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hellway.asm
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; Hellway!
; Thanks to AtariAge and all available online docs
processor 6502
include vcs.h
include macro.h
org $F000
;contants
SCREEN_SIZE = 72;(VSy)
SCORE_SIZE = 5
GAMEPLAY_AREA = SCREEN_SIZE - SCORE_SIZE - 1;
FONT_OFFSET = #SCORE_SIZE -1
COLLISION_FRAMES = $FF; 4,5 seconds
SCORE_FONT_HOLD_CHANGE = $FF; 4,5 seconds
COLLISION_SPEED_L = $10;
WARN_TIME_ENDING = 10 ; Exclusive
TRAFFIC_LINE_COUNT = 5
;16 bit precision
;640 max speed!
CAR_MAX_SPEED_H = $02; L is in a table
CAR_MIN_SPEED_H = 0
CAR_MIN_SPEED_L = 0
CAR_START_LINE = 14 ; Exclusive
CAR_ID_DEFAULT = 0
CAR_ID_HATCHBACK = 1
CAR_ID_SEDAN = 2
CAR_ID_DRAGSTER = 3
DRAGSTER_TURN_MASK = %00000001;
BREAK_SPEED = 10
;For now, will use in all rows until figure out if make it dynamic or not.
TRAFFIC_1_MASK = %11111000 ;Min car size... Maybe make different per track
TRAFFIC_CHANCE_LIGHT = 14
CHECKPOINT_TIME_LIGHT = 29
TRAFFIC_COLOR_LIGHT = $D4
TRAFFIC_CHANCE_REGULAR = 24
CHECKPOINT_TIME_REGULAR = 34
TRAFFIC_COLOR_REGULAR = $34
TRAFFIC_CHANCE_INTENSE = 34
CHECKPOINT_TIME_INTENSE = 39
TRAFFIC_COLOR_INTENSE = $79
TRAFFIC_CHANCE_RUSH_HOUR = 44
CHECKPOINT_TIME_RUSH_HOUR = 44
TRAFFIC_COLOR_RUSH_HOUR = $09
BACKGROUND_COLOR = $03 ;Grey
SCORE_BACKGROUND_COLOR = $A0
SCORE_FONT_COLOR_EASTER_EGG = $38
PLAYER1_COLOR = $96
SCORE_FONT_COLOR = $F9
SCORE_FONT_COLOR_GOOD = $D8
SCORE_FONT_COLOR_BAD = $44
SCORE_FONT_COLOR_START = $C8 ;Cannot be the same as good, font colors = game state
SCORE_FONT_COLOR_OVER = $0C
PLAYER_0_X_START = $35;
PLAYER_0_MAX_X = $36 ; Going left will underflow to FF, so it only have to be less (unsigned) than this
INITIAL_COUNTDOWN_TIME = 90; Seconds +-
CHECKPOINT_INTERVAL = $10 ; Acts uppon TrafficOffset0 + 3
TIMEOVER_BREAK_SPEED = 1
SWITCHES_DEBOUNCE_TIME = 30 ; Frames
BLACK = $00;
MAX_GAME_MODE = 16
PARALLAX_SIZE = 8
HALF_TEXT_SIZE = 5
ONE_SECOND_FRAMES = 60
VERSION_COLOR = $49
QR_CODE_LINE_HEIGHT = 7
QR_CODE_BACKGROUNG = $0F
QR_CODE_COLOR = $00
QR_CODE_SIZE = 25
CURRENT_CAR_MASK = %00000011; 4 cars
;43 default, one less line 2 We start the drawing cycle after 36 lines, because drawing is delayed by one line.
