dos33fsprogs/games/duke/duke_level2.s

238 lines
3.5 KiB
ArmAsm
Raw Normal View History

2020-12-17 20:25:55 +00:00
; Duke Level2 -- Living Dangerously
2020-11-14 20:19:56 +00:00
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
2020-12-15 15:19:46 +00:00
.include "common_defines.inc"
2020-12-09 04:41:53 +00:00
2020-11-14 20:19:56 +00:00
duke_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit TEXTGR
2020-12-15 05:37:59 +00:00
jsr clear_top ; avoid grey stripes at load
2020-11-28 05:51:57 +00:00
;=====================
; init vars
;=====================
2020-11-14 20:19:56 +00:00
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
2020-11-28 05:51:57 +00:00
sta DUKE_WALKING
sta DUKE_JUMPING
sta LEVEL_OVER
sta LASER_OUT
2020-12-13 06:27:21 +00:00
sta DUKE_XL
2020-12-14 16:49:35 +00:00
sta DUKE_FALLING
sta DUKE_SHOOTING
2020-12-15 04:37:12 +00:00
sta KICK_UP_DUST
2020-12-16 17:55:05 +00:00
sta DOOR_ACTIVATED
2020-12-16 05:06:55 +00:00
lda #<enemy_data
sta ENEMY_DATAL
lda #>enemy_data
sta ENEMY_DATAH
lda #2 ; draw twice (both pages)
sta UPDATE_STATUS
2020-11-14 20:19:56 +00:00
lda #4
sta DRAW_PAGE
2020-11-28 05:51:57 +00:00
lda #18
sta DUKE_X
lda #0
2020-11-28 05:51:57 +00:00
sta DUKE_Y
lda #1
sta DUKE_DIRECTION
2020-11-14 20:19:56 +00:00
jsr update_status_bar
2020-11-14 20:19:56 +00:00
;====================================
2020-12-18 00:34:02 +00:00
; load level2 background
2020-11-14 20:19:56 +00:00
;====================================
2020-12-17 20:25:55 +00:00
lda #<level2_bg_lzsa
2020-11-14 20:19:56 +00:00
sta LZSA_SRC_LO
2020-12-17 20:25:55 +00:00
lda #>level2_bg_lzsa
2020-11-14 20:19:56 +00:00
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
2020-12-09 04:41:53 +00:00
;====================================
2020-12-17 20:57:08 +00:00
; load level2 tilemap
2020-12-09 04:41:53 +00:00
;====================================
2020-12-17 20:25:55 +00:00
lda #<level2_data_lzsa
2020-12-09 04:41:53 +00:00
sta LZSA_SRC_LO
2020-12-17 20:25:55 +00:00
lda #>level2_data_lzsa
2020-12-09 04:41:53 +00:00
sta LZSA_SRC_HI
lda #$90 ; load to page $9000
jsr decompress_lzsa2_fast
;====================================
; copy in tilemap subset
;====================================
2020-12-17 20:25:55 +00:00
lda #10
2020-12-09 04:44:16 +00:00
sta TILEMAP_X
2020-12-17 20:57:08 +00:00
lda #8
2020-12-09 04:44:16 +00:00
sta TILEMAP_Y
2020-12-09 04:41:53 +00:00
jsr copy_tilemap_subset
2020-11-14 20:19:56 +00:00
;====================================
;====================================
; Main LOGO loop
;====================================
;====================================
2020-12-18 00:34:02 +00:00
jsr setup_music
lda SOUND_STATUS
bmi skip_music
2020-12-17 23:57:46 +00:00
cli ; start music
2020-12-18 00:34:02 +00:00
skip_music:
2020-12-17 23:57:46 +00:00
2020-11-14 20:19:56 +00:00
duke_loop:
; copy over background
jsr gr_copy_to_current
2020-12-09 00:19:23 +00:00
; draw tilemap
jsr draw_tilemap
2020-12-16 02:47:55 +00:00
; draw enemies
jsr draw_enemies
2020-11-28 05:51:57 +00:00
; draw laser
jsr draw_laser
; draw duke
jsr draw_duke
2020-12-16 17:55:05 +00:00
; handle door opening
jsr check_open_door
2020-11-28 05:51:57 +00:00
; draw a status bar
2020-11-27 02:35:16 +00:00
jsr draw_status_bar
2020-11-14 20:19:56 +00:00
jsr page_flip
2020-11-28 05:51:57 +00:00
jsr handle_keypress
2020-11-14 20:19:56 +00:00
2020-11-28 05:51:57 +00:00
jsr move_duke
2020-11-14 20:19:56 +00:00
2020-12-16 05:25:58 +00:00
; jsr move_enemies
2020-12-16 02:47:55 +00:00
2020-11-28 05:51:57 +00:00
jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
2020-11-28 05:51:57 +00:00
;===========================
; check end of level
;===========================
lda LEVEL_OVER
2020-12-15 15:19:46 +00:00
beq do_duke_loop
2020-11-14 20:19:56 +00:00
jmp done_with_duke
2020-11-14 20:19:56 +00:00
do_duke_loop:
; delay
2020-11-28 05:51:57 +00:00
; lda #200
; jsr WAIT
2020-11-14 20:19:56 +00:00
jmp duke_loop
done_with_duke:
bit KEYRESET ; clear keypress
2020-12-17 22:24:00 +00:00
; FIXME: point to next level
lda #LOAD_TITLE
sta WHICH_LOAD
2020-12-18 00:34:02 +00:00
sei ; stop music
2020-12-15 15:19:46 +00:00
rts ; exit back
2020-11-14 20:19:56 +00:00
;==========================
; includes
;==========================
; level graphics
2020-12-17 20:25:55 +00:00
.include "graphics/level2_graphics.inc"
2020-11-14 20:19:56 +00:00
.include "text_print.s"
.include "gr_offsets.s"
2020-12-11 06:24:47 +00:00
.include "gr_fast_clear.s"
2020-11-14 20:19:56 +00:00
.include "gr_copy.s"
.include "gr_pageflip.s"
2020-11-28 05:51:57 +00:00
.include "gr_putsprite_crop.s"
2020-11-14 20:19:56 +00:00
.include "decompress_fast_v2.s"
2020-11-27 02:35:16 +00:00
.include "status_bar.s"
2020-11-28 05:51:57 +00:00
.include "keyboard.s"
.include "joystick.s"
2020-12-15 15:54:27 +00:00
.include "text_drawbox.s"
2020-12-11 05:44:55 +00:00
.include "print_help.s"
2020-12-15 15:19:46 +00:00
.include "quit_yn.s"
2020-12-15 16:20:23 +00:00
.include "level_end.s"
2020-11-28 05:51:57 +00:00
.include "draw_duke.s"
2020-12-17 21:48:18 +00:00
.include "duke_l2_sprites.inc"
.include "move_duke.s"
2020-11-28 05:51:57 +00:00
.include "handle_laser.s"
2020-12-09 00:19:23 +00:00
.include "draw_tilemap.s"
2020-12-17 20:57:08 +00:00
.include "enemies_level2.s"
.include "actions_level2.s"
2020-12-17 23:57:46 +00:00
.include "item_level2.s"
2020-11-28 05:51:57 +00:00
.include "sound_effects.s"
2020-12-16 18:31:23 +00:00
.include "speaker_tone.s"
2020-12-17 20:25:55 +00:00
level2_data_lzsa:
.incbin "maps/level2_map.lzsa"
2020-12-17 23:57:46 +00:00
.include "duke_music.s"