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| .include "header.asm"
.include "snes.asm"
.include "mtext.asm"
.include "init.asm"
.include "mdraw.asm"
.include "mjoypad.asm"
.include "mzorder.asm"
.include "mdma.asm"
.include "random.asm"
.include "variable.asm"
.define LIMIT_CAMERAX 54
.define LIMIT_CAMERAW -72
.define LIMIT_CAMERAY 48
.define LIMIT_CAMERAH -104
.define SPC_FILE "music/sd2-02.spc"
;.define SPC_FILE "music/01plain.spc"
.bank 0 slot 0
.org 0
Main:
clc
xce
lda #0
jsr LoadSPC
rep #$10 ;16 bit xy
ldx #0
stx s_map + $0E
init_rand
Begin:
jsr Map_choix
SNES_INIT
;INITIAL SETTINGS
;object
SNES_OBJSEL $63 ; 16x16 , $6000 address
;background
SNES_BGMODE $39 ; BG 1 & 2 16x16, BG 3 8x8,mode 1 , BG 3 pri
SNES_BG1SC $50 ; address data BG1 $5000
SNES_BG2SC $54 ; address data BG2 $5400
SNES_BG3SC $58 ; address data BG3 $5800
SNES_BGNBA $20 $04; address BG1,2,3,4 (2,1 / 4,3)
;general init
SNES_SETINI $00
SNES_MEMSEL $00
SNES_TM $17 ; obj & bg 1,2,3 enable
SNES_COLDATA $E0
SNES_VMAINC $80
SNES_INIDISP $8F ; FORCED BLANK , brigtness 15
;FORCED BLANK
;Load Object
SNES_DMAX $01
SNES_DMAX_BADD $18
SNES_VMADD $7800
SNES_DMA0_ADD invocation $0400
SNES_DMA1_ADD invocation $0800
SNES_DMA2_ADD Menu $0400
SNES_MDMAEN $07
;Load bg 3
SNES_VMADD $4000
SNES_DMA0_ADD Texte $0400
SNES_DMA1_ADD wmenu1 $40
SNES_MDMAEN $03
SNES_VMADD $4400
SNES_DMA0_ADD Texte2 $0C00
SNES_MDMAEN $01
ldx #s_map + $20
jsr (0,X)
;Object Palette
SNES_CGADD $E0
SNES_DMA0_ADD pallette_invocation1 $0020
SNES_DMA1_ADD pallette_invocation2 $0020
SNES_MDMAEN $03
;BG Palette
SNES_CGADD $00
SNES_DMA0_ADD pallette_text $0008
SNES_DMA1_ADD pallette_wmenu1 $0008
SNES_DMA2_ADD pallette_font8x16 $0008
SNES_MDMAEN $07
;initialisation
init_bg $0000
init_britgness
init_oam
init_zoam
init_scrolling
init_control
init_dma
init_text
init_msb
init_perso
init_menu
stz MEM_PAL + 0
stz MEM_PAL + 1
stz MEM_PAL + 2
stz MEM_PAL + 3
stz MEM_PAL + 4
ldx #Eagle1
stx MEM_DMA + 2
ldx #s_map + $22
jsr (0,X)
;Vblank call
ldx #0
stx MEM_VBLANK
SNES_NMITIMEN $81 ; Enable NMI , enable joypad
SNES_INIDISP $00 ; brigtness 0
lda #-32
ldx #0
-:
sta t_oam,X
inx
cpx #128
bne -
stz $1400
stz $1401
stz $1402
stz $1403
;Begin game
Game:
lda MEM_STDCTRL + $06 ; read joypad 1 Start
cmp #1
bne +
jml Mode7
+:
lda MEM_STDCTRL + $07 ; read joypad 1 Start
cmp #1
bne +
jml Begin
+:
jsr Random
stz MEM_OAM + $08
stz MEM_OAM + $09
stz MEM_OAM + $0A
stz $1325
stz $1328
stz $1330
stz $1338
jsr precalcul_scrolling_ch
stz s_map + $0D
SNES_INIDISP $8F
; Joypad
jsr Joypad
; Draw hero 1
jsr Draw_hero
inc MEM_OAM + $08 ; pour le hero n'2
;Map pnj
ldx #s_map + $24
jsr (0,X)
;Menu
jsr Draw_menu
SNES_INIDISP $0F
jsr Luminosite_clair
lda MEM_BRIGTNESS
and #$30
cmp #$30
beq +
lda s_map + $0C
cmp #$0
beq +
jsr Map_change
lda MEM_TEMPFUNC
cmp #$0
beq +
lda #$3F
sta MEM_BRIGTNESS
+:
jsr Luminosite_sombre
lda MEM_BRIGTNESS
cmp #$40
bne +
jmp Begin
+:
;collision
ldx #$00 ; hero 1
stx MEM_TEMPFUNC
jsr Collision_perso
jsr Collision_perso_text
jsr Collision_mur
jsr Deplacement_hero
;Scrolling
jsr Scrolling
;Tri
jsr Tri_zorder
lda MEM_BRIGTNESS
sta $1330
lda MEM_BRIGTNESS + 1
sta $1338
wai
lda #-32
ldx #0
-:
sta t_oam,X
inx
cpx #128
bne -
jmp Game
Random:
mRand8
rts
Map_transition:
rts
Text:
;text
textec 2,2,$2038 ; X
textec 2,3,$2039 ; Y
;texte1 0,0 ; test 123
lda s_perso
printf 4,2
lda s_perso + 1
printf 4,3
lda MEM_HSCROLLING
printf 2,4
lda MEM_VSCROLLING
printf 6,4
;test string
ldx #text_s1
printfs 2,5,text_s1
lda $1325
printf 2,6
lda $1328
printf 8,6
lda $1330
printf 14,6
lda $1338
printf 20,6
;mRand8
;lda rand8
;printf 0,9
lda #8
sta WRMPYA
lda #7
sta WRMPYB
; Affichage d'un nombre sur 16 bits
;ldy #18000
ldy RDMPYL
print_16_bit_integer 10,2 ; ça marche même avec -32768 mais je ne sais pas pourquoi alors que la limite est normalement dépassée ! bref.
