total-carnage/SCORE.ASM

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**************************************************************
*
* Software: Mark Turmell
* Initiated: 7/17/90
*
* Modified: Shawn Liptak, 11/13/91 -Insert coin fix, clean up
*
* COPYRIGHT (C) 1991 WILLIAMS ELECTRONICS GAMES, INC.
*
*.Last mod - 11/13/91 21:55
**************************************************************
.FILE 'SCORE.ASM'
.TITLE 'SCORE STUFF'
.WIDTH 132
.OPTION B,D,L,T
.MNOLIST
.INCLUDE "MPROC.EQU" ;MPROC EQUATES
.INCLUDE "DISP.EQU" ;DISPLAY PROCESSOR EQUATES
.INCLUDE "\VIDEO\SYS\SYS.INC" ;ZUNIT SYSTEM EQUATES
.INCLUDE "\VIDEO\SYS\MACROS.HDR" ;MACROS, YEAH!
.INCLUDE "IMGTBL.GLO"
.INCLUDE "GAME.EQU"
.INCLUDE "LINK.EQU"
.include "shawn.hdr" ;Macros
;SOUNDS
.REF FREEMAN,CNTDOWN,CNTDWN2
;SYMBOLS EXTERNALLY DEFINED
.REF P1DATA,P2DATA,DMAQCUR,STATUS,QDMAFLG,DMAQ,CCCC,GET_CREDITS
.REF AUD1,GETFPAL
.REF AUTOEOFF,DMAWAIT,GAMERASE,CYCSPECT
.REF FON150,FON151,FON152,FON153,FON154,FON155,FON156,FON157
.REF FON158,FON159,GAMSTATE
.REF ONHEAD
.ref CR_STRTP,CR_CONTP
;SYMBOLS DEFINED IN THIS FILE
.DEF DRAW_SCORE,SCORE_FLAG,INIT_SCORE,BCDADD,SCORETYP,DMA_SCORE
.DEF SCRADD2,CNTDIG1,CNTDIG2,MSG_PROC2,STUFF_LVADDR,ONARRW,ARWOFF
.DEF DO_EXTRA
;UNINITIALIZED RAM DEFINITIONS
.BSS SCORETYP,16
.BSS SCORE_FLAG,16
.BSS CNTDIG1,16
.BSS CNTDIG2,16
.BSS ARWOFF,16 ;CNT DWN TO KILL ARROW OFF
;EQUATES FIRST ORIGINATED IN THIS FILE
SCRSPC .EQU 8 ;SPACER FOR DIGITS (INCLUDING DIGIT)
BPDMA1 .EQU 01
BPDMA2 .EQU 02
MSGSLP .EQU 0CH ;TIME FOR SCORE
MSGSLP2 .EQU 20H ;TIME FOR TEXT ON SCORE BOARD
.TEXT
**************************************************************************
DO_EXTRA
;EXTRA MAN
;A2 = P1DATA OR P2DATA
MMTM SP,A11
MOVE A2,A11
MOVE *A2(TEARNED),A4 ;BUMP STATISTIC OF MEN EARNED
INC A4
MOVE A4,*A2(TEARNED)
MOVE *A2(PLIVES),A4
INC A4
MOVE A4,*A2(PLIVES)
CALLR STUFF_LVADDR
MOVI FREEMAN,A0 ;SPEECH CALL
CALLA ONESND
MOVI YEAHHH,A0
CALLA ONESND
MOVI AUDEXTRA,A0
CALLA AUD1
MMFM SP,A11
RETS
YEAHHH .WORD >F9F0,>64,>80FE,0 ;RACKUP YEAHHH
LVS_TBL .LONG LV0,LV1,LV2,LV3,LV4,LV5,LV6,LV7,LV8,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
.LONG LV9,LV9,LV9,LV9,LV9
********************************
* BOTH PLAYERS ARE PLAYING!
* CHANGE MESSAGE ON HIS SCOREBOARD/PLUS STILL SHOW PLAYER SCORE!
