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504 lines (468 loc) · 11.3 KB
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Copy pathlevelmenu.asm
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504 lines (468 loc) · 11.3 KB
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gameMode_levelMenu:
lda #NMIEnable
sta currentPpuCtrl
jsr updateAudio2
lda #$7
sta renderMode
jsr updateAudioWaitForNmiAndDisablePpuRendering
jsr disableNmi
.if INES_MAPPER <> 0
lda #CHRBankSet0
jsr changeCHRBanks
.endif
jsr bulkCopyToPpu
.addr menu_palette
jsr copyRleNametableToPpu
.addr level_menu_nametable
lda #$20
sta tmp1
lda #$96 ; $6D is OEM position
sta tmp2
jsr displayModeText
jsr showHighScores
lda linecapFlag
beq @noLinecapInfo
jsr levelMenuLinecapInfo
@noLinecapInfo:
; render lines when loading screen
lda #RENDER_LINES
sta renderFlags
jsr resetScroll
jsr waitForVBlankAndEnableNmi
jsr updateAudioWaitForNmiAndResetOamStaging
jsr updateAudioWaitForNmiAndEnablePpuRendering
jsr updateAudioWaitForNmiAndResetOamStaging
lda #$00
sta originalY
sta dropSpeed
@forceStartLevelToRange:
lda classicLevel
cmp #$0A
bcc gameMode_levelMenu_processPlayer1Navigation
sec
sbc #$0A
sta classicLevel
jmp @forceStartLevelToRange
levelMenuLinecapInfo:
lda #$20
sta PPUADDR
lda #$F5
sta PPUADDR
clc
lda #LINECAP_WHEN_STRING_OFFSET
adc linecapWhen
sta stringIndexLookup
jsr stringBackground
lda #$21
sta PPUADDR
lda #$15
sta PPUADDR
clc
lda #LINECAP_HOW_STRING_OFFSET
adc linecapHow
sta stringIndexLookup
jsr stringBackground
lda #$20
sta PPUADDR
lda #$FA
sta PPUADDR
jsr render_linecap_level_lines
rts
gameMode_levelMenu_processPlayer1Navigation:
; this copying is an artefact of the original
lda newlyPressedButtons_player1
sta newlyPressedButtons
lda levelControlMode
cmp #4
bne @notClearingHighscores
lda newlyPressedButtons_player1
cmp #BUTTON_START
bne @notClearingHighscores
lda #$01
sta soundEffectSlot1Init
lda #0
sta levelControlMode
jsr resetScores
.if SAVE_HIGHSCORES
jsr detectSRAM
beq @notResettingSavedScores
jsr resetSavedScores
@notResettingSavedScores:
.endif
jsr updateAudioWaitForNmiAndResetOamStaging
jmp gameMode_levelMenu
@notClearingHighscores:
jsr levelControl
jsr levelMenuRenderHearts
jsr levelMenuRenderReady
lda levelControlMode
cmp #2
bcs levelMenuCheckGoBack
levelMenuCheckStartGame:
lda newlyPressedButtons_player1
cmp #BUTTON_START
bne levelMenuCheckGoBack
lda levelControlMode
cmp #1 ; custom
bne @normalLevel
lda customLevel
sta startLevel
jmp @startGame
@normalLevel:
lda heldButtons_player1
and #BUTTON_A
beq @noA
lda classicLevel
clc
adc #$0A
sta classicLevel
@noA:
lda classicLevel
sta startLevel
@startGame:
; lda startLevel
ldy practiseType
cpy #MODE_MARATHON
bne @noLevelModification
ldy marathonModifier
cpy #2 ; marathon mode 2 starts at level 0
bne @noLevelModification
lda #0
@noLevelModification:
sta levelNumber
lda #$00
sta gameModeState
