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Copy pathdesolcodb.asm
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desolcodb.asm
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; Game main loop
;
L9DDD:
LD A,(LDB7A) ; Get Health
OR A
JP Z,LB9A2 ; zero => Player is dead
;
xor a ; black
ld (BorderColor),a ; set border color
;
CALL LADE5 ; Decode current room to LDBF5; HL = LDBF5
CALL LA88F ; Display 96 tiles on the screen
CALL LB96B ; Display Health
CALL LB8EA ; Show look/shoot selection indicator
CALL LB76B ; Process shoot
CALL LB551 ; Process Alien in the room
CALL LA0F1 ; Scan keyboard
CP $0F ; Menu key?
JP Z,MenuFromGame ; Return to main Menu
CP $04 ; Up key?
JP Z,LA99B
CP $01 ; Down key?
JP Z,LA966
CP $02 ; Left key?
JP Z,LA9EB
CP $03 ; Right key?
JP Z,LAA1A
; XOR A
; LD (LDB7C),A ; ??
JP LA8C6 ; Draw the Player, then go to the Ending of main game loop
;
; Ending of main game loop
L9E19:
CALL LB653 ; Draw Alien
CALL LA0F1 ; Scan keyboard
CP $05 ; Look/shoot key?
JP Z,LAAAF ; Look / Shoot
CP $08 ; Switch key?
JP Z,LB930 ; Look / Shoot Mode
CP $06 ; Inventory key?
JP Z,LB0A2 ; Open the Inventory
; Show the screen, continue the game main loop
L9E2E:
CALL ShowShadowScreen ; Copy shadow screen to ZX screen
jp L9DDD ; continue main game loop
; Quit menu item selected
L9E51:
call LBC7D ; Clear shadow screen and copy on ZX screen
call ScreenThemeNite ; switch to dark theme
ld hl,$3014
ld (L86D7),hl
ld hl,SQuit
call LBEDE ; Show the message
call ShowShadowScreen
call WaitAnyKey
call LBC7D ; Clear shadow screen and copy on ZX screen
call ScreenThemeLite ; switch to light theme
jp LBA3D ; Return to Menu
; Put tile on the screen (NOT aligned to 8px column), 16x?? -> 16x?? on shadow screen
; Uses XOR operation so it is revertable.
; E = row; A = X coord; B = height; HL = tile address
ShiftsTab:
dw Shift0,Shift1,Shift2,Shift3
dw Shift4,Shift5,Shift6,Shift7
L9E5F:
push hl ; store tile address
ld h,$00
ld d,h
ld l,e
add hl,de ; now HL = L * 2
add hl,de ; now HL = L * 3
add hl,hl
add hl,hl ; now HL = L * 12
add hl,hl ; now HL = L * 24
ld e,a
and $07
add a,a
push hl
push bc
ld hl,ShiftsTab
ld c,a ; C = offset within 8px column, 0..7
ld b,0
add hl,bc
ld a,(hl)
inc hl
ld h,(hl)
ld l,a
ld (SetJmp+1),hl
pop bc
pop hl
ld a,e
rrca
rrca
rrca
and 00011111b
ld e,a ; E = number of 8px column
add hl,de ; now HL = offset on the shadow screen
ld de,ShadowScreen
add hl,de ; HL = address in the shadow screen
pop de ; restore tile address
L9E8D: ; loop by B - by rows
push bc
ld a,(de)
ld b,a ; B = 1st byte
inc de
ld a,(de)
inc de
push de
push hl
ld l,a
ld h,b
xor a
SetJmp:
jp Shift0
;L9E96:
Shift0:
ld a,h
ld h,l
ld l,0
jp L9E9D
Shift1:
add hl,hl
adc a,a
Shift2:
add hl,hl
adc a,a
Shift3:
add hl,hl
adc a,a
Shift4:
add hl,hl
adc a,a
Shift5:
add hl,hl
adc a,a
Shift6:
add hl,hl
adc a,a
Shift7:
add hl,hl
adc a,a
L9E9D:
ex de,hl
pop hl
xor (hl)
; ld a,(hl) ; get 1st byte from the screen
; xor b
ld (hl),a ; put byte on the screen
inc hl
ld a,(hl) ; get 2nd byte from the screen
xor d
ld (hl),a ; put byte on the screen
inc hl
ld a,(hl) ; get 3rd byte from the screen
xor e
ld (hl),a ; put byte on the screen
ld de,24-2
add hl,de ; to the next line
pop de ; restore tile address
pop bc
dec b
jp nz,L9E8D ; continue loop by rows
ret
; Draw sprite
