;Super Toboggan Challenge ;An Assemble IT game by Richard Bayliss ;(C)2019 The New Dimension ;http://tnd64.unikat.sk ;Features - 1 Smooth vertical scrolling map ;without using tiles (Although I do ;recommend that you DO use tiles for future ;game productions you create. It will save ;a lot of memory. Believe me ;) ;*** Feel free to play around with this source or *** ;*** even make your own C64 games with it !!!!!!! *** ;Raster split values split1 = $2e split2 = $c1 split3 = $d2 split4 = $f2 ;For scrolling, init screen as $0400 SCREEN RAM screen = $0400 rowtemp = $0100 ScoreMask = $0771 ;This is where I placed the score digits HiScoreMask = $078b ;This is where I placed the hiscore digits StatusMessage = $0756 ;This is where we place WELL DONE or HARD LUCK status text ;For scrolling, set each row manually, where 1 row ;is every 40 characters. 20 rows will be used, as ;the bottom 5 chars are mean't to be used for the ;status panel. row0 = screen row1 = screen+1*40 row2 = screen+2*40 row3 = screen+3*40 row4 = screen+4*40 row5 = screen+5*40 row6 = screen+6*40 row7 = screen+7*40 row8 = screen+8*40 row9 = screen+9*40 row10 = screen+10*40 row11 = screen+11*40 row12 = screen+12*40 row13 = screen+13*40 row14 = screen+14*40 row15 = screen+15*40 row16 = screen+16*40 row17 = screen+17*40 row18 = screen+18*40 row19 = screen+19*40 ;Chars to represent safe positions and flags SafeArea = 20 ;Chars 0 - 19 are classed as safe areas, 20+ deadly Flag = 179 ;After deadly areas, the flag is collectable ;Player stopping boundaries LeftStopPosition = $0e RightStopPosition = $9e zp = $70 ;Basically this is the position set to show the starting screen area of the game map ;so that it is correctly drawn in place on screen. ypos = $05 ;Set zero page to control the Y position of the scrolling background GameMapStartPosition = MapEnd-25*40 GameMapDefaultPosition = MapEnd-26*40 GameMusic = 0 ;Game and title music LightRed = 1 ;Get Ready Light LightGreen = 2 ;Green Light Bang = 3 ;Player smashed / explode sfx GameOverTune = 4 ;Game Over jingle GetReadyTune = 5 ;Get Ready Jingle TitleMusic = 6 ;The title music for the front end MusicInit = $1000 ;Music initialise address MusicPlay = $1003 ;Music play address ;Generate C64 file !to "toboggan.prg",cbm *=$0800 ;Import charset here (Raw Binary) !bin "bin\gamecharset.bin" *=$1000 ;Import music here (Program format) !bin "bin\music.prg",,2 *=$2000 ;Import sprite data (Raw Binary) !bin "bin\gamesprites.bin" *=$2800 ;Import status panel and title+logo charset data (Raw Binary) TitleChar !bin "bin\textcharset.bin" *=$2d00 ;Import status panel data (Raw Binary) StatusPanel !bin "bin\statuspanel.bin" ;Insert game code here ($3000) *=$3000 lda $02a6 ;One time PAL/NTSC system, stored to sta SYSTEM ;pointer for music player! lda #252 ;POKE 808,252 disables RUN/STOP+RESTORE sta 808 ;Always add this to your games. jmp TitleScreen ;Run straight to the game title screen !source "gamecode.asm" !align $100,$00 TitleScreen ;Read the source code for the front end. !source "titlecode.asm" *=$5000 MapStart !bin "bin/gamemap.bin" MapEnd *=$c000 ;Import title logo (Raw Binary) LogoMatrix !bin "bin\titlelogo.bin"