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ootw: rename some files to make things more consistent
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1996ad5f90
commit
6b2ae05aaa
@ -18,16 +18,16 @@ ootw.dsk: HELLO LOADER INTRO OOTW OOTW_C2 #COMPRESS-TEST
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####
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####
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OOTW: ootw.o
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OOTW: ootw_c1.o
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ld65 -o OOTW ootw.o -C ../linker_scripts/apple2_1700.inc
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ld65 -o OOTW ootw_c1.o -C ../linker_scripts/apple2_1700.inc
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ootw.o: ootw.s \
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ootw_c1.o: ootw_c1.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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gr_make_quake.s gr_overlay.s zp.inc keyboard.s \
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gr_make_quake.s gr_overlay.s zp.inc keyboard.s \
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ootw_sluggy.s ootw_beast.s \
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ootw_sluggy.s ootw_beast.s \
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ootw_rope.s earthquake.s ootw_mesa.s \
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ootw_c1_rope.s earthquake.s ootw_c1_mesa.s \
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ootw_pool.s ootw_cavern.s physicist.s random16.s \
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ootw_c1_pool.s ootw_c1_cavern.s physicist.s random16.s \
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ootw_cut_slug.s ootw_cut_beast.s \
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ootw_cut_slug.s ootw_cut_beast.s \
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ootw_graphics/pool/ootw_pool.inc \
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ootw_graphics/pool/ootw_pool.inc \
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ootw_graphics/underwater/ootw_underwater.inc \
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ootw_graphics/underwater/ootw_underwater.inc \
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@ -44,7 +44,7 @@ ootw.o: ootw.s \
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ootw_graphics/end_scenes/ootw_beast_end.inc \
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ootw_graphics/end_scenes/ootw_beast_end.inc \
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ootw_graphics/end_scenes/ootw_beast_intro.inc \
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ootw_graphics/end_scenes/ootw_beast_intro.inc \
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ootw_graphics/end_scenes/ootw_slug_end.inc
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ootw_graphics/end_scenes/ootw_slug_end.inc
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ca65 -o ootw.o ootw.s -l ootw.lst
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ca65 -o ootw_c1.o ootw_c1.s -l ootw_c1.lst
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####
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####
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@ -17,6 +17,7 @@ ootw:
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sta PHYSICIST_STATE
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sta PHYSICIST_STATE
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sta WHICH_CAVE
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sta WHICH_CAVE
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sta BEAST_OUT
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sta BEAST_OUT
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sta ON_ELEVATOR
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lda #1
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lda #1
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sta BEFORE_SWING
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sta BEFORE_SWING
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@ -90,10 +91,10 @@ end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: IH8S",0
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.byte 11,20,"ACCESS CODE: IH8S",0
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.include "ootw_rope.s"
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.include "ootw_c1_rope.s"
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.include "ootw_pool.s"
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.include "ootw_c1_pool.s"
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.include "ootw_cavern.s"
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.include "ootw_c1_cavern.s"
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.include "ootw_mesa.s"
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.include "ootw_c1_mesa.s"
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.include "physicist.s"
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.include "physicist.s"
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.include "ootw_sluggy.s"
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.include "ootw_sluggy.s"
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.include "ootw_beast.s"
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.include "ootw_beast.s"
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@ -14,6 +14,7 @@ ootw_c2:
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lda #0
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lda #0
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sta GAME_OVER
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sta GAME_OVER
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sta PHYSICIST_STATE
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sta PHYSICIST_STATE
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sta ON_ELEVATOR
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lda #22
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lda #22
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sta PHYSICIST_Y
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sta PHYSICIST_Y
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117
ootw/zp.inc
117
ootw/zp.inc
@ -31,6 +31,7 @@ COLOR = $30
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SEEDL = $4e
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SEEDL = $4e
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SEEDH = $4f
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SEEDH = $4f
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XMAX = $50
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XMAX = $50
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BEAST_X = $51
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BEAST_X = $51
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BEAST_GAIT = $52
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BEAST_GAIT = $52
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BEAST_COUNT = $53
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BEAST_COUNT = $53
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@ -43,20 +44,6 @@ BEAST_DIRECTION = $55
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;INVFLG = $32
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;INVFLG = $32
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; dos33 zero page = 26-2f, 35-38, 3e 3f 40-4d
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; overlap applesoft 67-6a,6f,70,af,b0,ca-cd,d8
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; DOS33: Confirmed kills $68
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RWTSL = $60
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RWTSH = $61
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DOSBUFL = $62
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DOSBUFH = $63
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FILEML = $64
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FILEMH = $65
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FRAMEL = $60
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FRAMEL = $60
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FRAMEH = $61
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FRAMEH = $61
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WAITING = $62
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WAITING = $62
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@ -68,19 +55,7 @@ LETTERD = $67
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LETTER = $68
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LETTER = $68
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BLARGH = $69
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BLARGH = $69
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;FACTOR_I = $66
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INTRO_REPEAT = $7E ; INTRO
