dos33fsprogs/games/lemm/lemm.s

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2022-03-07 13:53:14 +00:00
; Lemm Proof of Concept
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
lemm_test_start:
lda #0
sta DRAW_PAGE
;====================
; detect model
;====================
jsr detect_appleii_model
;===================
; machine workarounds
;===================
; mostly IIgs
;===================
; thanks to 4am who provided this code from Total Replay
lda ROM_MACHINEID
cmp #$06
bne not_a_iigs
sec
jsr $FE1F ; check for IIgs
bcs not_a_iigs
; gr/text page2 handling broken on early IIgs models
; this enables the workaround
jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
cli ; enable VBL interrupts
; also set background color to black instead of blue
lda NEWVIDEO
and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
; bit 6 = 0 -> IIgs 128K memory map same as IIe
; bit 5 = 0 -> IIgs DHGR is color, not mono
; bits 0-4 unchanged
sta NEWVIDEO
lda #$F0
sta TBCOLOR ; white text on black background
lda #$00
sta CLOCKCTL ; black border
sta CLOCKCTL ; set twice for VidHD
not_a_iigs:
;===================
; print config
;===================
lda #<config_string
sta OUTL
lda #>config_string
sta OUTH
jsr move_and_print
; print detected model
lda APPLEII_MODEL
ora #$80
sta $7d0+8 ; 23,8
; if GS print the extra S
cmp #'G'|$80
bne not_gs
lda #'S'|$80
sta $7d0+9
not_gs:
;=========================================
; detect if we have a language card (64k)
; and load sound into it if possible
;===================================
lda #0
sta SOUND_STATUS ; clear out, sound enabled
;===========================================
; skip checks if open-apple being held down
lda $C061
and #$80 ; only bit 7 is affected
bne skip_all_checks ; rest is floating bus
jsr detect_language_card
bcs no_language_card
yes_language_card:
; update status
lda #'6'|$80
sta $7d0+11 ; 23,11
lda #'4'|$80
sta $7d0+12 ; 23,12
; update sound status
lda SOUND_STATUS
ora #SOUND_IN_LC
sta SOUND_STATUS
jmp done_language_card
no_language_card:
done_language_card:
;===================================
; Detect Mockingboard
;===================================
PT3_ENABLE_APPLE_IIC = 1
; detect mockingboard
jsr mockingboard_detect
bcc mockingboard_notfound
mockingboard_found:
; print detected location
lda #'S'+$80 ; change NO to slot
sta $7d0+30
lda MB_ADDR_H ; $C4 = 4, want $B4 1100 -> 1011
and #$87
ora #$30
sta $7d0+31 ; 23,31
; NOTE: in this game we need both language card && mockingboard
; to enable mockingboard music
lda SOUND_STATUS
and #SOUND_IN_LC
beq dont_enable_mc
lda SOUND_STATUS
ora #SOUND_MOCKINGBOARD
sta SOUND_STATUS
dont_enable_mc:
mockingboard_notfound:
skip_all_checks:
;==================================
; load music into the language card
; into $D000 set 2
;==================================
; switch in language card
; read/write RAM, $d000 bank 2
lda $C083
lda $C083
; actually load it
; set up music
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lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
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lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
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jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
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lda #1
sta LOOP
sta CURRENT_CHUNK
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jsr mockingboard_patch ; patch to work in slots other than 4?
