dos33fsprogs/games/mist/mist.s

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2020-02-28 20:55:57 +00:00
; Mist
; a version of Myst?
; (yes there's a subtle German joke here)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
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mist_start:
;===================
; init screen
;===================
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jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
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bit LORES
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bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
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lda #0
sta DRAW_PAGE
sta LEVEL_OVER
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; init cursor
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lda #20
sta CURSOR_X
sta CURSOR_Y
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; init the clock bridge
jsr raise_bridge
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; init the gear
jsr open_the_gear
; make the ship right
jsr adjust_ship
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
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game_loop:
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;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
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sta IN_RIGHT
sta IN_LEFT
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;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
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;====================================
; handle special-case forground logic
;====================================
; handle marker switch drawing
jsr draw_marker_switch
; handle gear opening
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lda GEAR_OPEN
beq not_gear_related
jsr check_gear_delete
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not_gear_related:
lda LOCATION
; handle circuit breaker
cmp #MIST_TOWER2_TOP
bne check_if_pillars
jsr draw_circuit_breaker
jmp nothing_special
; handle pillars
check_if_pillars:
cmp #MIST_PILLAR_EYE
bcc check_if_compartment_open ; hack, depends on order
cmp #MIST_SPACESHIP_PATH
bcs check_if_compartment_open
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jsr draw_pillar
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jmp nothing_special
; handle white page
check_if_compartment_open:
cmp #MIST_DOCK_SWITCH
bne check_if_clock
jsr draw_white_page
jmp nothing_special
; handle clock puzzles
check_if_clock:
cmp #MIST_CLOCK_PUZZLE ; clock puzzle
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beq location_clock
cmp #MIST_CLOCK
beq location_clock
cmp #MIST_CLOCK_INSIDE
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beq location_inside_clock
bne nothing_special
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location_clock:
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jsr draw_clock_face
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jmp nothing_special
location_inside_clock:
jsr draw_clock_inside
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jmp nothing_special
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nothing_special:
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;====================================
; draw pointer
;====================================
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jsr draw_pointer
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;====================================
; page flip
;====================================
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jsr page_flip
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;=================
; do this here (which is inefficient) because
; it lets the switch turn green before the noise
jsr check_change_ship
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;====================================
; handle keypress/joystick
;====================================
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jsr handle_keypress
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;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
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jmp game_loop
really_exit:
jmp end_level
;=================
; special exits
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go_to_meche:
lda #LOAD_MECHE
sta WHICH_LOAD
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lda #MECHE_INSIDE_GEAR
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
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jmp set_level_over
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pad_special:
lda #MIST_TOWER2_PATH
sta LOCATION
jsr change_location
rts
leave_tower2:
lda #MIST_TOWER2_TOP
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
jsr change_location
rts
goto_dentist_steps:
lda #MIST_STEPS_DENTIST
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jmp change_location
enter_octagon:
lda #OCTAGON_TEMPLE_DOORWAY
sta LOCATION
lda #LOAD_OCTAGON
sta WHICH_LOAD
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jmp set_level_over
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goto_dentist:
lda #DENTIST_OUTSIDE
sta LOCATION
lda #LOAD_DENTIST
sta WHICH_LOAD
jmp set_level_over
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enter_viewer:
lda #VIEWER_ENTRANCE
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sta LOCATION
lda #LOAD_VIEWER
sta WHICH_LOAD
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jmp set_level_over
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enter_channel_main:
lda #CABIN_OUTSIDE
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sta LOCATION
lda #LOAD_CABIN
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sta WHICH_LOAD
lda #DIRECTION_E
sta DIRECTION
jmp set_level_over
enter_channel_clock:
lda #CABIN_CLOCK_PATH
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sta LOCATION
lda #LOAD_CABIN
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sta WHICH_LOAD
lda #DIRECTION_N
sta DIRECTION
jmp set_level_over
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enter_stoneyship:
lda #SHIP_STERN
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sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_SHIP
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sta WHICH_LOAD
set_level_over:
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lda #$ff
sta LEVEL_OVER
rts
;===========================
; read letter from catherine
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read_letter:
lda #MIST_CAT_LETTER
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jsr change_location
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bit SET_TEXT
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rts
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;===========================
; marker switch clicks
click_switch_gear:
lda #MARKER_GEARS
jmp click_marker_switch
click_switch_spaceship:
lda #MARKER_SPACESHIP
jmp click_marker_switch
click_switch_clock:
lda #MARKER_CLOCK
jmp click_marker_switch
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; also handle white page
click_switch_dock:
lda CURSOR_Y
cmp #33
bcc flip_dock_switch
; pick up white page
lda COMPARTMENT_OPEN
bne grab_it
rts
grab_it:
jmp grab_white_page
flip_dock_switch:
lda #MARKER_DOCK
jmp click_marker_switch
;==========================
; includes
;==========================
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; graphics data
.include "graphics_mist/mist_graphics.inc"
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; puzzles
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.include "clock_bridge_puzzle.s"
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.include "marker_switch.s"
.include "mist_puzzles.s"
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.include "handle_pages.s"
.include "simple_sounds.s"
; level data
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.include "leveldata_mist.inc"