TolerantX
Active member
Code:
;;This Collectible Tile Gives one 1up every 10 collected Thank You Dale Coop!;;
CPX player1_object
BEQ isPlayerForCollectableScore
JMP ++
isPlayerForCollectableScore:
LDA tileCollisionFlag
BEQ +
JMP ++
+
LDA #$01
STA tileCollisionFlag
ChangeTileAtCollision #$00, #$00
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
TXA
STA tempx
AddValue #$02, myMoney, #$01, #$00
;;; we also need to set up the routine to update the HUD
;; for this to work right, health must be a "blank-then-draw" type element.
;STA hudElementTilesToLoad
; LDA #$00
; STA hudElementTilesMax
; LDA DrawHudBytes
; ora #HUD_myMoney
; STA DrawHudBytes
UpdateHud HUD_myMoney
;;this adds 100 score. it is commented out because you may not want to add to yours.;;
;AddValue #$07, myScore, #$01, #$02 ;;#$07 is I use 7 digits for my score change this for your game.;;
;UpdateHud HUD_myScore
PlaySound #SND_GET
;; extra life stuff:
LDA myMoney ;; checking the current unit digit of money is "0" (it means 10, 20, ... 90)?
BNE + ;; if not "0" we skip
LDA myLives
ADC #$01 ;add 1 to lives
STA myLives
;; update the count in hud
STA hudElementTilesToLoad
UpdateHud HUD_myLives
;; play 1UP sound:
; PlaySound #SND_1UP ;;add a new "SND_1UP" sfx;;
;;reset myMoney count
LDA #$00
STA myMoney ;; the element to be reset. one data line for each place in it's digits. ;;
STA myMoney+1
+
LDX tempx
++