* COLOR CYCLE IT
MSG_PROC2
SLEEP 90
CREATE0 CNTDWN
JRUC DO_TXT
********************************
* MSG_PROC - ALTERNATE BETWEEN PRESS START OR INSERT COIN AND OLD SCORE
* A11 = PTR TO PLAYER DATA STRUCTURE
MSG_PROC
move @SCORETYP,a0 ;Turn on plyrs score
movk 1,a1
cmpi P1DATA,a11
jreq mp30
movk 2,a1
mp30 or a1,a0
move a0,@SCORETYP
movi MSGSLP,a9 ;Leave score up for awhile
mplp1 SLEEPK 4
dsj a9,mplp1
DO_TXT move @SCORETYP,a0 ;Turn off plyrs score
movk 1,a1
cmpi P1DATA,a11
jreq mp70
movk 2,a1
mp70 andn a1,a0
move a0,@SCORETYP
movi MSGSLP2,a9 ;>Leave text message up for awhile
mp100 movi INSERT,a2 ;Insert coin message
move *a11(PSCORE),a0,L
jrnz mp120 ;Continue?
calla CR_STRTP ;Credits to start
jrlo mp150 ;No?
jruc mp140
mp120
CMPI P1DATA,A11
JRZ psg52
move @CNTDIG2,A0
JRNZ STILL_CNTIN ;CNTDWN DIGIT STILL GOING?
JRZ psg54
psg52 move @CNTDIG1,A0
JRNZ STILL_CNTIN
psg54
;TRY TO CHARGE 50 CENTS!
; calla CR_STRTP ;Credits to start
calla CR_CONTP ;Credits to CONTINUE
jrlo mp150 ;No?
jruc mp140
STILL_CNTIN
;TRY TO CHARGE 25 CENTS - CNTDWN TIMER STILL GOING
calla CR_CONTP ;Credits to continue
jrlo mp150 ;No?
mp140 movi PRESS,a2
mp150 move a2,*a11(MESSAGE),L
SLEEPK 4
dsj a9,mp100
jruc MSG_PROC
INIT_SCORE:
;TURN ON SCORE IMAGES
MOVI P1DATA,A11
MOVI [1AH,36H],A3 ;[1FH,38H],A3
MOVE A3,*A11(PSCRAD),L ;Y,X LOCATION OF SCORE 1
CALLR STUFF_LVADDR
MOVI P2DATA,A11
MOVI [1AH,14EH],A3 ;[1FH,150H],A3
MOVE A3,*A11(PSCRAD),L ;Y,X LOCATION OF SCORE 2
CALLR STUFF_LVADDR
CALLA FSCORE
MOVI PHD1,A2
MOVI 0120000H,A0
MOVI 0A0000H,A1
CALLR ONIT
;DRAW PLYR TWO SCORE PLATE
MOVI PHD2,A2
MOVI 012A0000H,A0
MOVI 0A0000H,A1
CALLR ONIT
;PLYR 1 LIVES
MOVE @P1DATA+PLIVES,A0
SLL 5,A0
ADDI LVS_TBL,A0
MOVE *A0,A2,L
MOVI 0360000H,A0
MOVI 0260000H,A1
CALLR ONIT
;PLYR 2 LIVES
MOVE @P2DATA+PLIVES,A0
SLL 5,A0
ADDI LVS_TBL,A0
MOVE *A0,A2,L
MOVI 14E0000H,A0
MOVI 0260000H,A1
CALLR ONIT
;PLYR 1 BOMBS
MOVE @P1DATA+BMB_CNT,A0
SLL 5,A0
ADDI BLST,A0
MOVE *A0,A2,L
MOVI 03F0000H,A0
MOVI 00E0000H,A1
CALLR ONIT
;PLYR 2 BOMBS
