TI-84/obj/main.src

1413 lines
22 KiB
Plaintext

; Zilog eZ80 ANSI C Compiler Release 3.4
; -optsize -noreduceopt -nomodsect -peephole -globalopt
; -localcse -const=ROM
FILE "SRC\MAIN.C"
.assume ADL=1
SEGMENT TEXT
_bulletAmount:
DW 5
DB 0
_baddieAmount:
DW 12
DB 0
SEGMENT DATA
_spriteActive:
DW 0
DB 0
_gamestate:
DW 0
DB 0
_speed:
DF 0.5
SEGMENT BSS
_i:
DS 3
_t:
DS 4*1
_dt:
DS 4*1
_player:
DS 16
SEGMENT CODE
_updatePlayer:
LD HL,-18
CALL __frameset
LD BC,_player+8
LD (IX+-12),BC
LD BC,_player
LD (IX+-9),BC
LD (IX+-6),BC
LD BC,_player+8
LD (IX+-15),BC
LD A,(_player+3)
LD E,A
LD A,(_player+11)
LD HL,(_player)
LD BC,(_player+8)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
CALL __setflag
JP P,L_2
LD BC,(IX+-9)
LD (IX+-6),BC
LD BC,(IX+-12)
LD (IX+-15),BC
LD IY,(IX+-9)
LD HL,(IY+4)
LD E,(IY+7)
LD IY,(IX+-12)
LD BC,(IY+4)
LD A,(IY+7)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
CALL __setflag
JP P,L_2
LD HL,(IX+6)
OR A,A
SBC HL,BC
JR NZ,L_3
L_2:
LD BC,(IX+-6)
LD (IX+-3),BC
LD IY,(IX+-3)
LD BC,(IY+4)
LD A,(IY+7)
CALL __ftol
PUSH BC
LD BC,(IY+0)
LD A,(IY+3)
CALL __ftol
PUSH BC
LD BC,_spaceship_data
PUSH BC
CALL _gfx_Sprite
POP BC
POP BC
POP BC
LD BC,(IX+-15)
LD (IX+-18),BC
LD IY,(IX+-3)
LD BC,(IY+0)
LD A,(IY+3)
LD IY,(IX+-18)
LD (IY+0),BC
LD (IY+3),A
LD IY,(IX+-3)
LD BC,(IY+4)
LD A,(IY+7)
LD IY,(IX+-18)
LD (IY+4),BC
LD (IY+7),A
L_3:
LD SP,IX
POP IX
RET
;**************************** _updatePlayer ***************************
;Name Addr/Register Size Type
;_spaceship_data IMPORT 1026 variable
;_gfx_Sprite IMPORT ----- function
;_abs IMPORT ----- function
;_player STATIC 16 variable
;G_4 IX-15 3 variable
;G_0 IX-12 3 variable
;G_1 IX-9 3 variable
;G_2 IX-6 3 variable
;G_3 IX-3 3 variable
;spriteActive IX+6 3 parameter
; Stack Frame Size: 27 (bytes)
; Spill Code: 0 (instruction)
SEGMENT BSS
_bulletSpawned:
DS 3
_bullets:
DS 85
SEGMENT CODE
_spawnBullet:
LD HL,-6
CALL __frameset
LD BC,0
LD (_i),BC
JR L_8
L_6:
LD HL,(_i)
LD A,17
CALL __imul_b
LD (IX+-3),HL
LD BC,_bullets
ADD HL,BC
LD IY,HL
LD A,(IY+0)
CP A,1
JR NZ,L_7
LD HL,(IX+-3)
ADD HL,BC
LD (IX+-6),HL
LD BC,(IX+6)
LD A,(IX+9)
LD IY,(IX+-6)
LD (IY+1),BC
LD (IY+4),A
LD BC,(IX+12)
LD A,(IX+15)
LD (IY+5),BC
LD (IY+8),A
LD (IY+0),0
LD HL,1
JR L_10
L_7:
LD BC,(_i)
INC BC
LD (_i),BC
L_8:
LD BC,5
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_6
OR A,A
