dos33fsprogs/games/mist/viewer.s

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; Viewer in the room by the dock
; 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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viewer_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
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
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up ship backgrounds
jsr setup_backgrounds
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; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
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cmp #VIEWER_CONTROL_PANEL
beq control_panel
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cmp #VIEWER_POOL_CLOSE
beq look_at_pool
jmp reset_animation
look_at_pool:
jsr display_viewer
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jmp nothing_special
control_panel:
jsr display_panel_code
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jmp reset_animation
reset_animation:
lda #0
sta ANIMATE_FRAME
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nothing_special:
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;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; 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
jmp game_loop
really_exit:
jmp end_level
back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_ARRIVAL_DOCK ; the dock
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
rts
; handle ship up or down
setup_backgrounds:
lda SHIP_RAISED
beq done_raised
ldy #LOCATION_EAST_BG
lda #<viewer_entrance_ship_e_lzsa
sta location0,Y ; VIEWER_ENTRANCE
lda #>viewer_entrance_ship_e_lzsa
sta location0+1,Y ; VIEWER_ENTRANCE
lda #<viewer_stairs_ship_e_lzsa
sta location1,Y ; VIEWER_SHIP
lda #>viewer_stairs_ship_e_lzsa
sta location1+1,Y ; VIEWER_SHIP
done_raised:
rts
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;==========================
; includes
;==========================
; graphics
.include "graphics_viewer/viewer_graphics.inc"
.include "number_sprites.inc"
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; puzzles
.include "viewer_controls.s"
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; leveldata
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.include "leveldata_viewer.inc"
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