734 lines
14 KiB
Plaintext
734 lines
14 KiB
Plaintext
; Zilog eZ80 ANSI C Compiler Release 3.4
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; -optsize -noreduceopt -nomodsect -peephole -globalopt
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; -localcse -const=ROM
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FILE "SRC\MAIN.C"
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.assume ADL=1
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SEGMENT BSS
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_key:
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DS 1
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SEGMENT DATA
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_speed:
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DF 0.5
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SEGMENT BSS
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_i:
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DS 3
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_bulletSpawned:
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DS 3
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_baddieSpawned:
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DS 3
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SEGMENT DATA
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_gameloop:
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DW 0
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DB 0
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SEGMENT BSS
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_player:
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DS 16
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SEGMENT CODE
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_updatePlayer:
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LD HL,-3
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CALL __frameset
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LD BC,_player
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LD (IX+-3),BC
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LD HL,(IX+6)
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LD E,(IX+9)
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LD IY,(IX+-3)
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LD BC,(IY+0)
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LD A,(IY+3)
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CALL __fadd
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LD (IY+0),BC
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LD (IY+3),A
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LD HL,(IX+12)
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LD E,(IX+15)
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LD BC,(IY+4)
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LD A,(IY+7)
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CALL __fadd
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LD (IY+4),BC
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LD (IY+7),A
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LD SP,IX
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POP IX
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RET
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;**************************** _updatePlayer ***************************
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;Name Addr/Register Size Type
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;_player STATIC 16 variable
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;dy IX+12 4 parameter
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;dx IX+6 4 parameter
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; Stack Frame Size: 21 (bytes)
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; Spill Code: 0 (instruction)
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SEGMENT BSS
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_bullets:
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DS 45
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SEGMENT CODE
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_spawnBullet:
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LD HL,-6
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CALL __frameset
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LD BC,1
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LD HL,(_gameloop)
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OR A,A
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SBC HL,BC
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JR NZ,L_8
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LD BC,0
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LD (_i),BC
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JR L_5
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L_3:
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LD HL,(_i)
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LD A,9
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CALL __imul_b
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LD (IX+-3),HL
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LD BC,_bullets
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ADD HL,BC
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LD IY,HL
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LD A,(IY+0)
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CP A,1
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JR NZ,L_4
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LD HL,(IX+-3)
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ADD HL,BC
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LD (IX+-6),HL
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LD BC,(IX+6)
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LD A,(IX+9)
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LD IY,(IX+-6)
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LD (IY+1),BC
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LD (IY+4),A
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LD BC,(IX+12)
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LD A,(IX+15)
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LD (IY+5),BC
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LD (IY+8),A
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LD (IY+0),0
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LD HL,1
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JR L_9
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L_4:
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LD BC,(_i)
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INC BC
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LD (_i),BC
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L_5:
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LD BC,5
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LD HL,(_i)
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OR A,A
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SBC HL,BC
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CALL __setflag
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JP M,L_3
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LD HL,1
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JR L_9
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L_8:
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OR A,A
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SBC HL,HL
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L_9:
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LD SP,IX
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POP IX
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RET
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;**************************** _spawnBullet ***************************
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;Name Addr/Register Size Type
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;_bullets STATIC 45 variable
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;_i STATIC 3 variable
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;_gameloop STATIC 3 variable
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;G_0 IX-3 3 variable
