dos33fsprogs/ootw/ootw_c3_vent.s

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; Ootw Checkpoint3 -- Rolling around the vents
ootw_vent:
;==============================
; init
lda #0
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sta GAIT
sta FALLING
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lda #17
sta PHYSICIST_X
lda #2
sta PHYSICIST_Y
; load background
lda #>(vent_rle)
sta GBASH
lda #<(vent_rle)
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; copy to screen
jsr gr_copy_to_current
jsr page_flip
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
; Vent Loop
;============================
vent_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
;===============================
; check keyboard
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;===============================
lda KEYPRESS
bpl vent_done_keyboard
cmp #27+$80
beq vent_escape
cmp #'A'+$80
beq vent_left_pressed
cmp #8+$80
beq vent_left_pressed
cmp #'D'+$80
beq vent_right_pressed
cmp #$15+$80
beq vent_right_pressed
jmp vent_done_keyboard
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vent_escape:
lda #$ff
sta GAME_OVER
bne vent_done_keyboard ; bra
vent_left_pressed:
dec PHYSICIST_X
dec GAIT
dec GAIT
jmp vent_adjust_gait
vent_right_pressed:
inc PHYSICIST_X
inc GAIT
inc GAIT
vent_adjust_gait:
lda GAIT
and #$7
sta GAIT
vent_done_keyboard:
bit KEYRESET
;=======================
; bounds_check and slope
; 42, can't go less than 10
; 42, cant go more than 38
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #42
bne not_life_universe_everything
vent_bounds_check_left:
cpx #(5-2)
bcs vent_bounds_check_right
lda #5
sta PHYSICIST_X
jmp done_vent_bounds
vent_bounds_check_right:
cpx #(38-2)
bcc done_vent_bounds
lda #35
sta PHYSICIST_X
jmp done_vent_bounds
not_life_universe_everything:
; 11 -> if (y==11) and (x>5) y=12
; 12 -> if (y==12) and (x>11) y=13
; if (y==12) and (x<6) y=11
; 13 -> if (y==13) and (x>15) y=14
; if (y==13) and (x<10) y=12
; 14 -> if (y==14) and (x<16) y=13
cmp #11
bne check_12
cpx #(2-2)
bpl check_11_right
lda #(2-2)
sta PHYSICIST_X
jmp done_vent_bounds
check_11_right:
cpx #(5-2)
bcs vent_inc_y ; bge
bcc done_vent_bounds
check_12:
cmp #12
bne check_13
cpx #(11-2)
bcs vent_inc_y ; bge
cpx #(5-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_13:
cmp #13
bne check_14
cpx #(15-2)
bcs vent_inc_y ; bge
cpx #(10-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_14:
cmp #14
bne done_vent_bounds
cpx #(14-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
vent_inc_y:
inc PHYSICIST_Y
jmp done_vent_bounds
vent_dec_y:
dec PHYSICIST_Y
done_vent_bounds:
;==================
; check if falling
lda FALLING
bne done_vent_checky ; don't check if allready falling
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #2
beq vent_y2
cmp #14
beq vent_y14
cmp #22
beq vent_y22
cmp #32
beq vent_y32
cmp #42
beq vent_y42
jmp done_vent_checky
; y=2 -> 2+3, 37+38
vent_y2:
ldy #11
cpx #(4-2)
bcc vent_falling ; blt
ldy #42
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=14 -> 20+21
vent_y14:
ldy #22
cpx #(20-2)
beq vent_falling
cpx #(21-2)
beq vent_falling
jmp done_vent_checky
jmp done_vent_checky
; y=22 -> 5+6 , 30+31
vent_y22:
ldy #42
cpx #(7-2)
bcc vent_falling ; blt
ldy #32
cpx #(30-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=32 -> 16+17, 37+38
vent_y32:
ldy #42
cpx #(18-2)
bcc vent_falling ; blt
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=42 -> 21+22
vent_y42:
ldy #50
cpx #(21-2)
beq vent_falling
cpx #(22-2)
beq vent_falling
bne done_vent_checky ; bra
vent_falling:
lda #1
sta FALLING
sty FALLING_Y
done_vent_checky:
;==================
; fall if falling
lda FALLING
beq done_falling
inc PHYSICIST_Y
lda PHYSICIST_Y
cmp FALLING_Y
bne done_falling
dec FALLING
done_falling:
;===============
; draw physicist
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lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe ; FIXME
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sta YPOS
lda GAIT
and #$fe
tay
lda rolling_progression,Y
sta INL
lda rolling_progression+1,Y
sta INH
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jsr put_sprite_crop
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne vent_frame_no_oflo
inc FRAMEH
vent_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_vent
cmp #$ff ; if $ff, we died
beq done_vent
;===============================
; check if exited room to right
; cmp #1
; beq jail_exit_left
;=================
; exit to right
;jail_right_yes_exit:
; lda #0
; sta PHYSICIST_X
;jer_smc:
; lda #$0 ; smc+1 = exit location
; sta WHICH_CAVE
; jmp done_jail
;=====================
; exit to left
;jail_exit_left:
; lda #37
; sta PHYSICIST_X
;jel_smc:
; lda #0 ; smc+1
; sta WHICH_CAVE
; jmp done_jail
; loop forever
still_in_vent:
lda #0
sta GAME_OVER
jmp vent_loop
done_vent:
rts
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puff_sprite_start1:
.byte 3,2
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
puff_sprite_start2:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$AA,$AA
puff_sprite_cycle1:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$A5,$AA
puff_sprite_cycle2:
.byte 3,2
.byte $AA,$55,$AA
.byte $A5,$A5,$A5
puff_sprite_cycle3:
.byte 3,2
.byte $5A,$55,$5A
.byte $A5,$A5,$A5
puff_sprite_cycle4:
.byte 3,2
.byte $A5,$55,$A5
.byte $A5,$A5,$A5
puff_sprite_end1:
.byte 3,2
.byte $AA,$AA,$AA
.byte $A5,$AA,$5A
puff_sprite_end2:
.byte 3,2
.byte $A5,$AA,$A5
.byte $AA,$AA,$AA