SBC HL,HL
L_10:
LD SP,IX
POP IX
RET
;**************************** _spawnBullet ***************************
;Name Addr/Register Size Type
;_bullets STATIC 85 variable
;_i STATIC 3 variable
;G_5 IX-3 3 variable
;posY IX+12 4 parameter
;posX IX+6 4 parameter
; Stack Frame Size: 24 (bytes)
; Spill Code: 0 (instruction)
_updateBullet:
LD HL,-30
CALL __frameset
LD HL,(IX+6)
LD A,17
CALL __imul_b
LD (IX+-3),HL
LD BC,_bullets
ADD HL,BC
LD (IX+-9),HL
LD IY,(IX+-9)
LD A,(IY+0)
OR A,A
JR NZ,L_17
LD IY,(IX+-9)
LD HL,(IY+1)
LD E,(IY+4)
LD BC,11010048
LD A,67
CALL __fcmp
JP P,L_15
LD BC,(IX+-3)
LD (IX+-12),BC
LD HL,(IX+-3)
LD BC,_bullets
ADD HL,BC
LD (IX+-18),HL
LD IY,(IX+-18)
LEA BC,IY+1
LD (IX+-15),BC
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-15)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fadd
LD (IY+0),BC
LD (IY+3),A
LD HL,(IY+0)
LD E,(IY+3)
LD IY,(IX+-18)
LD BC,(IY+9)
LD A,(IY+12)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
JP P,L_12
LD BC,(IX+-3)
LD (IX+-12),BC
LD HL,(IX+-3)
LD BC,_bullets
ADD HL,BC
LD (IX+-21),HL
LD IY,(IX+-21)
LD HL,(IY+5)
LD E,(IY+8)
LD BC,(IY+13)
LD A,(IY+16)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_13
L_12:
LD BC,(IX+-12)
LD (IX+-6),BC
LD HL,BC
LD BC,_bullets
ADD HL,BC
LD (IX+-27),HL
LD IY,(IX+-27)
LEA BC,IY+1
LD (IX+-24),BC
LD IY,(IX+-24)
LD BC,(IY+4)
LD A,(IY+7)
CALL __ftol
PUSH BC
LD BC,(IY+0)
LD A,(IY+3)
CALL __ftol
PUSH BC
LD BC,_bullet_data
PUSH BC
CALL _gfx_Sprite
POP BC
POP BC
POP BC
LD HL,(IX+-6)
LD BC,_bullets
ADD HL,BC
LD (IX+-30),HL
LD IY,(IX+-30)
LD BC,(IY+1)
LD A,(IY+4)
LD (IY+9),BC
LD (IY+12),A
LD BC,(IY+5)
LD A,(IY+8)
LD (IY+13),BC
LD (IY+16),A
L_13:
LD HL,1
JR L_18
L_15:
LD IY,(IX+-9)
LD (IY+0),1
LD HL,1
JR L_18
L_17:
OR A,A
SBC HL,HL
L_18:
LD SP,IX
POP IX
RET
;**************************** _updateBullet ***************************
;Name Addr/Register Size Type
;_bullet_data IMPORT 258 variable
;_gfx_Sprite IMPORT ----- function
;_abs IMPORT ----- function
;_speed STATIC 4 variable
;_bullets STATIC 85 variable
;G_9 IX-12 3 variable
;G_6 IX-9 3 variable
;G_10 IX-6 3 variable
;G_7 IX-3 3 variable
;i IX+6 3 parameter
; Stack Frame Size: 39 (bytes)
; Spill Code: 0 (instruction)
SEGMENT BSS
_baddieSpawned:
DS 3
_baddies:
DS 204
SEGMENT CODE
_spawnBaddie:
LD HL,-6
CALL __frameset
LD BC,0
LD (_i),BC
JR L_23
L_21:
LD HL,(_i)
LD A,17
CALL __imul_b