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;posY IX+12 4 parameter
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;posX IX+6 4 parameter
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; Stack Frame Size: 24 (bytes)
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; Spill Code: 0 (instruction)
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_updateBullets:
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LD HL,-12
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CALL __frameset
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LD BC,0
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LD (_i),BC
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JR L_16
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L_14:
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LD HL,(_i)
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LD A,9
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CALL __imul_b
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LD (IX+-3),HL
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LD BC,_bullets
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ADD HL,BC
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LD (IX+-6),HL
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LD IY,(IX+-6)
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LD A,(IY+0)
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OR A,A
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JR NZ,L_15
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LD IY,(IX+-6)
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LD HL,(IY+1)
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LD E,(IY+4)
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LD BC,11010048
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LD A,67
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CALL __fcmp
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JP P,L_12
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LD BC,_bullets
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LD HL,(IX+-3)
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ADD HL,BC
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LD (IX+-12),HL
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LD IY,(IX+-12)
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LEA BC,IY+1
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LD (IX+-9),BC
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LD HL,(_speed)
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LD A,(_speed+3)
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LD IY,(IX+-9)
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LD BC,(IY+0)
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LD E,A
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LD A,(IY+3)
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CALL __fadd
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LD (IY+0),BC
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LD (IY+3),A
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LD BC,(IY+4)
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LD A,(IY+7)
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CALL __ftol
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PUSH BC
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LD BC,(IY+0)
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LD A,(IY+3)
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CALL __ftol
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PUSH BC
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LD BC,_bullet_data
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PUSH BC
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CALL _gfx_Sprite
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POP BC
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POP BC
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POP BC
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JR L_15
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L_12:
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LD IY,(IX+-6)
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LD (IY+0),1
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L_15:
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LD BC,(_i)
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INC BC
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LD (_i),BC
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L_16:
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LD BC,45
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LD HL,(_i)
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OR A,A
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SBC HL,BC
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JR C,L_14
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LD SP,IX
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POP IX
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RET
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;**************************** _updateBullets ***************************
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;Name Addr/Register Size Type
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;_bullet_data IMPORT 258 variable
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;_gfx_Sprite IMPORT ----- function
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;_speed STATIC 4 variable
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;_bullets STATIC 45 variable
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;_i STATIC 3 variable
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;G_1 IX-6 3 variable
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;G_2 IX-3 3 variable
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; Stack Frame Size: 18 (bytes)
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; Spill Code: 0 (instruction)
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SEGMENT BSS
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_baddies:
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DS 288
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SEGMENT CODE
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; 1 // Libraries lol
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; 2 #include <stddef.h>
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; 3 #include <stdint.h>
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; 4 #include <tice.h>
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; 5 #include <math.h>
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; 6 #include <stdio.h>
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; 7 #include <stdlib.h>
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; 8 #include <string.h>
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; 9 #include <assert.h>
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; 10 #include <debug.h>
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; 11 #include <graphx.h>
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; 12 #include <keypadc.h>
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; 13
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; 14 // Graphics
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; 15 #include "gfx/sprites.h"
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; 16
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; 17 // set global vars
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; 18 kb_key_t key;
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; 19 float speed = 0.5;
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; 20 int i;
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; 21 int bulletSpawned;
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; 22 int baddieSpawned;
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; 23 int gameloop = 0;
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; 24
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; 25 // Include entity headers
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; 26 #include "player.h"
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; 27 #include "bullet.h"
