simple high score table

This commit is contained in:
alpine9000 2016-05-29 15:11:22 +10:00
parent 1f87824976
commit 95e2b7ae75
5 changed files with 251 additions and 4 deletions

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@ -15,7 +15,7 @@ BASE_ADDRESS=4000
# note: this must be high enough not to conflict with MFMbufE
BOOTBLOCK_ASM=alpine_bootblock.s
OBJS=out/init.o out/utils.o out/image.o out/blit.o out/joystick.o out/player.o out/items.o out/blitmtext.o out/blitmtext85.o out/blittext.o out/music.o out/P6112-Play.o out/splash.o out/background.o out/sound.o out/trackloader.o out/disk.o out/counter.o out/map.o out/message.o out/menu.o out/credits.o out/bob.o out/pickups.o
OBJS=out/init.o out/utils.o out/image.o out/blit.o out/joystick.o out/player.o out/items.o out/blitmtext.o out/blitmtext85.o out/blittext.o out/music.o out/P6112-Play.o out/splash.o out/background.o out/sound.o out/trackloader.o out/disk.o out/counter.o out/map.o out/message.o out/menu.o out/credits.o out/bob.o out/pickups.o out/highscore.o
IMAGES=foreground.png \
background.png \

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@ -6,6 +6,7 @@
xdef RenderNumber5
xdef RenderNumber4
xdef RenderNumber2
xdef ToAscii
RenderCounter:
;; d0.w x position
@ -145,6 +146,6 @@ ToAscii:
rts
staticBuffer:
dc.b "00000"
dc.b "000000000"
dc.b 0

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@ -331,11 +331,12 @@ InitialiseNewGame:
GameOver:
jsr RegisterHighScore
sub.l #4,nextLevelInstaller
lea gameOverMessage,a1
jsr Message
jsr WaitForJoystick
bra MainMenu
jmp ShowHighScore
TutorialOver:
move.l #levelInstallers,nextLevelInstaller