MOVE @P2DATA+BMB_CNT,A0
SLL 5,A0
ADDI BLST,A0
MOVE *A0,A2,L
MOVI 1570000H,A0
MOVI 00E0000H,A1
CALLR ONIT
;
;PLYR 1 THSTGS
MOVE @P1DATA+THSTGS,A6
SLL 4,A6
ADDI DECLST,A6
MOVE *A6,A2
MOVK 0FH,A1
AND A1,A2
SLL 7,A2
ADDI RRD0,A2
MOVI 5A0000H,A0
MOVI 260000H,A1
PUSH A6
CALLR EONIT
PULL A6
MOVE *A6,A2
MOVI 0F0H,A1
AND A1,A2
SLL 3,A2
ADDI RRD0,A2
MOVI 520000H,A0
MOVI 260000H,A1
PUSH A6
CALLR EONIT
PULL A6
MOVE *A6,A2
SRL 8,A2
JRZ SKP0
SLL 7,A2
ADDI RRD0,A2
MOVI 4A0000H,A0
MOVI 260000H,A1
CALLR EONIT
SKP0
;PLYR 2 THSTGS
MOVE @P2DATA+THSTGS,A6
SLL 4,A6
ADDI DECLST,A6
MOVE *A6,A2
MOVK 0FH,A1
AND A1,A2
SLL 7,A2
ADDI RRD0,A2
MOVI 1720000H,A0
MOVI 260000H,A1
PUSH A6
CALLR EONIT
PULL A6
MOVE *A6,A2
MOVI 0F0H,A1
AND A1,A2
SLL 3,A2
ADDI RRD0,A2
MOVI 16A0000H,A0
MOVI 260000H,A1
PUSH A6
CALLR EONIT
PULL A6
MOVE *A6,A2
SRL 8,A2
JRZ SKP1
SLL 7,A2
ADDI RRD0,A2
MOVI 1620000H,A0
MOVI 260000H,A1
CALLR EONIT
SKP1 RETS
STUFF_LVADDR
;STUFF ADDR OF LIVES LEFT IMAGE TO BE BLOWN OUT
;A11=P1/P2DATA
MOVE *A11(PLIVES),A4
CMPI 10,A4 ;NEVER 10 TO BE DISPLAYED!
JRGE EX1
SLL 5,A4
ADDI LVS_TBL,A4
MOVE *A4,A4,L
MOVE A4,*A11(LVADDR),L ;ADDRESS OF LIVES
EX1 RETS
ONIT
MOVI 0120H,A3 ;241,A3 ;Z POS.
MOVI DMAWNZ|M_NOCOLL,A4 ;FLAGS
MOVI CLSNEUT|TYPTEXT|SUBSCOR,A5 ;OBJ. ID
CLR A6 ;X VEL
CLR A7 ;Y VEL
jauc BEGINOBJ ;CREATE OBJECT, WORLD ADJUSTED
EONIT
MOVI 0120H,A3 ;241,A3 ;Z POS.
MOVI DMACNZ|M_NOCOLL,A4 ;FLAGS
MOVI CLSNEUT|TYPTEXT|SUBSCOR,A5 ;OBJ. ID
CLR A6 ;X VEL
CLR A7 ;Y VEL
CALLA BEGINOBJ ;CREATE OBJECT, WORLD ADJUSTED
MOVI 3B3BH,A1
MOVE A1,*A8(OCONST),W
RETS
DMA_SCORE
;START SCORE DIRECT DMA
MOVE @STATUS,A0
SRL 1,A0
JRC NOMSG1
MOVI P1PID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI P1DATA,A11
CREATE P1PID,MSG_PROC
NOMSG1:
MOVE @STATUS,A0
SRL 2,A0
JRC NOMSG2
MOVI P2PID,A0
CLR A1
NOT A1
CALLA KILALL
MOVI P2DATA,A11
CREATE P2PID,MSG_PROC ;ALWAYS DISPLAY START STUFF IN ATTRACT
NOMSG2:
MOVK 1,A0
MOVE A0,@SCORE_FLAG ;1=SHOW DMA SCORE AREA ON SCREEN
CREATE0 KILL_IMAGES
RETS
KILL_IMAGES
SLEEPK 3