VBLANK_TIMER = 41
;Almost no game processing with QR code. This gives bleading space by reducing vblank (Still acceptable limits)
VBLANK_TIMER_QR_CODE = 26 ; 22 lines
GRP0Cache = $80
PF0Cache = $81
PF1Cache = $82
PF2Cache = $83
GRP1Cache = $84
ENABLCache = $85
ENAM0Cache = $86
ENAM1Cache = $87
ParallaxMode = $88
FrameCount0 = $8C;
FrameCount1 = $8D;
Player0SpeedL = $8E
Player0SpeedH = $8F
TrafficOffset0 = $90; Border $91 $92 (24 bit) $93 is cache
TrafficOffset1 = $94; Traffic 1 $94 $95 (24 bit) $96 is cache
TrafficOffset2 = $98; Traffic 1 $99 $9A (24 bit) $9B is cache
TrafficOffset3 = $9C; Traffic 1 $9D $9E (24 bit) $9F is cache
TrafficOffset4 = $A0; Traffic 1 $A1 $A2 (24 bit) $A3 is cache
CheckpointBcd0 = $A4
CheckpointBcd1 = $A5
StartSWCHB = $A6 ; Used for Score, so it cannot be cheated.
CarSpritePointerL = $A7
CarSpritePointerH = $A8
CurrentCarId = $A9
AccelerateBuffer = $AA ; Change speed on buffer overflow.
TextSide = $AB
TextFlickerMode = $AC
Gear = $AD
;Temporary variables, multiple uses
Tmp0 = $B0
Tmp1 = $B1
Tmp2 = $B2
Tmp3 = $B3
ScoreBcd0 = $B4
ScoreBcd1 = $B5
ScoreBcd2 = $B6
ScoreBcd3 = $B7
CollisionCounter=$B8
Player0X = $B9
CountdownTimer = $BA
Traffic0Msb = $BB
SwitchDebounceCounter = $BC
TimeBcd0 = $BD
TimeBcd1 = $BE
TimeBcd2 = $BF
GameStatus = $C0 ; Not zero is running! No need to make it a bit flag for now.
TrafficChance = $C1
CheckpointTime = $C2
TrafficColor = $C3
CurrentDifficulty = $C4
GameMode = $C5 ; Bit 0 controls fixed levels, bit 1 random positions,
;Bit 2 speed delta, Bit 3 random traffic
ParallaxOffset1 = $C6 ; C7
ParallaxOffset2 = $C8 ; C9
BorderType = $CA
HitCountBcd0 = $CB
HitCountBcd1 = $CC
GlideTimeBcd0 = $CD
GlideTimeBcd1 = $CE
OneSecondConter = $CF
ScoreD0 = $D0
ScoreD1 = $D1
ScoreD2 = $D2
ScoreD3 = $D3
ScoreD4 = $D4
ScoreFontColor=$D5
ScoreFontColorHoldChange=$D6
NextCheckpoint=$D7
ParallaxCache=$D8 ; to $DF
ParallaxCache2=$F0 ; to F7
;generic start up stuff, put zero in almost all...
BeforeStart ;All variables that are kept on game reset or select
LDY #0
STY SwitchDebounceCounter
STY CurrentDifficulty
STY GameStatus
LDY #16
STY GameMode
LDY #%11100000 ; Default Parallax
STY ParallaxMode
LDY #CURRENT_CAR_MASK ; Also the max id.
STY CurrentCarId
Start
LDA #2
STA VSYNC
STA WSYNC
STA WSYNC
STA WSYNC
LDA #0 ;2
STA VSYNC ;3
SEI
CLD
LDX #$FF
TXS
LDX #68 ; Skips (VSYNC, RSYNC, WSYNC, VBLANK), TIA is mirrored on 64 - 127
CleanMem
CPX #SwitchDebounceCounter
BEQ SkipClean
CPX #GameMode
BEQ SkipClean
CPX #ParallaxMode
BEQ SkipClean
CPX #CurrentCarId
BEQ SkipClean
CPX #CurrentDifficulty
BEQ SkipClean
CPX #GameStatus
BEQ SkipClean
STA 0,X
SkipClean
INX
BNE CleanMem
LDA #213
STA TIM64T ;3
;Setting some variables...
