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https://github.com/deater/dos33fsprogs.git
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mist: meche: can get into elevator now
This commit is contained in:
parent
49c6420f2e
commit
318d09279b
@ -95,6 +95,7 @@ meche.o: meche.s zp.inc hardware.inc common_defines.inc \
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leveldata_meche.inc \
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link_book_meche.s \
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link_book_mist.s \
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meche_rotation.s \
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keyboard.s \
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draw_pointer.s \
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gr_copy.s audio.s text_print.s decompress_fast_v2.s
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@ -144,6 +144,10 @@ MECHE_RIGHT_HALL2 = 21
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MECHE_RIGHT_HALL_CORNER = 22
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MECHE_BLUE_ROOM_CENTER = 23
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MECHE_CENTER_HALL2 = 24
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MECHE_ELEVATOR_PATH = 25
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MECHE_ELEVATOR_GROUND = 26
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MECHE_ELEVATOR_HALF = 27
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MECHE_ELEVATOR_UP = 28
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;MECHE_EAST_PLATFORM = 9
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@ -35,7 +35,9 @@ meche_graphics.inc: \
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right_hall2_s.lzsa \
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right_hall_corner_n.lzsa right_hall_corner_w.lzsa \
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blue_room_center_n.lzsa blue_room_center_s.lzsa \
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center_hall2_n.lzsa center_hall2_s.lzsa center_hall2_w.lzsa
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center_hall2_n.lzsa center_hall2_s.lzsa center_hall2_w.lzsa \
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elevator_path_e.lzsa elevator_path_w.lzsa \
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elevator_ground_e.lzsa
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echo "departure_e_lzsa: .incbin \"departure_e.lzsa\"" > meche_graphics.inc
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echo "arrival_w_lzsa: .incbin \"arrival_w.lzsa\"" >> meche_graphics.inc
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echo "entrance_e_lzsa: .incbin \"entrance_e.lzsa\"" >> meche_graphics.inc
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@ -94,7 +96,9 @@ meche_graphics.inc: \
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echo "center_hall2_n_lzsa: .incbin \"center_hall2_n.lzsa\"" >> meche_graphics.inc
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echo "center_hall2_s_lzsa: .incbin \"center_hall2_s.lzsa\"" >> meche_graphics.inc
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echo "center_hall2_w_lzsa: .incbin \"center_hall2_w.lzsa\"" >> meche_graphics.inc
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echo "elevator_path_w_lzsa: .incbin \"elevator_path_w.lzsa\"" >> meche_graphics.inc
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echo "elevator_path_e_lzsa: .incbin \"elevator_path_e.lzsa\"" >> meche_graphics.inc
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echo "elevator_ground_e_lzsa: .incbin \"elevator_ground_e.lzsa\"" >> meche_graphics.inc
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%.gr: %.png
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$(PNG2GR) $< $@
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Binary file not shown.
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 17 KiB |
BIN
mist/graphics_meche/elevator_ground_e.png
Normal file
BIN
mist/graphics_meche/elevator_ground_e.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 791 B |
BIN
mist/graphics_meche/elevator_path_e.png
Normal file
BIN
mist/graphics_meche/elevator_path_e.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 677 B |
BIN
mist/graphics_meche/elevator_path_w.png
Normal file
BIN
mist/graphics_meche/elevator_path_w.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 758 B |
@ -56,3 +56,6 @@ blue_room_center_s_lzsa: .incbin "blue_room_center_s.lzsa"
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center_hall2_n_lzsa: .incbin "center_hall2_n.lzsa"
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center_hall2_s_lzsa: .incbin "center_hall2_s.lzsa"
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center_hall2_w_lzsa: .incbin "center_hall2_w.lzsa"
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elevator_path_w_lzsa: .incbin "elevator_path_w.lzsa"
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elevator_path_e_lzsa: .incbin "elevator_path_e.lzsa"
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elevator_ground_e_lzsa: .incbin "elevator_ground_e.lzsa"
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@ -10,7 +10,8 @@ locations:
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.word location12,location13,location14,location15
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.word location16,location17,location18,location19
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.word location20,location21,location22,location23
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.word location24
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.word location24,location25,location26,location27
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.word location28
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; MECHE_INSIDE_GEAR -- Inside gear on Mist
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location0:
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@ -378,7 +379,10 @@ location20:
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.word $ff ; east bg
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.word basement_controls_w_lzsa ; west bg
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.byte BG_WEST
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.byte $ff ; special exit
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.byte DIRECTION_W ; special exit
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.byte 21,29 ; special x
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.byte 14,36 ; special y
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.word elevator_panel_clicked-1 ; special function
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; MECHE_RIGHT_HALL2 -- looks a lot like left hall2
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location21:
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@ -451,3 +455,71 @@ location24:
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.byte BG_WEST|BG_NORTH|BG_SOUTH
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.byte $ff ; special exit
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; MECHE_ELEVATOR_PATH -- path to elevator
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location25:
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.byte $ff ; north exit
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.byte $ff ; south exit
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.byte MECHE_RED_BUTTON ; east exit
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.byte MECHE_ELEVATOR_GROUND ; west exit
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.byte $ff ; north exit_dir
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.byte $ff ; south exit_dir
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.byte DIRECTION_E ; east exit_dir
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.byte DIRECTION_E ; west exit_dir
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.word $0000 ; north bg
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.word $0000 ; south bg
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.word elevator_path_e_lzsa ; east bg
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.word elevator_path_w_lzsa ; west bg
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.byte BG_WEST|BG_EAST
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.byte $ff ; special exit
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; MECHE_ELEVATOR_GROUND -- elevator ground floor
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location26:
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.byte $ff ; north exit
