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https://github.com/deater/dos33fsprogs.git
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mist: selena: can press tunnel button
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parent
95b2a68db0
commit
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11
mist/TODO
11
mist/TODO
@ -36,9 +36,6 @@ For release 1.0
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+ NIBEL
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-- turn on sprite crop in the viewer part
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+ VIEWER
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-- have ship up background if ship up
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+ MECHE
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-- animations for elevator
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-- way to click on end puzzle from other angle
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@ -50,6 +47,7 @@ Done:
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+ DNI
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+ MIST_TITLE
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+ SHIP
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+ VIEWER
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================================
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TODO Maybe future:
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@ -88,7 +86,6 @@ SELENA age:
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+ better colors
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Channelwood:
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+ Implement water valves
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+ Windmill animation
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+ Switch flip animation
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+ Open faucet animation
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@ -97,7 +94,7 @@ Channelwood:
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+ Animation for book elevator
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+ Animation for level1 elevator
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+ Animation for level2 elevator
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+ Background soud effects
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+ Background sound effects
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Stoneship age:
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@ -112,10 +109,10 @@ Ending:
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+ Atrus at end -- hires?
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VIEWER
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+ Add alternate top-of-steps backgrounds if ship is up
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+ ?
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CABIN
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+ Make match go out gradually when leav
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+ Make match go out gradually when leave
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+ Make boiler puzzle a bit closer to actual (it has a warm up
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time in the real game)
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+ Allow looking down from whole ride up the tree, not just at top
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BIN
mist/graphics_selena/panel_backgrounds.png
Normal file
BIN
mist/graphics_selena/panel_backgrounds.png
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After Width: | Height: | Size: 723 B |
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Before Width: | Height: | Size: 929 B After Width: | Height: | Size: 8.5 KiB |
@ -1,5 +1,5 @@
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5 HOME
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10 PRINT "LOADING MIST V0.97"
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10 PRINT "LOADING MIST V0.97.1"
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20 PRINT:PRINT
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40 PRINT "CONTROLS: "
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42 PRINT " MOVE CURSOR : ARROWS OR WASD"
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@ -555,7 +555,7 @@ location30:
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.byte SELENA_TUNNEL_PATH ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_N|DIRECTION_SPLIT ; north exit_dir
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.byte DIRECTION_W ; 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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@ -584,7 +584,10 @@ location31:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_NORTH
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.byte $ff
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.byte DIRECTION_N ; special exit
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.byte 17,22 ; special x
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.byte 26,34 ; special y
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.word tunnel_button_pressed-1 ; special function
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; SELENA_TUNNEL_MAIN_TOP -- top of the ladder
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location32:
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@ -113,6 +113,9 @@ game_loop:
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cmp #SELENA_ANTENNA_CLOSE
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beq fg_draw_antenna_panel
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cmp #SELENA_TUNNEL_MAIN_CLOSE
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beq fg_draw_tunnel_note
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jmp nothing_special
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mist_book_animation:
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@ -184,7 +187,10 @@ fg_draw_red_page:
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fg_draw_antenna_panel:
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jsr draw_antenna_panel
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jmp nothing_special
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fg_draw_tunnel_note:
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jsr draw_tunnel_background
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jmp nothing_special
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@ -1,7 +1,7 @@
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; the sounds
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; click button, it goes in, background of yellow/black glows
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; click button, it goes in, background of yellow/black glows
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; #1 switch in forest, drips in pool -- running water
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; #2 switch, chasm with fire -- fire noise
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@ -159,10 +159,6 @@ summation:
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draw_antenna_panel:
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; FIXME: hack for testing
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lda #$ff
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sta SELENA_BUTTON_STATUS
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lda SELENA_ANTENNA_ACTIVE
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sta CURRENT_DISPLAY
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@ -559,5 +555,78 @@ antenna_display11_sprite:
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.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
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;=========================
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; draw tunnel background
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;=========================
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draw_tunnel_background:
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lda #<sound5_tunnel
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sta OUTL
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lda #>sound5_tunnel
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sta OUTH
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jsr move_and_print
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lda SELENA_BUTTON_STATUS
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and #SELENA_BUTTON5
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beq done_draw_tunnel_background
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lda #16
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sta XPOS
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lda #12
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sta YPOS
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lda #<tunnel_bg_sprite
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sta INL
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lda #>tunnel_bg_sprite
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sta INH
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jsr put_sprite_crop
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done_draw_tunnel_background:
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rts
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;=========================
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; tunnel button
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;=========================
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tunnel_button_pressed:
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lda SELENA_BUTTON_STATUS
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eor #SELENA_BUTTON5
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sta SELENA_BUTTON_STATUS
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and #SELENA_BUTTON5
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beq done_tunnel_button_pressed
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jsr play_tunnel_noise
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done_tunnel_button_pressed:
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rts
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play_tunnel_noise:
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lda #NOTE_C3
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sta speaker_frequency
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lda #10
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sta speaker_duration
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jsr speaker_tone
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rts
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tunnel_bg_sprite:
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.byte 9,10
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.byte $dd,$dd,$dd,$dd,$dd,$fd,$df,$df,$fd
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.byte $dd,$fd,$fd,$fd,$dd,$ff,$dd,$fd,$ff
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.byte $ff,$dd,$dd,$ff,$dd,$ff,$dd,$dd,$dd
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.byte $ff,$ff,$dd,$ff,$dd,$ff,$dd,$dd,$dd
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.byte $dd,$fd,$fd,$ff,$fd,$ff,$fd,$dd,$dd
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.byte $df,$fd,$fd,$ff,$fd,$ff,$fd,$ff,$dd
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.byte $8d,$8d,$8f,$8f,$8f,$8f,$8d,$8d,$8d
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.byte $22,$22,$22,$82,$82,$02,$22,$22,$22
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.byte $88,$80,$88,$88,$88,$88,$80,$88,$11
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.byte $08,$88,$11,$11,$11,$88,$08,$88,$11
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10
mist/zp.inc
10
mist/zp.inc
@ -241,11 +241,11 @@ TRUNK_STATE = $C9 ; trunk state in stonsehip
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TRUNK_HATCH_OPEN = $08
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SELENA_BUTTON_STATUS = $CA
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SELENA_BUTTON1 = $01
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SELENA_BUTTON2 = $02
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SELENA_BUTTON3 = $04
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SELENA_BUTTON4 = $08
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SELENA_BUTTON5 = $10
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SELENA_BUTTON1 = $01 ; POOL (water)
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SELENA_BUTTON2 = $02 ; CHASM (fire)
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SELENA_BUTTON3 = $04 ; CLOCK (ticking)
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SELENA_BUTTON4 = $08 ; CRYSTALS (whistle)
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SELENA_BUTTON5 = $10 ; TUNNEL (wind)
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SELENA_ANTENNA1 = $CB
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