SettingTrafficOffsets; Time sensitive with player H position
STA WSYNC ;We will set player position
JSR DefaultOffsets
LDA TrafficSpeeds + 4 * 2 ; Same as the line he is in.
STA Player0SpeedL
SLEEP 11;18
STA RESP0
LDX #0
LDA SWCHB ; Reading the switches and mapping to difficulty id
STA StartSWCHB ; For game over
AND #%11000000
BEQ CallConfigureDifficulty
INX
CMP #%10000000
BEQ CallConfigureDifficulty
INX
CMP #%01000000
BEQ CallConfigureDifficulty
INX
CallConfigureDifficulty
CPX CurrentDifficulty; Checks change on dificulty Switches
BNE StoreCurrentDifficulty; Do not change car
LDA GameStatus
BNE StoreCurrentDifficulty ; Do not change car for a game running reset
NextCar
LDY CurrentCarId
INY
TYA
AND #CURRENT_CAR_MASK ; Cycles 4 values...
STA CurrentCarId
StoreCurrentDifficulty
STX CurrentDifficulty
JSR ConfigureDifficulty
ConfigureCarSprite
LDY CurrentCarId
LDA CarIdToSpriteAddressL,Y
STA CarSpritePointerL
LDA CarIdToSpriteAddressH,Y
STA CarSpritePointerH
SetGameNotRunning
LDA #0
STA GameStatus
ConfigureOneSecondTimer
LDA #ONE_SECOND_FRAMES
STA OneSecondConter
HPositioning
STA WSYNC
LDA #%00110000;2 Missile Size
STA NUSIZ0 ;3
STA NUSIZ1 ;3
LDA #PLAYER_0_X_START ;2
STA Player0X ;3
LDA #INITIAL_COUNTDOWN_TIME ;2
STA CountdownTimer ;3
LDA #CHECKPOINT_INTERVAL
STA NextCheckpoint
LDA #0 ; Avoid missile reseting position
SLEEP 11;
STA RESP1
SLEEP 2;
STA RESBL
SLEEP 2;
STA RESM0
SLEEP 2
STA RESM1
LDA #$F0
STA HMBL
STA HMM0
STA HMM1
STA WSYNC
STA HMOVE
STA WSYNC ; Time is irrelevant before sync to TV, ROM space is not!
STA HMCLR
WaitResetToEnd
LDA INTIM
BNE WaitResetToEnd
MainLoop
LDA #2
STA VSYNC
STA WSYNC
CalculateTextSide ; Here because it is a waste of cycles not to put anything
LDA #%00000001
BIT TextFlickerMode
BEQ TextSideFrameZero
AND FrameCount1
JMP StoreTextSize
TextSideFrameZero
AND FrameCount0
StoreTextSize
STA TextSide
STA WSYNC ;Apply Movement, must be done after a WSYNC
STA HMOVE ;2
ConfigVBlankTimer
LDA GameMode
CMP #MAX_GAME_MODE
BEQ SetVblankTimerQrCode
LDA #VBLANK_TIMER
JMP SetVblankTimer
SetVblankTimerQrCode
LDA #VBLANK_TIMER_QR_CODE
SetVblankTimer
STA WSYNC ;3
STA TIM64T ;3
LDA #0 ;2
STA VSYNC ;3
RandomizeGame
LDA GameStatus ;Could be merge with code block bellow
BNE EndRandomizeGame
LDA GameMode ; Games 3 and for and not running
AND #%00000010
BEQ DeterministicGame
LDX TrafficOffset1 + 2
LDA AesTable,X
EOR FrameCount0
STA TrafficOffset1 + 2
LDX TrafficOffset2 + 2
LDA AesTable,X
EOR FrameCount0