LD (IX+-3),HL
LD BC,_baddies
ADD HL,BC
LD IY,HL
LD A,(IY+0)
CP A,1
JR NZ,L_22
LD HL,(IX+-3)
ADD HL,BC
LD (IX+-6),HL
LD BC,(IX+6)
LD A,(IX+9)
LD IY,(IX+-6)
LD (IY+1),BC
LD (IY+4),A
LD BC,(IX+12)
LD A,(IX+15)
LD (IY+5),BC
LD (IY+8),A
LD (IY+0),0
LD HL,1
JR L_25
L_22:
LD BC,(_i)
INC BC
LD (_i),BC
L_23:
LD BC,12
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_21
OR A,A
SBC HL,HL
L_25:
LD SP,IX
POP IX
RET
;**************************** _spawnBaddie ***************************
;Name Addr/Register Size Type
;_baddies STATIC 204 variable
;_i STATIC 3 variable
;G_12 IX-3 3 variable
;posY IX+12 4 parameter
;posX IX+6 4 parameter
; Stack Frame Size: 24 (bytes)
; Spill Code: 0 (instruction)
_updateBaddie:
LD HL,-30
CALL __frameset
LD HL,(IX+6)
LD A,17
CALL __imul_b
LD (IX+-3),HL
LD BC,_baddies
ADD HL,BC
LD (IX+-9),HL
LD IY,(IX+-9)
LD A,(IY+0)
OR A,A
JR NZ,L_32
LD IY,(IX+-9)
LD BC,(IY+1)
LD A,(IY+4)
OR A,A
SBC HL,HL
LD E,194
CALL __fcmp
JP P,L_30
LD BC,(IX+-3)
LD (IX+-12),BC
LD HL,(IX+-3)
LD BC,_baddies
ADD HL,BC
LD (IX+-18),HL
LD IY,(IX+-18)
LEA BC,IY+1
LD (IX+-15),BC
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-15)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fsub
LD (IY+0),BC
LD (IY+3),A
LD HL,(IY+0)
LD E,(IY+3)
LD IY,(IX+-18)
LD BC,(IY+9)
LD A,(IY+12)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
JP P,L_27
LD BC,(IX+-3)
LD (IX+-12),BC
LD HL,(IX+-3)
LD BC,_baddies
ADD HL,BC
LD (IX+-21),HL
LD IY,(IX+-21)
LD HL,(IY+5)
LD E,(IY+8)
LD BC,(IY+13)
LD A,(IY+16)
CALL __fsub
CALL __ftol
PUSH BC
CALL _abs
POP BC
LD BC,1
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_28
L_27:
LD BC,(IX+-12)
LD (IX+-6),BC
LD HL,BC
LD BC,_baddies
ADD HL,BC
LD (IX+-27),HL
LD IY,(IX+-27)
LEA BC,IY+1
LD (IX+-24),BC
LD IY,(IX+-24)
LD BC,(IY+4)
LD A,(IY+7)
CALL __ftol
PUSH BC
LD BC,(IY+0)
LD A,(IY+3)
CALL __ftol
PUSH BC
LD BC,_baddie_data
PUSH BC
CALL _gfx_Sprite
POP BC
POP BC
POP BC
LD HL,(IX+-6)
LD BC,_baddies
ADD HL,BC
LD (IX+-30),HL
LD IY,(IX+-30)
LD BC,(IY+1)
LD A,(IY+4)
LD (IY+9),BC
LD (IY+12),A
LD BC,(IY+5)
LD A,(IY+8)
LD (IY+13),BC
LD (IY+16),A
L_28:
LD HL,1
JR L_33
L_30:
LD IY,(IX+-9)
LD (IY+0),1
LD HL,1
JR L_33
L_32:
OR A,A
SBC HL,HL
L_33:
LD SP,IX
POP IX
RET
;**************************** _updateBaddie ***************************
;Name Addr/Register Size Type
;_baddie_data IMPORT 1026 variable
;_gfx_Sprite IMPORT ----- function
