;============================================================================= ;=Spengo Race! by Steven Rogers = ;=anyone may use this source...I can't guarantee that it's good...in fact it = ;=is pretty bad :( If anyone would like to comment or need help with = ;=programming, I am available at: = ;=thespengo@gmail.com = ;=#tcpa on efnet iirc = ;=maxcoderz forum: http://joepnet.com/hosted/maxcoderz/phpBB2/index.php = ;=btw, to make this look neater resize your notepad window until this makes = ;=a nice box. = ;============================================================================= #define TI83P ;all that ION header stuff .nolist #include "ion.inc" #include "keys.inc" .list #ifdef TI83P .org progstart - 2 .db $BB,$6D #endif ret jr nc, start .db "Spengo Race",0 score = SafeRam1+1 ;setting the variables to saferam places x = SafeRam1+2 ;that way, they are safer y = SafeRam1+3 test = SafeRam1+4 fuel = SafeRam1+5 avocadox = saferam1+6 avocadoy = saferam1+7 avoexist = saferam1+8 sportsx = saferam1+9 sportsy = saferam1+10 sportsexist = saferam1+11 tempx = saferam1+12 tempy = saferam1+13 counter = saferam1+14 tempx2 = saferam1+15 tempy2 = saferam1+16 timer1 = saferam1+17 pickupx = saferam1+18 pickupy = saferam1+19 pickupexist = saferam1+20 timer2 = saferam1+21 corvettex = saferam1+22 corvettey = saferam1+23 corvetteexist = saferam1+24 timer3 = saferam1+25 pty = saferam1+26 ptx = saferam1+27 ptexist = saferam1+28 timer5 = saferam1+33 policey = saferam1+34 policex = saferam1+35 policeexist = saferam1+36 lights = saferam1+37 yesl = saferam1+38 slow = saferam1+39 slowfuel = saferam1+40 roadanim = saferam1+41 speed = saferam1+42 speedtimer = saferam1+43 start: ;sets up game by loading high score ld a,(score) ld l,a ld a,(high) cp l jp p,main ld a,(score) ld (high),a set 7,(iy+20) main: ;main menu loop ld hl,image ;displays main screen ld de,plotsscreen ld bc,768 ldir call ionFastCopy bcall(_getCSC) bcall(_grbufcpy) set textinverse,(iy+textflags) ld de,0*256+7 ;writes the high score on the screen ld (currow),de ld hl,(high) ld h,0 bcall(_disphl) res textinverse,(iy+textflags) menuloop: ;menu loop- waits for either 2nd or clear bcall(_getCSC) cp sk2nd jp z,game cp skClear jp z,asdf jp nz,menuloop game: ;sets all the variables in the game :) bcall(_grbufclr) bcall(_clrlcdfull) ld a,0 ld (score),a ld a,50 ld (x),a ld a,45 ld (y),a ld a,200 ld (fuel),a ld a,0 ld (avocadoy),a ld a,30 ld (avocadox),a ld a,1 ld (avoexist),a ld a,0 ld (sportsy),a ld a,16 ld (sportsx),a ld a,1 ld (sportsexist),a ld a,100 ld (counter),a ld hl,200 ld (timer1),hl ld hl,1000 ld (timer2),hl ld hl,250 ld (timer3),hl ld hl,300 ld (timer5),hl ld a,0 ld (pickupx),a ld a,64 ld (pickupy),a ld a,0 ld (pickupexist),a ld a,0 ld (corvettex),a ld a,64 ld (corvettey),a ld a,0 ld (corvetteexist),a ld a,0 ld (ptx),a ld a,64 ld (pty),a ld a,0 ld (ptexist),a ld a,0 ld (policex),a ld a,8 ld (policey),a ld a,0 ld (policeexist),a ld a,0 ld (lights),a ld a,0 ld (yesl),a ld a,4 ld (slow),a ld a,2 ld (slowfuel),a ld a,0 ld (roadanim),a ld a,0 ld (speed),a ld hl,1000 ld (speedtimer),hl main_loop: ;whee let's get started ;============display stuff============== bcall(_grbufclr) ;display fuel ld de,11*256+5 ld (currow),de ld hl,(fuel) ld h,0 bcall(_disphl) ld de,11*256+2 ;display score ld (currow),de ld hl,(score) ld h,0 bcall(_disphl) ld b,16 ;display car ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ; ld a,(roadanim) ; cp 0 ; jp z,inner_loop1 ; ld a,1 ; ld (roadanim),a ; ld bc,640 ; display road ; ld a,0 ; ld l,a ; ld a,0 ; ld ix,road1 ; call ionputsprite inner_loop1: ; ld a,(roadanim) ; cp 1 ; jp z,inner_loop2 ; ld a,0 ; ld (roadanim),a ; ld bc,640 ; display road2 (animation) ; ld a,0 ; ld l,a ; ld a,0 ; ld ix,road2 ; call ionputsprite inner_loop2: ld b,16 ; display sidebar ld a,0 ld l,a ld a,72 ld ix,sidebar1 call ionputsprite ld b,16 ld a,0 ld l,a ld a,80 ld ix,sidebar2 call ionputsprite ld b,16 ld a,0 ld l,a ld a,88 ld ix,sidebar3 ;still displaying the sidebar call ionputsprite ld b,16 ld a,24 ld l,a ld a,72 ld ix,sidebar4 call ionputsprite ld b,16 ld a,24 ld l,a ld a,80 ld ix,sidebar5 call ionputsprite ld b,16 ld a,24 ld l,a ld a,88 ld ix,sidebar6 call ionputsprite ld b,16 ld a,48 ld l,a ld a,72 ld ix,sidebar7 call ionputsprite ld b,16 ld a,48 ld l,a ld a,80 ld ix,sidebar8 ;w00t I have a lot of sidebar stuff don't I? call ionputsprite ;I could probably figure out how to make this ld b,16 ;better- in fact I know how to make this ld a,48 ;better...I just didn't when I first made this ld l,a ;and now I'm too lazy :P ld a,88 ld ix,sidebar9 call ionputsprite ld a,(avoexist) ;checking if avocados exist...do they? o_O cp 0 jp z,main_loop2 ld a,(avocadoy) ld c,a ld a,(avocadox) ld b,a ld ix,avocado call clipsprite main_loop2: ld a,(sportsexist) ;checking if sports cars exist! cp 0 jp z,main_loop3 ld a,(sportsy) ld c,a ld a,(sportsx) ld b,a ld ix,sports call clipsprite16 main_loop3: ld a,(pickupexist) ;checking if pickups exist! cp 0 jp z,main_loop4 ld a,(pickupy) ld c,a ld a,(pickupx) ld b,a ld ix,pickup call clipsprite16 main_loop4: ld a,(corvetteexist) ;checking if corvettes exist! cp 0 jp z,main_loop5 ld a,(corvettey) ld c,a ld a,(corvettex) ld b,a ld ix,corvette call clipsprite16 main_loop5: ld a,(ptexist) ;checking if pt cruisers exist! cp 0 jp z,main_loop7 ld a,(pty) ld c,a ld a,(ptx) ld b,a ld ix,pt call clipsprite16 main_loop7: ld a,(lights) cp 0 jp z,main_loop8 ld a,(policeexist) ;checking if police cars exist! cp 0 jp z,main_loop9 ld a,(policey) ld c,a ld a,(policex) ld b,a ld ix,police1 call clipsprite16 main_loop8: ld a,(lights) cp 1 jp z,main_loop9 ld a,(policeexist) ;checking if police cars exist! cp 0 jp z,main_loop9 ld a,(policey) ld c,a ld a,(policex) ld b,a ld ix,police2 call clipsprite16 main_loop9: call ionfastcopy ;===================set variables and stuff=============== ei ld a,(speed) ;levelling and stuff cp 0 jp z,halt1 cp 1 jp z,halt2 cp 2 jp z,halt3 cp 3 jp z,halt4 cp 4 jp z,halt5 halt1: halt ;those halt thingies- slow the game down a bit halt halt2: halt ;those halt thingies- slow the game down a bit halt halt3: halt ;those halt thingies- slow the game down a bit halt halt4: halt ;those halt thingies- slow the game down a bit halt halt5: halt ;those halt thingies- slow the game down a bit halt timers1: ld a,(pickupexist) cp 1 jp z,timers2 ld a,(timer1) dec a ld (timer1),a ld a,(timer1) cp 0 jp z,nextpickup timers2: ld a,(corvetteexist) cp 1 jp z,timers3 ld a,(timer2) dec a ld (timer2),a ld a,(timer2) cp 0 jp z,nextcorvette timers3: ld a,(ptexist) cp 1 jp z,timers5 ld a,(timer3) dec a ld (timer3),a ld a,(timer3) cp 0 jp z,nextpt timers5: ld a,(policeexist) cp 1 jp z,varcheck ld a,(timer5) dec a ld (timer5),a ld a,(timer5) cp 0 jp z,nextpolice varcheck: ld a,(yesl) cp 0 jp z,varcheck2 ld a,(lights) cp 0 call z,light1 call nz,light2 ld a,0 ld (yesl),a varcheck2: ld (speedtimer),hl cp 0 call z,speedtimerset dec hl ld hl,(speedtimer) ld a,1 ld (yesl),a ld a,(pickupy) cp 56 call z,nextpickup ld a,(pickupexist) cp 1 call z,incpickupy ld a,(corvettey) cp 56 call z,nextcorvette ld a,(corvetteexist) cp 1 call z,inccorvettey ld a,(pty) cp 56 call z,nextpt ld a,(ptexist) cp 1 call z,incpty ld a,(policey) cp 241 call z,nextpolice ld a,(policeexist) cp 1 call z,incpolicey ld a,(avocadoy) ;if avocadoy = 64 then goto nextavocado cp 64 jp z,nextavocado ld a,(avocadoy) ;inc avocadoy inc a ld (avocadoy),a ld a,(sportsy) ;if sportsy = 56 then goto nextsports cp 56 jp z,nextsports ld a,(sportsy) ;inc sportsy inc a ld (sportsy),a ld a,(fuel) ;if fuel = 0 then goto lose cp 0 jp z,lose ld a,(slowfuel) cp 0 call z,decfuel call nz,decslowfuel ld a,(counter) cp 0 jp z,morescore ld a,(counter) inc a ld (counter),a ;=====================collision checking=================== ld a,(avoexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call avocollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call avocollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call avocollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call avocollision ;woot it works ;sports car collision ld a,(sportsexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call sportscollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call sportscollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call sportscollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call sportscollision ;woot it works ;pickup truck collision ld a,(pickupexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call pickupcollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call pickupcollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call pickupcollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call pickupcollision ;woot it works ;corvette collision ld a,(corvetteexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call corvettecollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call corvettecollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call corvettecollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call corvettecollision ;woot it works ;pt collision ld a,(ptexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call ptcollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call ptcollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call ptcollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call ptcollision ;woot it works ;police collision ld a,(policeexist) ;I think I must be paranoid or something cp 0 ld a,(x) ld (tempx),a ld a,(y) ld (tempy),a call policecollision ;getting the collision checked ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ;this is loading coords into temporary coords to check ld a,(y) ;different pixels ld (tempy),a call policecollision ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a ld a,(x) ld (tempx),a call policecollision ld a,(x) ld b,8 add a,b scf ccf ld (tempx),a ld a,(y) ld b,16 add a,b scf ccf ld (tempy),a call policecollision ;woot it works ;======================police collision checking==================== ;sports car collision ld a,(sportsexist) ;I think I must be paranoid or something cp 0 ld a,(policex) ld (tempx2),a ld a,(policey) ld (tempy2),a call sportscollision2 ;getting the collision checked ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ;this is loading coords into temporary coords to check