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- ;Wide Scroll & Sprite
- ;--------------------
- ;This opens an extra wide picture of 640x256 pixels and sticks an animated
- ;sprite on top of it. Extremely large pictures are *totally* inadequate for
- ;games such as platformers and shoot'em-ups, because the picture size takes
- ;up huge amounts of memory. However for games like Skidmarks,
- ;Lemmings, Monkey Island, etc, such large screens can be a necessity.
- ;
- ;Moving the sprite to the edges of the screen will result in a sound.
- ;
- ;Press LMB to exit.
-
- opt o+
-
- INCLUDE "exec/exec_lib.i"
- INCLUDE "games/games_lib.i"
- INCLUDE "games/games.i"
-
- CALL MACRO
- jsr _LVO\1(a6)
- ENDM
-
- SECTION "WideScroll&Sprite",CODE
-
- ;===========================================================================;
- ; INITIALISE DEMO
- ;===========================================================================;
-
- Start: MOVEM.L A0-A6/D1-D7,-(SP)
- move.l ($4).w,a6
- lea GMS_Name(pc),a1
- moveq #$00,d0
- CALL OpenLibrary
- move.l d0,GMS_Base
- beq Quit
-
- move.l GMS_Base(pc),a6 ;Set task at the user-specified
- CALL SetUserPri ;priority.
-
- CALL AllocAudio
- tst.w d0
- bne DeleteScr
-
- lea Sound_Gong(pc),a0
- CALL InitSound
- tst.w d0
- bne ReturnToDOS
-
- lea ScreenStruct(pc),a0
- CALL Add_Screen
- tst.l d0
- bne Error
-
- lea Picture(pc),a1 ;a1 = Picture struct.
- move.l SS_MemPtr1(a0),PIC_Data(a1)
- lea PicFile(pc),a0 ;a0 = Picture file.
- CALL LoadPic
- tst.w d0
- bne ReturnToDOS
-
- lea ScreenStruct(pc),a0
- lea SparkieStruct(pc),a1
- CALL Init_Sprite
- CALL Update_Sprite ;First get him onto the screen.
-
- CALL Show_Screen
-
- moveq #JPORT1,d0 ;Initialise the mouse port.
- CALL Read_Mouse
-
- ;===========================================================================;
- ; MAIN LOOP
- ;===========================================================================;
-
- moveq #$00,d6 ;d6 = 00.
- Loop: moveq #JPORT1,d0 ;Read from port 1
- CALL Read_Mouse ;Go get mouse movements.
- move.w d0,d1
- asr.w #8,d0
- add.w d0,SPR_XPos(a1)
- ext.w d1
- add.w d1,SPR_YPos(a1)
- btst #MB_LMB,d0
- bne.s ReturnToDOS
-
- addq.w #1,d7 ;Animation/Frame delay, so that
- btst #0,d7 ; our anim does not run too fast!
- beq.s Scroller
- cmp.w #5,SPR_Frame(a1) ;Do the animation for the sprite.
- beq.s .reset ;(simply by increasing the frame
- addq.w #1,SPR_Frame(a1) ; number).
- bra.s Scroller
- .reset clr.w SPR_Frame(a1)
-
- Scroller:
- lea ScreenStruct(pc),a0
- tst.w d6
- beq.s .Right
- .Left tst.w SS_PicXOffset(a0)
- ble.s .Right
- st d6
- subq.w #2,SS_PicXOffset(a0)
- bra.s .scroll
- .Right cmp.w #320,SS_PicXOffset(a0)
- bge.s .Left
- moveq #$00,d6
- addq.w #2,SS_PicXOffset(a0)
-
- .scroll CALL Move_Picture
- CALL Wait_OSVBL
- CALL Update_Sprite ;Put Sparkie on the screen.