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; 28 #include "baddie.h"
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; 29
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; 30 void setup() {
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_setup:
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LD HL,-9
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CALL __frameset
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; 31 boot_Set48MHzModeI();
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CALL _boot_Set48MHzModeI
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; 32
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; 33 /* Initialize the 8bpp graphics */
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; 34 gfx_Begin();
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CALL _gfx_Begin
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; 35 dbg_sprintf(dbgout, "This is the start of a CEmu debugging test\n");
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; 36 dbg_Debugger();
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; 37
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; 38 /* Set up the palette for our sprites */
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; 39 gfx_SetPalette(sprites_pal, sizeof_sprites_pal, 0);
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LD BC,0
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PUSH BC
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LD BC,18
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PUSH BC
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LD BC,_sprites_pal
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PUSH BC
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CALL _gfx_SetPalette
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POP BC
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POP BC
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POP BC
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; 40
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; 41 // Clear screen
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; 42 gfx_FillScreen(02);
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LD BC,2
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PUSH BC
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CALL _gfx_FillScreen
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POP BC
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; 43
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; 44 // Player starting position
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; 45 player.pos.x = 10;
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LD BC,_player
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LD (IX+-6),BC
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LD IY,(IX+-6)
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LD BC,2097152
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LD (IY+0),BC
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LD A,65
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LD (IY+3),A
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; 46 player.pos.y = 136;
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LD BC,524288
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LD (IY+4),BC
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LD (IY+7),67
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; 47 player.oldPos.x = 10;
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LD BC,_player+8
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LD (IX+-3),BC
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LD IY,(IX+-3)
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LD BC,2097152
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LD (IY+0),BC
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LD (IY+3),A
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; 48 player.oldPos.y = 10;
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LD (IY+4),BC
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LD (IY+7),A
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; 49
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; 50 // Reset all bullets
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; 51 for (i = 0; i < 5; i++)
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LD BC,0
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LD (_i),BC
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JR L_23
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L_21:
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; 52 {
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; 53 bullets[i].dead = true;
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LD HL,(_i)
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LD A,9
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CALL __imul_b
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LD BC,_bullets
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ADD HL,BC
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LD (IX+-9),HL
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LD IY,(IX+-9)
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LD (IY+0),1
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; 54 bullets[i].pos.x = 0;
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LD BC,0
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LD (IY+1),BC
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LD (IY+4),0
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; 55 bullets[i].pos.y = 0;
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LD (IY+5),BC
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LD (IY+8),0
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LD BC,(_i)
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INC BC
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LD (_i),BC
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; 56 }
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L_23:
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LD BC,5
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LD HL,(_i)
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OR A,A
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SBC HL,BC
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JP M,L_21
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; 57 }
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LD SP,IX
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POP IX
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RET
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;**************************** _setup ***************************
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;Name Addr/Register Size Type
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;_bullets STATIC 45 variable
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;_i STATIC 3 variable
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;_player STATIC 16 variable
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;_gfx_FillScreen IMPORT ----- function
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;_sprites_pal IMPORT 18 variable
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;_gfx_SetPalette IMPORT ----- function
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;_gfx_Begin IMPORT ----- function
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;_boot_Set48MHzModeI IMPORT ----- function
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; Stack Frame Size: 15 (bytes)
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; Spill Code: 0 (instruction)
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; 58
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; 59 void main(void) {
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_main:
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LD HL,-39
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CALL __frameset
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; 60 setup();
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CALL _setup
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; 61 gameloop = 1;
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LD BC,1