STA TrafficOffset2 + 2
LDX TrafficOffset3 + 2
LDA AesTable,X
EOR FrameCount0
STA TrafficOffset3 + 2
LDX TrafficOffset4 + 2
LDA AesTable,X
EOR FrameCount0
STA TrafficOffset4 + 2
JMP EndRandomizeGame
DeterministicGame
JSR DefaultOffsets
EndRandomizeGame
CountFrame
INC FrameCount0 ; 5
BNE SkipIncFC1 ; 2 When it is zero again should increase the MSB
INC FrameCount1 ; 5
SkipIncFC1
CallDrawQrCode
LDA GameMode
CMP #MAX_GAME_MODE
BNE TestIsGameRunning
JMP DrawQrCode
;Does not update the game if not running
TestIsGameRunning
LDA GameStatus ;3
BNE ContinueWithGameLogic ;3 Cannot branch more than 128 bytes, so we have to use JMP
JMP SkipUpdateLogic
ContinueWithGameLogic
EverySecond ; 64 frames to be more precise
LDA #%00111111
AND FrameCount0
BNE SkipEverySecondAction
CMP CountdownTimer
BEQ SkipEverySecondAction ; Stop at Zero
DEC CountdownTimer
SkipEverySecondAction
ChangeTextFlickerMode
LDA SwitchDebounceCounter
BNE EndChangeTextFlickerMode
LDA SWCHB
AND #%00000010 ;Game select
BNE EndChangeTextFlickerMode
INC TextFlickerMode
LDA #SWITCHES_DEBOUNCE_TIME
STA SwitchDebounceCounter
EndChangeTextFlickerMode
BreakOnTimeOver ; Uses LDX as the breaking speed
LDX #0
LDA CountdownTimer
BNE Break
LDY CurrentCarId
LDA FrameCount0
AND CarIdToTimeoverBreakInterval,Y
BNE Break
LDX #TIMEOVER_BREAK_SPEED
Break
LDA #%00100000 ;Down in controller
BIT SWCHA
BNE BreakNonZero
LDA INPT4 ;3
BPL BreakWhileAccelerating
LDY Gear
LDX GearToBreakSpeedTable,Y ; Different break speeds depending on speed.
JMP BreakNonZero
BreakWhileAccelerating ; Allow better control while breaking.
LDX (#BREAK_SPEED / 2)
BreakNonZero
CPX #0
BEQ SkipBreak
STX Tmp0
DecreaseSpeed
SEC
LDA Player0SpeedL
SBC Tmp0
STA Player0SpeedL
LDA Player0SpeedH
SBC #0
STA Player0SpeedH
CheckMinSpeed
BMI ResetMinSpeed; Overflow d7 is set
CMP #CAR_MIN_SPEED_H
BEQ CompareLBreakSpeed; is the same as minimun, compare other byte.
BCS SkipAccelerateIfBreaking; Greater than min, we are ok!
CompareLBreakSpeed
LDA Player0SpeedL
CMP #CAR_MIN_SPEED_L
BCC ResetMinSpeed ; Less than memory
JMP SkipAccelerateIfBreaking ; We are greather than min speed in the low byte.
ResetMinSpeed
LDA #CAR_MIN_SPEED_H
STA Player0SpeedH
LDA #CAR_MIN_SPEED_L
STA Player0SpeedL
SkipAccelerateIfBreaking
JMP SkipAccelerate
SkipBreak
Acelerates
LDA CountdownTimer
BEQ SkipAccelerate; cannot accelerate if timer is zero
ContinueAccelerateTest
LDA INPT4 ;3
BPL IncreaseCarSpeed ; Test button and then up, both accelerate.
