #$9c
setright		stx objpos+$00
				
nojoy			rts

colroll		lda colours+$00
				sta colours+$28
				ldx #$00
wrapcols		lda colours+$01,x
				sta colours+$00,x
				lda colours+$00,x
				sta $d800,x
				lda colours+$10
				sta $dbc0,x
				inx
				cpx #$28
				bne wrapcols
				rts
				
	
;player sprite to background collision routines
				
backcollision:	lda objpos+$01
				sec
				sbc #$32
				lsr
				lsr
				lsr
				
				tay
				lda scrlo,y
				sta $70
				lda scrhi,y
				sta $71	
				lda objpos+$00
				sec
				sbc #$0a
				lsr
				lsr
				
				tay
		
				ldx #3
				sty _selfmod+1
				
_l1:			;piny
				lda ($70),y
				cmp #65
				beq _hit
							
				lda ($70),y
				cmp #65 ;player touches the food,
				beq _hit; if touched the food is off screen
				cmp #66;
				beq _hit;
				cmp #67;
				beq _hit;
				cmp #68;
				beq _hit;
				iny
				lda ($70),y
				cmp #65
				beq _hit
				cmp #67
				beq _hit
				cmp #66
				beq _hit
				cmp #68
				beq _hit
				cmp #$56		;player touches the switch char
				beq _switch		;if touched, the switch will turn
				cmp #$57		;all the water into food
				beq _switch
				cmp #$58
				beq _switch
				cmp #$59
				beq _switch
				cmp #$4a		;player touches the water chars
				beq _water		;if the player touches the water
				cmp #$4b		;he will drown
				beq _water
				cmp #$4c
				beq _water
				cmp #$4d
				beq _water
				cmp #$4e
				beq _water
				cmp #$52		;player touches the rock chars
				beq _rock		;if touched, then the player
				cmp #$53		;will stop according to the
				beq _rock		;direction he moves
				cmp #$54
				beq _rock
				cmp #$55
				beq _rock
				;iny				
				jmp _selfmod
				

				
				
				
				lda ($70),y
				cmp #16
				bpl _hit		
				
_selfmod:		
mode2:			ldy #$00
				lda $70
				clc
				adc #$28 ;next row
				sta $70
				bcc _l2
				inc $71
				
_l2:			dex
				bne _l1
				rts
				
				
_water:		jsr player_drown ;because player touched water, he drowns
				rts
_hit:			lda #73
				sta ($70),y
				jsr score
				jsr addfood
				;cmp #$00
				;beq leveldone
				
no:				rts
_switch		jsr water_to_food ;turn water into food
				rts
				
_rock			jsr stop_at_rock	;stop player moving
				rts
				
stop_at_rock	lda dirface
				cmp #$01
				beq stopatup
				cmp #$02
				beq stopatdown
				cmp #$03
				beq stopatleft
				cmp #$04
				beq stopatright
				rts
				
stopatup		ldx objpos+$01
				inx
				inx

stopatbgrd		stx objpos+$01
				rts				
				
stopatdown		ldx objpos+$01
				dex
				dex
				stx objpos+$01
				rts
				
stopatleft		ldx objpos+$00
				inx
				;inx
				stx objpos+$00
				rts
				
stopatright	ldx objpos+$00
				dex
				;dex
				stx objpos+$00
				rts
				
				

player_drown	ldx #$00
showd1			lda deathtext1,x
				sta $07c0,x
				lda #$02
				sta $dbc0,x
				inx
				cpx #$28
				bne showd1
				jmp player_is_hit

addfood		;player eats food
				dec foodstore+2
				lda foodstore+2
				cmp #$2f
				beq nextbit
				rts
				
nextbit		lda #$39
				sta foodstore+2
				dec foodstore+1
				lda foodstore+1
				cmp #$2f
				beq lastbit
				rts
				
