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https://github.com/deater/dos33fsprogs.git
synced 2024-09-10 08:54:51 +00:00
ootw: more work on cage end scene
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parent
3381971db9
commit
3bad7ffb44
@ -15,18 +15,6 @@ ootw_c2:
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sta GAME_OVER
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sta PHYSICIST_STATE
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sta ON_ELEVATOR
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sta CITY_MOVIE_SEEN
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sta CART_OUT
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sta DUDE_OUT
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lda #39
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sta DUDE_X
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lda #$FA
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sta CART_X
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lda #1
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sta JAIL_POWER_ON
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lda #22
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sta PHYSICIST_Y
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@ -26,12 +26,6 @@ ootw_cage:
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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;=================================
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; setup vars
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@ -124,43 +118,7 @@ done_drawing_cage:
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; draw laser
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;======================
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lda SHOOTING_BOTTOM
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beq done_draw_laser
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; 30 - 27, 30-24, 30-21
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lda #$11
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sta COLOR
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ldx SHOOTING_BOTTOM
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stx V2
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ldx SHOOTING_TOP
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ldy #21 ; X location
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jsr vlin
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; if shooting top < 10, decrement Y2
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lda SHOOTING_TOP
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cmp #10
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bcs shoot_up_noadj ; bge
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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shoot_up_noadj:
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lda SHOOTING_TOP
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beq done_draw_laser
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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done_draw_laser:
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jsr draw_laser
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;======================
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; draw guard
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@ -292,11 +250,9 @@ check_amp4:
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;===========================
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; Done with cage, enter jail
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; Done with cage, run ending sequence
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bit KEYRESET ; clear keyboard
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rts
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jmp cage_ending
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cage_continue:
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bit KEYRESET ; clear keyboard
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@ -397,6 +353,50 @@ done_cage:
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rts
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;======================
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; Draw Laser
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;======================
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draw_laser:
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lda SHOOTING_BOTTOM
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beq done_draw_laser
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; 30 - 27, 30-24, 30-21
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lda #$11
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sta COLOR
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ldx SHOOTING_BOTTOM
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stx V2
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ldx SHOOTING_TOP
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ldy #21 ; X location
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jsr vlin
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; if shooting top < 10, decrement Y2
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lda SHOOTING_TOP
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cmp #10
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bcs shoot_up_noadj ; bge
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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dec SHOOTING_BOTTOM
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shoot_up_noadj:
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lda SHOOTING_TOP
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beq done_draw_laser
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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dec SHOOTING_TOP
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done_draw_laser:
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rts
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cage_amp1_sprites:
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.word cage_center_sprite
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.word cage_right1_sprite
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@ -709,3 +709,87 @@ little_guy_out2_sprite:
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.byte $AA,$AA,$A7,$A7
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.byte $AA,$AA,$AA,$AA
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;============================
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; Cage Ending
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;============================
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cage_ending:
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;================================
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; copy background to current page
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;================================
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jsr gr_copy_to_current
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;=======================
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; draw miners mining
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;=======================
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jsr ootw_draw_miners
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;==========================
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; draw cage (if applicable)
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;==========================
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lda #11
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sta XPOS
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lda #0
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sta YPOS
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lda #<cage_center_sprite
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sta INL
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lda #>cage_center_sprite
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sta INH
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jsr put_sprite_crop
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;======================
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; draw laser
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;======================
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jsr draw_laser
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;===========================
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; draw guard (if applicable)
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;===========================
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lda #34
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sta XPOS
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lda #28
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sta YPOS
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lda changing_guard_sprites,Y
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sta INL
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lda changing_guard_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne end_cage_frame_no_oflo
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inc FRAMEH
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end_cage_frame_no_oflo:
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done_cage_end:
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bit KEYRESET ; clear keyboard
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rts
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@ -8,6 +8,20 @@ ootw_jail:
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lda #0
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sta ON_ELEVATOR
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sta TELEPORTING
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sta CITY_MOVIE_SEEN
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sta CART_OUT
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sta DUDE_OUT
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sta friend_direction
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lda #1
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sta JAIL_POWER_ON
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sta GUN_OUT
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sta friend_out
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lda #39
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sta DUDE_X
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lda #$FA
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sta CART_X
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;==============================
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; setup per-room variables
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@ -124,12 +124,13 @@ LEFT_LIMIT = $E0 ; ALL
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RIGHT_LIMIT = $E1 ; ALL
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WHICH_SLUG = $E2 ; C1
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TELEPORTING = $E2 ; C2
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TELEPORTING = $E2 ; C2 jail
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WHICH_CAVE = $E3 ; C1
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WHICH_JAIL = $E3 ; C2
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BEAST_OUT = $E4 ; C1
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GUN_OUT = $E4 ; C2 jail
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GAME_OVER = $E5 ; ALL
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DNA_OUT = $E5 ; INTRO
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