LDA #%00010000 ;UP in controller
BIT SWCHA
BNE SkipAccelerate
IncreaseCarSpeed
LDX #2
LDY CurrentCarId
IncreaseCarSpeedLoop
;Adds speed
CLC
LDA AccelerateBuffer
ADC CarIdToAccelerateSpeed,Y
STA AccelerateBuffer
BCC ContinueIncreaseSpeedLoop ; Not enought in the buffer to change speed
INC Player0SpeedL
BNE ContinueIncreaseSpeedLoop ; When turns Zero again, increase MSB
INC Player0SpeedH
ContinueIncreaseSpeedLoop
DEX
BNE IncreaseCarSpeedLoop
SkipIncreaseCarSpeed
CheckIfAlreadyMaxSpeed
LDA Player0SpeedH
CMP #CAR_MAX_SPEED_H
BCC SkipAccelerate ; less than my max speed
BNE ResetToMaxSpeed ; Not equal, so if I am less, and not equal, I am more!
;High bit is max, compare the low
LDY CurrentCarId
LDA Player0SpeedL
CMP CarIdToMaxSpeedL,Y
BCC SkipAccelerate ; High bit is max, but low bit is not
;BEQ SkipAccelerate ; Optimize best case, but not worse case
ResetToMaxSpeed ; Speed is more, or is already max
LDA #CAR_MAX_SPEED_H
STA Player0SpeedH
LDY CurrentCarId
LDA CarIdToMaxSpeedL,Y
STA Player0SpeedL
SkipAccelerate
InitUpdateOffsets
LDX #0 ; Memory Offset 24 bit
LDY #0 ; Line Speeds 16 bits
LDA TrafficOffset0 + 1;
STA Tmp3 ; Used for bcd score, to detect change on D4
LDA GameMode
AND #%00000100 ; GameModes with high delta
BEQ UpdateOffsets
LDY #(TrafficSpeedsHighDelta - TrafficSpeeds)
UpdateOffsets; Car sped - traffic speed = how much to change offet (signed)
SEC
LDA Player0SpeedL
SBC TrafficSpeeds,Y
STA Tmp0
INY
LDA Player0SpeedH
SBC TrafficSpeeds,Y
STA Tmp1
LDA #0; Hard to figure out, makes the 2 complement result work correctly, since we use this 16 bit signed result in a 24 bit operation
SBC #0
STA Tmp2
AddsTheResult
CLC
LDA Tmp0
ADC TrafficOffset0,X
STA TrafficOffset0,X
INX
LDA Tmp1
ADC TrafficOffset0,X
STA TrafficOffset0,X
INX
LDA Tmp2 ; Carry
ADC TrafficOffset0,X
STA TrafficOffset0,X
BCC CalculateOffsetCache
CPX #2 ;MSB offset 0
BNE CalculateOffsetCache
INC Traffic0Msb
CalculateOffsetCache
INX
SEC
ADC #0 ;Increment by one
STA TrafficOffset0,X ; cache of the other possible value for the MSB in the frame, make drawing faster.
PrepareNextUpdateLoop
INY
INX
CPX #TRAFFIC_LINE_COUNT * 4;
BNE UpdateOffsets
BcdScore ; 48
LDA TrafficOffset0 + 1 ;3
EOR Tmp3 ;3
AND #%00010000 ; 2 Change in D4 means change on screen first digit, inc BCD
BEQ FinishBcdScore ;2
ContinueBcdScore
SED ;2
CLC ;2
LDA ScoreBcd0 ;3
ADC #1 ;2
STA ScoreBcd0 ;3
LDA ScoreBcd1 ;3
ADC #0 ;2
STA ScoreBcd1 ;3
LDA ScoreBcd2 ;3
ADC #0 ;2
STA ScoreBcd2 ;3
LDA ScoreBcd3 ;3
ADC #0 ;2
STA ScoreBcd3 ;3
CLD ;2
FinishBcdScore
;Until store the movemnt, LDX contains the value to be stored.
TestCollision;
; see if player0 colides with the rest
LDA CXM0P
ORA CXM1P
ORA CXM1P
ORA CXP0FB
ORA CXPPMM
AND #%11000000 ; Accounting for random noise in the bus
BEQ NoCollision ;skip if not hitting...
