options
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; -----------------------------------------------------------
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; options.asm - optional extras, toggled with fire:
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; runner gun - player 1 shoots with fire; a hit enemy
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; respawns elsewhere after a pause
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; spin cooldown - the wall spinner needs a recharge between
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; two spins, shown on the status row
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; the settings live here and survive between rounds
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; -----------------------------------------------------------
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OPT_ITEMS = 3
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options_init:
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jsr clear_screen
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+prbig 1, 6, WHITE, txt_options, 7
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+prtext 19, 6, LGREY, txt_oh1, txt_oh1e-txt_oh1
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+prtext 20, 4, LGREY, txt_oh2, txt_oh2e-txt_oh2
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lda #0
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sta optsel
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+setupd options_update
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rts
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options_update:
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; joystick / w-s steps the cursor (edge detected)
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jsr read_joy
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lda joyb
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and #3
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beq ou_udrel
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lda udheld
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bne ou_udend
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lda #1
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sta udheld
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lda joyb
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and #1 ; up
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beq ou_down
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lda optsel
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beq ou_udend
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dec optsel
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lda #SFX_CURSOR
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jsr sfx_play
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jmp ou_udend
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ou_down:
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lda optsel
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cmp #OPT_ITEMS-1
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beq ou_udend
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inc optsel
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lda #SFX_CURSOR
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jsr sfx_play
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jmp ou_udend
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ou_udrel:
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lda #0
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sta udheld
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ou_udend:
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; the three lines, the picked one in yellow
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ldx #0
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oo_items:
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txa
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pha
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jsr draw_oitem
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pla
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tax
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inx
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cpx #OPT_ITEMS
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bne oo_items
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; the current values next to the two settings
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ldx opt_shoot
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lda #10
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jsr put_oval
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ldx opt_cool
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lda #13
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jsr put_oval
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; blinking '>' cursor in front of the picked line
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lda #$20
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sta SCREEN+10*40+7
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sta SCREEN+13*40+7
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sta SCREEN+16*40+7
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lda framectr
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and #16
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bne ou_fire
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ldx optsel
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lda ocur_lo,x
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sta scrlo
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lda ocur_hi,x
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sta scrhi
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ldy #0
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lda #62 ; '>'
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sta (scrlo),y
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lda scrhi
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clc
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adc #$d4 ; same cell in color RAM
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sta scrhi
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lda #YELLOW
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sta (scrlo),y
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ou_fire:
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; fire toggles the picked setting / leaves on back
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jsr start_edge
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beq ou_done
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lda optsel
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cmp #2
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beq ou_back
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cmp #1
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beq ou_tcool
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lda opt_shoot
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eor #1
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sta opt_shoot
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jmp ou_tsfx
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ou_tcool:
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lda opt_cool
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eor #1
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sta opt_cool
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ou_tsfx:
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lda #SFX_SELECT
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jsr sfx_play
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ou_done:
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rts
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ou_back:
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lda #SFX_SELECT
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jsr sfx_play
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jmp menu_init
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; ---- draw option line X, yellow when it is the picked one ----
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draw_oitem:
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lda oitem_lo,x
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sta txtlo
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lda oitem_hi,x
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sta txthi
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lda oitem_row,x
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sta prow
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lda #9
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sta pcol
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lda oitem_len,x
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sta plen
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lda #WHITE
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cpx optsel
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bne do_store
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lda #YELLOW
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do_store:
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sta pcolor
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jmp print_text
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; ---- print the on/off value: X = 0/1, A = screen row ----
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put_oval:
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sta prow
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lda ovtx_lo,x
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sta txtlo
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lda ovtx_hi,x
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sta txthi
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lda ovcol,x
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sta pcolor
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lda #24
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sta pcol
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lda #3
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sta plen
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jmp print_text
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; ---- option tables ----
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oitem_lo: !byte <txt_ogun, <txt_ocool, <txt_oback
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oitem_hi: !byte >txt_ogun, >txt_ocool, >txt_oback
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oitem_len: !byte 10, 13, 4
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oitem_row: !byte 10, 13, 16
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ocur_lo: ; cursor cells: column 7 of those rows
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!byte <(SCREEN+10*40+7), <(SCREEN+13*40+7), <(SCREEN+16*40+7)
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ocur_hi:
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!byte >(SCREEN+10*40+7), >(SCREEN+13*40+7), >(SCREEN+16*40+7)
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ovtx_lo: !byte <txt_off, <txt_on
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ovtx_hi: !byte >txt_off, >txt_on
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ovcol: !byte LGREY, LGREEN
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; ---- option texts ----
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txt_ogun: !scr "runner gun"
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txt_ocool: !scr "spin cooldown"
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txt_oback: !scr "back"
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txt_on: !scr "on "
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txt_off: !scr "off"
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txt_oh1: !scr "gun: p1 fire shoots a bullet"
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txt_oh1e:
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txt_oh2: !scr "cooldown: spins need a recharge"
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txt_oh2e:
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; ---- the settings themselves (session-wide) ----
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!ifdef FORCEOPTS { ; test builds start with both turned on
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opt_shoot: !byte 1
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opt_cool: !byte 1
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} else {
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opt_shoot: !byte 0 ; 0 = classic game, 1 = the runner shoots
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opt_cool: !byte 0 ; 1 = spins need a recharge
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}
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optsel: !byte 0 ; picked line: 0-2
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