lastbit		lda #$39
				sta foodstore+1
				dec foodstore+0
				rts
				
arealldone		lda foodstore+2
				cmp #$30
				bne endcheck
				lda foodstore+1
				cmp #$30
				bne endcheck
				lda foodstore+0
				cmp #$30
				bne endcheck				
levelisdone	lda #$02
				jsr $1000
				ldx #$00
showmess7		lda message2,x
				sta $07c0,x
				inx
				cpx #$28
				bne showmess7
				lda #$00
				sta $d015
loopit			lda $dc90
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs loopit2
				jmp nextlev
loopit2		lda $dc01
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs loopit
nextlev		inc level_screen
				inc $041d
				lda $041d
				cmp #$3a
				bne good
				lda #$30
				sta $041d
				inc $041c
good				ldx #$00
copybit2		lda $0400,x
				sta statusstore,x
				inx
				cpx #$28
				bne copybit2
			jsr checklevel
				
endcheck		rts

checklevel		lda level_screen
				cmp #$01 ;level 2
				bne notlev2
				lda #$04
				sta levelcolour1
				lda #$03
				sta levelcolour2
				lda #$06
				sta levelcolour3
				lda #<level2ctr
				sta levelcount+1
				lda #>level2ctr
				sta levelcount+2
				jmp gameloop
notlev2		lda level_screen
				cmp #$02
				bne notlev3
				lda #$08
				sta levelcolour1
				lda #$09
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level3ctr
				sta levelcount+1
				lda #>level3ctr
				sta levelcount+2
				jmp gameloop
notlev3		lda level_screen
				cmp #$03
				bne notlev4
				lda #$0f
				sta levelcolour1
				lda #$0c
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level4ctr
				sta levelcount+1
				lda #>level4ctr
				sta levelcount+2
				jmp gameloop
notlev4		lda level_screen
				cmp #$04
				bne notlev5
				lda #$07
				sta levelcolour1
				lda #$0a
				sta levelcolour2
				lda #$02
				sta levelcolour3
				lda #<level5ctr
				sta levelcount+1
				lda #>level5ctr
				sta levelcount+2
				jmp gameloop
notlev5		lda level_screen
				cmp #$05
				bne notlev6
				lda #$01
				sta levelcolour1
				lda #$0d
				sta levelcolour2
				lda #$05
				sta levelcolour3
				lda #<level6ctr
				sta levelcount+1
				lda #>level6ctr
				sta levelcount+2
				jmp gameloop
notlev6		lda level_screen
				cmp #$06
				bne notlev7
				lda #$03
				sta levelcolour1
				lda #$0e
				sta levelcolour2
				lda #$04
				sta levelcolour3
				lda #<level7ctr
				sta levelcount+1
				lda #>level7ctr
				sta levelcount+2
				jmp gameloop
notlev7		lda level_screen
				cmp #$07
				bne notlev8
				lda #$0c
				sta levelcolour1
				lda #$0f
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level8ctr
				sta levelcount+1
				lda #>level8ctr
				sta levelcount+2
				jmp gameloop
notlev8		lda level_screen
				cmp #$08
				bne notlev9
				lda #$0a
				sta levelcolour1
				lda #$08
				sta levelcolour2
				lda #$09
				sta levelcolour3
				lda #<level9ctr
				sta levelcount+1
				lda #>level9ctr
				sta levelcount+2
				jmp gameloop
notlev9		lda level_screen
				cmp #$09
				bne notlev10
				lda #$0e
				sta levelcolour1
				lda #$03
				sta levelcolour2
				lda #$09
				sta levelcolour3
				lda #<level10ctr
				sta levelcount+1
				lda #>level10ctr
				sta levelcount+2
				jmp gameloop
notlev10		lda level_screen
				cmp #$0a
				bne notlev11
				lda #$0f
				sta levelcolour1
				lda #$0c
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level11ctr
				sta levelcount+1
				lda #>level11ctr
				sta levelcount+2
				jmp gameloop
notlev11		lda level_screen
				cmp #$0b
				bne notlev12
				lda #$02
				sta levelcolour1
				lda #$08
				sta levelcolour2
				lda #$09
				sta levelcolour3
				lda #<level12ctr
				sta levelcount+1
				lda #>level12ctr
				sta levelcount+2
				jmp gameloop
notlev12		lda level_screen
				cmp #$0c
				bne notlev13
				lda #$0d
				sta levelcolour1
				lda #$03
				sta levelcolour2
				lda #$02
				sta levelcolour3
				lda #<level13ctr
				sta levelcount+1
				lda #>level13ctr
				sta levelcount+2
				jmp gameloop
notlev13		lda level_screen
				cmp #$0d
				bne notlev14
				lda #$0f
				sta levelcolour1
				lda #$0e
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level14ctr
				sta levelcount+1
				lda #>level14ctr
				sta levelcount+2
				jmp gameloop
notlev14		lda level_screen
				cmp #$0e
				bne notlev15
				lda #$0d
				sta levelcolour1
				lda #$05
				sta levelcolour2
				lda #$09
				sta levelcolour3
				lda #<level15ctr
				sta levelcount+1
				lda #>level15ctr
				sta levelcount+2
				jmp gameloop
notlev15		lda level_screen
				cmp #$0f
				bne gamefinished
				lda #$03
				sta levelcolour1
				lda #$0e
				sta levelcolour2
				lda #$0b
				sta levelcolour3
				lda #<level16ctr
				sta levelcount+1
				lda #>level16ctr
				sta levelcount+2
				jmp gameloop
gamefinished	sei
				lda #$37
				sta $01
				jmp game_complete
				