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LD (_gameloop),BC
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; 62 do {
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L_45:
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; 63 // Scan keyboard for button presses
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; 64 kb_Scan();
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CALL _kb_Scan
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; 65
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; 66 // Move all alive bullets
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; 67 updateBullets();
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CALL _updateBullets
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; 68
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; 69 // set key to keyboard memory adress row 7
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; 70 key = kb_Data[7];
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LD A,(16056350)
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LD (_key),A
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; 71
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; 72 // Move player
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; 73 //// Down
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; 74 if (key & kb_Down) {
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AND A,1
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JR Z,L_29
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; 75 if (!(player.pos.y >= (LCD_HEIGHT - 32))) {
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LD BC,_player
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LD (IX+-21),BC
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LD IY,(IX+-21)
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LD HL,(IY+4)
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LD E,(IY+7)
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LD BC,5242880
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LD A,67
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CALL __fcmp
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JP P,L_29
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; 76 player.pos.y += speed;
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LD HL,(_speed)
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LD A,(_speed+3)
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LD IY,(IX+-21)
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LD BC,(IY+4)
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LD E,A
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LD A,(IY+7)
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CALL __fadd
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LD (IY+4),BC
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LD (IY+7),A
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; 77 }
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; 78 }
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L_29:
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; 79 //// Up
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; 80 if (key & kb_Up) {
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LD A,(_key)
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AND A,8
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JR Z,L_32
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; 81 if (!(player.pos.y <= 0)) {
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LD BC,_player
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LD (IX+-6),BC
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LD IY,(IX+-6)
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LD BC,(IY+4)
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LD A,(IY+7)
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OR A,A
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SBC HL,HL
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LD E,0
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CALL __fcmp
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JP P,L_32
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; 82 player.pos.y -= speed;
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LD HL,(_speed)
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LD A,(_speed+3)
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LD IY,(IX+-6)
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LD BC,(IY+4)
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LD E,A
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LD A,(IY+7)
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CALL __fsub
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LD (IY+4),BC
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LD (IY+7),A
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; 83 }
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; 84 }
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L_32:
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; 85 //// Left
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; 86 if (key & kb_Left) {
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LD A,(_key)
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AND A,2
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JR Z,L_35
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; 87 if (!(player.pos.x <= 0)) {
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LD BC,_player
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LD (IX+-9),BC
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LD IY,(IX+-9)
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LD BC,(IY+0)
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LD A,(IY+3)
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OR A,A
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SBC HL,HL
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LD E,0
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CALL __fcmp
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JP P,L_35
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; 88 player.pos.x -= speed;
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LD HL,(_speed)
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LD A,(_speed+3)
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LD IY,(IX+-9)
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LD BC,(IY+0)
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LD E,A
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LD A,(IY+3)
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CALL __fsub
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LD (IY+0),BC
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LD (IY+3),A
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; 89 }
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; 90 }
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L_35:
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; 91 //// Right
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; 92 if (key & kb_Right) {
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LD A,(_key)
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AND A,4
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JR Z,L_38
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; 93 if (!(player.pos.x >= (LCD_WIDTH - 32))) {
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LD BC,_player
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LD (IX+-12),BC
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LD IY,(IX+-12)
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LD HL,(IY+0)
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LD E,(IY+3)
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LD BC,9437184
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LD A,67
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CALL __fcmp
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JP P,L_38
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; 94 player.pos.x += speed;
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LD HL,(_speed)
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LD A,(_speed+3)
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LD IY,(IX+-12)
