lemm: update to have all intros

This commit is contained in:
Vince Weaver 2022-03-20 23:09:23 -04:00
parent 4b714999a6
commit 8d20ab32e0
8 changed files with 89 additions and 54 deletions

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@ -85,7 +85,7 @@ LEMM: lemm.o
lemm.o: lemm.s zp.inc hardware.inc qload.inc \
graphics/sprites.inc \
intro_level1.s update_time.s hgr_sprite.s draw_flames.s \
intro_level.s update_time.s hgr_sprite.s draw_flames.s \
draw_door.s move_lemming.s draw_lemming.s \
hgr_hlin.s hgr_vlin.s update_menu.s \
interrupt_handler.s keyboard.s draw_pointer.s \
@ -133,6 +133,8 @@ lemm.inc: generate_common LEMM
./generate_common -a 0x6000 -s exit_y1_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s exit_y2_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s load_music lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s intro_text_smc_l lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s intro_text_smc_h lemm.lst >> lemm.inc
####

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@ -1,7 +1,7 @@
;=====================================
; print the intro message for level1
;=====================================
;========================
; print the intro message
;========================
intro_level:
@ -12,40 +12,26 @@ intro_level:
level_preview_l_smc:
lda #$DD
sta getsrc_smc+1 ; LZSA_SRC_LO
sta getsrc_smc+1 ; LZSA_SRC_LO
level_preview_h_smc:
lda #$DD
sta getsrc_smc+2 ; LZSA_SRC_HI
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
; bit SET_TEXT
; print non-inverse
jsr set_normal
; print messages
lda WHICH_LEVEL
cmp #1
bne its_level_5_text
its_level_1_text:
lda #<level1_intro_text
intro_text_smc_l:
lda #$dd
sta OUTL
lda #>level1_intro_text
jmp its_level_1_text_done
its_level_5_text:
lda #<level5_intro_text
sta OUTL
lda #>level5_intro_text
its_level_1_text_done:
intro_text_smc_h:
lda #$dd
sta OUTH
; print the text
@ -74,9 +60,9 @@ intro_not_iie:
rts
;=====================================
; print the outro message for level1
;=====================================
;========================
; print the outro message
;========================
outro_level1:
@ -128,17 +114,6 @@ l1_outro_loop:
jmp wait_until_keypress
level1_intro_text:
.byte 0, 8,"LEVEL 1",0
.byte 15, 8,"JUST DIG!",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0
level1_win_text:
.byte 6, 1,"ALL LEMMINGS ACCOUNTED FOR.",0
.byte 12, 3,"YOU RESCUED 100%",0
@ -161,16 +136,6 @@ level1_lose_text:
.byte 10,10," ",0 ; lazy hack
.byte 10,10," ",0
level5_intro_text:
.byte 0, 8,"LEVEL 5",0
.byte 14, 8,"YOU NEED BASHERS THIS TIME",0
.byte 9,12,"NUMBER OF LEMMINGS 50",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0
.align $100

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@ -317,7 +317,7 @@ level_continue:
.include "hgr_tables.s"
.include "hgr_sprite.s"
.include "update_time.s"
.include "intro_level1.s"
.include "intro_level.s"
.include "draw_flames.s"
.include "draw_door.s"

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@ -47,10 +47,6 @@ do_level1:
sta exit_y2_smc+1
;==============
; set up intro
;==============
@ -60,6 +56,11 @@ do_level1:
lda #>level1_preview_lzsa
sta level_preview_h_smc+1
lda #<level1_intro_text
sta intro_text_smc_l+1
lda #>level1_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
@ -308,3 +309,12 @@ lemm5_part5_lzsa:
.incbin "music/lemm5.part5.lzsa"
level1_intro_text:
.byte 0, 8,"LEVEL 1",0
.byte 15, 8,"JUST DIG!",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0

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@ -56,6 +56,12 @@ do_level2:
lda #>level2_preview_lzsa
sta level_preview_h_smc+1
lda #<level2_intro_text
sta intro_text_smc_l+1
lda #>level2_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
@ -308,3 +314,12 @@ lemm8_part6_lzsa:
.incbin "music/lemm8.part6.lzsa"
level2_intro_text:
.byte 0, 8,"LEVEL 2",0
.byte 9, 8,"ONLY FLOATERS CAN SURVIVE THIS",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0

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@ -55,6 +55,12 @@ do_level3:
lda #>level3_preview_lzsa
sta level_preview_h_smc+1
lda #<level3_intro_text
sta intro_text_smc_l+1
lda #>level3_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
@ -304,3 +310,12 @@ lemm11_part7_lzsa:
.incbin "music/lemm11.part7.lzsa"
level3_intro_text:
.byte 0, 8,"LEVEL 3",0
.byte 9, 8,"TAILOR-MADE FOR BLOCKERS",0
.byte 9,12,"NUMBER OF LEMMINGS 50",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0

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@ -55,6 +55,12 @@ do_level4:
lda #>level4_preview_lzsa
sta level_preview_h_smc+1
lda #<level4_intro_text
sta intro_text_smc_l+1
lda #>level4_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
@ -305,3 +311,12 @@ lemm9_part7_lzsa:
.incbin "music/lemm9.part7.lzsa"
level4_intro_text:
.byte 0, 8,"LEVEL 4",0
.byte 9, 8,"NOW USE MINERS AND CLIMBERS",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"100% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 1",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0

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@ -39,6 +39,11 @@ do_level5:
lda #>level5_preview_lzsa
sta level_preview_h_smc+1
lda #<level5_intro_text
sta intro_text_smc_l+1
lda #>level5_intro_text
sta intro_text_smc_h+1
;==============
; set up music
@ -294,4 +299,12 @@ lemm6_part9_lzsa:
lemm6_part10_lzsa:
.incbin "music/lemm6.part10.lzsa"
level5_intro_text:
.byte 0, 8,"LEVEL 5",0
.byte 9, 8,"YOU NEED BASHERS THIS TIME",0
.byte 9,12,"NUMBER OF LEMMINGS 50",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0