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_hud.asm
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_hud.asm
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////////////////////////////////////////////////////////////////////////////////
//
// Project : ForestSaver - https://github.com/intoinside/ForestSaver
// Target : Commodore 64
// Author : Raffaele Intorcia - raffaele.intorcia@gmail.com
//
// Heads-up display
//
// Manager for rows 23-24-25
//
////////////////////////////////////////////////////////////////////////////////
#importonce
// Add points to current score
.macro AddPoints(digit4, digit3, digit2, digit1) {
lda #digit1
sta Hud.AddScore.Points + 3
lda #digit2
sta Hud.AddScore.Points + 2
lda #digit3
sta Hud.AddScore.Points + 1
lda #digit4
sta Hud.AddScore.Points
jsr Hud.AddScore
}
// Subtracts points to current score
.macro SubPoints(digit4, digit3, digit2, digit1) {
lda #digit1
sta Hud.SubScore.Points + 3
lda #digit2
sta Hud.SubScore.Points + 2
lda #digit3
sta Hud.SubScore.Points + 1
lda #digit4
sta Hud.SubScore.Points
jsr Hud.SubScore
}
// TODO(): refactor to remove Intro reference
CompareAndUpdateHiScore: {
lda Intro.HiScoreLabel + $0a
cmp Hud.ScoreLabel + $07
bcc UpdateHiScore1
lda Intro.HiScoreLabel + $0b
cmp Hud.ScoreLabel + $08
bcc UpdateHiScore2
lda Intro.HiScoreLabel + $0c
cmp Hud.ScoreLabel + $09
bcc UpdateHiScore3
lda Intro.HiScoreLabel + $0d
cmp Hud.ScoreLabel + $0a
bcc UpdateHiScore4
jmp !+
UpdateHiScore1:
lda Hud.ScoreLabel + $07
sta Intro.HiScoreLabel + $0a
UpdateHiScore2:
lda Hud.ScoreLabel + $08
sta Intro.HiScoreLabel + $0b
UpdateHiScore3:
lda Hud.ScoreLabel + $09
sta Intro.HiScoreLabel + $0c
UpdateHiScore4:
lda Hud.ScoreLabel + $0a
sta Intro.HiScoreLabel + $0d
!:
rts
}
.filenamespace Hud
* = * "Hud Init"
Init: {
// ScreenMemoryAddress points to first byte of Hud
clc
lda ScreenMemoryAddress
adc #$03
sta DrawScore.SelfMod + 2
sta DrawDismissal.SelfMod + 2
lda ScreenMemoryAddress + 1
adc #$98
sta DrawScore.SelfMod + 1
sta DrawDismissal.SelfMod + 1
jsr DrawScore
lda DrawDismissal.SelfMod + 1
adc #$16
sta DrawDismissal.SelfMod + 1
jmp DrawDismissal
}
* = * "Hud AddScore"
AddScore: {
ldx #4
clc
!:
lda CurrentScore - 1, x
adc Points - 1, x
cmp #10
bcc SaveDigit
sbc #10
sec
SaveDigit:
sta CurrentScore - 1, x
dex
bne !-
Done:
jmp DrawScore // jsr + rts
Points: .byte $00, $00, $00, $00
}
* = * "Hud SubScore"
SubScore: {
ldx #4
sec
!:
lda CurrentScore - 1, x
sbc Points - 1, x
bpl SaveDigit
adc #10
clc
SaveDigit:
sta CurrentScore - 1, x
dex
bne !-
Done:
jmp DrawScore // jsr + rts
Points: .byte $00, $00, $00, $00
}
* = * "Hud ResetScore"
ResetScore: {
ldx #3
lda #0
!:
sta CurrentScore, x
dex
bne !-
rts
}
* = * "Hud DrawScore"
DrawScore: {
// Append current score on score label
ldx #0
clc
!:
lda CurrentScore, x
adc #ZeroChar
sta ScoreLabel + $07, x
inx
cpx #$04
bne !-
// Draws score label
ldx #0
LoopScore:
lda ScoreLabel, x
SelfMod:
sta ScorePtr
inc SelfMod + 1
inx
cpx #$0b
bne LoopScore
lda SelfMod + 1
sbc #$0b
sta SelfMod + 1
rts
.label ScorePtr = $beef
}
* = * "Hud IsScoreBiggerThanZero"
IsScoreBiggerThanZero: {
ldx #4
ldy #0
!:
lda CurrentScore - 1, x
bne NonZero
dex
bne !-
jmp !+
NonZero:
iny
!:
sty BiggerThanZero
rts
BiggerThanZero: .byte $00
}
* = * "Hud ReduceDismissalCounter"
ReduceDismissalCounter: {
lda DismissalCompleted
bne Done
ldx #$10
!:
lda DismissalLabel, x
cmp #DismissalAliveChar
beq Reduce
dex
cpx #$0b
bne !-
RangerDismissal:
lda #0
sta DismissalLabel + $0b
inc DismissalCompleted
jmp Done
Reduce:
lda #0
sta DismissalLabel, x
Done:
jmp DrawDismissal // jsr + rts
DismissalCompleted: .byte $00
}
* = * "Hud ResetDismissalCounter"
ResetDismissalCounter: {
ldx #5
lda #DismissalAliveChar
!:
sta DismissalLabel + $0a, x
dex
bne !-
rts
}
* = * "Hud DrawDismissal"
DrawDismissal: {
ldx #0
LoopDismissal:
lda DismissalLabel, x
SelfMod:
sta DismissalPtr
inc SelfMod + 1
inx
cpx #$10
bne LoopDismissal
lda SelfMod + 1
sbc #$10
sta SelfMod + 1
rts
.label DismissalPtr = $beef
}
* = * "Hud ConvertDismissalToPoint"
ConvertDismissalToPoint: {
lda ReduceDismissalCounter.DismissalCompleted
bne Done
ldx #15
!:
jsr WaitRoutine
dex
bne !-
jsr ReduceDismissalCounter
jsr Sfx.PointConversion
AddPoints(0, 0, 4, 0)
Done:
rts
}
CurrentScore: .byte 0, 0, 0, 0
// "SCORE: 0000"
ScoreLabel: .byte $14, $04, $10, $13, $06, $34, $00
.byte ZeroChar, ZeroChar, ZeroChar, ZeroChar
.label ZeroChar = $2a
// "DISMISSAL: *****"
DismissalLabel: .byte $05, $0a, $14, $0e, $0a, $14, $14, $02, $0d, $34, $00
.byte DismissalAliveChar, DismissalAliveChar, DismissalAliveChar
.byte DismissalAliveChar, DismissalAliveChar
.label DismissalAliveChar = $a4
ScreenMemoryAddress: .word $be00
#import "_sounds.asm"
#import "_utils.asm"