;KILL SCOREBOARD IMAGES
MOVI CLSNEUT|TYPTEXT|SUBSCOR,A0
CLR A1
NOT A1
CALLA KILOBJ
DIE
ONARRW:
;TURN ON AN ARROW AND BLINK IT FOREVER UNTIL SOMEBODY ELSE KILLS IT
;A9=0 FOR UP ARROW, 1=RGT ARROW, 2=LFT ARROW
SLEEP 50
CLR A0
MOVE A0,@ARWOFF ;STUFF 1 INTO FLAG TO KILL OFF
MOVI STUFFP,A0
CALLA GETFPAL
MOVE A0,A8
SLL 5,A9
ADDI ARWLST,A9
;TURN ON PROPER ARROW
AON0 MOVI 01AH,A10
AON1 MOVE A8,A1
MOVE *A9,A14,L
MOVI 0600148H,A3
MOVE A13,-*SP,L
CALLR ABLOWP
MOVE *SP+,A13,L
SLEEPK 1
DSJS A10,AON1
SLEEPK 0FH
MOVE @ARWOFF,A0
JRZ AON0
DEC A0
MOVE A0,@ARWOFF
CMPI 1,A0
JRNZ AON0
DIE
ARWLST .LONG UPARRW,RGTARRW,LFTARRW
;
;DRAW_SCORE-UPDATE PLAYER 1 & 2 SCORE AREA
;
DRAW_SCORE:
;
;DRAW BOTH FACE PLATES
;
;DRAW PLYR ONE SCORE PLATE
MOVI PHD1,A14
MOVE @CNTDIG1,A6
JRZ NO_CNT
; JRNN DRW1
; CLR A6
; MOVE A6,@CNTDIG1
;DRW1
MOVI PHD2A,A14
MOVI 0A0012H,A3
CALLR BLOWOUT
;NOW BLOW OUT CNTDIG1 FOR THIS PLAYER
SLL 5,A6
ADDI NUMBS,A6
MOVE *A6,A14,L ;GET IMAGE
MOVI 017001FH,A3
MOVI 3F3F0000H,A1 ;COLOR/PAL FOR CONSTANT COLOR
MOVI DMACNZ,A5
CALLR BLOWOUT2
JRUC DO_2
NO_CNT MOVI 0A0012H,A3
CALLR BLOWOUT
;DRAW PLYR TWO SCORE PLATE
DO_2 MOVI PHD2,A14
MOVE @CNTDIG2,A6
JRZ NO_CNT1
MOVI PHD2A,A14
MOVI 0A012AH,A3
CALLR BLOWOUT
SLL 5,A6
ADDI NUMBS,A6
MOVE *A6,A14,L ;GET IMAGE
MOVI 0170137H,A3
MOVI 3F3F0000H,A1 ;COLOR/PAL FOR CONSTANT COLOR
MOVI DMACNZ,A5
CALLR BLOWOUT2
JRUC DO_3
NO_CNT1 MOVI 0A012AH,A3
CALLR BLOWOUT
DO_3
MOVE @SCORETYP,A0
BTST 0,A0
JRNZ DO_P1
;DISPLAY CORRECT COIN IN MESSAGE (PRESS OR INSERT) FOR P1
MOVE @P1DATA+MESSAGE,A14,L
MOVI 16003BH,A3
CALLR BLOWOUT
JRUC NEXT
DO_P1
;PLAYER 1 IS IN GAME
;DRAW PLYR 1 LIVES
MOVE @P1DATA+LVADDR,A14,L
MOVI 260036H,A3 ;140038H,A3
CALLR BLOWOUT
MOVE @P1DATA+BMB_CNT,A14
SLL 5,A14
ADDI BLST,A14
MOVE *A14,A14,L
MOVI 0E003FH,A3 ;130048H,A3
CALLR BLOWOUT
;NOW BLOW OUT # OF HOSTAGES COLLECTED FOR PLAYER 1
MOVE @P1DATA+THSTGS,A6
SLL 4,A6
ADDI DECLST,A6
MOVE *A6,A14
MOVK 0FH,A1
AND A1,A14
SLL 7,A14
ADDI RRD0,A14
MOVI 26005AH,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
