dos33fsprogs/mist/channel.s

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; The Channely Wood level
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
channel_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
; FIXME
; handle gear visibility
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
cmp #CHANNEL_TREE_BOOK_OPEN
beq animate_channel_book
jmp nothing_special
animate_channel_book:
; handle animated linking book
lda ANIMATE_FRAME
asl
tay
lda channel_movie,Y
sta INL
lda channel_movie+1,Y
sta INH
lda #22
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #11
bne done_animate_book
lda #0
sta ANIMATE_FRAME
done_animate_book:
jmp nothing_special
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nothing_special:
;====================================
; 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
look_at_faucet:
lda #CHANNEL_TANK_CLOSE
sta LOCATION
jmp change_location
toggle_windmill:
lda CHANNEL_SWITCHES
eor #CHANNEL_SW_WINDMILL
sta CHANNEL_SWITCHES
rts
toggle_faucet:
lda CHANNEL_SWITCHES
eor #CHANNEL_SW_FAUCET
sta CHANNEL_SWITCHES
rts
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back_to_mist:
lda #DIRECTION_N
sta DIRECTION
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lda #MIST_ARRIVAL_DOCK ; the dock
jmp exit_to_mist
enter_clock:
lda #DIRECTION_S
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sta DIRECTION
lda #MIST_CLOCK
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jmp exit_to_mist
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handle_clearing:
lda DIRECTION
cmp #DIRECTION_W
beq enter_path
; else going east
lda CURSOR_X
cmp #23
bcc enter_cabin
enter_tree_path:
lda #DIRECTION_E
sta DIRECTION
lda #CHANNEL_TREE_PATH
sta LOCATION
jmp change_location
enter_cabin:
lda #DIRECTION_E
sta DIRECTION
lda #CHANNEL_CABIN_OPEN
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sta LOCATION
jmp change_location
enter_path:
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lda #DIRECTION_N
sta DIRECTION
lda #MIST_TREE_CORRIDOR_5
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jmp exit_to_mist
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exit_to_mist:
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sta LOCATION
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lda #$ff
sta LEVEL_OVER
lda #LOAD_MIST
sta WHICH_LOAD
rts
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;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
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.include "audio.s"
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.include "graphics_channel/channel_graphics.inc"
; sprites
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.include "common_sprites.inc"
.include "page_sprites.inc"
; puzzles
.include "channel_switches.s"
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.include "leveldata_channel.inc"
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; linking books
.include "link_book_channel.s"