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.byte $ff ; south exit
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.byte MECHE_ELEVATOR_PATH ; east exit
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.byte $ff ; west exit
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.byte $ff ; north exit_dir
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.byte $ff ; south exit_dir
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.byte DIRECTION_E ; east exit_dir
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.byte $0000 ; west exit_dir
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.word $0000 ; north bg
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.word $0000 ; south bg
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.word elevator_ground_e_lzsa ; east bg
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.word $0000 ; west bg
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.byte BG_EAST
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.byte $ff ; special exit
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; MECHE_ELEVATOR_HALF -- elevator halfway
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location27:
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.byte $ff ; north exit
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.byte $ff ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte $ff ; north exit_dir
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.byte $ff ; south exit_dir
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.byte DIRECTION_E ; east exit_dir
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.byte $0000 ; west exit_dir
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.word $0000 ; north bg
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.word $0000 ; south bg
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.word elevator_ground_e_lzsa ; east bg
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.word $0000 ; west bg
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.byte BG_EAST
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.byte $ff ; special exit
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; MECHE_ELEVATOR_TOP -- elevator top
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location28:
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.byte $ff ; north exit
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.byte $ff ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte $ff ; north exit_dir
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.byte $ff ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $0000 ; west exit_dir
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.word $0000 ; north bg
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.word $0000 ; south bg
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.word elevator_ground_e_lzsa ; east bg
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.word $0000 ; west bg
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.byte BG_EAST
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.byte $ff ; special exit
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87
mist/meche.s
87
mist/meche.s
@ -63,7 +63,12 @@ game_loop:
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lda LOCATION
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cmp #MECHE_OPEN_BOOK
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bne nothing_special
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beq animate_meche_book
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cmp #MECHE_ELEVATOR_ROTATE
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beq animate_elevator_rotate
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jmp nothing_special
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animate_meche_book:
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; handle animated linking book
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@ -92,8 +97,12 @@ game_loop:
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bne done_animate_book
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lda #0
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sta ANIMATE_FRAME
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done_animate_book:
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jmp nothing_special
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animate_elevator_rotate:
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jsr draw_elevator_panel
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nothing_special:
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@ -137,78 +146,6 @@ really_exit:
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jmp end_level
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;==================================
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; elevator stuff
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;==================================
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basement_button:
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; flip switch
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lda #$80
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eor MECHE_ELEVATOR
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sta MECHE_ELEVATOR
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jsr adjust_basement_door
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jsr change_location
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rts
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adjust_basement_door:
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lda MECHE_ELEVATOR
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bmi floor_open
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floor_closed:
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jmp floor_closed_elevator_off
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floor_open:
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jmp floor_open_elevator_off
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floor_open_elevator_on:
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floor_open_elevator_off:
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_BASEMENT
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_of_ce_w_lzsa
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sta location18,Y
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lda #>red_button_of_ce_w_lzsa
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jmp adjust_basement_door_done
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floor_closed_elevator_on:
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floor_closed_elevator_off:
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ldy #LOCATION_WEST_EXIT
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lda #$ff
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_cf_ce_w_lzsa
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sta location18,Y
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lda #>red_button_cf_ce_w_lzsa
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jmp adjust_basement_door_done
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adjust_basement_door_done:
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sta location18+1,Y
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rts
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adjust_fortress_rotation:
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rts
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;==========================
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; includes
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;==========================
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@ -224,6 +161,8 @@ adjust_fortress_rotation:
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.include "draw_pointer.s"
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.include "end_level.s"
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.include "meche_rotation.s"
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.include "audio.s"
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.include "graphics_meche/meche_graphics.inc"
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185
mist/meche_rotation.s
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185
mist/meche_rotation.s
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@ -0,0 +1,185 @@
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;==================================
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; elevator stuff
