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GAME-DLI.INC
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; -*- text -*-
;
; Editor Display List Interrupts
;
; THIS FILE WILL INCLUDE BY OTHER FILE
;
.local
; Den Displaylist Interrupt lassen wir im VBI setzen, so
; laufen wir nicht Gefahr damit etwas kaputt zu machen
; SHOW_COLOR_COURSE=1
;pal=$D014
?DEBUG_COLOR_0=$00
?DEBUG_COLOR_1=$32
?DEBUG_COLOR_2=$52
?DEBUG_COLOR_3=$72
?DEBUG_COLOR_4=$12
COLOR_HEADLINE_PAL .byte $16,$14,$12
COLOR_HEADLINE_NTSC .byte $26,$24,$22
@INIT_NMI_AND_DLI
jsr @stop_displaylist_interrupts
ldx #0 ; Index to Color_Headline_pal
lda pal
cmp #1
beq ?system_is_pal
lda #$10
sta ?pal_ntsc_color_add_vbi+1
ldx #3 ; Index to Color_Headline_pal + 3
?system_is_pal
lda COLOR_HEADLINE_PAL,x
sta ?set_headline_color_1+1
lda COLOR_HEADLINE_PAL+1,x
sta ?set_headline_color_2+1
lda COLOR_HEADLINE_PAL+2,x
sta ?set_headline_color_3+1
LDA #6 ; Nutze Immediate(6) VBI
LDY #<?GAME_VBI
LDX #>?GAME_VBI
JMP SETVBV
@stop_displaylist_interrupts
lda #$40
; sta ?nmien_value
sta nmien
rts
@start_displaylist_interrupts
lda #$c0
; sta ?nmien_value
sta nmien
rts
; ?nmien_value
; .byte 0
;
; OO OO OOOOO OOOO
; OO OO OO OO OO
; OO OO OO OO OO
; OO OO OOOOO OO
; OO OO OO OO OO
; OO OO OO OO OO
; OOO OOOOO OOOO
;
?GAME_VBI
LDA #0
STA 77 ; no colorswitch
; LDA #$0
; STA NMIEN ; Displaylist Interrupt sperren
jsr @reset_meter
lda @show_screen ; with show_screen we can switch between the 3 Screen Types
cmp #MESSAGE_SCREEN ; show message in the middle
beq ?show_message_screen
cmp #INTRO_SCREEN ; Title Screen
beq ?show_intro_screen
cmp #OUTRO_SCREEN
beq ?show_outro_screen
; Show Game Screen
LDY #<@GAME_DLIST ; Game Screen
LDX #>@GAME_DLIST
LDA #<?GAME_DLI_NIGHT_KNIGHT
STA VDSLST
LDA #>?GAME_DLI_NIGHT_KNIGHT
STA VDSLST+1
lda #30
sta ?message_countdown
jmp ?More_interrupt
; Show Screen with a text element
?show_message_screen
LDY #<@GAME_MESSAGE_DLIST ; like Game Screen, with GR0 Line in the middle
LDX #>@GAME_MESSAGE_DLIST
LDA #<?GAME_DLI_NIGHT_KNIGHT
STA VDSLST
LDA #>?GAME_DLI_NIGHT_KNIGHT
STA VDSLST+1
; LDA #<?SHOW_MESSAGE_NIGHT_DLI
; STA VDSLST
; LDA #>?SHOW_MESSAGE_NIGHT_DLI
; STA VDSLST+1
lda #9
sta ?message_countdown
jmp ?More_interrupt
?show_intro_screen
LDY #<@INTRO_DLIST ; Shows the Night Knight Title
LDX #>@INTRO_DLIST
LDA #<?INTRO_DLI
STA VDSLST
LDA #>?INTRO_DLI
STA VDSLST+1
jmp ?More_interrupt
?show_outro_screen
LDY #<@OUTRO_DLIST ; Shows the outro
LDX #>@OUTRO_DLIST
LDA #<?OUTRO_DLI
STA VDSLST
LDA #>?OUTRO_DLI
STA VDSLST+1
; no jmp need!
