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A C64 Game - Step 46

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Endurion

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This time we'll add a chapter intro. The game is supposed to be separated in themed chapters with an intro for each. There's nothing much to it, we'll display a short text while the boys drive to their new target.

step46.png

For now we simply show the first page after starting the game:


lda #0
jsr ShowStory


Most of the code is spent to actually setup the impala and driver sprites. The text itself is displayed by our trusty DisplayText routine. Followed by the obligatory wait for button press and release.


;------------------------------------------------------------
;story pages
;------------------------------------------------------------
!zone ShowStory
ShowStory
;clear screen
lda #32
ldy #1
jsr ClearScreen

lda # sta ZEROPAGE_POINTER_1
lda #>TEXT_STORY_1
sta ZEROPAGE_POINTER_1 + 1
lda #1
sta PARAM1
lda #1
sta PARAM2
jsr DisplayText

lda #41
sta PARAM1
lda #20
sta PARAM2
lda #TYPE_IMPALA_1
sta PARAM3
jsr FindEmptySpriteSlot
jsr SpawnObject
lda #44
sta PARAM1
lda #TYPE_IMPALA_DRIVER
sta PARAM3
jsr FindEmptySpriteSlot
jsr SpawnObject
lda #44
sta PARAM1
lda #TYPE_IMPALA_2
sta PARAM3
jsr FindEmptySpriteSlot
jsr SpawnObject
lda #47
sta PARAM1
lda #TYPE_IMPALA_3
sta PARAM3
jsr FindEmptySpriteSlot
jsr SpawnObject
lda #48
sta PARAM1
lda #TYPE_IMPALA_DEBRIS
sta PARAM3
jsr FindEmptySpriteSlot
jsr SpawnObject

lda #12
sta VIC_SPRITE_MULTICOLOR_1
lda #11
sta VIC_SPRITE_MULTICOLOR_2

lda #0
sta BUTTON_RELEASED

.StoryLoop
jsr WaitFrame

jsr ObjectControl
;ldx #0
;jsr MoveSpriteLeft
;inx
;jsr MoveSpriteLeft
;inx
;jsr MoveSpriteLeft
;inx
;jsr MoveSpriteLeft
;inx
;jsr MoveSpriteLeft

lda #$10
bit JOYSTICK_PORT_II
bne .ButtonNotPressed

;button pushed
lda BUTTON_RELEASED
beq .StoryLoop

lda #0
sta VIC_SPRITE_ENABLE
lda #11
sta VIC_SPRITE_MULTICOLOR_1
lda #1
sta VIC_SPRITE_MULTICOLOR_2
rts

.ButtonNotPressed
lda #1
sta BUTTON_RELEASED
jmp .StoryLoop



The impala objects are simple game objects with the same behaviour. Move to the center, wait for a while and then move off the left side.


;------------------------------------------------------------
;drive left/pause/drive off left
;------------------------------------------------------------
!zone BehaviourImpala
BehaviourImpalaDebris
inc SPRITE_ANIM_DELAY,x
lda SPRITE_ANIM_DELAY,x
and #$04
lsr
lsr
clc
adc #SPRITE_DEBRIS_1
sta SPRITE_POINTER_BASE,x
BehaviourImpala
lda SPRITE_STATE,x
beq .DriveFirstHalf
cmp #1
beq .HandlePause

;drive off
jsr MoveSpriteLeft
lda SPRITE_POS_X,x
beq .DriveDone
rts

.DriveDone
jsr RemoveObject
rts

.DriveFirstHalf
jsr MoveSpriteLeft
inc SPRITE_MOVE_POS,x
lda SPRITE_MOVE_POS,x
cmp #200
beq .NextState
rts

.NextState
inc SPRITE_STATE,x
lda #0
sta SPRITE_MOVE_POS,x
rts

.HandlePause
inc SPRITE_MOVE_POS,x
beq .NextState
rts


The text is stored as usual. Nice to see, a - acts as CR, * as end of text.


TEXT_STORY_1
!text "A LOCAL NEWSPAPER MENTIONS SEVERAL-"
!text "MISSING PEOPLE",59," THIS SEEMS TO BE A-"
!text "RECURRING PATTERN EVERY 44 YEARS",59,"-"
!text "WE SHOULD INVESTIGATE THE TOWN-"
!text "CEMETARY",59,"*"




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2 Comments


I know its not the same but that sure brings back memories of coding Z80 ASM, ah the good old days :-)
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