				
				
				
				
water_to_food	ldx #$00
showmessage	lda message,x
				sta $07c0,x
				lda #$07
				sta $dbc0,x
				inx
				cpx #$28
				bne showmessage
				ldx #$00
convloop		jsr waterloop1
				jsr waterloop2
				jsr waterloop3
				jsr waterloop4
				jsr switchgone1
				jsr switchgone2
				jsr switchgone3
				jsr switchgone4
				inx
				bne convloop
				rts
				
waterloop1		
				lda $0400,x
				cmp #$4a
				beq conv1
				cmp #$4b
				beq conv2
				cmp #$4c
				beq conv3
				cmp #$4d
				beq conv4
				cmp #$4e
				beq conv1
				rts
conv1			lda #$41
				sta $0400,x
				rts
conv2			lda #$42
				sta $0400,x
				rts
conv3			lda #$43
				sta $0400,x
				rts
conv4			lda #$44
				sta $0400,x
				rts
				

waterloop2		lda $0500,x
				cmp #$4a
				beq conv1b
				cmp #$4b
				beq conv2b
				cmp #$4c
				beq conv3b
				cmp #$4d
				beq conv4b
				cmp #$4e
				beq conv1b
				rts
conv1b			lda #$41
				sta $0500,x
				rts
conv2b			lda #$42
				sta $0500,x
				rts
conv3b			lda #$43
				sta $0500,x
				rts
conv4b			lda #$44
				sta $0500,x
				rts
				

waterloop3		lda $0600,x
				cmp #$4a
				beq conv1c
				cmp #$4b
				beq conv2c
				cmp #$4c
				beq conv3c
				cmp #$4d
				beq conv4c
				cmp #$4e
				beq conv1c
				rts
conv1c			lda #$41
				sta $0600,x
				rts
conv2c			lda #$42
				sta $0600,x
				rts
conv3c			lda #$43
				sta $0600,x
				rts
conv4c			lda #$44
				sta $0600,x
				rts
				

waterloop4		lda $06e8,x
				cmp #$4a
				beq conv1d
				cmp #$4b
				beq conv2d
				cmp #$4c
				beq conv3d
				cmp #$4d
				beq conv4d
				cmp #$4e
				beq conv1d
				rts
conv1d			lda #$41
				sta $06e8,x
				rts
conv2d			lda #$42
				sta $06e8,x
				rts
conv3d			lda #$43
				sta $06e8,x
				rts
conv4d			lda #$44
				sta $06e8,x
				rts

leveldone		jmp $3000 ;next level

score			inc $040a
				ldx #$05
scloop			lda $0407,x
				cmp #$3a
				bne scok
				lda #$30
				sta $0407,x
				inc $0406,x
scok			dex
				bne scloop
				
				rts
				
switchgone1	lda $0400,x
				cmp #$56
				beq isblank1
				cmp #$57
				beq isblank1
				cmp #$58
				beq isblank1
				cmp #$59
				beq isblank1
				rts
isblank1		lda #$20
				sta $0400,x
				rts
				