; jmp ?More_interrupt
?More_interrupt
STY SDLSTL
STX SDLSTL+1
; LDA ?nmien_value
; STA NMIEN ; Displaylist Interrupt ermoeglichen
; flash!
ldy @colbk_flash
beq ?no_colbk_change
; ldy @colbk_flash
lda ?colbk_colors,y
clc
?pal_ntsc_color_add_vbi
adc #0
sta 712
sta colbk
dec @colbk_flash
?no_colbk_change
ldy @player4_flash
beq ?no_player4_change
lda ?player4_colors,y
sta @block_c4+4 ; sta 711
sta @block_c4+5 ; sta COLPF3
dec @player4_flash
?no_player4_change
JMP SYSVBV
?title_font=$c8
; Um einen Flash auszuloesen, einfach @colbk_flash:=15 setzen
; for yellow flash
?colbk_colors
.byte $00,$00,$10,$10,$11,$12,$13,$14,$15,$16,$17,$18,$1A,$1C,$1E,$1E
?player4_colors
.byte $32,$34,$36,$38,$3a,$3c,$3f
; every DLI we increment this number, in VBI we set it to 0
?GAME_DLI_NIGHT_KNIGHT
pha
; 0 2 4 6 8 a c e
?set_headline_color_1
lda #0 ; muss zuerst gesetzt werden wg. Zeitproblem im DLI
sta colpf2
?set_headline_color_2
lda #0
sta colpf1
?set_headline_color_3
lda #0 ; Color Night Knight Headline
sta colpf0
LDA #<?GAME_DLI_2 ; switch to other DLI
STA VDSLST
LDA #>?GAME_DLI_2
STA VDSLST+1
pla
rti
?GAME_DLI_2
pha
jsr @multi_sprite_dli_sub
LDA #<?GAME_DLI_3 ; switch to other DLI
STA VDSLST
LDA #>?GAME_DLI_3
STA VDSLST+1
pla
rti
?GAME_DLI_3
pha
jsr @multi_sprite_dli_sub
LDA #<?GAME_DLI_STATUS_GR0 ; switch to other DLI
STA VDSLST
LDA #>?GAME_DLI_STATUS_GR0
STA VDSLST+1
pla
rti
?GAME_DLI_STATUS_GR0
PHA
CLD
; lda #?DEBUG_COLOR_1
; sta colbk
lda #?title_font ; Stage font Graphics 0
sta chbase
lda 708
sta COLPF0
lda #12
sta COLPF1 ; 709
lda #0
sta COLPF2 ; 710
; lda #17 ; Missiles einzeln betrachten
; sta PRIOR
; Missiles for heart and seconds
; lda 711 ; #$32
; sta COLPF3
; sta COLPM0 ; Farbe Missiles
; sta COLPM1
clc
lda #x_pos_heart ; XPosition Herz
sta HPOSM1
adc #2
sta HPOSM0
; lda #$30
; sta COLPM2
lda #~00110000 ; full 4 color clocks width
sta SIZEM
lda #X_POS_SCORE ; 124 ; Hintergrund fuer Zeit, falls diese ablaeuft
asl
asl
clc
adc #xoffset
sta HPOSM2
; lda #$38
; sta colbk
; sta w-sync
;
; lda 712 ; restore old background color
; sta colbk
; um den Dude ueberspringen zu lassen, hier die erste
; Line setzen
; lda #$ff
; sta COLPF2 ; 710
jsr @multi_sprite_dli_sub
; lda #0
; sta COLPF2 ; 710
LDA #<?NIGHT_DLI_Stage_line
STA VDSLST
LDA #>?NIGHT_DLI_Stage_line
STA VDSLST+1
; lda 712
; sta colbk
pla
rti
?dli_number_for_color
.byte 0
?game_font=$cc
?NIGHT_DLI_Stage_line
pha
lda 709
sta wsync ; we need this or we see a color switch
sta COLPF1
lda 710
sta COLPF2 ; 710
lda #?game_font
sta chbase
jsr @multi_sprite_dli_sub
LDA #<?GAME_DLI_multi_sprites
STA VDSLST
LDA #>?GAME_DLI_multi_sprites
STA VDSLST+1
PLA
RTI
?GAME_DLI_multi_sprites
pha
jsr @multi_sprite_dli_sub
pla
dec ?message_countdown
beq ?MESSAGE_NIGHT_DLI
rti
;
; OOOOOO OO OO OO OOOOO OO OOOO
; OO OO OOO OOO OO OO OO OO
; OO OOOO OO OO OOOOOO OOOOOOO OOOO OOOO OOOO OOOOO OOOOO OOOO OO OO OO OO
; OO OO OO OO OO OO OOOOOO OO O OO OO OO OO OO OO OO OO OO OO OO OOOOOO OO OO OO OO