MOVE *A6,A14
MOVI 0F0H,A1
AND A1,A14
SLL 3,A14
ADDI RRD0,A14
MOVI 260052H,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
MOVE *A6,A14
SRL 8,A14
JRZ NEXT
SLL 7,A14
ADDI RRD0,A14
MOVI 26004AH,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
NEXT
BTST 1,A0
JRNZ DO_P2
;DISPLAY CORRECT COIN IN MESSAGE (PRESS OR INSERT) FOR P2
MOVE @P2DATA+MESSAGE,A14,L
MOVI 160153H,A3
CALLR BLOWOUT
JRUC NEXT1
DO_P2
;PLAYER 2 IS IN GAME
;DRAW PLYR 2 LIVES
MOVE @P2DATA+LVADDR,A14,L
MOVI 26014EH,A3 ;140150H,A3
CALLR BLOWOUT
MOVE @P2DATA+BMB_CNT,A14
SLL 5,A14
ADDI BLST,A14
MOVE *A14,A14,L
MOVI 0E0157H,A3 ;130160H,A3
CALLR BLOWOUT
;NOW BLOW OUT # OF HOSTAGES COLLECTED FOR PLAYER 2
MOVE @P2DATA+THSTGS,A6
SLL 4,A6
ADDI DECLST,A6
MOVE *A6,A14
MOVK 0FH,A1
AND A1,A14
SLL 7,A14
ADDI RRD0,A14
MOVI 260172H,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
MOVE *A6,A14
MOVI 0F0H,A1
AND A1,A14
SLL 3,A14
ADDI RRD0,A14
MOVI 26016AH,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
MOVE *A6,A14
SRL 8,A14
JRZ NEXT1
SLL 7,A14
ADDI RRD0,A14
MOVI 260162H,A3
MOVI 3B3B0000H,A1
MOVI DMACNZ,A5
CALLR BLOWOUT2
NEXT1
CLR A1
MOVI DMAWNZ,A5 ;ENTER WITH PAL SET ALREADY
;NOW DO SCORE DIGITS FOR PLAYER 1
MOVI RRD0,A12
MOVI SCRSPC,A8 ;SPACING BETWEEN DIGITS
MOVI P1DATA,A9
CMPI 1,A0
JRZ OUTSCR
CMPI 2,A0
JRZ UPDSLP2
CMPI 3,A0
JRNZ OUTSCRX
;BOTH PLAYERS
CALLR OUTSCR
UPDSLP2:
MOVI P2DATA,A9 ;BASE TABLE PLAYER 2
;
;OUTPUT SCORE TO SCREEN
;A0=CURRENT PLAYER SCORE
;A9=PLINDX=PLAYER DATA AREA
;
OUTSCR:
MOVK 6,A6 ;5 ;DIGIT COUNT
MOVE *A9(PSCRAD),A3,L ;PLAYER SCORE ADDRESS
MOVE *A9(PSCORE),A0,L ;PLAYER SCORE IN BCD FORM
SLL 8,A0 ;12
OUTSCL:
MOVE A0,A14
SRL 28,A14 ;NEXT DIGIT VALUE INTO LOWEST 4 BITS
SLL 7,A14 ;*128 (NEXT HEADER PLEASE!!)
ADD A12,A14 ;BASE ADDRESS OF IMAGE HEADER
*A1: CONSTANT COLOR:PALETTE
*A3: DESTINATION Y:X
*A5: OFFSET:CONTROL
*A14: ADDRESS OF IMAGE HEADER
*GETS: A2=H/W; A4=SAG
MOVE *A14,A2,L ;GET VSIZE:HSIZE
MOVE *A14(ISAG),A4,L ;GET SAG
MOVE @QDMAFLG,A13,W ;IS Q BEING MODIFIED?