;_abs IMPORT ----- function
;_speed STATIC 4 variable
;_baddies STATIC 204 variable
;G_17 IX-12 3 variable
;G_14 IX-9 3 variable
;G_18 IX-6 3 variable
;G_15 IX-3 3 variable
;i IX+6 3 parameter
; Stack Frame Size: 39 (bytes)
; Spill Code: 0 (instruction)
SEGMENT DATA
_distance:
DF 0.0
SEGMENT BSS
_difference:
DS 8
_a:
DS 3
SEGMENT CODE
_checkCollision:
LD HL,-42
CALL __frameset
LD BC,0
LD (_i),BC
JR L_47
L_45:
LD BC,0
LD (_a),BC
JR L_41
L_39:
LD HL,(_i)
LD A,17
CALL __imul_b
LD BC,_baddies
ADD HL,BC
LD (IX+-12),HL
LD HL,(_a)
LD A,17
CALL __imul_b
LD BC,_bullets
ADD HL,BC
LD (IX+-9),HL
LD IY,(IX+-12)
LD BC,(IY+1)
LD A,(IY+4)
LD HL,8388608
LD E,65
CALL __fadd
LD (IX+-25),BC
LD IY,(IX+-9)
LD BC,(IY+1)
LD (IX+-26),A
LD A,(IY+4)
OR A,A
SBC HL,HL
LD E,65
CALL __fadd
LD E,A
LD HL,BC
LD BC,(IX+-25)
LD A,(IX+-26)
CALL __fsub
LD (_difference),BC
LD (_difference+3),A
LD IY,(IX+-12)
LD BC,(IY+5)
LD A,(IY+8)
LD HL,8388608
LD E,65
CALL __fadd
LD (IX+-29),BC
LD IY,(IX+-9)
LD BC,(IY+5)
LD (IX+-30),A
LD A,(IY+8)
OR A,A
SBC HL,HL
LD E,65
CALL __fadd
LD E,A
LD HL,BC
LD BC,(IX+-29)
LD A,(IX+-30)
CALL __fsub
LD IY,_difference
LD (IY+4),BC
LD (IY+7),A
LD C,64
LD B,0
PUSH BC
LD A,(_difference+3)
LD C,A
LD DE,0
PUSH DE
PUSH BC
LD BC,(_difference)
PUSH BC
CALL _pow
LD (IX+-21),HL
LD H,0
POP BC
POP BC
POP BC
POP BC
LD (IX+-22),E
LD C,64
LD B,0
PUSH BC
LD BC,0
PUSH BC
LD IY,_difference
LD BC,(IY+4)
LD A,(IY+7)
LD L,A
PUSH HL
PUSH BC
CALL _pow
POP BC
POP BC
POP BC
POP BC
LD A,(IX+-22)
LD BC,(IX+-21)
CALL __fadd
LD DE,BC
LD C,A
LD B,0
PUSH BC
PUSH DE
CALL _sqrt
POP BC
POP BC
LD (_distance),HL
LD A,E
LD (_distance+3),A
LD HL,(_i)
LD A,17
CALL __imul_b
LD BC,_baddies
ADD HL,BC
LD (IX+-3),HL
LD IY,(IX+-3)
LD A,(IY+0)
OR A,A
JR NZ,L_40
LD HL,(_a)
LD A,17
CALL __imul_b
LD BC,_bullets
ADD HL,BC
LD (IX+-6),HL
LD IY,(IX+-6)
LD A,(IY+0)
OR A,A
JR NZ,L_40
LD HL,3145728
LD E,65
LD BC,(_distance)
LD A,(_distance+3)
CALL __fcmp
JP M,L_40
LD A,1
LD IY,(IX+-6)
LD (IY+0),A
LD IY,(IX+-3)
LD (IY+0),A
L_40:
LD BC,(_a)
INC BC
LD (_a),BC
L_41:
LD BC,4
LD HL,(_a)
OR A,A
SBC HL,BC
JP M,L_39
LD HL,(_i)
LD A,17
CALL __imul_b
LD BC,_baddies
ADD HL,BC
LD (IX+-18),HL
LD BC,_player
LD (IX+-15),BC
LD IY,(IX+-18)
LD BC,(IY+1)
LD A,(IY+4)
LD HL,8388608
LD E,65
CALL __fadd
LD (IX+-37),BC
LD IY,(IX+-15)
LD BC,(IY+0)
LD (IX+-38),A
LD A,(IY+3)
LD HL,8388608