; OO OOOOOO OOO OO OO OO OOOOOO OOOO OOOO OO OO OO OO OOOOOO OO OO OO OO
; OO OO OO OO OO OO OO OO OO OO OO OO OOOOO OO OO OO OO OO
; OO OOOO OO OO OOO OO OO OOOO OOOO OOOO OOOOO OO OOOO OOOOO OOOOOO OOOO
; OOOOO
?MESSAGE_NIGHT_DLI
pha
; lda #?DEBUG_COLOR_1
; sta colbk
lda #0
sta COLPF2 ; 710
lda #12
sta COLPF1 ; 709
lda #?title_font
sta chbase
sta wsync
sta wsync
sta wsync
sta wsync
sta wsync
sta wsync
jsr @multi_sprite_dli_sub
sta wsync
sta wsync
sta wsync
lda #?game_font
sta chbase
lda 709
sta COLPF1 ; 709
lda 710
sta wsync
sta COLPF2 ; 710
sta wsync
sta wsync
; IMPORTANT WSYNC, or we earn a wrong black line, seeable in message-line
sta wsync
jsr @multi_sprite_dli_sub
; lda #?DEBUG_COLOR_0
; sta colbk
pla
rti
?message_countdown
.byte 0
;
; OOOOOO OO OO OOO OOOOO OO OOOO
; OO OO OO OO OO OO OO
; OO OOO OOOOOO OO OOOO OO OO OO OO
; OO OO OO OO OO OO OOOOOO OO OO OO OO
; OO OO OO OO OOOOOO OO OO OO OO
; OO OO OO OO OO OO OO OO OO
; OO OOOO OOO OOOO OOOO OOOOO OOOOOO OOOO
;
?INTRO_DLI
pha
jsr ?gr0_line
LDA #<?INTRO_DLI_line2
STA VDSLST
LDA #>?INTRO_DLI_line2
STA VDSLST+1
pla
rti
?INTRO_DLI_line2
pha
jsr ?gr0_line
LDA #<?INTRO_DLI_gr7
STA VDSLST
LDA #>?INTRO_DLI_gr7
STA VDSLST+1
pla
rti
?INTRO_DLI_gr7
pha
; lda #?DEBUG_COLOR_3
; sta colbk
; lda #?game_font
sta wsync
; sta chbase
; 0 2 4 6 8 a c e
HEADLINE_INTRO=$f0
; lda #HEADLINE_INTRO|$0a ; Color Night Knight Headline
lda @headline_color+0
sta COLPF0
; lda #HEADLINE_INTRO|$0c
lda @headline_color+1
sta COLPF1
; lda #HEADLINE_INTRO|$0e
lda @headline_color+2
sta COLPF2
LDA #<?DLI_for_GR0
STA VDSLST
LDA #>?DLI_for_GR0
STA VDSLST+1
; lda #?DEBUG_COLOR_0
; sta colbk
pla
rti
?gr0_line
; lda #?DEBUG_COLOR_1
; sta colbk
lda #?title_font
sta chbase
lda #0
sta COLPF2 ; 710
lda #14
sta COLPF1 ; 709
sta wsync
sta wsync
sta wsync
sta wsync
lda #10
sta wsync
sta COLPF1 ; 709
; lda #?DEBUG_COLOR_0
; sta colbk
rts
?DLI_for_GR0
pha
lda #$3E
; lda sdmctl THIS IS VERY DANGEROUS!!!
sta dmactl
jsr ?gr0_line
pla
rti
;
; OOOO OO OOO OOOOO OO OOOO
; OO OO OO OO OO OO OO OO
; OO OOOOO OOOO OOOOOO OO OOOO OO OO OO OO
; OO OO OO OO OO OO OO OO OOOOOO OO OO OO OO
; OO OO OO OOOO OO OO OOOOOO OO OO OO OO
; OO OO OO OO OO OO OO OO OO OO OO OO
; OOOO OOOOO OOOO OOO OOOO OOOO OOOOO OOOOOO OOOO
;
?OUTRO_DLI
pha
jsr ?gr0_line
LDA #<?OUTRO_DLI_gr13
STA VDSLST
LDA #>?OUTRO_DLI_gr13
STA VDSLST+1
pla
rti
?outro_font=$c0
?OUTRO_DLI_gr13
pha
; lda #?DEBUG_COLOR_2
; sta colbk
lda #$3d ; we want 32 instead of 40 bytes per line
sta dmactl
lda #?outro_font
sta wsync
sta chbase
; 0 2 4 6 8 a c e
; lda #HEADLINE_INTRO|$0a ; Color Night Knight Headline
lda @headline_color+0
sta COLPF0
; lda #HEADLINE_INTRO|$0c
lda @headline_color+1
sta COLPF1
; lda #HEADLINE_INTRO|$0e
lda @headline_color+2
sta COLPF2
; inverse Zeichen!!!
lda @headline_color+3
sta COLPF3
LDA #<?DLI_for_GR0
STA VDSLST
LDA #>?DLI_for_GR0
STA VDSLST+1
; lda #?DEBUG_COLOR_0
; sta colbk
pla
rti