JRNZ OUTSCRX
MOVK 1,A13
MOVE A13,@QDMAFLG,W ;Q BEING MODIFIED
MOVE @DMAQCUR,A13,L
CMPI DMAQ,A13
JRLS OUTSCRX ;Q OVERLOAD, CAN IT
MMTM A13,A1,A2,A3,A4,A5
MOVE A13,@DMAQCUR,L
CLR A13
MOVE A13,@QDMAFLG,W
ADDXY A8,A3 ;ADD SPACE AFTER DIGIT
SLL 4,A0 ;NEXT DIGIT PLEASE!
DSJ A6,OUTSCL
OUTSCRX:
RETS
DECLST .WORD >00,>01,>02,>03,>04,>05,>06,>07,>08,>09
.WORD >10,>11,>12,>13,>14,>15,>16,>17,>18,>19
.WORD >20,>21,>22,>23,>24,>25,>26,>27,>28,>29
.WORD >30,>31,>32,>33,>34,>35,>36,>37,>38,>39
.WORD >40,>41,>42,>43,>44,>45,>46,>47,>48,>49
.WORD >50,>51,>52,>53,>54,>55,>56,>57,>58,>59
.WORD >60,>61,>62,>63,>64,>65,>66,>67,>68,>69
.WORD >70,>71,>72,>73,>74,>75,>76,>77,>78,>79
.WORD >80,>81,>82,>83,>84,>85,>86,>87,>88,>89
.WORD >90,>91,>92,>93,>94,>95,>96,>97,>98,>99
.WORD >100,>101,>102,>103,>104,>105,>106,>107,>108,>109
.WORD >110,>111,>112,>113,>114,>115,>116,>117,>118,>119
.WORD >120,>121,>122,>123,>124,>125,>126,>127,>128,>129
.WORD >130,>131,>132,>133,>134,>135,>136,>137,>138,>139
.WORD >140,>141,>142,>143,>144,>145,>146,>147,>148,>149
.WORD >150,>151,>152,>153,>154,>155,>156,>157,>158,>159
.WORD >160,>161,>162,>163,>164,>165,>166,>167,>168,>169
.WORD >170,>171,>172,>173,>174,>175,>176,>177,>178,>179
.WORD >180,>181,>182,>183,>184,>185,>186,>187,>188,>189
.WORD >190,>191,>192,>193,>194,>195,>196,>197,>198,>199
.WORD >200,>201,>202,>203,>204,>205,>206,>207,>208,>209
.WORD >210,>211,>212,>213,>214,>215,>216,>217,>218,>219
.WORD >220,>221,>222,>223,>224,>225,>226,>227,>228,>229
.WORD >230,>231,>232,>233,>234,>235,>236,>237,>238,>239
.WORD >240,>241,>242,>243,>244,>245,>246,>247,>248,>249
.WORD >250,>251,>252,>253,>254,>255,>256,>257,>258,>259
.WORD >260,>261,>262,>263,>264,>265,>266,>267,>268,>269
.WORD >270,>271,>272,>273,>274,>275,>276,>277,>278,>279
.WORD >280,>281,>282,>283,>284,>285,>286,>287,>288,>289
.WORD >290,>291,>292,>293,>294,>295,>296,>297,>298,>299
BLST .LONG BMB0,BMB1,BMB2,BMB3,BMB4,BMB5,BMB6,BMB7
.LONG BMB8,BMB9,BMB9,BMB9,BMB9,BMB9,BMB9
.LONG BMB9,BMB9,BMB9,BMB9,BMB9,BMB9,BMB9
.LONG BMB9,BMB9
ABLOWP2 MOVI DMAWNZ|M_FLIPH,A5 ;ENTER WITH PAL SET ALREADY
JRUC BLOWOUT2
BLOWOUT
CLR A1
ABLOWP MOVI DMAWNZ,A5 ;ENTER WITH PAL SET ALREADY
BLOWOUT2
*A1: CONSTANT COLOR:PALETTE
*A3: DESTINATION Y:X
*A5: OFFSET:CONTROL
*A14: ADDRESS OF IMAGE HEADER
*GETS: A2=H/W; A4=SAG
MOVE *A14,A2,L ;GET VSIZE:HSIZE
MOVE *A14(ISAG),A4,L ;GET SAG
MOVE @QDMAFLG,A13,W ;IS Q BEING MODIFIED?