				
switchgone2	lda $0500,x
				cmp #$56
				beq isblank2
				cmp #$57
				beq isblank2
				cmp #$58
				beq isblank2
				cmp #$59
				beq isblank2
				rts
isblank2		lda #$20
				sta $0500,x
				rts
				

switchgone3	lda $0600,x
				cmp #$56
				beq isblank3
				cmp #$57
				beq isblank3
				cmp #$58
				beq isblank3
				cmp #$59
				beq isblank3
				rts
isblank3		lda #$20
				sta $0600,x
				rts
				

switchgone4	lda $06e8,x
				cmp #$56
				beq isblank4
				cmp #$57
				beq isblank4
				cmp #$58
				beq isblank4
				cmp #$59
				beq isblank4
				rts
isblank4		lda #$20
				sta $06e8,x
				rts
				

				

				

				
				
;the routines for enemy 1 (the enemy on the right of the screen)

enemy1_routine:
				lda enemy1_released
				cmp #$01
				bne not_released1
				jmp release_enemy
				
	
not_released1:	lda objpos+$03
				cmp objpos+$01
				bne contmove1
				lda #$01
				sta enemy1_released 
				rts
contmove1:		lda enemy1_direction
				cmp #$00
				beq enemy1_up
				cmp #$01
				beq enemy1_down
				rts
				
				
;because the enemy spots player 1. make it move across the screen
;to the right

release_enemy lda objpos+$02
				clc
				adc #$01
				cmp #$b2
				bcc notoffset
				lda #$0c
				sta objpos+$02
				lda #$e0
				sta objpos+$03
				lda #$00
				sta enemy1_released
				rts
notoffset		sta objpos+$02
				rts
					
enemy1_up		lda objpos+$03
				sec
				sbc #$01
				cmp #$40	
				bcs set_eup1
				lda #$3f
				sta objpos+$03
				lda #$01
				sta enemy1_direction
				rts
set_eup1		sta objpos+$03
				rts
				
enemy1_down		lda objpos+$03
				clc
				adc #$01
				cmp #$e2
				bcc set_edown1
				lda #$00
				sta enemy1_direction
				rts
set_edown1		sta objpos+$03
				rts
				
enemy2_routine
				lda enemy2_released
				cmp #$01
				bne not_released2
				jmp release_enemy2
not_released2	lda objpos+$05
				cmp objpos+$01
				bne not_release2
				lda #$01
				sta enemy2_released
				rts
not_release2	lda enemy2_direction
				cmp #$00
				beq enemy2_up
				cmp #$01
				beq enemy2_down
				rts
release_enemy2
				lda objpos+$04
				sec
				sbc #$01
				cmp #$02
				bcs contmove2
				lda #$48
				sta objpos+$05
				lda #$a0
				sta objpos+$04
				lda #$00
				sta enemy2_released
				rts
contmove2		sta objpos+$04
				rts
				
enemy2_up		lda objpos+$05
				sec
				sbc #$01
				cmp #$48
				bcs set_eup2
				lda #$01
				sta enemy2_direction
				rts
set_eup2		sta objpos+$05
				rts
				
enemy2_down		lda objpos+$05
				clc
				adc #$01
				cmp #$e2
				bcc set_edown2
				lda #$00
				sta enemy2_direction
				rts
set_edown2		sta objpos+$05
				rts
				
enemy3_routine	
				lda enemy3_released
				cmp #$01
				bne not_released3
				jmp release_enemy3
				
not_released3	lda objpos+$06
				cmp objpos+$00
				bne cont_enemy3
				lda #$01
				sta enemy3_released
				rts
cont_enemy3	lda enemy3_direction
				cmp #$00
				beq enemy3_left
				cmp #$01
				beq enemy3_right
				rts

enemy3_left		lda objpos+$06
				sec
				sbc #$01
				cmp #$0c
				bcs setleft3
				lda #$01
				sta enemy3_direction
				rts
setleft3		sta objpos+$06
				rts
				
enemy3_right	lda objpos+$06
				clc
				adc #$01
				cmp #$a0
				bcc setright3
				lda #$00
				sta enemy3_direction
				rts
setright3		sta objpos+$06
				rts
				