240
028.bs/highscore.s Normal file
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@ -0,0 +1,240 @@
include "includes.i"
xdef AddHighScore
xdef ShowHighScore
SPLASH_COLOR_DEPTH equ 5
SPLASH_SCREEN_WIDTH_BYTES equ 40
PLAY_COPPER_WORD equ $aad1
MENU_TITLE_TOP_COLOR equ $be0 ;$e71
MENU_TITLE_BOTTOM_COLOR equ $9d4 ;$fe7
MENU_SELECTED_TOP_COLOR equ $f30
MENU_SELECTED_BOTTOM_COLOR equ $d10
MENU_TEXT_COLOR equ $7ef
MENU_TEXT_BOTTOM_COLOR equ $5cd
MENU_BOTTOM_OFFSET equ (firstBottomColor-firstTopColor)
MENU_OFFSET equ (secondTopColor-firstTopColor)
ShowHighScore:
lea CUSTOM,a6
jsr ReloadSplashScreen
bsr HighlighScore
lea splash,a0
add.l #(150*40*5)+((320-96)/16),a0
WaitBlitter
move.w #(BC0F_SRCA|BC0F_DEST|$f0),BLTCON0(A6)
move.w #0,BLTCON1(a6)
move.l #$ffffffff,BLTAFWM(a6) ;no masking of first/last word
move.w #(320-96)/8,BLTAMOD(a6) ;A modulo
move.w #0,BLTDMOD(a6) ;D modulo
move.l a0,BLTAPTH(a6) ;source graphic top left corner
move.l backgroundOffscreen,BLTDPTH(a6) ;destination top left corner
move.w #((64*5)<<6)|(96/16),BLTSIZE(a6)
ReShowMenu:
move.w #1,splashInvalid
jsr WaitVerticalBlank
;; set up default palette
include "out/menu-palette.s"
;; set up playfield
move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6)
move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
move.w #(RASTER_X_START/2-SCREEN_RES),DDFSTRT(a6)
move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6)
move.w #(SPLASH_COLOR_DEPTH<<12)|$200,BPLCON0(a6)
move.w #0,BPLCON1(a6)
move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL1MOD(a6)
move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL2MOD(a6)
;; poke bitplane pointers
lea splash,a1
lea splashCopperListBplPtr(pc),a2
moveq #SPLASH_COLOR_DEPTH-1,d0
.bitplaneloop:
move.l a1,d1
move.w d1,2(a2)
swap d1
move.w d1,6(a2)
lea SPLASH_SCREEN_WIDTH_BYTES(a1),a1 ; bit plane data is interleaved
addq #8,a2
dbra d0,.bitplaneloop
;; install copper list, then enable dma
lea splashCopperList(pc),a0
move.l a0,COP1LC(a6)
;; jsr WaitVerticalBlank
move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
bsr RenderHighScore
jsr WaitForJoystick
jmp ShowMenu
RenderHighScore:
move.l backgroundOffscreen,a0
lea splash,a2
add.l #(150*40*5)+((320-96)/16),a2
WaitBlitter
move.w #(BC0F_SRCA|BC0F_DEST|$f0),BLTCON0(A6)
move.w #0,BLTCON1(a6)
move.l #$ffffffff,BLTAFWM(a6) ;no masking of first/last word
move.w #0,BLTAMOD(a6) ;A modulo
move.w #(320-96)/8,BLTDMOD(a6) ;D modulo
move.l a0,BLTAPTH(a6) ;source graphic top left corner
move.l a2,BLTDPTH(a6) ;destination top left corner
move.w #((64*5)<<6)|(96/16),BLTSIZE(a6)
lea highScore,a1
lea splash,a0
move.w #(320/2)-(6*8)+4,d0
move.w #150-16,d1
jsr DrawMaskedText85
lea highScores,a2
.loop:
move.w #9,d2
move.l (a2)+,d0
jsr ToAscii
move.w #(320/2)-(6*8)+12,d0
add.w #16,d1
move.l a0,a1
lea splash,a0
jsr DrawMaskedText85
cmp.l #endHighScores,a2
bne .loop
rts
AddHighScore:
move.l #endHighScores-4,a0
.loop1:
cmp.l (a0),d0
beq .skip
sub.l #4,a0
cmp.l #highScores,a0
blt .next
bra .loop1
.next:
move.l #endHighScores-4,a0
.loop:
cmp.l (a0),d0
blt .done
move.l (a0),4(a0)
sub.l #4,a0
cmp.l #highScores,a0
blt .done
bra .loop
.done:
move.l d0,4(a0)
.skip:
rts
HighlighScore:
lea firstTopColor,a0
lea highScores,a1
move.l __score,d0
.loop:
cmp.l #endHighScores,a1
beq .done
cmp.l (a1),d0
beq .match
move.w #MENU_TEXT_COLOR,(a0)
move.w #MENU_TEXT_BOTTOM_COLOR,MENU_BOTTOM_OFFSET(a0)
add.l #4,a1
add.l #MENU_OFFSET,a0
bra .loop
.match:
move.w #MENU_SELECTED_TOP_COLOR,(a0)
move.w #MENU_SELECTED_BOTTOM_COLOR,MENU_BOTTOM_OFFSET(a0)
.done:
rts
highScore:
dc.b " HI SCORES "
dc.b 0
align 4
highScores:
dc.l 10000
dc.l 5000
dc.l 2000
dc.l 1000
dc.l 500
endHighScores:
dc.l 0 ; saves an extra check when propagating scores down
splashCopperList:
splashCopperListBplPtr:
dc.w BPL1PTL,0
dc.w BPL1PTH,0
dc.w BPL2PTL,0
dc.w BPL2PTH,0
dc.w BPL3PTL,0
dc.w BPL3PTH,0
dc.w BPL4PTL,0
dc.w BPL4PTH,0
dc.w BPL5PTL,0
dc.w BPL5PTH,0
dc.w BPL6PTL,0
dc.w BPL6PTH,0
dc.w PLAY_COPPER_WORD,$fffe
dc.w COLOR31
dc.w MENU_TITLE_TOP_COLOR
dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
dc.w COLOR31
dc.w MENU_TITLE_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$1000,$fffe
dc.w COLOR31
firstTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$1000+(($1000/4)*3),$fffe
dc.w COLOR31
firstBottomColor:
dc.w MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$2000,$fffe
dc.w COLOR31
secondTopColor:
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$2000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$3000,$fffe
dc.w COLOR31
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$3000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$4000,$fffe
dc.w COLOR31
dc.w MENU_TEXT_COLOR
dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
dc.w PLAY_COPPER_WORD+$4000+(($1000/4)*3),$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.w PLAY_COPPER_WORD+$5000,$fffe
dc.w COLOR31
dc.w MENU_TEXT_COLOR
dc.w $ffdf,$fffe
dc.w $06df,$fffe
dc.w COLOR31,MENU_TEXT_BOTTOM_COLOR
dc.l $fffffffe

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@ -15,7 +15,8 @@
xdef VerticalScrollBees
xdef DetectBeeCollisions
xdef RenderScore
xdef RegisterHighScore
include "bees.i"
@ -484,6 +485,10 @@ beeDownMovingDown:
nextSpriteSlot:
dc.w 0
RegisterHighScore:
move.l __score,d0
jsr AddHighScore
rts
__score:
dc.l 0