LDA CollisionCounter ; If colision is alredy happening, ignore!
BNE NoCollision
LDA ScoreFontColor ; Ignore colisions during checkpoint (Green Score)
CMP #SCORE_FONT_COLOR_GOOD
BEQ NoCollision
CMP #SCORE_FONT_COLOR_START
BEQ NoCollision
LDA #COLLISION_FRAMES ;must be a hit! Change rand color bg
STA CollisionCounter ;and store as colision.
CountBcdColision
LDA ScoreFontColor ; Do not count colisions on game over.
CMP #SCORE_FONT_COLOR_OVER
BEQ SkipSetColisionSpeedL
SED ;2
CLC ;2
LDA HitCountBcd0 ;3
ADC #1 ;3
STA HitCountBcd0 ;3
LDA HitCountBcd1 ;3
ADC #0 ;2
STA HitCountBcd1 ;3
CLD ;2
EndCountBcdColision
LDA Player0SpeedH
BNE SetColisionSpeedL ; Never skips setting colision speed if high byte > 0
LDA #COLLISION_SPEED_L
CMP Player0SpeedL
BCS SkipSetColisionSpeedL
SetColisionSpeedL
LDA #COLLISION_SPEED_L ; Needs optimization!
STA Player0SpeedL
SkipSetColisionSpeedL
LDA #0
STA Player0SpeedH
LDX #$40 ;Move car left 4 color clocks, to center the stretch (+4)
JMP StoreHMove ; We keep position consistent
NoCollision
DecrementCollision
LDY CollisionCounter
BEQ FinishDecrementCollision
LDA #%00110101; Make player bigger to show colision
STA NUSIZ0
DEY
STY CollisionCounter ; We save some cycles in reset size.
FinishDecrementCollision
ResetPlayerSize
BNE FinishResetPlayerSize
LDA #%00110000
STA NUSIZ0;
FinishResetPlayerSize
ResetPlayerPosition ;For 1 frame, he will not colide, but will have the origina size
CPY #1 ; Last frame before reset
BNE SkipResetPlayerPosition
LDX #$C0 ;Move car left 4 color clocks, to center the stretch (-4)
JMP StoreHMove
SkipResetPlayerPosition
MakeDragsterTurnSlow ; Only car diff that does not use a table.
LDA CurrentCarId
CMP #CAR_ID_DRAGSTER
BNE PrepareReadXAxis
LDX #0
LDA FrameCount0
AND #DRAGSTER_TURN_MASK
BEQ StoreHMove ; Ignore movement on some frames
; for left and right, we're gonna
; set the horizontal speed, and then do
; a single HMOVE. We'll use X to hold the
; horizontal speed, then store it in the
; appropriate register
PrepareReadXAxis
LDX #0
LDY Player0X
BeginReadLeft
BEQ SkipMoveLeft ; We do not move after maximum
LDA #%01000000 ;Left
BIT SWCHA
BNE SkipMoveLeft
LDX #$10 ;a 1 in the left nibble means go left
DEC Player0X
JMP StoreHMove ; Cannot move left and right...
SkipMoveLeft
BeginReadRight
CPY #PLAYER_0_MAX_X
BEQ SkipMoveRight ; At max already
LDA #%10000000 ;Right
BIT SWCHA
BNE SkipMoveRight
LDX #$F0 ;a -1 in the left nibble means go right...
INC Player0X
SkipMoveRight
StoreHMove
STX HMP0 ;set the move for player 0, not the missile like last time...
STA CXCLR ;reset the collision detection for next frame.