ld a,(policey) ;different pixels ld (tempy2),a call sportscollision2 ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a ld a,(policex) ld (tempx2),a call sportscollision2 ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a call sportscollision2 ;woot it works ;pickup truck collision ld a,(pickupexist) ;I think I must be paranoid or something cp 0 ld a,(policex) ld (tempx2),a ld a,(policey) ld (tempy2),a call pickupcollision2 ;getting the collision checked ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ;this is loading coords into temporary coords to check ld a,(policey) ;different pixels ld (tempy2),a call pickupcollision2 ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a ld a,(policex) ld (tempx2),a call pickupcollision2 ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a call pickupcollision2 ;woot it works ;corvette collision ld a,(corvetteexist) ;I think I must be paranoid or something cp 0 ld a,(policex) ld (tempx2),a ld a,(policey) ld (tempy2),a call corvettecollision2 ;getting the collision checked ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ;this is loading coords into temporary coords to check ld a,(policey) ;different pixels ld (tempy2),a call corvettecollision2 ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a ld a,(policex) ld (tempx2),a call corvettecollision2 ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a call corvettecollision2 ;woot it works ;pt collision ld a,(ptexist) ;I think I must be paranoid or something cp 0 ld a,(policex) ld (tempx2),a ld a,(policey) ld (tempy2),a call ptcollision2 ;getting the collision checked ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ;this is loading coords into temporary coords to check ld a,(policey) ;different pixels ld (tempy2),a call ptcollision2 ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a ld a,(policex) ld (tempx2),a call ptcollision2 ld a,(policex) ld b,8 add a,b scf ccf ld (tempx2),a ld a,(policey) ld b,16 add a,b scf ccf ld (tempy2),a call ptcollision2 ;woot it works ;=====================keys stuff=================== ld a,0ffh ;keys are pressed out (1),a ld a,0feh out (1),a in a,(1) cp 247 jp z,up cp 251 jp z,right cp 253 jp z,left cp 254 jp z,down cp %11111100 jp z, Down_And_Left cp %11111010 jp z, Down_And_Right cp %11110101 jp z, Up_And_Left cp %11110011 jp z, Up_And_Right ld a,0ffh out (1),a ld a,0fdh out (1),a in a,(1) cp 191 jp z,start jp nz,main_loop ;goto main loop- why this comment is here I dunno ;===========next of everything============= nextavocado: ld a,1 ld (avoexist),a ld a,241 ld (avocadoy),a ld b,66 call ionRandom ld (avocadox),a jp main_loop nextsports: ld a,1 ld (sportsexist),a ld a,241 ld (sportsy),a ld b,66 call ionRandom ld (sportsx),a jp main_loop nextpickup: ld a,1 ld (pickupexist),a ld a,241 ld (pickupy),a ld b,66 call ionRandom ld (pickupx),a jp main_loop nextcorvette: ld a,1 ld (corvetteexist),a ld a,241 ld (corvettey),a ld b,66 call ionRandom ld (corvettex),a jp main_loop nextpt: ld a,1 ld (ptexist),a ld a,241 ld (pty),a ld b,66 call ionRandom ld (ptx),a jp main_loop nextpolice: ld a,1 ld (policeexist),a ld a,56 ld (policey),a ld b,66 ld a,(x) ld (policex),a jp main_loop ;===============collisions calls!