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https://github.com/deater/dos33fsprogs.git
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mist: cabin: can now ride tree to channelwood
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f827c36eba
commit
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@ -123,6 +123,8 @@ done_match_handler:
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; handle special-case forground logic
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;====================================
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jsr update_boiler_state
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jsr draw_marker_switch
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lda LOCATION
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@ -327,3 +329,4 @@ exit_to_mist:
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; linking books
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.include "link_book_channel.s"
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.include "simple_sounds.s"
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@ -34,9 +34,121 @@
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; button does nothing in basement
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; dial in basement does same as one upstairs
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; 0123456789012345678901234
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; \ \ \ \ \ : / / / / /
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; P S I
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; \
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; \
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; BOILER_VALVE
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; BOILER_LEVEL: high bit is if pilot lit, low bits are PSI
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; BOILER_TOTAL:
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; 0...128 warming up
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; then if valve>12 inc level, when hit 15 inc tree
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; if valve<12 dec level, when hit 0 dec tree
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; rate of adding is (valve-12) 0..12 / 4 = 0..3
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; 0 = FRAMEL&1f==0
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; 1 = FRAMEL&f==0
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; 2 = FRAMEL&7==0
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; 3 = FRAMEL&3==0
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; Make noise when change tree level
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update_boiler_state:
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; if pilot not lit, nothing to do
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lda BOILER_LEVEL
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bpl done_boiler_state
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lda BOILER_VALVE
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beq done_boiler_state
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sec
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sbc #12
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bpl skip_abs
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eor #$ff
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clc
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adc #$1
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skip_abs:
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; div by 4
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lsr
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lsr
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lda FRAMEL
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and #$1f
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beq actually_adjust_boiler
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rts
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actually_adjust_boiler:
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lda BOILER_VALVE
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cmp #12
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bcs valve_positive
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bcc valve_negative
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valve_positive:
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jsr inc_boiler
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jmp done_boiler_state
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valve_negative:
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jsr dec_boiler
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done_boiler_state:
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rts
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inc_boiler:
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lda BOILER_LEVEL
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and #$7f
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cmp #25
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beq inc_boiler_overflow
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inc BOILER_LEVEL
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rts
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inc_boiler_overflow:
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lda TREE_LEVEL
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cmp #6
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beq tree_at_top
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lda BOILER_LEVEL
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and #$80
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sta BOILER_LEVEL
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inc TREE_LEVEL
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jsr change_tree_level
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tree_at_top:
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rts
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dec_boiler:
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lda BOILER_LEVEL
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and #$1f
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cmp #0
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beq dec_boiler_overflow
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dec BOILER_LEVEL
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rts
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dec_boiler_overflow:
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lda TREE_LEVEL
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beq tree_at_bottom
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lda #$80|24
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sta BOILER_LEVEL
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dec TREE_LEVEL
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jsr change_tree_level
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tree_at_bottom:
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rts
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change_tree_level:
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jsr cabin_update_state
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jsr change_direction
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jsr beep
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rts
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tree_base_backgrounds:
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@ -68,7 +180,7 @@ tree_elevator_backgrounds:
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tree_basement_backgrounds:
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.word tree_basement_n_lzsa ; 0 basement
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.word tree_basement_n_lzsa ; 1 underground
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.word tree_basement_noelev_n_lzsa ; 1 underground
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.word tree_basement_noelev_n_lzsa ; 2 ground
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.word tree_basement_noelev_n_lzsa ; 3 L6
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.word tree_basement_noelev_n_lzsa ; 4 L8
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@ -94,6 +206,8 @@ tree_entrance:
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.byte CABIN_TREE_LOOK_UP ; 5 L10
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.byte CABIN_TREE_LOOK_UP ; 6 TOP
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; south if getting on elevator
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; north if looking up
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tree_entrance_dir:
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.byte DIRECTION_N ; 0 basement
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.byte DIRECTION_N ; 1 underground
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@ -174,6 +288,17 @@ cabin_update_state:
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rts
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;==========================
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; valve clicked in basement
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valve_clicked_basement:
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lda CURSOR_X
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cmp #8
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bcc valve_dec
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bcs valve_inc
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;==================================
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; goto safe or valve (cabin boiler)
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goto_safe_or_valve:
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lda DIRECTION
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@ -532,8 +657,42 @@ pilot_smc:
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skip_pilot:
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draw_psi:
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bit TEXTGR ; bit of a hack
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; adjust to correct page
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lda DRAW_PAGE
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clc
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adc #$7
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sta psi_smc+2
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lda BOILER_LEVEL
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and #$1f
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tay
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cpy #13
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beq want_colon
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bcc want_backslash
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want_slash:
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lda #'/'|$80
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bne put_psi ; bra
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want_backslash:
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lda #'\'|$80
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bne put_psi ; bra
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want_colon:
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lda #':'|$80
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put_psi:
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; 7,44 = $757
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psi_smc:
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sta $757,Y
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lda #31
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sta XPOS
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lda #14
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@ -580,11 +739,18 @@ press_elevator_button:
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bcc button_ineffective
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dec TREE_LEVEL ; drops you a floor
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lda #$80
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sta BOILER_LEVEL ; give some time before hitting again
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jsr change_tree_level