;=======================
; Set up 50Hz interrupt
;========================
jsr mockingboard_init
jsr mockingboard_setup_interrupt
zurg:
;============================
; Init the Mockingboard
;============================
jsr reset_ay_both
jsr clear_ay_both
;=======================
; wait for keypress
;=======================
jsr wait_until_keypress
;=======================
; show title screen
;=======================
jsr intro_level1
;=======================
; Load Graphics
;=======================
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lda #$20
sta HGR_PAGE
jsr hgr_make_tables
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bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
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;=======================
; Setup cursor
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
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;=======================
; Play "Let's Go"
;=======================
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;=======================
; start music
;=======================
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; cli
;=======================
; init vars
;=======================
lda #0
sta LEVEL_OVER
sta DOOR_OPEN
sta FRAMEL
sta LOAD_NEXT_CHUNK
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sta JOYSTICK_ENABLED
jsr save_bg_14x14 ; save initial bg
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; set up time
lda #$5
sta TIME_MINUTES
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lda #$00
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sta TIME_SECONDS
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sta TIMER_COUNT
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;===================
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;===================
; Main Loop
;===================
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;===================
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main_loop:
lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
beq no_load_chunk ; outside IRQ to avoid glitch in music
jsr load_song_chunk
lda #0 ; reset
sta LOAD_NEXT_CHUNK
no_load_chunk:
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lda DOOR_OPEN
bne door_is_open
jsr draw_door
door_is_open:
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;======================
; release lemmings
;======================
lda LEMMINGS_TO_RELEASE
beq done_release_lemmings
lda DOOR_OPEN
beq done_release_lemmings
lda FRAMEL
and #$f
bne done_release_lemmings
lda #1
sta lemming_out
dec LEMMINGS_TO_RELEASE
done_release_lemmings:
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jsr draw_flames
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lda TIMER_COUNT
cmp #$50
bcc timer_not_yet
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jsr update_time
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lda #$0
sta TIMER_COUNT
timer_not_yet:
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jsr move_lemmings
jsr draw_lemming
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jsr handle_keypress
; jsr draw_pointer
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lda #$ff
jsr wait
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inc FRAMEL
lda LEVEL_OVER
bne level_over
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jmp main_loop
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level_over:
bit SET_TEXT
jsr disable_music
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jsr outro_level1
loop_forever:
jmp loop_forever
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;========================
; load song chunk
; CURRENT_CHUNK is which one, 0..N
; CHUNK_DEST is $D0 or $E8
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load_song_chunk:
ldx CURRENT_CHUNK
lda music_parts_l,X
sta getsrc_smc+1 ; LZSA_SRC_LO
lda music_parts_h,X
sta getsrc_smc+2 ; LZSA_SRC_HI
bne load_song_chunk_good
; $00 in chunk table means we are off the end, so wrap
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lda #$00
sta CURRENT_CHUNK ; reset chunk to 0
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beq load_song_chunk ; try again
load_song_chunk_good:
lda CHUNK_NEXT_LOAD ; decompress to $D0 or $E8
; eor #$38 ; want the opposite of CHUNK_DEST
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jsr decompress_lzsa2_fast
lda CHUNK_NEXT_LOAD ; point to next location
eor #$38
sta CHUNK_NEXT_LOAD
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rts
;==========================
; includes
;==========================
; .include "gr_pageflip.s"
; .include "gr_copy.s"
; .include "wait_a_bit.s"
.include "gr_offsets.s"
.include "decompress_fast_v2.s"
.include "wait_keypress.s"
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.include "keyboard.s"
.include "joystick.s"
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; .include "print_help.s"
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.include "gr_fast_clear.s"
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.include "move_lemming.s"
.include "draw_lemming.s"
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.include "hgr_14x14_sprite.s"
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.include "text_print.s"
.include "lc_detect.s"
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.include "draw_pointer.s"
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.include "hgr_tables.s"
.include "hgr_sprite.s"
.include "update_time.s"
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.include "intro_level1.s"
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.include "draw_flames.s"
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.include "draw_door.s"
.include "wait.s"
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; pt3 player
;.include "pt3_lib_mockingboard.inc"
.include "pt3_lib_detect_model.s"
.include "pt3_lib_mockingboard_detect.s"
.include "pt3_lib_mockingboard_setup.s"
.include "interrupt_handler.s"
.include "pt3_lib_mockingboard_patch.s"
config_string:
; 0123456789012345678901234567890123456789
.byte 0,23,"APPLE II?, 48K, MOCKINGBOARD: NO, SSI: N",0
; MOCKINGBOARD: NONE
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.include "graphics/graphics_level1.inc"
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.include "graphics/sprites.inc"
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music_parts_h:
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.byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa
.byte >lemm5_part4_lzsa,>lemm5_part5_lzsa,$00
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music_parts_l:
.byte <lemm5_part1_lzsa,<lemm5_part2_lzsa,<lemm5_part3_lzsa
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.byte <lemm5_part4_lzsa,<lemm5_part5_lzsa
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lemm5_part1_lzsa:
.incbin "music/lemm5.part1.lzsa"
lemm5_part2_lzsa:
.incbin "music/lemm5.part2.lzsa"
lemm5_part3_lzsa:
.incbin "music/lemm5.part3.lzsa"
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lemm5_part4_lzsa:
.incbin "music/lemm5.part4.lzsa"
lemm5_part5_lzsa:
.incbin "music/lemm5.part5.lzsa"