============= avocollision: ld a,(avoexist) ;I think I must be paranoid or something cp 0 ld a,(avocadox) ;avocado Postion..really! ld b,a ld a,(tempx) ;Your position sub b cp 8 ;avocado is 8*8 :) call c, avocollisiony ;Go check Y ret avocollisiony: ld a,(avocadoy) ld b,a ld a,(tempy) sub b cp 8 call c, morefuel ret sportscollision: ld a,(sportsexist) cp 0 ld a,(sportsx) ;car position ld b,a ld a,(tempx) ;your position sub b cp 8 ;car is 8*16 :) call c, sportscollisiony ;Go check Y ret sportscollisiony: ld a,(sportsy) ld b,a ld a,(tempy) sub b cp 16 call c, lose ret pickupcollision: ld a,(pickupexist) cp 0 ld a,(pickupx) ;car position ld b,a ld a,(tempx) ;your position sub b cp 8 ;car is 8*16 :) call c, pickupcollisiony ;Go check Y ret pickupcollisiony: ld a,(pickupy) ld b,a ld a,(tempy) sub b cp 16 call c, lose ret corvettecollision: ld a,(corvetteexist) cp 0 ld a,(corvettex) ;car position ld b,a ld a,(tempx) ;your position sub b cp 8 ;car is 8*16 :) call c, corvettecollisiony ;Go check Y ret corvettecollisiony: ld a,(corvettey) ld b,a ld a,(tempy) sub b cp 16 call c, lose ret ptcollision: ld a,(ptexist) cp 0 ld a,(ptx) ;car position ld b,a ld a,(tempx) ;your position sub b cp 8 ;car is 8*16 :) call c, ptcollisiony ;Go check Y ret ptcollisiony: ld a,(pty) ld b,a ld a,(tempy) sub b cp 16 call c, lose ret policecollision: ld a,(policeexist) cp 0 ld a,(policex) ;car position ld b,a ld a,(tempx) ;your position sub b cp 8 ;car is 8*16 :) call c, policecollisiony ;Go check Y ret policecollisiony: ld a,(policey) ld b,a ld a,(tempy) sub b cp 16 call c, lose ret ;police car collisions sportscollision2: ld a,(sportsexist) cp 0 ld a,(sportsx) ;car position ld b,a ld a,(tempx2) ;your position sub b cp 8 ;car is 8*16 :) call c, sportscollisiony2 ;Go check Y ret sportscollisiony2: ld a,(sportsy) ld b,a ld a,(tempy2) sub b cp 16 call c, policenotexist ret pickupcollision2: ld a,(pickupexist) cp 0 ld a,(pickupx) ;car position ld b,a ld a,(tempx2) ;your position sub b cp 8 ;car is 8*16 :) call c, pickupcollisiony2 ;Go check Y ret pickupcollisiony2: ld a,(pickupy) ld b,a ld a,(tempy2) sub b cp 16 call c, policenotexist ret corvettecollision2: ld a,(corvetteexist) cp 0 ld a,(corvettex) ;car position ld b,a ld a,(tempx2) ;your position sub b cp 8 ;car is 8*16 :) call c, corvettecollisiony2 ;Go check Y ret corvettecollisiony2: ld a,(corvettey) ld b,a ld a,(tempy2) sub b cp 16 call c, policenotexist ret ptcollision2: ld a,(ptexist) cp 0 ld a,(ptx) ;car position ld b,a ld a,(tempx2) ;your position sub b cp 8 ;car is 8*16 :) call c, ptcollisiony2 ;Go check Y ret ptcollisiony2: ld a,(pty) ld b,a ld a,(tempy2) sub b cp 16 call c, policenotexist ret ;==============sprite routines=============== ; input: ix - 8x8 sprite address ; bc - x,y location ; ; output: sprite xored with clipping clipsprite: xor a ; ld de,8 ; or c ; jp m,nclipb ; ld a,63 ; sub c ; ret c ; cp 7 ; jr nc,nclipv ; inc a ; ld e,a ; jr nclipv ; nclipb: cp -7 ; ret c ; add a,e ; ld c,a ; sub e ; neg ; ld e,a ; add ix,de ; ld e,c ; ld c,d ; nclipv: ld hl,$AA7E ; ld a,(hl) \ xor d ld (clipl),hl ; inc h ; ld a,(hl) \ xor e ld (clipr),hl ; xor a ; or b ; jp m,nclipr ; cp 89 ; jr c,clipd ; cp 96 ; ret nc ; ld hl,$0118 ; jr 1 ld (clipr),hl ; jr clipd ; nclipr: cp -7 ; ret c ; ld hl,$0118 ; jr 1 ld (clipl),hl ; clipd: ld hl,clipv ; ld (hl),e ; ld b,d ; ld h,b ; ld l,c ; add hl,bc ; add hl,bc ; add hl,hl ; add hl,hl ; ld c,a ; sra c ; sra c ; sra c ; inc c ; add hl,bc ; dec hl ; and %00000111 ; ld c,a ; ld de,gbuf ; spr: add hl,de ; clipv =$+1 ld b,8 ; sl1: push bc ; ld d,(ix) ; inc ix ; ld a,c ; ld e,0 ; or a ; jr z,sl3 ; sl2: srl d ; rr e ; dec a ; jr nz,sl2 ; clipl =$ sl3: ld a,(hl) ; xor d ; ld (hl),a ; inc hl ; clipr =$ ld a,(hl) ; xor e ; ld (hl),a ; ld de,11 ; add hl,de ; pop bc ; djnz sl1 ; ret ; ; input: ix - 16*16 sprite address ; bc - x,y location ; ; output: sprite xored with clipping clipsprite16: xor a ; ld de,16 ; or c ; jp m,nclipb16 ; ld a,63 ; sub c ; ret c ; cp 7 ; jr nc,nclipv16 ; inc a ; ld e,a ; jr nclipv16 ; nclipb16: cp -7 ; ret c ; add a,e ; ld c,a ; sub e ; neg ; ld e,a ; add ix,de ; ld e,c ; ld c,d ; nclipv16: ld hl,$AA7E ; ld a,(hl) \ xor d ld (clipl16),hl ; inc h ; ld a,(hl) \ xor e ld (clipr16),hl ; xor a ; or b ; jp m,nclipr16 ; cp 169 ; jr c,clipd16 ; cp 96 ; ret nc ; ld hl,$01116 ; jr 1 ld (clipr16),hl ; jr clipd16 ; nclipr16: cp -7 ; ret c ; ld hl,$01116 ; jr 1 ld (clipl16),hl ; clipd16: ld hl,clipv16 ; ld (hl),e ; ld b,d ; ld h,b ; ld l,c ; add hl,bc ; add hl,bc ; add hl,hl ; add hl,hl ; ld c,a ; sra c ; sra c ; sra c ; inc c ; add hl,bc ; dec hl ; and %00000111 ; ld c,a ; ld de,gbuf ; spr16: add hl,de ; clipv16 =$+1 ld b,16 ; sl116: push bc ; ld d,(ix) ; inc ix ; ld a,c ; ld e,0 ; or a ; jr z,sl316 ; sl216: srl d ; rr e ; dec a ; jr nz,sl216 ; clipl16 =$ sl316: ld a,(hl) ; xor d ; ld (hl),a ; inc hl ; clipr16 =$ ld a,(hl) ; xor e ; ld (hl),a ; ld de,11 ; add hl,de ; pop bc ; djnz sl116 ; ret ; ;===============going places=============== left: ;make the car move left ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(x) ld l,a ld a,0 cp l jp z,main_loop ld a,(x) dec a ld (x),a jp main_loop right: ;makes the car move right ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(x) ld l,a ld a,63 cp l jp z,main_loop ld a,(x) inc a ld (x),a jp main_loop up: ;I don't think you are really reading these ld b,16 ;comments :P ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(y) ld l,a ld a,10 cp l jp z,main_loop ld a,(y) dec a ld (y),a ld a,(test) inc a ld (test),a jp main_loop down: ;oh well, maybe there are really dumb people ld b,16 ;out there who don't understand what LABELs ld a,(y) ;are >_> ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(y) ld l,a ld a,48 cp l jp z,main_loop ld a,(test) dec a ld (test),a ld a,(y) inc a ld (y),a jp main_loop Down_And_Left: ;ooo fancy diagonal movement! ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(x) ld l,a ld a,0 cp l jp z,noleft ld a,(x) dec a ld (x),a noleft: ;awww man! ld a,(y) ld l,a ld a,48 cp l jp z,main_loop ld a,(test) dec a ld (test),a ld a,(y) inc a ld (y),a jp main_loop Down_And_Right: ;I like bishops...do you? ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(y) ld l,a ld a,48 cp l jp z,nodown ld a,(y) inc a ld (y),a ld a,(test) dec a ld (test),a nodown: ;no more downage for you >:O ld a,(x) ld l,a ld a,63 cp l jp z,main_loop ld a,(x) inc a ld (x),a jp main_loop Up_And_Left: ;oh yeah! more pwnage diagonal-ness ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(y) ld l,a ld a,10 cp l jp z,noup ld a,(y) dec a ld (y),a ld a,(test) inc a ld (test),a noup: ;oh crap- top o' the screen :( ld a,(x) ld l,a ld a,0 cp l jp z,main_loop ld a,(x) dec a ld (x),a jp main_loop Up_And_Right: ;w00t this is...really boring to comment ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,car call ionputsprite ld a,(y) ld l,a ld a,10 cp l jp z,noright ld a,(y) dec a ld (y),a ld a,(test) inc a ld (test),a noright ;hum-de-dum-de-dum ld a,(x) ld l,a ld a,63 cp l jp z,main_loop ld a,(x) inc a ld (x),a jp main_loop ;===================some more