rts
text_s1:
.db "hello world",0
.include "hero.asm"
.include "choix_map.asm"
.include "map_pnj.asm"
.include "oam.asm"
.include "precalcul.asm"
.include "tri.asm"
.include "collision_perso.asm"
.include "collision_pnj.asm"
.include "scrolling.asm"
.include "joypad.asm"
.include "VBlank.asm"
.include "menu.asm"
.include "text.asm"
.include "dma.asm"
.include "pnj.asm"
.include "map.asm"
.include "loadspc.asm"
Sincos:
.include "rotation/sincos_menu.asm"
Randomp:
.include "DATA/random.asm"
.org $7FB0
header
.bank 1 slot 0
.org 0
.incbin SPC_FILE skip $00025 read $0008
; DSP register values
map1:
.include "DATA/maps.asm"
mapc2:
.include "DATA/collision2.asm"
;.include "DATA/collision.asm"
.org $4000
.incbin SPC_FILE skip $10100 read $0080
map2:
.include "DATA/maps2.asm"
mapc:
.include "DATA/collision.asm"
.bank 2 slot 0
.org 0
;.include "DATA/texte.asm"
.incbin SPC_FILE skip $0100 read $8000
.bank 3 slot 0
.org 0
.incbin SPC_FILE skip $8100 read $8000
.bank 4 slot 0
.org 0
Jean:
.include "DATA/Jean.asm"
old_man:
.include "DATA/old_man.asm"
Man:
.include "DATA/man.asm"
Soldat:
.include "DATA/soldat.asm"
Papi:
.include "DATA/Papi.asm"
.bank 5 slot 0
.org 0
tile2:
.include "DATA/tile2.asm"
tile4:
.include "DATA/tile4.asm"
tile5:
.include "DATA/tile5.asm"
Texte:
.include "DATA/text.asm"
Texte2:
.include "DATA/font8x16.asm"
Menu:
.include "DATA/menu.asm"
invocation:
.include "DATA/invocation.asm"
wmenu1:
.include "DATA/wmenu1.asm"
OAM_vide:
.REPT $200
.db $E0
.ENDR
Vide:
.REPT $200
.db $00
.ENDR
Fenetre_data:
.dw $2440,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$6440
Fenetre_data2:
.dw $A440,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$2441,$2441,$2441
.dw $2441,$2441,$2441,$2441,$2441,$E440
Fenetre_data3:
.dw $2443,$2443,$2443,$2443,$2443,$2443,$2443,$2443
.dw $2443,$2443,$2443,$2443,$2443,$2443,$2443,$2443
.dw $2443,$2443,$2443,$2443,$2443,$2443,$2443,$2443
.dw $2443,$2443,$2443,$2443,$2443,$2443,$2443,$2443
Eagle1:
.include "DATA/eagle1.asm"
.bank 6 slot 0
.org 0
;pallete
.include "DATA/effect.asm"
.include "DATA/texte.asm"
.include "background.asm"
tile7:
.include "DATA/tile7.asm"
tile8:
.include "DATA/tile8.asm"
tile9:
.include "DATA/tile9.asm"
.bank 7 slot 0
.org 0
map3:
.include "DATA/map3.asm"
map4:
.include "DATA/map4.asm"
tile13:
.include "DATA/tile13.asm"
tile14:
.include "DATA/tile14.asm"
tile15:
.include "DATA/tile15.asm"
.include "DATA/eau.asm"
.bank 8 slot 0
.org 0
.include "mode7.asm"
.bank 9 slot 0
.org 0
Map:
.incbin "DATA/map7"
Tiles:
.include "DATA/mode7.asm"
.bank 10 slot 0
.org 0
SinCos:
.include "rotation/sincos.asm"
SinCosmenu:
.include "rotation/sincos_menu.asm"
.bank 11 slot 0
.org 0
Randi:
.include "DATA/randi.asm" |
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