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;FACTOR_F = $67
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;DX_I = $68
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;DX_F = $69
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;SPACEX_I = $6A
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;SPACEX_F = $6B
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;CX_I = $6C
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;CX_F = $6D
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;DY_I = $6E
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;DY_F = $6F
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INTRO_REPEAT = $7E
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ZPOS = $78
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ZPOS = $78
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REGISTER_DUMP = $70
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REGISTER_DUMP = $70
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@ -143,27 +118,34 @@ CURSOR = $9D
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; More zero-page addresses
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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LEFT_LIMIT = $E0
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ON_ELEVATOR = $DF ; ALL
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RIGHT_LIMIT = $E1
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WHICH_SLUG = $E2
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WHICH_CAVE = $E3
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WHICH_JAIL = $E3
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BEAST_OUT = $E4
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GAME_OVER = $E5
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EQUAKE_PROGRESS = $E6
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EARTH_OFFSET = $E7
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DNA_OUT = $E5
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LEFT_LIMIT = $E0 ; ALL
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DNA_PROGRESS = $E6
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RIGHT_LIMIT = $E1 ; ALL
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DNA_COUNT = $E7
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WHICH_SLUG = $E2 ; C1
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CURSOR_COUNT = $E7
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PARTICLE_COUNT = $E7
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WHICH_CAVE = $E3 ; C1
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MESSAGE_CURRENT = $E5
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WHICH_JAIL = $E3 ; C2
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TIME_COUNT = $E6
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MESSAGE_COUNT = $E7
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BEAST_OUT = $E4 ; C1
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GAME_OVER = $E5 ; ALL
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DNA_OUT = $E5 ; INTRO
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MESSAGE_CURRENT = $E5 ; INTRO
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EQUAKE_PROGRESS = $E6 ; C1
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DNA_PROGRESS = $E6 ; INTRO
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TIME_COUNT = $E6 ; INTRO
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EARTH_OFFSET = $E7 ; ALL??
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DNA_COUNT = $E7 ; INTRO
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CURSOR_COUNT = $E7 ; INTRO
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PARTICLE_COUNT = $E7 ; INTRO
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MESSAGE_COUNT = $E7 ; INTRO
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BOULDER_X = $E8 ; C1
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BOULDER_Y = $E9 ; C1
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BOULDER_X = $E8
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BOULDER_Y = $E9
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PHYSICIST_STATE = $EA
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PHYSICIST_STATE = $EA
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P_STANDING = $00
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P_STANDING = $00
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P_WALKING = $01
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P_WALKING = $01
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@ -176,33 +158,35 @@ PHYSICIST_STATE = $EA
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P_SWINGING = $08 ; no keypress
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P_SWINGING = $08 ; no keypress
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BEFORE_SWING = $EB
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BEFORE_SWING = $EB
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CUTFRAME = $EC
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CUTFRAME = $EC
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DISP_PAGE = $ED
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DISP_PAGE = $ED
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DRAW_PAGE = $EE
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DRAW_PAGE = $EE
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OFFSET = $EF
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OFFSET = $EF
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INTRO_LOOPL = $F0
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INTRO_LOOPL = $F0 ; INTRO
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INTRO_LOOPH = $F1
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PHYSICIST_X = $F0 ; ALL
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INTRO_LOOPER = $F7
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STATIC_LOOPER = $F8
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INTRO_LOOPH = $F1 ; INTRO
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PHYSICIST_Y = $F1 ; ALL
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PHYSICIST_X = $F0
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PHYSICIST_Y = $F1
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SPRITETEMP = $F2
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SPRITETEMP = $F2
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XPOS = $F3
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XPOS = $F3
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YPOS = $F4
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YPOS = $F4
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DIRECTION = $F5
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DIRECTION = $F5 ; ALL
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GAIT = $F6
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GAIT = $F6 ; ALL
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TENTACLE_X = $F7
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LEVELEND_PROGRESS = $F8
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INTRO_LOOPER = $F7 ; INTRO
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SWING_PROGRESS = $F8
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TENTACLE_X = $F7 ; C1
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TENTACLE_PROGRESS = $F8
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ELEVATOR_CYCLE = $F8
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TENTACLE_GRAB = $F9
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LEVELEND_PROGRESS = $F8 ; C1
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ELEVATOR_COUNT = $F9
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SWING_PROGRESS = $F8 ; C1
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TENTACLE_PROGRESS = $F8 ; C1
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ELEVATOR_CYCLE = $F8 ; INTRO
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STATIC_LOOPER = $F8 ; INTRO
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TENTACLE_GRAB = $F9 ; C1
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ELEVATOR_COUNT = $F9 ; INTRO
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TEMP = $FA
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TEMP = $FA
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TEMPY = $FB
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TEMPY = $FB
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@ -210,4 +194,3 @@ INL = $FC
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INH = $FD
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INH = $FD
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OUTL = $FE
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OUTL = $FE
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OUTH = $FF
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OUTH = $FF
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