;the player has been spotted by enemy 3, so this enemy will move upscreen

release_enemy3
				lda objpos+$07
				sec
				sbc #$01
				cmp #$02
				bcs offset3
				lda #$e0
				sta objpos+$07
				lda #$98
				sta objpos+$06
				lda #$00
				sta enemy3_released
				rts
offset3		sta objpos+$07
				rts
				
enemy4_routine

				lda enemy4_released
				cmp #$01
				bne not_released4
				jsr release_enemy4
				rts
				
not_released4	lda objpos+$08
				cmp objpos+$00
				bne contene4
				lda #$01
				sta enemy4_released
				rts
contene4		lda enemy4_direction
				cmp #$00
				beq enemy4_left
				cmp #$01
				beq enemy4_right
				rts
				
enemy4_left		lda objpos+$08
				sec
				sbc #$01
				cmp #$0c
				bcs setleft4
				lda #$01
				sta enemy4_direction
				rts
setleft4		sta objpos+$08
				rts
				
enemy4_right	lda objpos+$08
				clc
				adc #$01
				cmp #$a0
				bcc setright4
				lda #$00
				sta enemy4_direction
				rts
setright4		sta objpos+$08
				rts
				
;the player has been spotted by enemy 4, so this enemy will move downscreen

release_enemy4
				lda objpos+$09
				clc
				adc #$01
				cmp #$e0
				bcc offset4
				lda #$48
				sta objpos+$09
				lda #$92
				sta objpos+$08
				lda #$00
				sta enemy4_released
				rts
offset4		sta objpos+$09
				rts

				
;animate those moving enemies

animate_enemies
				inc enemy_anim_delay
				lda enemy_anim_delay
				cmp #$04
				beq reset_delay_pointer
				rts
reset_delay_pointer
				lda #$00
				sta enemy_anim_delay
				ldx enemy_anim_pointer
				lda enemy1_frame,x
				sta $07fa
				lda enemy2_frame,x
				sta $07f9
				lda enemy4_frame,x
				sta $07fc
				lda enemy3_frame,x
				sta $07fb
				inx
				cpx #$04
				beq reset_anim
				inc enemy_anim_pointer
				rts
reset_anim		ldx #$00
				stx enemy_anim_pointer
				rts
				
animate_player
				inc player_anim_delay
				lda player_anim_delay
				cmp #$08
				beq do_anim
				rts
do_anim			lda #$00
				sta player_anim_delay
				ldx player_anim_pointer
				lda player_frame,x
				sta $07f8
				inx
				cpx #$04
				beq reset_panim
				inc player_anim_pointer
				rts
reset_panim		ldx #$00
				stx player_anim_pointer
				rts
				
;enemy to player sprite collision 

collision		lda objpos+$00
				sec
				sbc #$06
				sta colstore+$00
				clc
				adc #$0c
				sta colstore+$01
				lda objpos+$01
				sec
				sbc #$0c
				sta colstore+$02
				clc
				adc #$18
				sta colstore+$03
				ldx #$00
enemycolloop	lda objpos+$02,x
				cmp colstore+$00
				bcc noenemycollision
				cmp colstore+$01
				bcs noenemycollision
				lda objpos+$03,x
				cmp colstore+$02
				bcc noenemycollision
				cmp colstore+$03
				bcs noenemycollision
				ldx #$00
showd2			lda deathtext2,x
				sta $07c0,x
				lda #$02
				sta $dbc0,x
				inx
				cpx #$28
				bne showd2

				jmp player_is_hit
noenemycollision
				inx
				inx
				cpx #$0e
				bne enemycolloop
				rts
				
;the player is hit by one of the enemy creatures. one way to solve this
;problem. player loses a life. 

player_is_hit	lda #$01
				sta $d015
				lda #$8d
				sta $07f8
				lda #$01
				jsr $1000
awit			lda #$00
				sta $fd
				lda #$00
				sta $fe
pause			inc $fd
				lda $fd
				cmp #$fd
				bne pause
				
				lda #$00
				sta $fd
				inc $fe
				lda $fe
				cmp #$fd
				bne pause
				dec $0414
				lda $0414
				cmp #$30
				beq game_over
				ldx #$00
copystat2		lda $0400,x
				sta statusstore,x
				inx
				cpx #$28
				bne copystat2
				jmp gameloop
				