-
- cmp.w #320-16,SPR_XPos(a1)
- bge.s .play
- tst.w SPR_XPos(a1)
- ble.s .play
- tst.w SPR_YPos(a1)
- ble.s .play
- cmp.w #256-16,SPR_YPos(a1)
- bge.s .play
- bra Loop
-
- .play lea Sound_Gong(pc),a0
- CALL PlaySoundPri
- bra Loop
-
- ;===========================================================================;
- ; RETURN TO DOS
- ;===========================================================================;
-
- ReturnToDOS:
- move.l GMS_Base(pc),a6
- lea Sound_Gong(pc),a0
- CALL FreeSound
- CALL FreeAudio
- DeleteScr:
- move.l GMS_Base(pc),a6
- lea ScreenStruct(pc),a0
- CALL Delete_Screen ;Give back screen memory etc.
- Error: move.l GMS_Base(pc),a1
- move.l ($4).w,a6
- CALL CloseLibrary
- Quit: MOVEM.L (SP)+,A0-A6/D1-D7
- moveq #$00,d0
- rts
-
- ;===========================================================================;
- ; DATA
- ;===========================================================================;
-
- GMS_Name:
- dc.b "games.library",0
- even
- GMS_Base:
- dc.l 0
-
- AMT_PLANES = 4
-
- SparkieStruct:
- dc.l "SPV1",0 ;Structure version.
- dc.w 0 ;Number 0.
- dc.l Gfx_Sparkie ;Ptr to graphic.
- dc.w 150,150 ;Beginning X/Y position
- dc.w 0 ;Current frame.
- dc.w 16,21 ;Width (16/32/64), Height.
- dc.w 16 ;Amt of colours.
- dc.w 16 ;Colour start in palette.
- dc.w 2 ;Amt of planes.
- dc.w HIRES|XLONG ;Attributes.
- dc.w 0 ;PlayField position.
- dc.l 0,0 ;Private.
-
- ScreenStruct:
- dc.l "GSV1",0
- dc.l 0,0,0 ;Screen_Mem1/2/3
- dc.l 0 ;Screen link.
- dc.l Palette ;Address of palette
- dc.l 0 ;Address of rasterlist.
- dc.l 32 ;Amt of colours in palette.
- dc.w 320,256,640,256 ;Screen & Pic Height/Width.
- dc.w AMT_PLANES ;Amt_Planes
- dc.w 0,0 ;X/Y screen offset.
- dc.w 0,0 ;X/Y picture offset.
- dc.l HSCROLL ;Special attributes.
- dc.w LORES ;Screen mode.
- dc.b INTERLEAVED ;Screen type
- dc.b 0 ;Reserved.
- even
-
- Palette dc.w $0000,$0400,$0501,$0501,$0601,$0701,$0701,$0801
- dc.w $0901,$0A01,$0B02,$0432,$0CC0,$0F00,$0211,$0880
- dc.w $01C2,$0050,$0B0B,$0606,$0F20,$0910,$0BBB,$0FFF
- dc.w $00BF,$0068,$0568,$09BF,$0FF0,$0EE0,$0BA0,$0540
-
- PicFile dc.b "GAMESLIB:data/IFF.Pic640x256",0
- even
-
- Picture dc.l "PCV1",0 ;Version header.
- dc.l 0 ;Source data.
- dc.w 640,256 ;Width, Height.
- dc.w AMT_PLANES ;Amount of Planes.
- dc.l 32 ;Amount of colours.
- dc.l Palette ;Source palette (remap).
- dc.w LORES ;Screen mode.
- dc.w INTERLEAVED ;Destination
- dc.l 0 ;Parameters.
-
- Sound_Gong:
- dc.l "SMV1",0 ;Structure version.
- dc.w CHANNEL1 ;Channel to play through.
- dc.w 0 ;Priority.
- dc.l 0 ;Sample header
- dc.l 0 ;Sample address.
- dc.l 0 ;Sample length.
- dc.w OCT_C2 ;Sample period.
- dc.w 100 ;Sample volume.
- dc.l SBIT8|SEMPTY ;Sound is 8 bit.
- dc.l Gong ;Sound file.
-
- Gong: dc.b "GAMESLIB:data/IFF.Lightning",0
- even
-
- ;===========================================================================;
- ; CHIP RAM DATA
- ;===========================================================================;
-
- SECTION "Graphics",DATA_C
-
- Gfx_Sparkie:
- INCBIN "GAMESLIB:data/Sparkie.raw"
-