; DE = sprite address; H = column; L = row
; A = bits 0..5 - sub-sprite; bit7=1 - reflect horz (was: bit6=1 - reflect vert)
L9EDE:
PUSH HL ; store column/row
ld c,a ; store A to chech bit 7 later
AND $3F
LD H,$00
LD L,A
ADD HL,HL
ADD HL,HL
ADD HL,HL
ADD HL,HL
add hl,hl
add hl,hl
ADD HL,DE ; now HL = source sprite address
ld (SetSP4+1),hl
ld (SetSP5+1),hl
ld hl,2
add hl,sp
ld (SetSP3+1),hl
ld (SetSP6+1),hl
POP HL ; restore column/row
; BIT 7,A
xor a
or c ; test bit 7
jp m,L9EDE_HR ; Reflect sprite horizontally
LD A,H
LD H,$00
LD B,H
LD C,L ; get row
ADD HL,BC
ADD HL,BC
ADD HL,HL
ADD HL,HL
add hl,hl ; now HL = row * 24
LD C,A
ADD HL,BC ; now HL = offset on the shadow screen
ld bc,ShadowScreen
ADD HL,BC
ld bc,24-1 ; increment to the next line
di
SetSP4:
ld sp,0
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
add hl,bc
pop de
ld a,(hl)
and e
or d
ld (hl),a
inc hl
pop de
ld a,(hl)
and e
or d
ld (hl),a
SetSP3:
ld sp,0
ei
RET
; Horizontal reflection
L9EDE_HR:
LD A,H
LD H,$00
LD B,H
LD C,L ; get row
ADD HL,BC
ADD HL,BC
ADD HL,HL
ADD HL,HL
add hl,hl ; now HL = row * 24
LD C,A
ADD HL,BC ; now HL = offset on the shadow screen
ld bc,ShadowScreen
ADD HL,BC
inc hl
ld b,MirrorTab>>8
di
SetSP5:
ld sp,0
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1 ; increment to the next line
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
ld de,24+1
add hl,de
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
dec hl
pop de
ld c,d
ld a,(bc)
ld d,a
ld c,e
ld a,(bc)
and (hl)
or d
ld (hl),a
SetSP6:
ld sp,0
ei
RET
; Copy shadow screen to ZX screen
;
L9FEA EQU ShowShadowScreen
; Clear shadow screen
; 128+10 lines, 24 8px columns; 24 * 138 = 3312 bytes
; Clock timing: 21 + 208*207 + 13*206+8 + 10 = 45773
ClearShadowScreen:
;L9FCF:
xor a
ld b,207 ; 207 * 16 = 24 * 138 = 3312
ld hl,ShadowScreen
ClearShadowScreen_1:
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
ld (hl),a
inc hl
dec b
jp nz,ClearShadowScreen_1
ret
; Scan keyboard
; Returns key in A; Z=0 for key, Z=1 for no key
;
LA0F1:
PUSH BC
PUSH DE
PUSH HL
call ReadKeyboard
POP HL
POP DE
POP BC
RET
;NOTE: This routine is not used
; Select interrupt frequency
;LA19E:
;
;NOTE: This routine is not used
; Copy screen 1st color onto Screen 2nd color
;LA283:
;
;NOTE: This is not used
;A28F-A58E - screen 1st color
;A58F-A88E - screen 2nd color
;
; Display 96 tiles on the screen with Tileset1
; HL Address where the 96 tiles are placed
LA88F:
ex de,hl
ld hl,ShadowScreen
ld (SetShadScrAdr1+1),hl
ex de,hl
; LD DE,$0000
ld d,8
LA892_:
ld e,12
LA892:
PUSH HL
PUSH DE
LD L,(HL) ; get tile number
xor a
OR l ; empty tile?
jp Z,LA8B0 ; yes => skip it
CP $47 ; menu background tile?
jp nz,SkipMenuPhase
; Add menu background phase 0..7 to L
LD A,(LDC55) ; get Menu background phase
ADD A,L
SkipMenuPhase:
rrca
rrca
rrca
ld l,a
and 00011111b
ld h,a
xor l
add a,Tileset1 & 255
ld l,a
ld a,Tileset1>>8
adc a,h
ld h,a
; Put background tile on the screen, 16x16 -> 16x16 on shadow screen, no mask
ex de,hl ; now DE = tile address
ld hl,0
add hl,sp
ld (SetSP2+1),hl
ex de,hl ; now HL = tile address
di
ld sp,hl
SetShadScrAdr1:
ld hl,0 ; HL = shadow screen address
ld bc,24-1 ; increment to the next line
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e
inc hl
ld (hl),d
add hl,bc
pop de
ld (hl),e