LD E,65
CALL __fadd
LD E,A
LD HL,BC
LD BC,(IX+-37)
LD A,(IX+-38)
CALL __fsub
LD (_difference),BC
LD (_difference+3),A
LD IY,(IX+-18)
LD BC,(IY+5)
LD A,(IY+8)
LD HL,8388608
LD E,65
CALL __fadd
LD (IX+-41),BC
LD IY,(IX+-15)
LD BC,(IY+4)
LD (IX+-42),A
LD A,(IY+7)
LD HL,8388608
LD E,65
CALL __fadd
LD E,A
LD HL,BC
LD BC,(IX+-41)
LD A,(IX+-42)
CALL __fsub
LD IY,_difference
LD (IY+4),BC
LD (IY+7),A
LD C,64
LD B,0
PUSH BC
LD A,(_difference+3)
LD C,A
LD DE,0
PUSH DE
PUSH BC
LD BC,(_difference)
PUSH BC
CALL _pow
LD (IX+-33),HL
LD H,0
POP BC
POP BC
POP BC
POP BC
LD (IX+-34),E
LD C,64
LD B,0
PUSH BC
LD BC,0
PUSH BC
LD IY,_difference
LD BC,(IY+4)
LD A,(IY+7)
LD L,A
PUSH HL
PUSH BC
CALL _pow
POP BC
POP BC
POP BC
POP BC
LD A,(IX+-34)
LD BC,(IX+-33)
CALL __fadd
LD DE,BC
LD C,A
LD B,0
PUSH BC
PUSH DE
CALL _sqrt
POP BC
POP BC
LD (_distance),HL
LD A,E
LD (_distance+3),A
LD BC,(_i)
INC BC
LD (_i),BC
L_47:
LD BC,11
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_45
LD SP,IX
POP IX
RET
;**************************** _checkCollision ***************************
;Name Addr/Register Size Type
;_player STATIC 16 variable
;_distance STATIC 4 variable
;_pow IMPORT ----- function
;_sqrt IMPORT ----- function
;_difference STATIC 8 variable
;_bullets STATIC 85 variable
;_baddies STATIC 204 variable
;_a STATIC 3 variable
;_i STATIC 3 variable
;G_21 IX-6 3 variable
;G_22 IX-3 3 variable
; Stack Frame Size: 48 (bytes)
; Spill Code: 0 (instruction)
_handleInput:
LD HL,-21
CALL __frameset
CALL _kb_Scan
LD A,(16056350)
AND A,1
JR Z,L_53
LD BC,_player
LD (IX+-3),BC
LD IY,(IX+-3)
LD HL,(IY+4)
LD E,(IY+7)
LD BC,5242880
LD A,67
CALL __fcmp
JP P,L_53
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-3)
LD BC,(IY+4)
LD E,A
LD A,(IY+7)
CALL __fadd
LD (IY+4),BC
LD (IY+7),A
L_53:
LD A,(16056350)
AND A,8
JR Z,L_56
LD BC,_player
LD (IX+-6),BC
LD IY,(IX+-6)
LD BC,(IY+4)
LD A,(IY+7)
OR A,A
SBC HL,HL
LD E,0
CALL __fcmp
JP P,L_56
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-6)
LD BC,(IY+4)
LD E,A
LD A,(IY+7)
CALL __fsub
LD (IY+4),BC
LD (IY+7),A
L_56:
LD A,(16056350)
AND A,2
JR Z,L_59
LD BC,_player
LD (IX+-9),BC
LD IY,(IX+-9)
LD BC,(IY+0)
LD A,(IY+3)
OR A,A
SBC HL,HL
LD E,0
CALL __fcmp
JP P,L_59
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-9)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fsub
LD (IY+0),BC
LD (IY+3),A
L_59:
