; Ootw Checkpoint4 -- Running around the City ; call once before entering city for first time ootw_city_init: lda #0 sta PHYSICIST_STATE sta WHICH_ROOM sta DIRECTION ; left lda #1 sta HAVE_GUN lda #28 sta PHYSICIST_X lda #30 sta PHYSICIST_Y rts ;=========================== ; enter new room in jail ;=========================== ootw_city: ;============================== ; each room init ; lda #0 ; sta ON_ELEVATOR ; sta TELEPORTING ;============================== ; setup per-room variables lda WHICH_ROOM bne room1 ; Room0 with recharger room0: lda #(6+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #1 sta cer_smc+1 ; set left exit lda #0 sta cel_smc+1 lda #28 sta PHYSICIST_Y ; load background lda #>(recharge_rle) sta GBASH lda #<(recharge_rle) jmp room_setup_done ; hallway with weird ceiling room1: cmp #1 bne room2 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #2 sta cer_smc+1 ; set left exit lda #0 sta cel_smc+1 lda #8 sta PHYSICIST_Y ; load background lda #>(hallway_rle) sta GBASH lda #<(hallway_rle) jmp room_setup_done ; causeway part 1 room2: cmp #2 bne room3 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #3 sta cer_smc+1 ; set left exit lda #1 sta cel_smc+1 lda #18 sta PHYSICIST_Y ; load background lda #>(causeway1_rle) sta GBASH lda #<(causeway1_rle) jmp room_setup_done ; causeway part 2 room3: cmp #3 bne room4 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #4 sta cer_smc+1 ; set left exit lda #2 sta cel_smc+1 lda #18 sta PHYSICIST_Y ; load background lda #>(causeway2_rle) sta GBASH lda #<(causeway2_rle) jmp room_setup_done ; down at the bottom room4: ; cmp #4 ; bne jail5 lda #(17+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #9 sta cer_smc+1 lda #20 sta PHYSICIST_Y ; load background ; lda #>(room_b2_rle) ; sta GBASH ; lda #<(room_b2_rle) jmp room_setup_done room_setup_done: sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call ootw_room_already_set: ;=========================== ; Enable graphics bit LORES bit SET_GR bit FULLGR ;=========================== ; Setup pages (is this necessary?) lda #0 sta DRAW_PAGE lda #1 sta DISP_PAGE ;================================= ; setup vars lda #0 sta GAIT sta GAME_OVER ;============================ ;============================ ; City Loop ;============================ ;============================ city_loop: ;================================ ; copy background to current page jsr gr_copy_to_current ;================================== ; draw background action lda WHICH_JAIL bg_room0: ; Room #0, draw pulsing recharger ; cmp #0 ; bne bg_jail6 ; jsr ootw_draw_miners c4_no_bg_action: ;=============================== ; check keyboard jsr handle_keypress ;=============================== ; move physicist ;=============================== jsr move_physicist ;=============================== ; move friend ;=============================== ; jsr move_friend ;=============== ; check room limits jsr check_screen_limit ;=============== ; draw physicist jsr draw_physicist ;=============== ; draw friend ; jsr draw_friend c4_done_draw_friend: ;======================== ; draw foreground action lda WHICH_ROOM cmp #2 bne c4_no_fg_action ;c2_draw_cart: ; ; lda CART_X ; sta XPOS ; lda #36 ; sta YPOS ; lda #cart_sprite ; sta INH ; jsr put_sprite_crop ; jmp c2_no_fg_action c4_no_fg_action: ;==================== ; activate fg objects ;==================== ;c2_fg_check_jail1: ; lda WHICH_JAIL ; cmp #1 ; bne c2_fg_check_jail2 ; ; lda CART_OUT ; bne c2_fg_check_jail2 ; ; inc CART_OUT ;================ ; move fg objects ;================ c4_move_fg_objects: ; lda CART_OUT ; cmp #1 ; bne cart_not_out ; move cart ; lda FRAMEL ; and #$3 ; bne cart_not_out ; ; inc CART_X ; lda CART_X ; cmp #39 ; bne cart_not_out ; inc CART_OUT ;=============== ; page flip jsr page_flip ;================ ; inc frame count inc FRAMEL bne city_frame_no_oflo inc FRAMEH city_frame_no_oflo: ;========================== ; check if done this level ;========================== lda GAME_OVER beq still_in_city cmp #$ff ; if $ff, we died beq done_city ;=============================== ; check if exited room to right cmp #1 beq city_exit_left ;================= ; exit to right city_right_yes_exit: lda #0 sta PHYSICIST_X cer_smc: lda #$0 ; smc+1 = exit location sta WHICH_CAVE jmp done_city ;===================== ; exit to left city_exit_left: lda #37 sta PHYSICIST_X cel_smc: lda #0 ; smc+1 sta WHICH_CAVE jmp done_city ; loop forever still_in_city: lda #0 sta GAME_OVER jmp city_loop done_city: rts recharge_sprite1: .byte 1,10 .byte $eA .byte $ff .byte $ee .byte $ff .byte $e6 .byte $ff .byte $6e .byte $ff .byte $fe .byte $a6 recharge_sprite2: .byte 1,10 .byte $fA .byte $f6 .byte $ef .byte $fe .byte $66 .byte $fe .byte $6e .byte $f6 .byte $6e .byte $af recharge_sprite3: .byte 1,10 .byte $eA .byte $f6 .byte $ef .byte $ef .byte $6f .byte $f6 .byte $e6 .byte $f6 .byte $6f .byte $ae recharge_sprite4: .byte 1,10 .byte $fA .byte $fe .byte $fe .byte $6e .byte $fe .byte $6e .byte $ee .byte $f6 .byte $ef .byte $ae recharge_bg1: .byte 2,10 .byte $6A,$FA .byte $27,$f6 .byte $ff,$7f .byte $6f,$7f .byte $ff,$5f .byte $f5,$5f .byte $62,$f2 .byte $72,$65 .byte $5f,$7f .byte $A2,$a5 recharge_bg2: .byte 2,10 .byte $2A,$6A .byte $76,$65 .byte $5f,$f5 .byte $ff,$77 .byte $22,$f2 .byte $5f,$f6 .byte $2f,$75 .byte $52,$f5 .byte $f2,$52 .byte $A6,$a2 recharge_bg3: .byte 2,10 .byte $fA,$7A .byte $f5,$27 .byte $5f,$ff .byte $2f,$5f .byte $77,$ff .byte $f5,$f6 .byte $25,$52 .byte $5f,$52 .byte $5f,$2f .byte $A7,$a2 recharge_bg4: .byte 2,10 .byte $5A,$2A .byte $55,$76 .byte $f5,$5f .byte $77,$ff .byte $75,$22 .byte $f2,$5f .byte $27,$22 .byte $7f,$5f .byte $6f,$f5 .byte $A7,$a2