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LD BC,(IY+0)
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LD E,A
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LD A,(IY+3)
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CALL __fadd
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LD (IY+0),BC
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LD (IY+3),A
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; 95 }
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; 96 }
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L_38:
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; 97
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; 98 // Spawn bullet on 2nd press
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; 99 if (kb_Data[1] & kb_2nd) {
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LD A,(16056338)
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AND A,32
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JR Z,L_40
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; 100 // If bullet has already been spawned (You cannot hold the button)
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; 101 if (bulletSpawned == 0){
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LD HL,(_bulletSpawned)
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CALL __icmpzero
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JR NZ,L_40
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; 102 spawnBullet((player.pos.x + 16), (player.pos.y + 8));
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LD BC,_player
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LD (IX+-30),BC
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LD IY,(IX+-30)
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LD BC,(IY+4)
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LD A,(IY+7)
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OR A,A
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SBC HL,HL
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LD E,65
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CALL __fadd
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LD (IX+-39),BC ; spill
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LD C,A
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LD HL,8388608
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LD E,65
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LD B,0
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PUSH BC
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LD (IX+-36),HL ; spill
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LD HL,(IX+-39) ; unspill
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PUSH HL
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LD HL,(IX+-36) ; unspill
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LD BC,(IY+0)
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LD A,(IY+3)
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CALL __fadd
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LD DE,BC
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LD C,A
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LD B,0
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PUSH BC
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PUSH DE
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CALL _spawnBullet
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POP BC
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POP BC
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POP BC
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POP BC
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; 103 bulletSpawned = 1;
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LD BC,1
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LD (_bulletSpawned),BC
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; 104 }
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; 105 }
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L_40:
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; 106
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; 107 // Set bulletSpawned to false if button is let loose
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; 108 if (kb_Data[1] != kb_2nd){
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LD A,(16056338)
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CP A,32
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JR Z,L_44
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; 109 bulletSpawned = 0;
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LD BC,0
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LD (_bulletSpawned),BC
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; 110 }
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L_44:
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; 111
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; 112 // Redraw all sprites if player pos has changed or a bullet has been spawned
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; 113 if ( (abs(player.oldPos.x - player.pos.x) >= 1) || (abs(player.oldPos.y - player.pos.y) >= 1) || bulletSpawned == 1) {
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LD BC,_player+8
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LD (IX+-18),BC
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LD BC,_player
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LD (IX+-15),BC
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LD (IX+-24),BC
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|
LD BC,(IX+-18)
|
|
LD (IX+-27),BC
|
|
LD IY,(IX+-15)
|
|
LD HL,(IY+0)
|
|
LD E,(IY+3)
|
|
LD IY,(IX+-18)
|
|
LD BC,(IY+0)
|
|
LD A,(IY+3)
|
|
CALL __fsub
|
|
CALL __ftol
|
|
PUSH BC
|
|
CALL _abs
|
|
POP BC
|
|
LD BC,1
|
|
OR A,A
|
|
SBC HL,BC
|
|
JP P,L_43
|
|
LD BC,(IX+-15)
|
|
LD (IX+-24),BC
|
|
LD BC,(IX+-18)
|
|
LD (IX+-27),BC
|
|
LD IY,(IX+-15)
|
|
LD HL,(IY+4)
|
|
LD E,(IY+7)
|
|
LD IY,(IX+-18)
|
|
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_43
|
|
LD HL,(_bulletSpawned)
|
|
OR A,A
|
|
SBC HL,BC
|
|
JR NZ,L_46
|
|
L_43:
|
|
; 114 gfx_Sprite(spaceship, player.pos.x, player.pos.y);
|
|
LD BC,(IX+-24)
|
|
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
|
|
; 115 player.oldPos.x = player.pos.x;
|
|
LD BC,(IX+-27)
|
|
LD (IX+-33),BC
|
|
LD IY,(IX+-3)
|
|
LD BC,(IY+0)
|
|
LD A,(IY+3)
|
|
LD IY,(IX+-33)
|
|
LD (IY+0),BC
|
|
LD (IY+3),A
|
|
; 116 player.oldPos.y = player.pos.y;
|
|
LD IY,(IX+-3)
|
|
LD BC,(IY+4)
|
|
LD A,(IY+7)
|
|
LD IY,(IX+-33)
|
|
LD (IY+4),BC
|
|
LD (IY+7),A
|
|
; 117 }
|
|
; 118 } while (kb_Data[6] != kb_Enter);
|
|
L_46:
|
|
LD A,(16056348)
|
|
CP A,1
|
|
JR NZ,L_45
|
|
; 119
|
|
; 120 // Close the graphics
|
|
; 121 gfx_End();
|
|
CALL _gfx_End
|
|
LD SP,IX
|
|
POP IX
|
|
RET
|
|
|
|
|
|
;**************************** _main ***************************
|
|
;Name Addr/Register Size Type
|
|
;_gfx_End IMPORT ----- function
|
|
;_spaceship_data IMPORT 1026 variable
|
|
;_gfx_Sprite IMPORT ----- function
|
|
;_abs IMPORT ----- function
|
|
;_bulletSpawned STATIC 3 variable
|
|
;_speed STATIC 4 variable
|
|
;_player STATIC 16 variable
|
|
;_key STATIC 1 variable
|
|
;_kb_Scan IMPORT ----- function
|
|
;_gameloop STATIC 3 variable
|
|
;G_12 IX-27 3 variable
|
|
;G_10 IX-24 3 variable
|
|
;G_4 IX-21 3 variable
|
|
;G_8 IX-18 3 variable
|
|
;G_9 IX-15 3 variable
|
|
;G_7 IX-12 3 variable
|
|
;G_6 IX-9 3 variable
|
|
;G_5 IX-6 3 variable
|
|
;G_11 IX-3 3 variable
|
|
|
|
|
|
; Stack Frame Size: 45 (bytes)
|
|
; Spill Code: 0 (instruction)
|
|
|
|
|
|
XREF _sprites_pal:ROM
|
|
XREF _bullet_data:ROM
|
|
XREF _spaceship_data:ROM
|
|
XREF _kb_Scan: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 _boot_Set48MHzModeI:ROM
|
|
XREF __fadd:ROM
|
|
XREF __fsub:ROM
|
|
XREF __fcmp:ROM
|
|
XREF __ftol:ROM
|
|
XREF __frameset:ROM
|
|
XREF __setflag:ROM
|
|
XREF __icmpzero:ROM
|
|
XREF __imul_b:ROM
|
|
XDEF _main
|
|
XDEF _setup
|
|
XDEF _baddies
|
|
XDEF _updateBullets
|
|
XDEF _spawnBullet
|
|
XDEF _bullets
|
|
XDEF _updatePlayer
|
|
XDEF _player
|
|
XDEF _gameloop
|
|
XDEF _baddieSpawned
|
|
XDEF _bulletSpawned
|
|
XDEF _i
|
|
XDEF _speed
|
|
XDEF _key
|
|
END
|