LD A,(16056350)
AND A,4
JR Z,L_62
LD BC,_player
LD (IX+-12),BC
LD IY,(IX+-12)
LD HL,(IY+0)
LD E,(IY+3)
LD BC,9437184
LD A,67
CALL __fcmp
JP P,L_62
LD HL,(_speed)
LD A,(_speed+3)
LD IY,(IX+-12)
LD BC,(IY+0)
LD E,A
LD A,(IY+3)
CALL __fadd
LD (IY+0),BC
LD (IY+3),A
L_62:
LD A,(16056338)
AND A,32
JR Z,L_64
LD HL,(_bulletSpawned)
CALL __icmpzero
JR NZ,L_64
LD BC,_player
LD (IX+-15),BC
LD IY,(IX+-15)
LD BC,(IY+4)
LD A,(IY+7)
OR A,A
SBC HL,HL
LD E,65
CALL __fadd
LD (IX+-21),BC ; spill
LD C,A
LD HL,8388608
LD E,65
LD B,0
PUSH BC
LD (IX+-18),HL ; spill
LD HL,(IX+-21) ; unspill
PUSH HL
LD HL,(IX+-18) ; unspill
LD BC,(IY+0)
LD A,(IY+3)
CALL __fadd
LD DE,BC
LD C,A
LD B,0
PUSH BC
PUSH DE
CALL _spawnBullet
POP BC
POP BC
POP BC
POP BC
LD BC,1
LD (_bulletSpawned),BC
L_64:
LD A,(16056338)
CP A,32
JR Z,L_67
LD BC,0
LD (_bulletSpawned),BC
L_67:
LD A,(16056338)
AND A,64
JR Z,L_69
LD HL,(_baddieSpawned)
CALL __icmpzero
JR NZ,L_69
CALL _random
LD BC,209
CALL __iremu
LD BC,HL
XOR A,A
CALL __ultof
LD DE,BC
LD C,A
LD B,0
PUSH BC
PUSH DE
LD C,67
PUSH BC
LD BC,11534336
PUSH BC
CALL _spawnBaddie
POP BC
POP BC
POP BC
POP BC
LD BC,1
LD (_baddieSpawned),BC
L_69:
LD A,(16056338)
CP A,64
JR Z,L_70
LD BC,0
LD (_baddieSpawned),BC
; 1 // Libraries lol
; 2 #include <stddef.h>
; 3 #include <stdint.h>
; 4 #include <tice.h>
; 5 #include <math.h>
; 6 #include <stdio.h>
; 7 #include <stdlib.h>
; 8 #include <string.h>
; 9 #include <assert.h>
; 10 #include <debug.h>
; 11 #include <graphx.h>
; 12
; 13 // Graphics
; 14 #include "gfx/sprites.h"
; 15
; 16 // set global vars
; 17 const int bulletAmount = 5;
; 18 const int baddieAmount = 12;
; 19 int spriteActive = 0;
; 20 int gamestate = 0;
; 21 float speed = 0.5;
; 22 int i;
; 23 float t;
; 24 float dt;
; 25
; 26 // Include entity headers
; 27 #include "player.h"
; 28 #include "bullet.h"
; 29 #include "baddie.h"
; 30 #include "collision.h"
; 31 #include "controls.h"
; 32
; 33 void setup()
; 34 {
; 35 boot_Set48MHzModeI();
; 36
; 37 /* Initialize the 8bpp graphics */
; 38 gfx_Begin();
; 39
; 40 /* Set up the palette for our sprites */
; 41 gfx_SetPalette(sprites_pal, sizeof_sprites_pal, 0);
; 42
; 43 // Clear screen
; 44 gfx_FillScreen(01);
; 45
; 46 // Player starting position
; 47 player.pos.x = 10;
; 48 player.pos.y = 136;
; 49 player.oldPos.x = 10;
; 50 player.oldPos.y = 10;
; 51
; 52 // Reset all bullets