				
game_over		lda #$04
				jsr $1000
				lda #$00
				sta $d015
				sta $d020
				sta $d021
				ldx #$00
goclr			lda #$20
				sta $0428,x
				sta $0500,x
				sta $0600,x
				sta $06e8,x
				lda #$01
				sta $d828,x
				sta $d900,x
				sta $da00,x
				sta $dae8,x
				inx
				bne goclr
;show message
				ldx #$00
gomess			lda gameoverscreen,x
				sta $05e0,x
				inx
				cpx #$78
				bne gomess
waitfire		lda $dc90
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs waitfire2
				jmp title
waitfire2		lda $dc01
				lsr
				lsr
				lsr
				lsr
				lsr
				bcs waitfire
				jmp title
				
time			dec $0427
				
				
				ldx #$03
timeloop		lda $0424,x
				cmp #$2f
				bne timeok
				lda #$39
				sta $0424,x
				dec $0423,x
timeok			dex
				bne timeloop
				lda $0424
				cmp #$2f
				bne nox
				lda #$30
				sta $0427
				sta $0426
				sta $0425
				sta $0424
				ldx #$00
messagemad		lda deathtext3,x
				sta $07c0,x
				inx
				cpx #$28
				bne messagemad
				jmp player_is_hit
nox				rts
	
;The game is complete so now we show the end screen
;Yeah I know. It is just something simple :)	
	
game_complete	sei
				lda #$37
				sta $01
				lda #$00
				sta $d418
				sta $d01a
				lda #$81
				sta $dc0d
				lda #$00
				sta $d020
				sta $d021
				sta $d015
				
				ldx #$00
clearscreen2	lda endtext,x
				sta $0400,x
				lda endtext+$100,x
				sta $0500,x
				lda endtext+$200,x
				sta $0600,x
				lda endtext+$2e8,x
				sta $06e8,x
				lda #$0d
				sta $d800,x
				sta $d900,x
				sta $da00,x
				sta $dae8,x
				inx
				bne clearscreen2
				sei
				lda #$7f
				sta $dc0d
				sta $dd0d
				lda $dc0d
				lda $dd0d
				
				lda #$01
				sta $d01a
				ldx #$00
				sta $d012
				lda #$1b
				sta $d011
				lda #$35
				sta $01
				lda #<endirq
				sta $fffe
				lda #>endirq
				sta $ffff
				lda #$03
				jsr $1000
				lda #$08
				sta $d016
				lda $dc0d
				lsr $d019
				cli
endwait		lda $dc01
				cmp #$ef
				bne endwait
				jmp title

endirq			pha
				txa
				pha
				tya
				pha
				lda $d019
				sta $d019
				lda #$00
				sta $d012
				
				jsr $1003
				lda #$01
				sta sync
				pla
				tay
				pla
				tax
				pla
				rti
				
;Animate the water chars, so it looks as if the water in the game
;is flowing. Use a slow speed, because if it is too fast, it would
;look crap. Water must go downwards, so reverse the char positions :)

animate_background

				inc bgrdelay
				lda bgrdelay
				cmp #$04
				beq waterflow
				rts
waterflow		lda #$00
				sta bgrdelay
				
				ldx #6
wrapwaterchar	lda $0a50,x
				sta $0a51,x
				lda $0a58,x
				sta $0a59,x
				lda $0a60,x
				sta $0a61,x
				lda $0a68,x
				sta $0a69,x
				lda $0a70-1,x
				sta $0a70,x
				
				dex
				bne wrapwaterchar
				lda $0a57
				sta $0a51
				lda $0a5f
				sta $0a59
				lda $0a67
				sta $0a61
				lda $0a7f
				sta $0a79
				lda $0a77
				sta $0a71
				rts
				
				

				
				

								
				
				
					
;The score status & a copy of the same status for
;after a level is complete or a life is lost.				
				
statusdefault	!scr "score:000000 lives:03 level:01 time:6000"
statusstore	!scr "score:000000 lives:03 level:01 time:6000"				
gamescreen		
		
;All the text for the game over screen
				
gameoverscreen
				!scr "             g a m e  o v e r           "
				!scr "                                        " 
				!scr "        press fire to play again        "

