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; Riven then Captured
; by deater (Vince Weaver) <vince@deater.net>
.include "../zp.inc"
.include "../hardware.inc"
.include "../qload.inc"
.include "disk00_defines.inc"
NUM_SCENES = 4
captured_start:
;===================
; Setup graphics
;===================
bit SET_GR
bit HIRES
bit TEXTGR
bit PAGE1
lda #0
sta SCENE_COUNT
bit KEYRESET
;===============================
;===============================
; main loop
;===============================
;===============================
riven_loop:
; decompress graphics
ldx SCENE_COUNT
lda frames_l,X
sta ZX0_src
lda frames_h,X
sta ZX0_src+1
lda #$20 ; hgr page1
jsr full_decomp
; wait a bit before continuing
ldx #30
jsr wait_a_bit
inc SCENE_COUNT
lda SCENE_COUNT
cmp #NUM_SCENES
bne riven_loop
bit KEYRESET
lda #LOAD_CAPTURED
sta WHICH_LOAD
lda #$1
sta LEVEL_OVER
rts
captured_graphics:
.include "graphics_captured/captured_graphics.inc"
frames_l:
.byte <riven01_zx02
.byte <riven02_zx02
.byte <riven03_zx02
.byte <riven04_zx02
frames_h:
.byte >riven01_zx02
.byte >riven02_zx02
.byte >riven03_zx02
.byte >riven04_zx02