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;==================================
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;=================
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; elevator panel clicked
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; behavior a bit different in real game (it slides around more)
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; also in theory could animate handle
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; Apple II doesn't let you know length of keypress
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elevator_panel_clicked:
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lda MECHE_ELEVATOR
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clc
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adc #1
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and #$83
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sta MECHE_ELEVATOR
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jsr adjust_basement_door
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rts
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;=====================
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; draw elevator panel
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draw_elevator_panel:
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lda MECHE_ELEVATOR
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and #$f
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asl
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tay
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lda elevator_rotation_sprites,Y
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sta INL
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lda elevator_rotation_sprites+1,Y
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sta INH
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lda #13
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sta XPOS
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lda #20
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sta YPOS
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jsr put_sprite_crop
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rts
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;==================================
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; basement door button
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;==================================
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basement_button:
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; flip switch
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lda #$80
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eor MECHE_ELEVATOR
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sta MECHE_ELEVATOR
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jsr adjust_basement_door
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jsr change_location
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rts
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;==================================
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; adjust basement door
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;==================================
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adjust_basement_door:
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lda MECHE_ELEVATOR
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bmi floor_open
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floor_closed:
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and #$f
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cmp #2
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beq floor_closed_elevator_on
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bne floor_closed_elevator_off
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floor_open:
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; point exit to basement
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_BASEMENT
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sta location18,Y
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lda MECHE_ELEVATOR
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and #$f
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cmp #2
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beq floor_open_elevator_on
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bne floor_open_elevator_off
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floor_open_elevator_on:
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; point background to open floor / open elevator
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ldy #LOCATION_WEST_BG
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lda #<red_button_of_oe_w_lzsa
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sta location18,Y
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lda #>red_button_of_oe_w_lzsa
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jmp adjust_basement_door_done
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floor_open_elevator_off:
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; point background to open floor / closed elevator
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ldy #LOCATION_WEST_BG
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lda #<red_button_of_ce_w_lzsa
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sta location18,Y
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lda #>red_button_of_ce_w_lzsa
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jmp adjust_basement_door_done
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floor_closed_elevator_on:
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; point hallway to elevator path
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_ELEVATOR_PATH
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_cf_oe_w_lzsa
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sta location18,Y
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lda #>red_button_cf_oe_w_lzsa
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jmp adjust_basement_door_done
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floor_closed_elevator_off:
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; disabl exit
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ldy #LOCATION_WEST_EXIT
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lda #$ff
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_cf_ce_w_lzsa
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sta location18,Y
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lda #>red_button_cf_ce_w_lzsa
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jmp adjust_basement_door_done
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adjust_basement_door_done:
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sta location18+1,Y
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rts
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adjust_fortress_rotation:
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rts
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;==================================
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; sprites
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;==================================
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elevator_rotation_sprites:
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.word elevator0,elevator1,elevator2,elevator3
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elevator0:
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.byte 3,2
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.byte $00,$ff,$00
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.byte $f0,$0f,$f0
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elevator1:
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.byte 3,2
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.byte $0f,$f0,$f0
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.byte $f0,$0f,$0f
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elevator2:
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.byte 3,2
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.byte $1f,$f1,$1f
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.byte $11,$ff,$11
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elevator3:
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.byte 3,2
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.byte $f0,$f0,$0f
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.byte $0f,$0f,$f0
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