DividePlayerSpeedBy4
LDA Player0SpeedH
ASL
ASL
ASL
ASL
ASL
ASL
STA Tmp1
LDA Player0SpeedL
LSR
LSR
AND #%00111111
ORA Tmp1
STA Tmp0 ; Division Result
CalculateParallax1Offset ; 3/4 speed
SEC
LDA Player0SpeedL
SBC Tmp0
STA Tmp2
LDA Player0SpeedH
SBC #0
STA Tmp3
CLC
LDA ParallaxOffset1
ADC Tmp2
STA ParallaxOffset1
LDA ParallaxOffset1 + 1
ADC Tmp3
STA ParallaxOffset1 + 1
CalculateParallax2Offset ; 2/4 speed
SEC
LDA Tmp2
SBC Tmp0
STA Tmp2
LDA Tmp3
SBC #0
STA Tmp3
CLC
LDA ParallaxOffset2
ADC Tmp2
STA ParallaxOffset2
LDA ParallaxOffset2 + 1
ADC Tmp3
STA ParallaxOffset2 + 1
SkipUpdateLogic ; Continue here if not paused
CalculateGear
LDA Player0SpeedL ;3
AND #%10000000 ;2
ORA Player0SpeedH ;3
CLC ;2
ROL ;2
ADC #0 ; 2 Places the possible carry produced by ROL
STA Gear
ProcessBorder ;Can be optimized (probably)
LDY #PARALLAX_SIZE - 1 ; Used by all SBRs
LDA ParallaxMode
CMP #%01110000
BEQ HorizontalParallaxMode
CMP #%11010000
BEQ VerticalParallaxMode
CMP #%10110000
BEQ TachometerMode
DefaultBorderMode
JSR DefaultBorderLoop
JMP EndProcessingBorder
VerticalParallaxMode
JSR VerticalParallaxLoop
JMP EndProcessingBorder
TachometerMode
JSR PrepareTachometerBorderLoop
JMP EndProcessingBorder
HorizontalParallaxMode
JSR HorizontalParallaxLoop
EndProcessingBorder
ProcessScoreFontColor
LDX ScoreFontColorHoldChange
BEQ ResetScoreFontColor
DEX
STX ScoreFontColorHoldChange
JMP SkipScoreFontColor
ResetScoreFontColor
LDA #SCORE_FONT_COLOR
STA ScoreFontColor
SkipScoreFontColor
IsGameOver
LDA CountdownTimer
ORA Player0SpeedL
ORA Player0SpeedH
BNE IsCheckpoint
LDA #1
STA ScoreFontColorHoldChange
LDA #SCORE_FONT_COLOR_OVER
STA ScoreFontColor
JMP SkipIsTimeOver
IsCheckpoint
LDA NextCheckpoint
CMP TrafficOffset0 + 2
BNE SkipIsCheckpoint
CLC
ADC #CHECKPOINT_INTERVAL
STA NextCheckpoint
LDA #SCORE_FONT_COLOR_GOOD
STA ScoreFontColor
LDA #SCORE_FONT_HOLD_CHANGE
STA ScoreFontColorHoldChange
AddCheckpointBcd
SED ;2
CLC ;2
LDA CheckpointBcd0 ;3
ADC #1 ;3
STA CheckpointBcd0 ;3
LDA CheckpointBcd1 ;3
ADC #0 ;2
STA CheckpointBcd1 ;3
CLD ;2
EndCheckpointBcd
LDA CountdownTimer
CLC
ADC CheckpointTime
STA CountdownTimer
BCC JumpSkipTimeOver
LDA #$FF
STA CountdownTimer ; Does not overflow!
JumpSkipTimeOver
JSR NextDifficulty ; Increments to the next dificulty (Will depend on game mode in the future)
JMP SkipIsTimeOver ; Checkpoints will add time, so no time over routine, should also override time over.
