full size level support

This commit is contained in:
alpine9000 2016-05-31 09:29:48 +10:00
parent 7aa3db51ee
commit 08c25629c9
4 changed files with 26 additions and 5 deletions

View File

@ -5,6 +5,7 @@
xdef DecrementCounter
xdef RenderNumber5
xdef RenderNumber4
xdef RenderNumber3
xdef RenderNumber2
xdef ToAscii
@ -50,6 +51,19 @@ RenderNumber2:
jsr DrawText8
rts
RenderNumber3:
;; d0.l number
;; d1.w x position
move.l d1,d3
move.l #3,d2
bsr ToAscii
move.l a0,a1
lea panel,a0
move.w #20,d1
move.w d3,d0
jsr DrawText8
rts
test:
dc.b "HELLO"

View File

@ -888,7 +888,7 @@ BlitCountdown:
Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0
Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"LEVEL 7",A,21,0
Level 1,"LET'S TRY A LONGER LEVEL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",B,98,2
Level 1,"LET'S TRY A LONGER LEVEL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",B,99,2
Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2
Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2
@ -932,7 +932,7 @@ panel:
countdownImages:
incbin "out/countdown.bin"
itemsMapOffset:
dc.l level1ItemsMap-level1ForegroundMap
dc.l 0
itemsMapEndPtr:
dc.l 0
foregroundScrollPixels:
@ -1029,13 +1029,13 @@ nextLevelInstaller:
tutorialLevelInstallers:
dc.l InstallLevel91
endTutorialLevelInstaller:
dc.l InstallLevel92
dc.l InstallLevel93
dc.l InstallLevel94
dc.l InstallLevel95
dc.l InstallLevel96
dc.l InstallLevel97
endTutorialLevelInstaller:
dc.l 0
panelFade:
include "out/panelFade.s"

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@ -8,12 +8,12 @@
</tileset>
<layer name="foreground" width="100" height="8">
<data encoding="base64" compression="zlib">
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eJxjZ2BgsGLEjtlH5egmB5O3A2ImIBbDQlMitxWPXCUN7BvqciDaEhgnWnjkB5vcbjL11Q8BP4hB44OSuB5N5/TPH8vJTAf0zgPkyuHzH758RW13UiN/jMpRr9xAzh/0zgP0TueDyZ2E8oc0A+72Fy3kBlMbczDJweQBQHRaZw==
</data>
</layer>
<layer name="pathway" width="100" height="8">
<data encoding="base64" compression="zlib">
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</data>
</layer>
<layer name="items" width="100" height="8">

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@ -592,8 +592,15 @@ UpdatePlayerScore:
RenderPlayerScore:
jsr RenderScore
move.l playerXColumn,d0
cmp.l #100,playerXColumn
bge .3
move.w #PANEL_COLUMNS_REMAINING_X+(8*3),d1
jsr RenderNumber2
bra .done
.3:
move.w #PANEL_COLUMNS_REMAINING_X+(8*2),d1
jsr RenderNumber3
.done:
rts
PreRenderColumnsRemaining: