'DRAW TEST DEBUG=0 'CELLS WIDE GLOBAL RASTIND GLOBAL RASTI CW=16 DIM BUX(5) DIM BUY(5) DIM BUSX(5) DIM BUSY(5) DIM BUL(5) 'MAKE RANDOM ASTEROID SHAPES GLOBAL CW DIM ASTX(20) DIM ASTY(20) STE=(3.14159*2)/11 RANDOMIZE 1 FOR I=0 TO 10 R=STE*I L=RND*0.45+0.42+(I MOD 2)*0.2 ASTX(I)=SIN(R)*L ASTY(I)=COS(R)*L NEXT I 'DRAW LOGO ON BG 0 SCROLL 0,4,8 BG 0 I=80 FOR Y=11 TO 12 FOR X=4 TO 19 CELL X,Y,I INC I NEXT X NEXT Y 'DRAW RENDER AREA ON BG 1 BG 1 I=16 FOR Y=1 TO 4 FOR X=0 TO 3 CELL X,Y-1,X+Y*16 NEXT X NEXT Y 'PREPARE MASKS FOR DRAW COMMANDS DIM GLOBAL LINMASK(8,8) DIM GLOBAL MASK(8) FOR I=0 TO 7 MASK(I)=2^(7-(I)) NEXT I FOR X1=0 TO 7 FOR X2=0 TO 7 V=0 FOR I=X1 TO X2 V=V OR MASK(I) NEXT I LINMASK(X1,X2)=V NEXT X2 NEXT X1 'CLEAR CHARACTERS FROM REGISTER FILL $8010,CW*5*16-16,0 X=0 Y=0 I=0 N=0 B=0 T=TIMER RANDOMIZE TIMER ROT=3.14159/80 RIND=$A000 OFFX=16 OFFY=16 SIZ=3 FOR AS=0 TO 79 SCROLL 1,16-80,16-64 ROTATION =ROT*AS GOSUB ASTEROID WAIT VBL GOSUB SAVETORAM NEXT AS CALL CLEAR(0,1,3,3) RANDOMIZE 2 FOR I=0 TO 10 STEP 2 R=STE*I L=RND*0.65+0.42+(I MOD 2)*0.2 ASTX(I)=SIN(R)*L ASTY(I)=COS(R)*L NEXT I ROT=3.14159/64 OFFX=12 OFFY=12 SIZ=2 SCROLL 1,12-80,12-64 FOR AS=0 TO 63 ROTATION =ROT*AS GOSUB ASTEROIDMED WAIT VBL GOSUB SAVETORAM NEXT AS STE=0.6 RANDOMIZE 22 FOR I=0 TO 10 STEP 2 R=STE*I+RND*0.3 L=RND*0.7+0.4 ASTX(I)=SIN(R)*L ASTY(I)=COS(R)*L NEXT I CALL CLEAR(0,1,2,2) ROT=3.14159/48 OFFX=8 OFFY=8 SIZ=1 SCROLL 1,-72,-64+8 FOR AS=0 TO 47 ROTATION =ROT*AS GOSUB ASTEROIDSMALL WAIT VBL 'CALL CLEAR(0,1,1,1) GOSUB SAVETORAM NEXT AS ASTX(I)=0 ASTY(I)=1 I=1 L=1 R=2.5 ASTX(I)=SIN(R)*L ASTY(I)=COS(R)*L INC I ASTX(I)=0 ASTY(I)=-0.5 INC I ASTX(I)=SIN(-R)*L ASTY(I)=COS(-R)*L FOR AS=0 TO 47 ROTATION=ROT*AS GOSUB SHIP WAIT VBL GOSUB SAVETORAM NEXT AS 'LOAD RENDER ZONES: RIND=ROM(8) ZONES=PEEK(RIND) INC RIND DIM GLOBAL RZSTART(ZONES) DIM GLOBAL RZSIZE(ZONES) FOR I=0 TO ZONES RZSTART(I)=$8000+PEEK(RIND)*16 SPRITE I,,,PEEK(RIND) SPRITE I+21,,,PEEK(RIND) INC RIND RZSIZE(I)=PEEK(RIND) INC RIND NEXT I 'CLEAR BG 0 BG 0 SCROLL 0,0,0 I=0 ATTR 7+DEBUG FOR Y=0 TO 15 FOR X=0 TO 15 CELL X,Y,I INC I NEXT X NEXT Y FOR Y = 0 TO 15 CELL 16,Y,0 CELL 17,Y,0 CELL 18,Y,0 CELL 19,Y,0 NEXT Y 'CLEAR BG 1 BG 1 SCROLL 1,0,0 FOR Y=0 TO 15 FOR X=0 TO 19 CELL X,Y,0 NEXT X NEXT Y MAIN1: ON RASTER CALL RASTWAIT DIM GLOBAL PX(6) DIM GLOBAL PY(6) DIM GLOBAL PL(6) DIM GLOBAL PSX(6) DIM GLOBAL PSY(6) DIM GLOBAL PSR(6) DIM ASX(11) DIM ASY(11) DIM ASSX(11) DIM ASSY(11) DIM ASRS(11) DIM ASR(11) DIM ASRO(11) DIM AMX(5) DIM AMY(5) DIM AMSX(5) DIM AMSY(5) DIM AMRS(5) DIM AMR(5) DIM AMRO(5) DIM ALX(2) DIM ALY(2) DIM ALSX(2) DIM ALSY(2) DIM ALRS(2) DIM ALR(2) DIM ALRO(2) SHIPX=80-8 SHIPY=64-8 FOR I= 0 TO 6 SPRITE 42+I,-8,-8,6 NEXT I 'COPY THE SPRITES IND=ROM(2) WIND=$8000 COPY IND, $300 TO WIND POINTS=0 NUMLG=2 NUMSM=11 NUMMD=5 GOSUB PLACEASTEROIDS SHIPSX=0 SHIPSY=0 SHIPR=48 SHIPRS=0 TRAILL=0 TRAILX=0 TRAILR=0 UFOX=-32 UFOY=-64 UFOSX=0.1 UFOSY=0.1 GAMEPAD 1 PLAY 2,60,0 SOUND 1 DO TIK=NOT TIK MAIN: CALL DRAWPARTICLE IF UFOX<>-64 THEN GOSUB DRAWUFO ELSE STOP 2 END IF GOSUB DRAWSHIP FOR I=0 TO NUMSM ADD ASX(I),ASSX(I), -15 TO 145 ADD ASY(I),ASSY(I), -15 TO 113 ADD ASR(I),ASRS(I), 0 TO 95 IF INT(ASR(I))<>ASRO(I) THEN 'SMALL SPRITES 'START AT $DA00 '$20 BYTES LONG ADDR=INT(ASR(I)MOD 48)*$20+$DA00 CALL COPYRAM(1,9+I,ADDR) ASRO(I)=INT(ASR(I)) SPRITE.A 9+I,64-(ASRO(I)>47)*24 SPRITE.A 30+I,64-(ASRO(I)>47)*24 END IF SPRITE 9+I,ASX(I),ASY(I), IF ASX(I)<0 THEN SPRITE 30+I,ASX(I)+160,ASY(I), ELSE SPRITE 30+I,160,, END IF NEXT I FOR I=0 TO NUMMD ADD AMX(I),AMSX(I), -23 TO 137 ADD AMY(I),AMSY(I), -23 TO 105 ADD AMR(I),AMRS(I), 0 TO 128 IF INT(AMR(I))<>AMRO(I) THEN 'MEDIUM SPRITES 'START AT $C800 '$20 BYTES LONG ADDR=INT(AMR(I)MOD 64)*$48+$C800 CALL COPYRAM(2,3+I,ADDR) AMRO(I)=INT(AMR(I)) SPRITE.A 3+I,128-(AMRO(I)>63)*24 SPRITE.A 24+I,128-(AMRO(I)>63)*24 END IF SPRITE 3+I,AMX(I),AMY(I), IF AMX(I)<24 THEN SPRITE 24+I,AMX(I)+160,AMY(I), ELSE SPRITE 24+I,160,, END IF NEXT I FOR I=0 TO NUMLG ADD ALX(I),ALSX(I), -31 TO 129 ADD ALY(I),ALSY(I), -31 TO 97 ADD ALR(I),ALRS(I), 0 TO 159 IF INT(ALR(I))<>ALRO(I) THEN 'BIG SPRITES 'START AT $A000 '$80 BYTES LONG ADDR=INT(ALR(I)MOD 80)*$80+$A000 CALL COPYRAM(3,I,ADDR) ALRO(I)=INT(ALR(I)) SPRITE.A I+21,192-(ALRO(I)>79)*24 SPRITE.A I,192-(ALRO(I)>79)*24 END IF SPRITE I,ALX(I),ALY(I), IF ALX(I)<0 THEN SPRITE I+21,ALX(I)+160,ALY(I), ELSE SPRITE I+21,161,, END IF NEXT I WAIT VBL LOOP SUB SPLASHPARTICLE(X,Y,PCOUNT) 'FIND LOWEST FOR J= 0 TO PCOUNT LOWL=100 LOWP=0 FOR I=0 TO 6 IF LOWL>PL(I) THEN LOWL=PL(I) LOWP=I END IF NEXT I I=LOWP PX(I)=X PY(I)=Y PL(I)=30+RND*15 L=0.25+RND*0.25 R=RND*PI*2 PSX(I)=SIN(R)*L PSY(I)=COS(R)*L PSR(I)=INT(RND*8)+8 SPRITE.A 42+I,-32*(RND<0.5) NEXT J END SUB SUB DRAWPARTICLE FOR I=0 TO 6 IF PL(I)>0 THEN ADD PX(I),PSX(I), 0 TO 160 ADD PY(I),PSY(I), 0 TO 128 SPRITE 42+I,PX(I),PY(I),6 IF TIMER MOD PSR(I)=0 THEN 'PRIORITY BIT DICTATES ROTATION DIRECTION SPRITE.A 42+I,SPRITE.A(42+I) XOR (4+2^(SPRITE.A(42+I)\32))*8 END IF DEC PL(I) ELSE SPRITE 42+I,-8,-8, END IF NEXT I END SUB SUB COPYRAM(SIZ,RZONE,IND) FOR Y=0 TO SIZ WIND = RZSTART(RZONE)+16*16*Y FOR X=0 TO SIZ COPY IND,8 TO WIND ADD WIND,16 ADD IND,8 'FOR I=0 TO 7 'POKE WIND, PEEK(IND) 'INC IND 'INC WIND 'NEXT I 'ADD WIND,8 NEXT X NEXT Y END SUB 'WAIT VBL IF TIMER>T+600 THEN T=TIMER FILL $8100,CW*CW*16,0 END IF SUB PIXCOL(N,B) 'IF N<$8100 OR N>$8FFF THEN EXIT SUB POKE N,PEEK(N) OR B END SUB SUB PIX(X,Y) 'IF X<0 OR Y<0 OR X>=CW*8 OR Y>=CW*8 THEN EXIT SUB 'X,Y PIXEL CONVERSION B=MASK(X MOD 8) N=$8100+((X\8)*16)+(Y MOD 8)+((Y\8)*(256)) POKE N,PEEK(N) OR B 'CALL PIXCOL(N,B) END SUB SUB SETASTEROIDS(BIG) AS=0 RZ=0 FOR I=0 TO BIG ASTS(AS)=3 ASTRZ(AS)=RZ REPEAT X=RND*160 Y=RND*128 UNTIL ABS(X-SHIPX)+ABS(Y-SHIPY)>40 ASTX(AS)=X ASTY(AS)=Y INC AS INC RZ NEXT I WHILE I<20 ASTS(I)=-1 INC I WEND END SUB SUB LIN(X1,Y1,X2,Y2) TX1=INT(X1) TY1=INT(Y1) TX2=INT(X2) TY2=INT(Y2) IF X2=Y2 AND Y1>=Y3 THEN A=1 XB=X1 YB=Y1 ELSE IF Y2>=Y1 AND Y2>=Y3 THEN A=2 XB=X2 YB=Y2 ELSE IF Y3>=Y1 AND Y3>=Y2 THEN A=3 XB=X3 YB=Y3 END IF 'TOP CORNER IF Y1<=Y2 AND Y1<=Y3 THEN B=1 XT=X1 YT=Y1 ELSE IF Y2<=Y1 AND Y2<=Y3 THEN B=2 XT=X2 YT=Y2 ELSE IF Y3<=Y1 AND Y3<=Y2 THEN B=3 XT=X3 YT=Y3 END IF 'MIDDLE CORNER IF A<>1 AND B<>1 THEN XM=X1 YM=Y1 ELSE IF A<>2 AND B<>2 THEN XM=X2 YM=Y2 ELSE IF A<>3 AND B<>3 THEN XM=X3 YM=Y3 END IF 'MIDDLE SIDE SLOPE DX=XB-XT DY=YB-YT IF DY=0 THEN S0=DX ELSE S0=DX/DY END IF 'TOP SIDE DX=XM-XT DY=YM-YT IF DY=0 THEN S1=DX ELSE S1=DX/DY END IF FOR Y=0 TO DY A=MIN((S1*Y)+XT,(S0*Y)+XT) B=MAX((S1*Y)+XT,(S0*Y)+XT) CALL HLIN(A,B,Y+YT) NEXT Y 'BOTTOM SIDE DX=XB-XM DY=YB-YM IF DY=0 THEN S1=-DX ELSE S1=-DX/DY END IF S0=-S0 FOR Y=0 TO DY A=MIN((S1*(DY-Y))+XB,(S0*(DY-Y))+XB) B=MAX((S1*(DY-Y))+XB,(S0*(DY-Y))+XB) CALL HLIN(A,B,Y+YM) NEXT Y END SUB SUB CIR(X,Y,R,C) FOR I=-R TO R A=SQR((R*R)-(I*I)) CALL HLIN(X-A,X+A,Y+I) 'FOR N=-A TO A 'CALL PIX(X+I,Y+N) 'NEXT N NEXT I END SUB SUB CLEAR(CX,CY,DX,DY) ENDY=CY+DY FOR Y= CY TO ENDY IND=$8000+((CW*Y)+CX)*16 FILL IND,16*(1+DX) NEXT Y END SUB RETURN DRAWUFO: ADD UFOX,UFOSX ADD UFOY,UFOSY SPRITE 57,UFOX,UFOY,8 SPRITE.A 57,196 VEL=0.001 LENG=0.001 X=SHIPX-UFOX Y=SHIPY-UFOY GOSUB NORMALIZE ADD UFOSX,X ADD UFOSY,Y X=UFOSX Y=UFOSY LENG=0.1 GOSUB NORMALIZE UFOSX=X UFOSY=Y ADDR=33171 IF TIK THEN ROL ADDR,1 ADD ADDR,2 ROL ADDR,1 ADD ADDR,14 ROL ADDR,1 ADD ADDR,2 ROL ADDR,1 END IF X=ABS((SHIPX)-(UFOX+168)) X=MIN(X,ABS((SHIPX)-(UFOX+8))) X=MIN(X,ABS((SHIPX)-(UFOX-152))) Y=ABS((SHIPY)-(UFOY)) Y=MIN(Y,ABS((SHIPY)-(UFOY+128))) Y=MIN(Y,ABS((SHIPY)-(UFOY-128))) DIST=SQR(X*X+Y*Y) DIST=DIST/99*4 BV=MAX(BV,DIST) DOPPLERX=UFOSX-SHIPSX DOPPLERY=UFOSY-SHIPSY LFOR=$FF58+9 RANDOMIZE(TIMER) POKE LFOR,15-DIST+$F0 'CHECK TO SEE IF IT HIT ANY BULLETS FOR I= 0 TO 5 IF BUL(I)>1 THEN IF SPRITE HIT(57,50+I) THEN X=UFOX+16 Y=UFOY+16 CALL SPLASHPARTICLE(X,Y,3) UFOX=-64 SPRITE 57,-31,-31, BUL(I)=0 END IF END IF NEXT I RETURN DRAWSHIP: VEL=0.05 ADD SHIPX,SHIPSX, -15 TO 145 ADD SHIPY,SHIPSY, -15 TO 112 IF RIGHT(0) OR DOWN(0) THEN ADD SHIPRS,-VEL END IF IF LEFT(0) OR UP(0) THEN ADD SHIPRS,VEL END IF ADD SHIPR,SHIPRS, 0 TO 95 SHIPRS=SHIPRS*0.9 IF BUTTON(0,1) THEN VEL=0.01 R=(SHIPR/48)*3.14159 SHIPSX=SHIPSX-COS(R)*VEL SHIPSY=SHIPSY+SIN(R)*VEL IF TRAILL<1 THEN TRAILL=8 TRAILR=R R=(SHIPR/4.8+5)MOD 20 SPR=R MOD 5 STAT=R\5 FLIPX=-(STAT>=1AND STAT<=2)*8 FLIPY=-(STAT<=1)*16 IF STAT MOD 2 THEN SPR=5-SPR ELSE INC SPR END IF L=2.8 Y=SIN((SHIPR/48)*3.14159+L)*6 X=-COS((SHIPR/48)*3.14159+L)*6 TRAILY=SHIPY-FLIPY/2+8+Y TRAILX=SHIPX-FLIPX+8+X SPRITE 49,TRAILX,TRAILY,SPR SPRITE.A 49,FLIPX+FLIPY END IF END IF IF TRAILL>0 THEN L=1 TRAILX=TRAILX+COS(TRAILR)*L TRAILY=TRAILY-SIN(TRAILR)*L SPRITE 49,TRAILX,TRAILY, L=(SPRITE.A(49)\8)*8+(8-TRAILL)/2 SPRITE.A 49, L DEC TRAILL ELSE SPRITE 49,-8,, END IF SPEED=SQR(SHIPSX*SHIPSX+SHIPSY*SHIPSY) MAXSPEED=0.75 IF SPEED>MAXSPEED THEN SHIPSX=SHIPSX/SPEED*MAXSPEED SHIPSY=SHIPSY/SPEED*MAXSPEED END IF IF BUTTON TAP(0,0) THEN TRACK 4,1 LOWB=0 LOWL=101 FOR I=0 TO 5 IF BUL(I)47)*24 SPRITE 63,SHIPX,SHIPY,32 SPRITE.A 62,64-(INT(SHIPR)>47)*24 SPRITE 62,MIN(SHIPX+160,200),SHIPY,32 'DRAW BULLETS FOR I=0 TO 5 IF BUL(I)>0 THEN DEC BUL(I) ADD BUX(I),BUSX(I),0 TO 160 ADD BUY(I),BUSY(I),0 TO 128 'CHECK IF THE BULLETS HIT SPRITE 50+I,BUX(I),BUY(I),7 IF SPRITE HIT(I+50,0 TO 41) THEN IF HIT<=41 THEN BUL(I)=0 SPR=HIT MOD 21 IF SPR<3 THEN 'HIT BIG ASTEROID SWAP ALX(SPR),ALX(NUMLG) SWAP ALY(SPR),ALY(NUMLG) SWAP ALSX(SPR),ALSX(NUMLG) SWAP ALSY(SPR),ALSY(NUMLG) SWAP ALR(SPR),ALR(NUMLG) SWAP ALRS(SPR),ALRS(NUMLG) X=ALX(NUMLG)+4 Y=ALY(NUMLG)+4 SX=ALSX(NUMLG) SY=ALSY(NUMLG) 'MAKE MEDIUM ONES FOR BNV= 0 TO 1 NUMMD=MIN(NUMMD+1,5) SX1=MIN(SX+(RND-0.5)*0.5,0.6) SY1=MIN(SY+(RND-0.5)*0.5,0.6) AMSX(NUMMD)=SX1 AMSY(NUMMD)=SY1 AMX(NUMMD)=X AMY(NUMMD)=Y AMR(NUMMD)=RND(47) AMRS(NUMMD)=ALRS(NUMLG)+RND-0.5 NEXT BNV CALL SPLASHPARTICLE(X+12,Y+12,1) 'HIDE THE ASTEROID SPRITE SPRITE NUMLG,-31,-31, SPRITE 21+NUMLG,-31,-31, DEC NUMLG END IF IF SPR>2 AND SPR<9 THEN 'HIT MED ASTEROID J=SPR-3 SWAP AMX(J),AMX(NUMMD) SWAP