JRNZ BLOWX
MOVK 1,A13
MOVE A13,@QDMAFLG,W ;Q BEING MODIFIED
MOVE @DMAQCUR,A13,L
CMPI DMAQ,A13
JRLS BLOWX ;Q OVERLOAD, CAN IT
MMTM A13,A1,A2,A3,A4,A5
MOVE A13,@DMAQCUR,L
CLR A13
MOVE A13,@QDMAFLG
BLOWX RETS
********************************
* SCRADD2-ADD BCD (8 DIGIT) AMOUNT TO PLAYERS SCORE
* A1=AMOUNT TO ADD (8 DIGIT BCD)
* A2=P1 OR P2DATA
SCRADD2
PUSH a4
MOVE @GAMSTATE,A0
CMPI INAMODE,A0
JREQ RT
; CMPI P1DATA,A2
; JRNZ ABUG
; LOCKUP
;ABUG
MOVE *A2(WAVEPTS),A0
ADD A1,A0
MOVE A0,*A2(WAVEPTS)
MOVE *A2(PSCORE),A0,L ;GET SCORE
CALLR BCDADD ;ADD IN NEW VALUE
MOVE @STATUS,A4
;CHECK TO SEE IF WE WANT TO DOUBLE SCORES FOR TWO PLAYER GAME
SUBK 3,A4 ;CMPI 3,A4
JRNZ ONEPLYR
CALLR BCDADD ;ADD IN NEW VALUE
;TWO PLAYER GAME
ONEPLYR
MOVE A0,*A2(PSCORE),L ;STUFF IT
*;FREE MAN BASED ON SCORE
* MOVE *A2(PNEXTREP),A1,L ;GET NEXT FREE MAN SCORE POINT
* CMP A1,A0
* JRLO RT
*;GIVE PLAYER EXTRA LIFE
* MOVE A1,A0
* MOVI >200000,A1 ;ADDITIONAL MEN
* CALLR BCDADD
* MOVE A0,*A2(PNEXTREP),L
* CALLR DO_EXTRA
* MMTM SP,A0,A1,A7,A9
* MOVE A2,A9
* CREATE0 ONHEAD
* MMFM SP,A0,A1,A7,A9
*
RT
PULL a4
RETS
********************************
* BCD ADD ROUTINE
* A0=SCORE (8 DIGIT BCD) 32 BITS
* A1=NUMBER TO ADD TO A0 (8 DIGIT BCD)
* PACKED BCD FORMAT 4-BITS/ DIGIT
BCDADD
PUSH a1,a3,a4,a5,a6
movk 8,a5 ;Do 8 digits
movk >a,a6
bcdlp movk >f,a3
movk >f,a4
and a1,a3 ;Mask garbage
and a0,a4
add a3,a4
srl 4,a0
srl 4,a1
cmp a6,a4 ;Check for adjustment (past 9)
jrlo bcdad1 ;No adjust?
