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A C64 Game - Step 94

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Now we have a real two player coop mode. It's not both players playing by themselves, but true teamwork. Sam needs to capture, and only then Dean can shoot enemies.


To makes things easier we add a new flag to check if two player mode is active (TWO_PLAYER_MODE_ACTIVE): ;set two player mode active flag lda #0 sta TWO_PLAYER_MODE_ACTIVE lda GAME_MODE cmp #GT_COOP bne + inc TWO_PLAYER_MODE_ACTIVE+

Remove the flag if one of the player dies on his last life:.OtherPlayerStillAlive ;remove 2 player active flag lda #0 sta TWO_PLAYER_MODE_ACTIVE jsr RemoveObject rts

If Sam is firing away and the enemy would be hurt, we bail out if our flag is set. The flag set means having a value of 0. So beq actually checks if it is not set: ;Sam needs to keep pressed jsr RedrawForceBeam ldy SPRITE_HELD dey ldx SPRITE_ACTIVE,y lda IS_TYPE_ENEMY,x cmp #1 bne .NormalHurtByForce ;in 2p mode? lda TWO_PLAYER_MODE_ACTIVE beq .NormalHurtByForce ;no further action jmp .NoEnemyHeld .NormalHurtByForce

In Deans shot routine we check if the enemy is held, if not bail out:.EnemyHit ;enemy hit! ;is two player enemy? ldy SPRITE_ACTIVE,x lda IS_TYPE_ENEMY,y cmp #1 bne .HitEnemy ;in 2p mode? lda TWO_PLAYER_MODE_ACTIVE beq .HitEnemy ;is the player held? ldy SPRITE_HELD dey sty PARAM1 cpx PARAM1 beq .HitEnemy ;enemy would be hit, but is not held jmp .ShotDone .HitEnemy

Simple addon, but bound to get complicated smile.png

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