; stuff regarding 1st room in scumm bar ; if x<5 goto MONKEY_BAR at 10,20 ; if x>35 goto MONKEY_BAR_INSIDE2 at 5,20 bar_inside1_check_exit: lda GUYBRUSH_X cmp #5 bcc bar_inside1_to_bar cmp #35 bcs bar_inside1_to_bar_inside2 bcc bar_inside1_no_exit bar_inside1_to_bar: lda #MONKEY_BAR sta LOCATION lda #10 sta GUYBRUSH_X sta DESTINATION_X lda #20 sta GUYBRUSH_Y sta DESTINATION_Y lda #DIR_DOWN sta GUYBRUSH_DIRECTION jsr change_location jmp bar_inside1_no_exit bar_inside1_to_bar_inside2: lda #MONKEY_BAR_INSIDE2 sta LOCATION lda #3 sta GUYBRUSH_X sta DESTINATION_X lda #20 sta GUYBRUSH_Y lda #24 sta DESTINATION_Y jsr change_location jmp bar_inside1_no_exit bar_inside1_no_exit: rts ;================================= ;================================= ; bar_inside1 adjust destination ;================================= ;================================= bar_inside1_adjust_destination: ; just make Y always 22 mb1_check_y: ; if x < 28, Y must be between 16 and 18 ; if x < 35, Y must be between 8 and 28 mb1_y_too_small: lda #24 sta DESTINATION_Y done_mb1_adjust: rts ;draw_house: ; lda #wall_sprite ; sta INH ; lda #18 ; sta XPOS ; lda #22 ; sta YPOS ; jsr put_sprite_crop ; rts ;house_sprite: ;=================================== ;=================================== ; actions ;=================================== ;=================================== ;============================= bar1_pirate_action: lda #VERB_WALK sta CURRENT_VERB rts ;============================= bar1_door_action: lda #VERB_WALK sta CURRENT_VERB rts ;============================= bar1_dog_action: lda #VERB_WALK sta CURRENT_VERB rts bar_inside1_check_bounds: rts