;;==========================================================================;; ;; Joe Zbiciak's Space Patrol for Intellivision. ;; ;; Copyright 2006, Joe Zbiciak, intvnut AT gmail.com. ;; ;; http://spatula-city.org/~im14u2c/intv/ ;; ;;==========================================================================;; ;; ======================================================================== ;; ;; RUNENG Run the main game engine. ;; ;; ;; ;; This function has two purposes: Glue ENGINE1 to ENGINE2, and scan ;; ;; for controller inputs. The hand controller scanner is very simplified ;; ;; and focused only on doing what's needed for the game. ;; ;; ======================================================================== ;; RUNENG PROC JSRD R5, INITMEM.0 INIT DOENG, 0 INIT DNENG, 0 INIT EBSY, 0 INIT SFXQ, 0 INIT MOBHIT, 1 INIT SDATP, SDAT INIT_DONE IF (DEFINED SEEKKEYS) <> 0 B @@loop @@waitnokey CALL WAITNOKEY ENDI ;; ------------------------------------------------------------ ;; ;; Main event loop: Look for ENGINE2 requests and scan ctrls ;; ;; ------------------------------------------------------------ ;; @@loop: DIS ; !!critical section!! MVI DOENG, R0 ; \ DECR R0 ; |- See if ENGINE1 ran BMI @@idle ; / EIS MVO R0, DOENG ; \__ Yes: Do engine 2. JE ENGINE2 ; / ENGINE2_RET ; ENGINE2 returns here. @@idle: EIS MVI DNENG, R2 DECR R2 BPL @@done @@not_done CALL DEFSCORE ; update deferred score IF 0 CLRR R1 CMP MPTR, R1 ; \_ do top-score upd. only if no BNEQ @@skiptss ; / mountain updates this frame CALL UPTSS @@skiptss: ENDI CALL DBHC ; Read debounced hand ctrlrs ; R0 = stable value ; R1 = delta bits ; R2 = suppressed bits MVI EMODE, R3 DECR R3 BEQ @@game_hand ; BMI @@what_hand ;; ------------------------------------------------------------ ;; ;; Title screen: Just wait for anything. ;; ;; ------------------------------------------------------------ ;; @@title_hand: ; \ TSTR R0 ; | BNEQ @@maybe_done ; |- Wait for keyup -> keydown MVO R0, TMP ; | B @@loop ; / @@maybe_done XOR TMP, R2 BEQ @@done B @@loop @@game_hand: ;; ------------------------------------------------------------ ;; ;; Look for a pause request. ;; ;; ------------------------------------------------------------ ;; CMPI #$A5, R0 BEQ @@pausing IF (DEFINED SEEKKEYS) <> 0 ;; ------------------------------------------------------------ ;; ;; Just during development ;; ;; ------------------------------------------------------------ ;; ; CMPR R0, R1 ; BNEQ @@nodigit MVII #@@waitnokey, R5 CMPI #$84, R0 BEQ PRVLVL CMPI #$44, R0 BEQ RSTLVL CMPI #$24, R0 BEQ NXTLVL CMPI #$48, R0 BNEQ @@nodigit MVII #2, R2 B @@done @@nodigit: ENDI ;; ------------------------------------------------------------ ;; ;; Game DISC decoding ;; ;; ------------------------------------------------------------ ;; MOVR R0, R3 ; \ ANDI #2, R3 ; |- Pushing right? BNEQ @@go_fast ; / MOVR R0, R3 ; \ ANDI #8, R3 ; |- Pushing left? BNEQ @@go_slow ; / MVII #VMED, R3 ; \ B @@set_vel ; | @@go_slow MVII #VSLOW, R3 ; |- Set buggy velocity B @@set_vel ; | @@go_fast MVII #VFAST, R3 ; / @@set_vel MVO R3, WANTVL ;; ------------------------------------------------------------ ;; ;; Game ACTION decoding. This is somewhat tricky due to ;; ;; the challenges of noisy controllers, and