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Add a font for digits and a fake player score.

main
Colin McMillen 9 years ago
parent
commit
bf92ca0be9
  1. 36
      pewpew.asm
  2. BIN
      sprites32.pcx

36
pewpew.asm

@ -139,7 +139,7 @@ LoadPaletteAndTileData:
lda #:SpriteData
sta DMA0SRCBANK
; DMA 0 transfer size. Equal to the size of sprites32.pic.
ldx #2048
ldx #4096
stx DMA0SIZE
; DMA 0 control register.
; Transfer type 001 = 2 addresses, LH.
@ -227,7 +227,7 @@ InitWorld:
sta playerX
lda #((224 - 32) / 2)
sta playerY
lda #20
lda #16
sta playerHealth
; (x-velocity, y-velocity) of 4 different player shot patterns.
@ -539,7 +539,7 @@ SpawnEnemyShips:
-
GetRandomByte
cmp #(224 - 32)
cmp #(224 - 32 - 8)
bcs - ; Keep trying.
sta enemyShipArray + 2, Y ; y.
@ -1065,6 +1065,36 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
bra -
+
; Sprites to show player score.
clc
lda #252
sta $00 ; Current x.
stz $01 ; Fake score.
-
lda #64
adc $01
sta spriteTableStart + 2, X ; sprite number
lda $00
sbc #7
sta $00
sta spriteTableStart, X ; x
lda #212
sta spriteTableStart + 1, X ; y
; Set priority bits so that the sprite is drawn in front.
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
inc $01
lda $01
cmp #10
bne -
; Now clear out the unused entries in the sprite table.
-
cpx #spriteTable1Size

BIN
sprites32.pcx

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