addk 6,a4 ;Return number to 0
addk 1,a1 ;Add 1 to next digit
bcdad1 sll 32-4,a4
add a4,a0
dsjs a5,bcdlp
PULL a1,a3,a4,a5,a6
rets
CNTDWN
;TAKE FACE AWAY, AND DISPLAY LARGE FONT DIGIT WITH COLOR CYCLE
;DISPLAY A COUNTDOWN
;A11=P1/P2DATA
MOVI COLRPID,A0
CLR A1
NOT A1
CALLA EXISTP
JRNZ SKIPCYC
CREATE COLRPID,CYCSPECT ;START CYCLE FOR CNTDWN DIGIT
SKIPCYC SLEEP 40 ;15
; MOVI 0FFF0H,A0
CMPI P1DATA,A11
JRNE V1
MOVK 10,A0
MOVE A0,@CNTDIG1
MOVE @STATUS,A0
ANDI 2,A0
MOVE A0,@STATUS
CREATE DG1PID,DIGIT1
DIE
V1
MOVK 10,A0
MOVE A0,@CNTDIG2
MOVE @STATUS,A0
ANDI 1,A0
MOVE A0,@STATUS
CREATE DG2PID,DIGIT2
DIE
DIGIT1
;DO DIGIT CNT
;TURN ON NEW CNTR OBJECT
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22 ;75
MOVE @CNTDIG1,A0
CMPI 10,A0
JRNZ DGL
JSRP DO_CLICK
DGL MOVE @CNTDIG1,A0
ANDI 0FH,A0
DEC A0
MOVE A0,@CNTDIG1
JRGT DIGIT1
CLR A0
MOVE A0,@CNTDIG1
MOVE @STATUS,A1
ANDI 2,A1
MOVE A1,@STATUS
DV8
CLR A0
MOVE A0,*A11(PLIVES)
MOVK 2,A0 ;INDICATE KILL OFF PLAYER PRC ETC
MOVE A0,*A11(CNTD)
CALLR KILDGCYC
DIE
KILDGCYC:
MOVE @CNTDIG1,A0
MOVE @CNTDIG2,A1
OR A0,A1
JRNZ DOUT
MOVI COLRPID,A0
CLR A1
NOT A1
CALLA KILALL
DOUT RETS
DIGIT2
;DO DIGIT CNT
;TURN ON NEW CNTR OBJECT
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22 ;75
MOVE @CNTDIG2,A0
CMPI 10,A0
JRNZ DGL2
JSRP DO_CLICK
DGL2
MOVE @CNTDIG2,A0
ANDI 0FH,A0
DEC A0
MOVE A0,@CNTDIG2
JRGT DIGIT2
CLR A0
MOVE A0,@CNTDIG2
MOVE @STATUS,A1
ANDI 1,A1
MOVE A1,@STATUS
JRUC DV8
DO_CLICK
MOVK 2,A10
GARP
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22
MOVI CNTDOWN,A0
CALLA ONESND
SLEEPK 7
MOVI CNTDWN2,A0
CALLA ONESND
SLEEP 22
DSJ A10,GARP
RETP
NUMBS .LONG FON150,FON150,FON151,FON152,FON153,FON154,FON155,FON156
.LONG FON157,FON158,FON159
.LONG FON159,FON159,FON159,FON159,FON159,FON159,FON159,FON159
********************************
* FSCORE - TRANSFER BOTH PLAYERS SCORE TO FORGROUND OBJECTS AND DISPLAY THEM
* IN PLACE OF DIRECT-DMA OBJECTS
FSCORE
MOVI P1DATA,A9 ;TRANSFER PLAYER 1 SCORE
CALLA VSCORE
MOVI P2DATA,A9 ;TRANSFER PLAYER 2 SCORE
VSCORE
MOVK 6,A11 ;DIGIT COUNT
MOVE *A9(PSCRAD),A0,L ;PLAYER SCORE ADDRESS
MOVE *A9(PSCORE),A9,L ;PLAYER SCORE IN BCD FORM
SLL 8,A9 ;12
PUTSCL
MMTM SP,A0
MOVE A9,A10
SRL 28,A10 ;NEXT VALUE INTO LOWEST 4 BITS
SLL 7,A10 ;*128 (NEXT HEADER PLEASE!!)
ADDI RRD0,A10 ;BASE ADDRESS OF IMAGE HEADER
CLR A1
MOVY A0,A1 ;Y VAL
SLL 16,A0 ;X VAL
MOVE A10,A2 ;IMG
CALLR ONIT
MMFM SP,A0
MOVI SCRSPC,A1 ;SPACE BETWEEN DIGITS
ADDXY A1,A0 ;ADD SPACE AFTER DIGIT
SLL 4,A9 ;NEXT DIGIT PLEASE!
DSJ A11,PUTSCL
RETS
.END