;All the text for the intro/title screen

titletext1		!scr "    copyright 2007 the new dimension    "
titletext2		!scr "          all rights reserved           "  
titletext3		!scr "                                        "
titletext4		!scr "   programming, graphics and music by   "
titletext5		!scr "             richard bayliss            "
titletext6		!scr "                                        "
titletext7    !scr "      bitmap logo graphics done by      "
titletext8		!scr "              johan janssen             "
titletext9		!scr "                                        "
titletext10	!scr "      use joystick in port 2, and       "
titletext11	!scr "           press fire to play           "

;Various 1 line text messages depending on what happens
;in the game

deathtext2		!scr "  ouch! i bet that hurt. they got you!  "
deathtext1		!scr "oh, come on, silly fool. you can't swim!"
deathtext3		!scr "don't wait so long. you ran out of time!"
message		!scr "  nice, you have hit the magic switch   "
message2		!scr "well done, level cleared.        -fire!-"


;Text for the end screen

endtext		!scr "                                        "
				!scr "                                        "
				!scr "                                        "
				!scr "congratulations. you have completed all "
				!scr "16 levels of =racked off=. barry is not "
				!scr "racked off with your hard efforts to    "
				!scr "finally help him get all the fruit from "
				!scr "the 16 gardens.                         "
				!scr "                                        "
				!scr "barry finds himself to be literally     "
				!scr "bloated and can't eat any more. so he   "
				!scr "sets of back home and rests in his cosy "
				!scr "bed once more.                          "
				!scr "                                        "
				!scr "we do hope you have enjoyed playing this"
				!scr "fun game, courtesey with:               "
				!scr "                                        "
				!scr "           the new dimension            "
				!scr "                                        "
				!scr "      http://www.redesign.sk/tnd64      "
				!scr "                                        "
				!scr "                                        "
				!scr "                                        "
				!scr "                                        "
				!scr "                                        "


				
				

				
;Table for the famous Richy Bayliss colour washing
;routine. 
				
colours		!byte $00,$00,$02,$02,$06,$06,$04,$04
				!byte $05,$05,$07,$07,$01,$01,$01,$01
				!byte $01,$01,$01,$01,$01,$01,$01,$01
				!byte $01,$01,$01,$01,$01,$01,$07,$07
				!byte $05,$05,$04,$04,$06,$06,$02,$02
				!byte $00
	
xtmp  				!byte $00


killerchars:      !byte $10,$11,$12,$13,$14,$15,$16,$17,$18,$19,$1a,$1b,$1c,$1d,$1e,$1f
				    !byte $20,$21,$22,$23,$24,$25,$26,$27,$28,$29,$30,$31,$32,$33,$34,$35
					!byte $36,$37,$38,$39,$3a,$3b,$3c,$3d,$3e,$3f,$40,$41,$42,$43,$44,$45
					!byte $46,$47,$48,$49,$4a,$4b,$4c,$4d,$4e,$4f,$50,$51,$52,$53,$54,$55
					!byte $56,$57,$58,$59,$5a,$5b,$5c,$5d,$5e,$5f,$60,$61,$62,$63,$64,$65
					!byte $66,$67,$68,$69,$6a,$6b,$6c,$6d,$6e,$6f,$70,$71,$72,$73,$74,$75
					!byte $76,$77,$78,$79,$7a,$7b,$7c,$7d,$7e,$7f,$80,$81,$82,$83,$84,$85
					!byte $86,$87,$88,$90,$8a,$8b,$8c,$8d,$8e,$8f,$90,$91,$92,$93,$94,$95
					!byte $96,$97,$98,$99,$9a,$9b,$9c,$9d,$9e,$9f,$a0,$a1,$a2,$a3,$a4,$a5
					!byte $a6,$a7,$a8,$a9,$aa,$ab,$ac,$ad,$ae,$af,$b0,$b1,$b2,$b3,$b4,$b5
					!byte $b6,$b7,$b8,$b9,$ba,$bb,$bc,$bd,$be,$bf,$c0,$c1,$c2,$c3,$c4,$c5
					!byte $c6,$c7,$c8,$c9,$ca,$cb,$cc,$cd,$ce,$cf,$d0,$d1,$d2,$d3,$d4,$d5
					!byte $d6,$d7,$d8,$d9,$da,$db,$dc,$dd,$de,$df,$e0,$e1,$e2,$e3,$e4,$e5
					!byte $e6,$e7,$e8,$e9,$ea,$eb,$ec,$ed,$ee,$ef,$f0,$f1,$f2,$f3,$f4,$f5
					!byte $f6,$f7,$f8,$f9,$fa,$fb,$fc,$fd,$fe,$ff,$ff,$ff,$ff,$ff,$ff,$ff

