dos33fsprogs/games/ootw/intro/intro_data_01.s

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;=================================
;=================================
; Intro Segment 01 Data (Building)
;=================================
;=================================
.include "graphics/01_building/intro_building.inc"
.include "graphics/01_building/intro_car.inc" ; must follow intro_building
.include "graphics/01_building/intro_building_car.inc"
;========================
; Car driving up sequence
building_sequence:
.byte 255 ; load to bg
.word intro_building_lzsa ; this
.byte 1 ; wait 1
.word intro_building_lzsa ; overlay this
.byte 128+126 ; .word intro_car1_lzsa ; wait 126
.byte 128+2 ; .word intro_car2_lzsa ; next
.byte 128+2 ; .word intro_car3_lzsa ; next
.byte 128+2 ; .word intro_car4_lzsa ; next
.byte 128+2 ; .word intro_car5_lzsa ; next
.byte 128+2 ; .word intro_car6_lzsa ; next
.byte 128+2 ; .word intro_car7_lzsa ; next
.byte 128+2 ; .word intro_car8_lzsa ; next
.byte 128+2 ; .word intro_car9_lzsa ; next
.byte 128+126 ; .word intro_car10_lzsa ; next
; .byte 0 ; finish
;========================
; Getting out of car sequence
outtacar_sequence:
.byte 255
.word intro_building_car_lzsa
.byte 1
.word intro_building_car_lzsa
.byte 100
.word intro_car12_lzsa
.byte 128+50 ; .word intro_car13_lzsa
.byte 128+125 ; .word intro_car14_lzsa
.byte 125
.word intro_car14_lzsa
.byte 0
;=================================
;=================================
; Intro Segment 02 Data (Door)
;=================================
;=================================
; background graphics
.include "graphics/02_outer_door/outer_door.inc"
.include "graphics/02_outer_door/feet.inc"
.include "graphics/08_lightning/nothing.inc"
;=============================
; Feet going in door sequence
feet_sequence:
.byte 255
.word outer_door_lzsa
.byte 1
.word outer_door_lzsa
.byte 128+100 ; .word feet01_lzsa
.byte 128+10 ; .word feet02_lzsa
.byte 128+10 ; .word feet03_lzsa
.byte 128+10 ; .word feet04_lzsa
.byte 128+10 ; .word feet05_lzsa
.byte 128+10 ; .word feet06_lzsa
.byte 128+10 ; .word feet07_lzsa
.byte 128+10 ; .word feet08_lzsa
.byte 128+30 ; .word feet09_lzsa
.byte 128+10 ; .word feet10_lzsa
.byte 128+10 ; .word feet11_lzsa
.byte 128+10 ; .word feet12_lzsa
.byte 128+10 ; .word feet13_lzsa
.byte 128+10 ; .word feet14_lzsa
.byte 128+10 ; .word feet15_lzsa
.byte 10
.word nothing_lzsa
.byte 100
.word nothing_lzsa
.byte 0
;=================================
;=================================
; Intro Segment 03 Data (Elevator)
;=================================
;=================================
.include "graphics/03_elevator/intro_elevator.inc"
.include "graphics/03_elevator/intro_off_elevator.inc"
.include "graphics/03_elevator/intro_walking.inc"
; Elevator light co-ordinates
; we load them backwards
indicators:
.byte 18,4 ; 4
.byte 16,3 ; 3
.byte 14,2 ; 2
.byte 18,2 ; 1
.byte 16,1 ; 0
; Walking off elevator sequence
; FIXME: why do we skip walking00????
walking_sequence:
.byte 20
.word walking01_lzsa
.byte 128+20 ; .word walking02_lzsa
.byte 128+20 ; .word walking03_lzsa
.byte 128+20 ; .word walking04_lzsa
.byte 128+20 ; .word walking05_lzsa
.byte 128+20 ; .word walking06_lzsa
.byte 128+20 ; .word walking07_lzsa
.byte 128+20 ; .word walking08_lzsa
.byte 20
.word walking08_lzsa
.byte 0