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button_ineffective:
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rts
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bump_up:
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inc TREE_LEVEL ; if on ground floor it bumps you up
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jsr change_tree_level
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jmp button_ineffective
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@ -38,6 +38,7 @@ psc_smc2 =$19b7
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; keyboard.s
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handle_keypress =$1a38
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change_direction =$1ae0
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change_location =$1b19
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; text_print.s
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@ -89,6 +89,7 @@ int main(int argc, char **argv) {
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printf("; keyboard.s\n");
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find_address("handle_keypress");
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find_address("change_direction");
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find_address("change_location");
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printf("\n");
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@ -3,7 +3,14 @@
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; initial state at start of game is for all vars to be 0
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init_state:
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.if 1
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; global game state
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lda #0
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sta SOUND_DISABLED
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sta JOYSTICK_ENABLED
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; game state in saves init
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lda #$0
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ldy #WHICH_LOAD
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init_state_loop:
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@ -20,65 +27,3 @@ init_state_loop:
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rts
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.else
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; book pages
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sta RED_PAGES_TAKEN
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sta BLUE_PAGES_TAKEN
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sta HOLDING_PAGE
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sta RED_PAGE_COUNT
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sta BLUE_PAGE_COUNT
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; init clock puzzles
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sta CLOCK_MINUTE
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sta CLOCK_HOUR
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sta CLOCK_TOP
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sta CLOCK_MIDDLE
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sta CLOCK_BOTTOM
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sta CLOCK_COUNT
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sta CLOCK_LAST
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; init gear
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sta GEAR_OPEN
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; init generator
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sta BREAKER_TRIPPED
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sta GENERATOR_VOLTS
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sta ROCKET_VOLTS
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sta GENERATOR_VOLTS_DISP
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sta ROCKET_VOLTS_DISP
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sta SWITCH_TOP_ROW
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sta SWITCH_BOTTOM_ROW
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sta ROCKET_HANDLE_STEP
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; init rocket sliders
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sta ROCKET_NOTE1
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sta ROCKET_NOTE2
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sta ROCKET_NOTE3
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sta ROCKET_NOTE4
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; meche elevator
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sta MECHE_ELEVATOR
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sta MECHE_ROTATION
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sta MECHE_LOCK1
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sta MECHE_LOCK2
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sta MECHE_LOCK3
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sta MECHE_LOCK4
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sta VIEWER_CHANNEL
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sta VIEWER_LATCHED
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sta TOWER_ROTATION
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sta SHIP_RAISED
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sta PUMP_STATE
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sta BATTERY_CHARGE
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sta COMPASS_ANGLE
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sta CRANK_ANGLE
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sta CHANNEL_SWITCHES
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lda #$ff ; for debugging
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sta MARKER_SWITCHES
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.endif
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rts
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@ -172,7 +172,7 @@ location8:
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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 DIRECTION_N ; south exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word $0000 ; north bg
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@ -201,7 +201,10 @@ location9:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_SOUTH|BG_NORTH
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.byte $ff
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.byte DIRECTION_N ; special exit
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.byte 3,10 ; special x
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.byte 20,30 ; special y
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.word valve_clicked_basement-1
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; CABIN_TREE_BOOK -- tree basement book
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location10:
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@ -361,5 +361,7 @@ flip_dock_switch:
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.include "handle_pages.s"
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.include "simple_sounds.s"
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; level data
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.include "leveldata_mist.inc"
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@ -282,43 +282,6 @@ move_the_ship:
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rts
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;===========================
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; BEEP (inlined)
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;===========================
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beep:
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ldy #235
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sty tone_smc+1
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; BEEP
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; repeat 30 times
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lda #30 ; 2
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tone1_loop:
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tone_smc:
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ldy #24 ; 2
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loopC: ldx #6 ; 2
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loopD: dex ; 1
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bne loopD ; 2
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dey ; 1
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bne loopC ; 2
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bit SPEAKER ; 3 ; click speaker
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sec ; 1
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sbc #1 ; 2
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bne tone1_loop ; 2
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; Try X=6 Y=21 cycles=757
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; Try X=6 Y=24 cycles=865
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; Try X=7 Y=235 cycles=9636
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rts
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powersoftwo:
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.byte $01,$02,$04,$08,$10,$20,$40,$80
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47
mist/simple_sounds.s
Normal file
47
mist/simple_sounds.s
Normal file
@ -0,0 +1,47 @@
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click_speaker:
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lda SOUND_DISABLED
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bne done_click
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bit $c030
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done_click:
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rts
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;===========================
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; BEEP (inlined)
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;===========================
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beep:
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lda SOUND_DISABLED
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bne done_beep
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ldy #235
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sty tone_smc+1
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; BEEP
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; repeat 30 times
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lda #30 ; 2
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tone1_loop:
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tone_smc:
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ldy #24 ; 2
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loopC: ldx #6 ; 2
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loopD: dex ; 1
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bne loopD ; 2
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dey ; 1
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bne loopC ; 2
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bit SPEAKER ; 3 ; click speaker
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sec ; 1
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sbc #1 ; 2
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bne tone1_loop ; 2
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; Try X=6 Y=21 cycles=757
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; Try X=6 Y=24 cycles=865
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; Try X=7 Y=235 cycles=9636
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done_beep:
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rts
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@ -217,6 +217,8 @@ END_OF_SAVE = $C9
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; done game puzzle state
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JOYSTICK_ENABLED= $DD
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SOUND_DISABLED = $DE
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GRID_PAGE = $DF
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ANIMATE_FRAME = $E0
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LEVEL_OVER = $E1
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