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mr.zero 266c9ae84c
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v2.1.0 - order relic options
2026-08-29 11:21:31 +02:00

240 lines
5.3 KiB
NASM

; -----------------------------------------------------------
; options.asm - optional extras, toggled with fire:
; worker gun - player 1 shoots with fire; a hit enemy
; respawns elsewhere after a pause
; spin cooldown - ra needs a recharge between two spins,
; shown on the status row
; relic order - numbered relics have to be collected in
; order before the portal opens, one more
; of them on every level
; start level - which level a fresh run begins on (1-8)
; the settings live here and survive between levels
; -----------------------------------------------------------
OPT_ITEMS = 5
options_init:
jsr clear_screen
+prbig 1, 6, WHITE, txt_options, 7
+prtext 21, 6, LGREY, txt_oh1, txt_oh1e-txt_oh1
+prtext 22, 4, LGREY, txt_oh2, txt_oh2e-txt_oh2
+prtext 23, 2, LGREY, txt_oh3, txt_oh3e-txt_oh3
+prtext 24, 5, LGREY, txt_oh4, txt_oh4e-txt_oh4
lda #0
sta optsel
+setupd options_update
rts
options_update:
; joystick / w-s steps the cursor (edge detected)
jsr read_joy
lda joyb
and #3
beq ou_udrel
lda udheld
bne ou_udend
lda #1
sta udheld
lda joyb
and #1 ; up
beq ou_down
lda optsel
beq ou_udend
dec optsel
lda #SFX_CURSOR
jsr sfx_play
jmp ou_udend
ou_down:
lda optsel
cmp #OPT_ITEMS-1
beq ou_udend
inc optsel
lda #SFX_CURSOR
jsr sfx_play
jmp ou_udend
ou_udrel:
lda #0
sta udheld
ou_udend:
; the option lines, the picked one in yellow
ldx #0
oo_items:
txa
pha
jsr draw_oitem
pla
tax
inx
cpx #OPT_ITEMS
bne oo_items
; the current value next to each setting
ldx opt_shoot
lda #7
jsr put_oval
ldx opt_cool
lda #10
jsr put_oval
ldx opt_relic
lda #13
jsr put_oval
lda opt_level ; the start level as a digit
ora #$30
sta SCREEN+16*40+24
lda #LGREEN
sta COLRAM+16*40+24
; blinking '>' cursor in front of the picked line
lda #$20
sta SCREEN+7*40+7
sta SCREEN+10*40+7
sta SCREEN+13*40+7
sta SCREEN+16*40+7
sta SCREEN+19*40+7
lda framectr
and #16
bne ou_fire
ldx optsel
lda ocur_lo,x
sta scrlo
lda ocur_hi,x
sta scrhi
ldy #0
lda #62 ; '>'
sta (scrlo),y
lda scrhi
clc
adc #$d4 ; same cell in color RAM
sta scrhi
lda #YELLOW
sta (scrlo),y
ou_fire:
; fire toggles the picked setting / leaves on back
jsr start_edge
beq ou_done
lda optsel
cmp #4
beq ou_back
cmp #3
beq ou_tlevel
cmp #2
beq ou_trelic
cmp #1
beq ou_tcool
lda opt_shoot
eor #1
sta opt_shoot
jmp ou_tsfx
ou_tcool:
lda opt_cool
eor #1
sta opt_cool
jmp ou_tsfx
ou_trelic:
lda opt_relic
eor #1
sta opt_relic
jmp ou_tsfx
ou_tlevel:
ldx opt_level ; cycle 1-8, wrapping back to 1
inx
cpx #MZMAX-MZMIN+2
bne ou_tlst
ldx #1
ou_tlst:
stx opt_level
ou_tsfx:
lda #SFX_SELECT
jsr sfx_play
ou_done:
rts
ou_back:
lda #SFX_SELECT
jsr sfx_play
+fadeto menu_init
; ---- draw option line X, yellow when it is the picked one ----
draw_oitem:
lda oitem_lo,x
sta txtlo
lda oitem_hi,x
sta txthi
lda oitem_row,x
sta prow
lda #9
sta pcol
lda oitem_len,x
sta plen
lda #WHITE
cpx optsel
bne do_store
lda #YELLOW
do_store:
sta pcolor
jmp print_text
; ---- print the on/off value: X = 0/1, A = screen row ----
put_oval:
sta prow
lda ovtx_lo,x
sta txtlo
lda ovtx_hi,x
sta txthi
lda ovcol,x
sta pcolor
lda #24
sta pcol
lda #3
sta plen
jmp print_text
; ---- option tables ----
oitem_lo: !byte <txt_ogun, <txt_ocool, <txt_orel, <txt_olev, <txt_oback
oitem_hi: !byte >txt_ogun, >txt_ocool, >txt_orel, >txt_olev, >txt_oback
oitem_len: !byte 10, 13, 11, 11, 4
oitem_row: !byte 7, 10, 13, 16, 19
ocur_lo: ; cursor cells: column 7 of those rows
!byte <(SCREEN+7*40+7), <(SCREEN+10*40+7), <(SCREEN+13*40+7)
!byte <(SCREEN+16*40+7), <(SCREEN+19*40+7)
ocur_hi:
!byte >(SCREEN+7*40+7), >(SCREEN+10*40+7), >(SCREEN+13*40+7)
!byte >(SCREEN+16*40+7), >(SCREEN+19*40+7)
ovtx_lo: !byte <txt_off, <txt_on
ovtx_hi: !byte >txt_off, >txt_on
ovcol: !byte LGREY, LGREEN
; ---- option texts ----
txt_ogun: !scr "worker gun"
txt_ocool: !scr "spin cooldown"
txt_orel: !scr "relic order"
txt_olev: !scr "start level"
txt_oback: !scr "back"
txt_on: !scr "on "
txt_off: !scr "off"
txt_oh1: !scr "gun: p1 fire shoots a bullet"
txt_oh1e:
txt_oh2: !scr "cooldown: spins need a recharge"
txt_oh2e:
txt_oh3: !scr "relics: grab the numbers in order"
txt_oh3e:
txt_oh4: !scr "start: a fresh run's first level"
txt_oh4e:
; ---- the settings themselves (session-wide) ----
!ifdef FORCEOPTS { ; test builds start with them all on
opt_shoot: !byte 1
opt_cool: !byte 1
opt_relic: !byte 1
} else {
opt_shoot: !byte 0 ; 0 = classic game, 1 = the worker shoots
opt_cool: !byte 0 ; 1 = spins need a recharge
opt_relic: !byte 0 ; 1 = collect the relics in order first
}
opt_level: !byte 1 ; a fresh run's first level: 1-8
optsel: !byte 0 ; picked line: 0-4