AMY(J),AMY(NUMMD) SWAP AMSX(J),AMSX(NUMMD) SWAP AMSY(J),AMSY(NUMMD) SWAP AMR(J),AMR(NUMMD) SWAP AMRS(J),AMRS(NUMMD) SPRITE 3+NUMMD,-31,-31, SPRITE 24+NUMMD,-31,-31, X=AMX(NUMMD)+4 Y=AMY(NUMMD)+4 SX=AMSX(NUMMD) SY=AMSY(NUMMD) 'MAKE SMALL ONES CALL SPLASHPARTICLE(X+8,Y+8,0) FOR BNV= 0 TO 1 NUMSM=MIN(NUMSM+1,11) SX1=MIN(SX+(RND-0.5)*0.5,0.6) SY1=MIN(SY+(RND-0.5)*0.5,0.6) ASSX(NUMSM)=SX1 ASSY(NUMSM)=SY1 ASX(NUMSM)=X ASY(NUMSM)=Y ASR(NUMSM)=RND(47) ASRS(NUMSM)=AMRS(NUMMD)+RND-0.5 NEXT BNV DEC NUMMD END IF IF SPR>8 THEN 'HIT SMALL ASTEROID J=SPR-9 SWAP ASX(J),ASX(NUMSM) SWAP ASY(J),ASY(NUMSM) SWAP ASSX(J),ASSX(NUMSM) SWAP ASSY(J),ASSY(NUMSM) SWAP ASR(J),ASR(NUMSM) SWAP ASRS(J),ASRS(NUMSM) SPRITE 9+NUMSM,-31,-31, SPRITE 30+NUMSM,-31,-31, X=ASX(NUMSM) Y=ASY(NUMSM) CALL SPLASHPARTICLE(X,Y,2) DEC NUMSM END IF END IF END IF ELSE SPRITE OFF I+50 END IF NEXT I RETURN SUB HLIN(X1,X2,Y) X1=INT(X1) X2=INT(X2) 'ONLY HORIZONTAL 'BETTER THAN LIN() IF X1<0 THEN X1=0 IF X2<0 THEN X2=0 IF X2>=CW*8 THEN X2=(CW*8)-1 'LEFT MOST MEMORY LOCATION ML=$8100+(INT(X1/8)*16)+(Y MOD 8)+(INT(Y/8)*(CW*16)) 'RIGHT MOST MEMORY LOCATION MR=$8100+(INT(X2/8)*16)+(Y MOD 8)+(INT(Y/8)*(CW*16)) B=0 IF ML=MR THEN B=LINMASK(X1 MOD 8,X2 MOD 8) 'CALL PIXCOL(ML,B) POKE ML,PEEK(ML) OR B ELSE 'LEFT MOST B=LINMASK(X1 MOD 8,7) 'CALL PIXCOL(ML,B) POKE ML,PEEK(ML) OR B 'RIGHT MOST B=LINMASK(0,X2 MOD 8) 'B=MASK(X2 MOD 8)-1 'CALL PIXCOL(MR,B) POKE MR,PEEK(MR) OR B 'IN BETWEEN I=ML+16 WHILE I32 ASX(I)=X ASY(I)=RND*128 NEXT I FOR I=0 TO NUMMD AMSX(I)=RND-0.5 AMSY(I)=RND-0.5 AMRS(I)=RND-0.5 AMR(I)=RND*48 REPEAT X=RND*160 Y=RND*128 UNTIL ABS(X-80)+ABS(Y-64)>32 AMX(I)=X AMY(I)=RND*128 NEXT I FOR I=0 TO NUMLG ALSX(I)=RND-0.5 ALSY(I)=RND-0.5 ALRS(I)=RND-0.5 ALR(I)=RND*48 REPEAT X=RND*160 Y=RND*128 UNTIL ABS(X-80)+ABS(Y-64)>32 ALX(I)=X ALY(I)=RND*128 NEXT I RETURN NORMALIZE: DEEST=SQR(X*X+Y*Y) IF DEEST>LENG THEN X=X/DEEST*LENG Y=Y/DEEST*LENG END IF RETURN SUB RASTMID POKE 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