dos33fsprogs/mist/stoney.s

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; The Stone Ship level
; 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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stoney_start:
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;===================
; 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
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; resets if you leave
sta BATTERY_CHARGE
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; 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
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 #STONEY_BOOK_TABLE_OPEN
beq animate_mist_book
cmp #STONEY_RED_DRESSER_OPEN
beq fg_draw_red_page
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cmp #STONEY_BLUE_ROOM
beq fg_draw_blue_page
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cmp #STONEY_UMBRELLA
beq draw_umbrella_light
cmp #STONEY_LIGHTHOUSE_UPSTAIRS
beq draw_crank_handle
cmp #STONEY_LIGHTHOUSE_BATTERY
beq draw_battery_level
cmp #STONEY_BOOK_TABLE
beq animate_magic_table
jmp nothing_special
animate_magic_table:
jsr do_animate_magic_table
jmp nothing_special
animate_mist_book:
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
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draw_umbrella_light:
jsr do_draw_umbrella_light
jmp nothing_special
draw_crank_handle:
jsr do_draw_crank_handle
jmp nothing_special
draw_battery_level:
jsr do_draw_battery_level
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
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stoney_take_red_page:
lda #STONEY_PAGE
jmp take_red_page
stoney_take_blue_page:
lda #STONEY_PAGE
jmp take_blue_page
;=============================
; handle pages
;=============================
draw_red_page:
lda RED_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #14
sta XPOS
lda #36
sta YPOS
lda #<red_page_sprite
sta INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
draw_blue_page:
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lda DIRECTION
cmp #DIRECTION_W
bne no_draw_page
lda BLUE_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
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lda #18
sta XPOS
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lda #30
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
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;======================
; handle half message
stoney_half_message:
lda #STONEY_BLUE_HALFMESSAGE
sta LOCATION
jsr change_location
bit SET_TEXT ; set text mode
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rts
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;==========================
; includes
;==========================
; level graphics
.include "graphics_stoney/stoney_graphics.inc"
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; linking books
.include "link_book_mist.s"
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; puzzles
.include "stoney_puzzles.s"
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.include "handle_pages.s"
; level data
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.include "leveldata_stoney.inc"