lda #$02
sta soundEffectSlot1Init
jsr makeNotReady
inc gameMode
rts
levelMenuCheckGoBack:
.if !NO_MENU
lda newlyPressedButtons_player1
cmp #BUTTON_B
bne @continue
lda #$02
sta soundEffectSlot1Init
; jsr makeNotReady ; not needed, done on gametype screen
dec gameMode
rts
.endif
@continue:
shredSeedAndContinue:
; seed shredder
@chooseRandomHole_player1:
ldx #rng_seed
jsr generateNextPseudorandomNumber
lda rng_seed
and #$0F
cmp #$0A
bpl @chooseRandomHole_player1
@chooseRandomHole_player2:
ldx #rng_seed
jsr generateNextPseudorandomNumber
lda rng_seed
and #$0F
cmp #$0A
bpl @chooseRandomHole_player2
jsr updateAudioWaitForNmiAndResetOamStaging
jmp gameMode_levelMenu_processPlayer1Navigation
makeNotReady:
lda heartsAndReady
and #$F
sta heartsAndReady
rts
levelControl:
lda levelControlMode
jsr switch_s_plus_2a
.addr levelControlNormal
.addr levelControlCustomLevel
.addr levelControlHearts
.addr levelControlClearHighScores
.addr levelControlClearHighScoresConfirm
levelControlClearHighScores:
lda #$20
sta spriteXOffset
lda #$C8
sta spriteYOffset
lda #$C
sta spriteIndexInOamContentLookup
jsr stringSprite
jsr highScoreClearUpOrLeave
lda newlyPressedButtons_player1
cmp #BUTTON_START
bne @notStart
lda #$01
sta soundEffectSlot1Init
lda #4
sta levelControlMode
@notStart:
rts
levelControlClearHighScoresConfirm:
lda #$20
sta spriteXOffset
lda #$C8
sta spriteYOffset
lda #$D
sta spriteIndexInOamContentLookup
jsr stringSprite
highScoreClearUpOrLeave:
lda newlyPressedButtons_player1
cmp #BUTTON_B
bne @notB
lda #$0
sta levelControlMode
@notB:
lda newlyPressedButtons
cmp #BUTTON_UP
bne @ret
lda #$01
sta soundEffectSlot1Init
lda #$2
sta levelControlMode
@ret:
rts
levelModifier := generalCounter
levelControlCustomLevel:
jsr handleReadyInput
lda frameCounter
and #$03
beq @indicatorEnd
lda #$4E
sta spriteYOffset
lda #$B0
sta spriteXOffset
lda #$21
sta spriteIndexInOamContentLookup
jsr loadSpriteIntoOamStaging
@indicatorEnd:
; A pressed means a jump of 10 instead of 1
ldx #$01
lda heldButtons_player1
and #BUTTON_A
beq @aNotPressed
ldx #$0A
@aNotPressed:
stx levelModifier
; lda #BUTTON_RIGHT
; jsr menuThrottle
; beq @checkUpPressed
; clc
; lda customLevel
; adc #$A
; sta customLevel
; jsr @changeLevel
; @checkUpPressed:
lda #BUTTON_UP
jsr menuThrottle
beq @checkDownPressed
lda customLevel
clc
adc levelModifier
sta customLevel
@skipIncrement:
jsr @changeLevel
@checkDownPressed:
lda #BUTTON_DOWN
jsr menuThrottle
beq @checkLeftPressed
lda customLevel
sec
sbc levelModifier
sta customLevel
jsr @changeLevel
@checkLeftPressed:
lda newlyPressedButtons
cmp #BUTTON_LEFT
bne @ret
lda #$01
sta soundEffectSlot1Init
lda #$0
sta levelControlMode
@ret:
rts
@changeLevel:
lda #$1
sta soundEffectSlot1Init
lda renderFlags
ora #RENDER_LINES
sta renderFlags
rts
levelControlHearts:
MAX_HEARTS := 7
lda #BUTTON_LEFT
jsr menuThrottle
beq @checkRightPressed