;Data tables for the screen data for sprite to char collision
;all chars from $0400-$07e7

scrhi 			!byte $04,$04,$04,$04,$04,$04,$04,$05,$05,$05,$05,$05,$05,$06,$06,$06,$06,$06,$06,$06,$07,$07,$07,$07,$07,$07
scrlo 			!byte $00,$28,$50,$78,$a0,$c8,$f0,$18,$40,$68,$90,$b8,$e0,$08,$30,$58,$80,$a8,$d0,$f8,$20,$48,$70,$98,$c0,$e0

				!byte $00
				
;Sprite animation frames
				
enemy1_frame	!byte $83,$83,$84,$84
				!byte $00
enemy2_frame	!byte $86,$86,$85,$85
				!byte $00
enemy3_frame	!byte $88,$87,$87,$88
				!byte $00
enemy4_frame	!byte $89,$8a,$8a,$89
				!byte $00
				
player_frame	!byte $80,$81,$82,$81
				!byte $00
				
;The amount of food to eat per level

level1ctr	!scr "260"
level2ctr	!scr "160"
level3ctr	!scr "264"
level4ctr	!scr "240"
level5ctr	!scr "144"
level6ctr	!scr "256"
level7ctr	!scr "176"
level8ctr	!scr "182"
level9ctr	!scr "144"
level10ctr !scr "288"
level11ctr !scr "504"
level12ctr !scr "464"
level13ctr !scr "258"
level14ctr !scr "564"
level15ctr !scr "180"
level16ctr !scr "500"

;The scroll text for the title screen

scrolltext	!scr "... hi there and be warmly welcomed to "
			!scr "... racked off ... copyright (c)2007 th"
			!scr "e new dimension ... all programming by "
			!scr "richard bayliss ... game graphics by ri"
			!scr "chard bayliss ... bitmap logo by johan "
			!scr "janssen (jsl) ... music arranged and co"
			!scr "mposed by richard bayliss ... use a joy"
			!scr "stick plugged in port 2 when playing .."
			!scr ". help barry the bear safely around the "
			!scr "screen, chomping all the fruit, planted "
			!scr "in 16 different gardens ... only one pr"
			!scr "oblem though ... mutant bugs do not like"
			!scr " barry scoffing the fruit, as they want "
			!scr "it first, therefore they are racked off"
			!scr " ... if one of those bugs spot exactly "
			!scr "where you are, they will try and stop y"
			!scr "ou from gobbling the fruit ... one way "
			!scr "to avoid those mutant bugs is by moving"
			!scr " out their way, else there will be more"
			!scr " trouble ... because if you get caught "
			!scr "at any time by those bugs, you will los"
			!scr "e a life ... you also will need to keep"
			!scr " an eye out for time as well, because i"
			!scr "f by any chance you are too slow, you wi"
			!scr "ll risk losing a life ... not good is i"
			!scr "t? ... heheh, i thought not ... also if"
			!scr " a mutant bug hits you, you will also l"
			!scr "ose a life ... can you complete all 16 "
			!scr "of the crazy levels before barry gets e"
			!scr "ven more racked off and give up on his "
			!scr "quest to scoff the scrummy fruit? ... t"
			!scr "here is only one way to find out ... pr"
			!scr "ess the fire button or the spacebar to "
			!scr "play ... good luck, you will need it!  "
			!scr "                                       "
			!byte 0
			
			* = $5800-2
			!binary "colram.prg"
			* = $5c00-2
			!binary "vidram.prg"
			* = $6000-2
			!binary "bitmap.prg"
		
				* = $8ffe
				!binary "titletune2.prg"
		
				* = $9ffe
				
!binary "levels.prg"
base/racked_off.txt · Last modified: 2015-04-17 04:33 by 127.0.0.1