SkipIsCheckpoint
IsTimeOver
LDA CountdownTimer
BNE SkipIsTimeOver
LDA #1 ; Red while 0, so just sets for the next frame, might still pass a checkpoint by inertia
STA ScoreFontColorHoldChange
LDA #SCORE_FONT_COLOR_BAD
STA ScoreFontColor
SkipIsTimeOver
ExactlyEverySecond ; 88 Here to use this nice extra cycles of the 5 scanlines
LDA GameStatus ;3
BEQ EndExactlyEverySecond ; 2 Count only while game running
LDA ScoreFontColor ;3
CMP #SCORE_FONT_COLOR_OVER ;2
BEQ EndExactlyEverySecond ;2
DEC OneSecondConter ;5
BNE EndExactlyEverySecond ;2
SED ;2 BCD Operations after this point
CountGlideTimeBcd
LDA ScoreFontColor ;3
CMP #SCORE_FONT_COLOR_BAD ;2
BNE EndCountGlideTimeBcd ;2
CLC ;2
LDA GlideTimeBcd0 ;3
ADC #1 ;3
STA GlideTimeBcd0 ;3
LDA GlideTimeBcd1 ;3
ADC #0 ;2
STA GlideTimeBcd1 ;3
EndCountGlideTimeBcd
IncreaseTotalTimerBcd
CLC ;2
LDA TimeBcd0 ;3
ADC #1 ;2
STA TimeBcd0 ;3
LDA TimeBcd1 ;3
ADC #0 ;2
STA TimeBcd1 ;3
LDA TimeBcd2 ;3
ADC #0 ;2
STA TimeBcd2 ;3
ResetOneSecondCounter
CLD ;2
LDA #ONE_SECOND_FRAMES ;3
STA OneSecondConter ;3
EndExactlyEverySecond
PrintEasterEggCondition
LDA FrameCount1
AND #%00111000
ORA GameStatus
CMP #%00111000
BNE ChooseTextSide
JSR PrintEasterEgg
JMP RightScoreWriteEnd
;Could be done during on vblank to save this comparisson time (before draw score),
;but I am saving vblank cycles for now, in case of 2 players.
ChooseTextSide ;
LDA TextSide ;3
BNE LeftScoreWrite ; Half of the screen with the correct colors.
JMP RightScoreWrite
LeftScoreWrite
LDA ScoreFontColor
CMP #SCORE_FONT_COLOR_GOOD
BEQ PrintCheckpoint
CMP #SCORE_FONT_COLOR_START
BEQ PrintStartGame
LDA GameStatus
BEQ PrintHellwayLeft
WriteDistance ;Not optimized yet, ugly code.
Digit0Distance
LDA TrafficOffset0 + 1 ;3
LSR ; 2
LSR ; 2
LSR ; 2
LSR ; 2
TAX ; 2
LDA FontLookup,X ;4
STA ScoreD3 ;3
Digit1Distance
LDA TrafficOffset0 + 2 ;3
AND #%00001111 ;2
TAX ; 2
LDA FontLookup,X ;4
STA ScoreD2 ;3
Digit2Distance
LDA TrafficOffset0 + 2 ;3
LSR ; 2
LSR ; 2
LSR ; 2
LSR ; 2
TAX ; 2
LDA FontLookup,X ;4
STA ScoreD1 ;3
Digit3Distance
LDA Traffic0Msb ;3
AND #%00001111 ;2
TAX ; 2
LDA FontLookup,X ;4
STA ScoreD0 ;3
DistanceOverflowDigit ; If overflow, the pipe becomes the last digit
LDA Traffic0Msb
AND #%11110000 ;2
BNE DrawDistanceExtraDigit
LDA #<Pipe + #FONT_OFFSET;3
STA ScoreD4 ;3
JMP EndDrawDistance
DrawDistanceExtraDigit
LSR ; 2
LSR ; 2
LSR ; 2
LSR ; 2
TAX ; 2
LDA FontLookup,X ;4
STA ScoreD4 ;3
EndDrawDistance
JMP RightScoreWriteEnd;3
PrintCheckpoint
LDX #<CheckpointText
JSR PrintStaticText
JMP RightScoreWriteEnd;3
PrintStartGame
LDX #<GoText