lda heartsAndReady
and #$F
beq @checkRightPressed
lda #$01
sta soundEffectSlot1Init
dec heartsAndReady
jsr @changeHearts
@checkRightPressed:
lda #BUTTON_RIGHT
jsr menuThrottle
beq @checkUpPressed
lda heartsAndReady
and #$F
cmp #MAX_HEARTS
bpl @checkUpPressed
inc heartsAndReady
jsr @changeHearts
@checkUpPressed:
; to clear mode
lda newlyPressedButtons
cmp #BUTTON_DOWN
bne @notClearMode
lda #$01
sta soundEffectSlot1Init
lda #$3
sta levelControlMode
@notClearMode:
; to normal mode
lda newlyPressedButtons
cmp #BUTTON_UP
bne @ret
lda #$01
sta soundEffectSlot1Init
lda #$0
sta levelControlMode
@ret:
rts
@changeHearts:
lda #$01
sta soundEffectSlot1Init
rts
handleReadyInput:
lda newlyPressedButtons
cmp #BUTTON_SELECT
bne @notSelect
lda #$01
sta soundEffectSlot1Init
lda heartsAndReady
eor #$80
sta heartsAndReady
@notSelect:
rts
levelControlNormal:
jsr handleReadyInput
; normal ctrl
lda newlyPressedButtons
cmp #BUTTON_RIGHT
bne @checkLeftPressed
lda #$01
sta soundEffectSlot1Init
lda classicLevel
cmp #$9
beq @toCustomLevel
inc classicLevel
@checkLeftPressed:
lda newlyPressedButtons
cmp #BUTTON_LEFT
bne @checkDownPressed
lda #$01
sta soundEffectSlot1Init
lda classicLevel
beq @checkDownPressed
dec classicLevel
@checkDownPressed:
lda newlyPressedButtons
cmp #BUTTON_DOWN
bne @checkUpPressed
lda #$01
sta soundEffectSlot1Init
lda classicLevel
cmp #$05
bpl @toHearts
clc
adc #$05
sta classicLevel
jmp @checkUpPressed
@toHearts:
jsr makeNotReady
inc levelControlMode
@toCustomLevel:
inc levelControlMode
rts
@checkUpPressed:
lda newlyPressedButtons
cmp #BUTTON_UP
bne @checkAPressed
lda #$01
sta soundEffectSlot1Init
lda classicLevel
cmp #$05
bmi @checkAPressed
sec
sbc #$05
sta classicLevel
jmp @checkAPressed
@checkAPressed:
lda frameCounter
and #$03
beq @ret
; @showSelectionLevel:
ldx classicLevel
lda levelToSpriteYOffset,x
sta spriteYOffset
lda #$00
sta spriteIndexInOamContentLookup
ldx classicLevel
lda levelToSpriteXOffset,x
sta spriteXOffset
jsr loadSpriteIntoOamStaging
@ret:
rts
levelMenuRenderHearts:
lda #$1E
sta spriteIndexInOamContentLookup
lda #$7A
sta spriteYOffset
lda #$38
sta spriteXOffset
lda heartsAndReady
and #$F
sta tmpZ
@heartLoop:
lda tmpZ
beq @heartEnd
jsr loadSpriteIntoOamStaging
lda spriteXOffset
adc #$A
sta spriteXOffset
dec tmpZ
bcc @heartLoop
@heartEnd:
lda levelControlMode
cmp #2
bne @skipCursor
lda frameCounter
and #$03
beq @skipCursor
lda #$1F
sta spriteIndexInOamContentLookup
jsr loadSpriteIntoOamStaging
@skipCursor:
rts
levelMenuRenderReady:
lda heartsAndReady
and #$F0
beq @notReady
lda #$4f
sta spriteYOffset
lda #$88
sta spriteXOffset
lda #$20
sta spriteIndexInOamContentLookup
jsr loadSpriteIntoOamStaging
@notReady:
rts
levelToSpriteYOffset:
.byte $53,$53,$53,$53,$53,$63,$63,$63
.byte $63,$63
levelToSpriteXOffset:
.byte $34,$44,$54,$64,$74,$34,$44,$54
.byte $64,$74
musicSelectionTable:
.byte $03,$04,$05,$FF,$06,$07,$08,$FF