stuff============= morefuel: ;increases score and fuel ld a,0 ld (avoexist),a ld a,200 ld (fuel),a ;here is the fuel thing ret morescore: ld bc,1 ld hl,(score) add hl,bc scf ccf ld (score),hl ;here is the score thing ld a,100 ld (counter),a ;gotta reset the counter jp main_loop incpickupy: ld a,(pickupy) inc a ld (pickupy),a ret pickupexistset: ld a,0 ld (pickupexist),a ret inccorvettey: ld a,(corvettey) inc a inc a ld (corvettey),a ret corvetteexistset: ld a,0 ld (corvetteexist),a ret incpty: ld a,(pty) inc a inc a ld (pty),a ret ptexistset: ld a,0 ld (ptexist),a ret incpolicey: ld a,(x) ld (policex),a ld a,(slow) cp 0 call z,incpoliceytrue call nz,incpoliceyfalse ret incpoliceytrue: ld a,(policey) dec a ld (policey),a ld a,4 ld (slow),a ret incpoliceyfalse: ld a,(slow) dec a ld (slow),a ret policeexistset: ld a,0 ld (policeexist),a ld a,100 ld (policey),a ld (policex),a ret policenotexist: ld a,0 ld (policeexist),a ld a,100 ld (policex),a ld (policey),a ret light1: ld a,1 ld (lights),a ret light2: ld a,0 ld (lights),a ret decfuel: ld a,(fuel) ;dec fuel dec a ld (fuel),a ld a,2 ld (slowfuel),a ret decslowfuel: ld a,(slowfuel) dec a ld (slowfuel),a ret speedtimerset: ld hl,1000 ld (speedtimer),hl ld a,(speed) inc a ld (speed),a ret asdf: ;the real quit 'cause the other one no workie :P ret lose: ;displays losing picture ld b,16 ld a,(y) ld l,a ld a,(x) ld ix,crash call ionputsprite call ionfastcopy loseloop: ;fancy loop- waits for 2nd or clear bcall(_getCSC) cp skclear jp z,start jp nz,loseloop quit: ;quiting game :'( ;make sure to play again ret data_start: high: .dw 0 data_end: ;===============graphics============== car: ;fairly self-explanatory methinks .db $7E,$18,$BD,$FF,$A5,$24,$66,$7E,$66,$7E,$3C,$DB,$FF,$DB,$3C,$FF avocado: .db $60,$3C,$76,$7A,$FB,$DF,$FE,$7C sidebar1: .db $F9,$FD,$F0,$E7,$EF,$ED,$C9,$DF,$9F,$B8,$AB,$BB,$BA,$9B,$E3,$FA sidebar2: .db $FF,$FF,$7F,$8F,$E7,$F7,$B7,$F3,$FB,$00,$FF,$36,$ED,$2D,$AD,$76 sidebar3: .db 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$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF .db $FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD .db $BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF .db $FF,$FF,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF .db $E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7 .db $FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF .db $FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD .db $BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF .db $FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF .db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF .db $FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$E7,$FF .db $FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD .db $BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F .db $FF,$E7,$FF,$FD,$BF,$FF,$E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF .db $E7,$FF,$FE,$7F,$FF,$E7,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF .db $FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF .db $FF,$FF,$FF,$FF,$FF,$FD,$BF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FD crash: .db $43,$80,$40,$00,$88,$00,$00,$08,$08,$48,$C0,$20,$21,$C1,$C4,$C1 .end .end ;well that's the end of my code. ;did it burn your eyes out with it's horrid-ness? ;It burned mine see? #_# ;that up there is a burned eyes smiley in case you were wondering :P ;okay I'm done with my random rambling now