; 53 for (i = 0; i < bulletAmount; i++)
; 54 {
; 55 bullets[i].dead = true;
; 56 bullets[i].pos.x = 0;
; 57 bullets[i].pos.y = 0;
; 58 }
; 59
; 60 // Reset all baddies
; 61 for (i = 0; i < baddieAmount; i++)
; 62 {
; 63 baddies[i].dead = true;
; 64 baddies[i].pos.x = 0;
; 65 baddies[i].pos.y = 0;
; 66 }
; 67 }
; 68
; 69 void main(void)
; 70 {
; 71 setup();
; 72 do
; 73 {
L_70:
LD SP,IX
POP IX
RET
;**************************** _handleInput ***************************
;Name Addr/Register Size Type
;_random IMPORT ----- function
;_baddieSpawned STATIC 3 variable
;_bulletSpawned STATIC 3 variable
;_speed STATIC 4 variable
;_player STATIC 16 variable
;_kb_Scan IMPORT ----- function
;G_27 IX-12 3 variable
;G_26 IX-9 3 variable
;G_25 IX-6 3 variable
;G_24 IX-3 3 variable
; Stack Frame Size: 27 (bytes)
; Spill Code: 0 (instruction)
_setup:
LD HL,-12
CALL __frameset
CALL _boot_Set48MHzModeI
CALL _gfx_Begin
LD BC,0
PUSH BC
LD BC,26
PUSH BC
LD BC,_sprites_pal
PUSH BC
CALL _gfx_SetPalette
POP BC
POP BC
POP BC
LD BC,1
PUSH BC
CALL _gfx_FillScreen
POP BC
LD BC,_player
LD (IX+-6),BC
LD IY,(IX+-6)
LD BC,2097152
LD (IY+0),BC
LD A,65
LD (IY+3),A
LD BC,524288
LD (IY+4),BC
LD (IY+7),67
LD BC,_player+8
LD (IX+-3),BC
LD IY,(IX+-3)
LD BC,2097152
LD (IY+0),BC
LD (IY+3),A
LD (IY+4),BC
LD (IY+7),A
LD BC,0
LD (_i),BC
JR L_74
L_72:
LD HL,(_i)
LD A,17
CALL __imul_b
LD BC,_bullets
ADD HL,BC
LD (IX+-9),HL
LD IY,(IX+-9)
LD (IY+0),1
LD BC,0
LD (IY+1),BC
LD (IY+4),0
LD (IY+5),BC
LD (IY+8),0
LD BC,(_i)
INC BC
LD (_i),BC
L_74:
LD BC,5
LD HL,(_i)
OR A,A
SBC HL,BC
JP M,L_72
LD BC,0
LD (_i),BC
JR L_78
L_76:
LD HL,(_i)
LD A,17
CALL __imul_b
LD BC,_baddies
ADD HL,BC
LD (IX+-12),HL
LD IY,(IX+-12)
LD (IY+0),1
LD BC,0
LD (IY+1),BC
LD (IY+4),0
LD (IY+5),BC
LD (IY+8),0
LD BC,(_i)
INC BC
LD (_i),BC
L_78:
LD BC,12
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_76
LD SP,IX
POP IX
RET
;**************************** _setup ***************************
;Name Addr/Register Size Type
;_baddies STATIC 204 variable
;_bullets STATIC 85 variable
;_i STATIC 3 variable
;_player STATIC 16 variable
;_gfx_FillScreen IMPORT ----- function
;_sprites_pal IMPORT 26 variable
;_gfx_SetPalette IMPORT ----- function
;_gfx_Begin IMPORT ----- function
;_boot_Set48MHzModeI IMPORT ----- function
; Stack Frame Size: 18 (bytes)
; Spill Code: 0 (instruction)
_main:
CALL _setup
L_93:
; 74
; 75 // Handle user input
; 76 handleInput();
CALL _handleInput
; 77
; 78 // Move all alive bullets
; 79 for (i = 0; i < bulletAmount; i++)
LD BC,0
LD (_i),BC
JR L_85
L_83:
; 80 {
; 81 if (updateBullet(i) == 1)
LD BC,(_i)
PUSH BC
CALL _updateBullet
POP BC
LD BC,1
OR A,A
SBC HL,BC
JR NZ,L_84
; 82 {
; 83 spriteActive = 1;
LD (_spriteActive),BC
; 84 }
; 85 }
L_84:
LD BC,(_i)
INC BC
LD (_i),BC
L_85:
LD BC,5
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_83
; 86
; 87 // Move all alive baddies
; 88 for (i = 0; i < baddieAmount; i++)
LD BC,0
LD (_i),BC
JR L_90
L_88:
; 89 {
; 90 if (updateBaddie(i) == 1)
LD BC,(_i)
PUSH BC
CALL _updateBaddie
POP BC
LD BC,1
OR A,A
SBC HL,BC
JR NZ,L_89
; 91 {
; 92 spriteActive = 1;
LD (_spriteActive),BC
; 93 }
; 94
; 95 }
L_89:
LD BC,(_i)
INC BC
LD (_i),BC
L_90:
LD BC,12
LD HL,(_i)
OR A,A
SBC HL,BC
CALL __setflag
JP M,L_88
; 96
; 97 checkCollision();
CALL _checkCollision
; 98
; 99 // Redraw player if position has changed or if a bullet has been fired
; 100 updatePlayer(spriteActive);
LD BC,(_spriteActive)
PUSH BC
CALL _updatePlayer
POP BC
; 101
; 102 } while (kb_Data[6] != kb_Enter);
LD A,(16056348)
CP A,1
JR NZ,L_93
; 103
; 104 // Close the graphics
; 105 gfx_End();
CALL _gfx_End
RET
;**************************** _main ***************************
;Name Addr/Register Size Type
;_gfx_End IMPORT ----- function
;_spriteActive STATIC 3 variable
;_i STATIC 3 variable
; Stack Frame Size: 6 (bytes)
; Spill Code: 0 (instruction)
XREF _kb_Scan:ROM
XREF _sprites_pal:ROM
XREF _baddie_data:ROM
XREF _bullet_data:ROM
XREF _spaceship_data:ROM
XREF _gfx_Sprite:ROM
XREF _gfx_FillScreen:ROM
XREF _gfx_SetPalette:ROM
XREF _gfx_End:ROM
XREF _gfx_Begin:ROM
XREF _abs:ROM
XREF _sqrt:ROM
XREF _pow:ROM
XREF _boot_Set48MHzModeI:ROM
XREF _random:ROM
XREF __iremu:ROM
XREF __fadd:ROM
XREF __fsub:ROM
XREF __fcmp:ROM
XREF __ftol:ROM
XREF __ultof:ROM
XREF __frameset:ROM
XREF __setflag:ROM
XREF __icmpzero:ROM
XREF __imul_b:ROM
XDEF _main
XDEF _setup
XDEF _handleInput
XDEF _checkCollision
XDEF _a
XDEF _difference
XDEF _distance
XDEF _updateBaddie
XDEF _spawnBaddie
XDEF _baddies
XDEF _baddieSpawned
XDEF _updateBullet
XDEF _spawnBullet
XDEF _bullets
XDEF _bulletSpawned
XDEF _updatePlayer
XDEF _player
XDEF _dt
XDEF _t
XDEF _i
XDEF _speed
XDEF _gamestate
XDEF _spriteActive
XDEF _baddieAmount
XDEF _bulletAmount
END