the aliasing that ;; ;; occurs between the three buttons. ACTTBL contains the ;; ;; state machine that determines when we will issue jump and ;; ;; fire events, based on various transitions we might see. ;; ;; ;; ;; R0 contains the current stablized controller input. ;; ;; R2 contains the bits that changed since the last stable ;; ;; sample. ;; ;; ------------------------------------------------------------ ;; ANDI #$E0, R0 ; \ ANDI #$E0, R2 ; |_ Look for edges. CMPR R0, R2 ; | BEQ @@loop ; / Don't decode if not an edge. MVII #@@loop, R5 SLR R0, 2 SLR R0, 2 SLR R0, 1 ADDI #ACTTBL, R0 ; Index into ACTTBL based on new SLR R2, 2 SLR R2, 2 ADDI #SHLTBL, R2 ; Index into field based on prev MOVR R0, R1 ; Can't read @R0, so do @R1 MVI@ R1, R0 ; Get ACTTBL entry MOVR R0, R1 ; and duplicate it. AND@ R2, R0 ; Non-zero means fire BNEQ DOFIRE INCR R2 AND@ R2, R1 ; Non-zero means jump. BNEQ DOJUMP B @@loop ;; ------------------------------------------------------------ ;; ;; Exit out and let the top-level code have a stab. ;; ;; ------------------------------------------------------------ ;; @@done: MVI EMODE, R0 DECR R0 BNEQ RUNENG_RET_TITLE B RUNENG_RET_NORMAL ;; ------------------------------------------------------------ ;; ;; Handle pausing. ;; ;; ------------------------------------------------------------ ;; @@pausing DIS SETISR JRR5 MVI $1F8, R1 ; \ MVI $0F8, R3 ; | MVII #$3F, R0 ; |- Mute the music & sfx MVO R0, $1F8 ; | MVO R0, $0F8 ; / JSRE R5, WAITKEY MVO R1, $1F8 ; \__ Unmute music, sfx. MVO R3, $0F8 ; / SETISR ENGINE1 B @@loop ; Resume game. ENDP MACRO act(a,b,c,d,e,f,g,h) DECLE (ACTTBL.%a% SHL 14) + (ACTTBL.%b% SHL 12) + (ACTTBL.%c% SHL 10) + (ACTTBL.%d% SHL 8) + (ACTTBL.%e% SHL 6) + (ACTTBL.%f% SHL 4) + (ACTTBL.%g% SHL 2) + (ACTTBL.%h% SHL 0) ENDM ACTTBL PROC @@___ EQU 0 @@__f EQU 1 @@j__ EQU 2 @@j_f EQU 3 ;;New Prv 111 110 101 100 011 010 001 000 @@000 act(___,___,___,___,___,___,___,___) @@001 act(___,___,___,___,___,___,___,___) @@010 act(___,___,___,___,___,___,___,___) @@011 act(___,___,j__,___,___,j__,j__,j__) @@100 act(___,___,___,___,___,___,___,___) @@101 act(___,__f,___,__f,___,___,__f,__f) @@110 act(___,___,j__,___,___,j__,j__,j__) @@111 act(___,__f,j__,j_f,__f,j_f,j_f,j_f) ENDP ;* ======================================================================== *; ;* This program is free software; you can redistribute it and/or modify *; ;* it under the terms of the GNU General Public License as published by *; ;* the Free Software Foundation; either version 2 of the License, or *; ;* (at your option) any later version. *; ;* *; ;* This program is distributed in the hope that it will be useful, *; ;* but WITHOUT ANY WARRANTY; without even the implied warranty of *; ;* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *; ;* General Public License for more details. *; ;* *; ;* You should have received a copy of the GNU General Public License *; ;* along with this program; if not, write to the Free Software *; ;* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *; ;* ======================================================================== *; ;* Copyright (c) 2007, Joseph Zbiciak *; ;* ======================================================================== *;