Still programming the Commodore 64Trisect Retro Development, 15. okt. 2020 - 142 sider In this book you will learn to program a game step by step in Commodore 64 assembly. You will learn to make a big 100 x 100 character multicolor map in CharPad on scroll it on the screen. You will also learn to show sprites, animate characters, play music and sound effects and much more. |
Indhold
| 5 | |
Lets make some sprites | 23 |
Lets show those sprites | 38 |
Lets shoot that bullet | 53 |
Lets handle our lives | 67 |
Lets pick up our prisoners | 80 |
Lets add an enemy to our game | 133 |
Almindelige termer og sætninger
Branch on carry Branch on result bullet y position byte carry clear carry flag carry set Cave Diver Check cmp $01 bne Colour Commodore 64 Compare to value Compare with value data for sprite data pointer Decrement electric fence End macro enemy game won Gosub joystick jsr WaitForIt255 jsr Jump to picked lda $01 sta lda $2E lda BulletDirection cmp lda BulletYPosition cmp lda MapYPosition cmp lda PlayerXPosition Load bullet direction Load map Load prisoner Load the value Load value $01 loop map memory map y position MapOrPlayerH picked up prisoner PlayerUp PlayExplosion Point to sprite PointToSpriteData prisoner picked prisoner2 PrisonersNumberLo register with value result not zero result zero Return rts endregion scroll scrollbytex variable scrollbyteY sprite data Store in bullet Store in map Store in NumberLoIndex Store in prisoner Store in sprite Store in zeropage subroutines.asm file value $2e WaitForIt255 jsr WaitForIt255 zero to prisoner zeropage $07
