dos33fsprogs/demos/another_myst/alien.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

558 lines
7.7 KiB
ArmAsm

; draw/move the bad guy aliens
MAX_ALIENS = 3
alien_room:
alien0_room: .byte 0
alien1_room: .byte 0
alien2_room: .byte 0
alien_x:
alien0_x: .byte 0
alien1_x: .byte 0
alien2_x: .byte 0
alien_y:
alien0_y: .byte 0
alien1_y: .byte 0
alien2_y: .byte 0
alien_state:
alien0_state: .byte 0
alien1_state: .byte 0
alien2_state: .byte 0
A_STANDING = 0
A_WALKING = 1
A_RUNNING = 2
A_CROUCHING = 3
A_TURNING = 4
A_YELLING = 5
A_SHOOTING_UP = 6
A_DISINTEGRATING = 7
A_SHOOTING = 8
alien_gait:
alien0_gait: .byte 0
alien1_gait: .byte 0
alien2_gait: .byte 0
alien_direction:
alien0_direction: .byte 0
alien1_direction: .byte 0
alien2_direction: .byte 0
alien_gun:
alien0_gun: .byte 0
alien1_gun: .byte 0
alien2_gun: .byte 0
;=======================================
; Move alien based on current state
;
move_alien:
ldx #0
move_alien_loop:
lda alien_room,X
cmp WHICH_ROOM
bne done_move_alien
lda alien_state,X
cmp #A_WALKING
beq move_alien_walking
cmp #A_RUNNING
beq move_alien_running
cmp #A_YELLING
beq move_alien_yelling
cmp #A_SHOOTING_UP
beq move_alien_yelling
cmp #A_STANDING
beq move_alien_standing
cmp #A_SHOOTING
beq move_alien_shooting
done_move_alien:
inx
cpx #MAX_ALIENS
bne move_alien_loop
rts
;======================
; yelling
move_alien_yelling:
inc alien_gait,X ; cycle through animation
jmp done_move_alien
;======================
; walking
move_alien_walking:
inc alien_gait,X ; cycle through animation
lda alien_gait,X
and #$f
cmp #$8 ; only walk roughly 1/8 of time
bne alien_no_move_walk
lda alien_direction,X
beq a_walk_left
inc alien_x,X ; walk right
jmp done_move_alien
a_walk_left:
dec alien_x,X ; walk left
alien_no_move_walk:
jmp done_move_alien
;======================
; running
move_alien_running:
inc alien_gait,X ; cycle through animation
lda alien_gait,X
and #$3
cmp #$2 ; only run roughly 1/4 of time
bne alien_no_move_run
lda alien_direction,X
beq a_run_left
inc alien_x,X ; run right
jmp done_move_alien
a_run_left:
dec alien_x,X ; run left
alien_no_move_run:
jmp done_move_alien
;======================
; standing
move_alien_standing:
; turn to face physicist if on same level
lda PHYSICIST_Y
cmp alien_y,X
bne done_move_alien_standing
;=================
; delay a bit so it doesn't happen instantaneously
lda FRAMEL
and #$3f
bne done_move_alien_standing
lda PHYSICIST_X
cmp alien_x,X
bcs alien_face_right
alien_face_left:
lda #0
beq alien_done_facing
alien_face_right:
lda #1
alien_done_facing:
sta alien_direction,X
; change to shooting
lda #A_SHOOTING
sta alien_state,X
done_move_alien_standing:
jmp done_move_alien
;======================
; shooting
move_alien_shooting:
; only fire occasionally
lda FRAMEL
and #$7f
bne done_alien_shooting_now
jsr fire_alien_laser
done_alien_shooting_now:
jmp done_move_alien
astate_table_lo:
.byte <alien_standing ; 00
.byte <alien_walking ; 01
.byte <alien_running ; 02
.byte <alien_crouching ; 03
.byte <alien_turning ; 04
.byte <alien_yelling ; 05
.byte <alien_shooting_up; 06
.byte <alien_disintegrating; 07
.byte <alien_shooting ; 08
astate_table_hi:
.byte >alien_standing ; 00
.byte >alien_walking ; 01
.byte >alien_running ; 02
.byte >alien_crouching ; 03
.byte >alien_turning ; 04
.byte >alien_yelling ; 05
.byte >alien_shooting_up; 06
.byte >alien_disintegrating; 07
.byte >alien_shooting ; 08
; Urgh, make sure this doesn't end up at $FF or you hit the
; NMOS 6502 bug
.align 2
ajump:
.word $0000
.align 1
;======================================
;======================================
; draw alien
;======================================
;======================================
draw_alien:
ldx #0
draw_alien_loop:
lda alien_room,X
cmp WHICH_ROOM
bne no_alien
txa
pha
lda alien_state,X
tay
lda astate_table_lo,y
sta ajump
lda astate_table_hi,y
sta ajump+1
jmp (ajump)
done_draw_alien_loop:
pla
tax
no_alien:
inx
cpx #MAX_ALIENS
bne draw_alien_loop
rts
;==================================
; STANDING
;==================================
alien_standing:
lda #<alien_stand
sta INL
lda #>alien_stand
sta INH
jmp finally_draw_alien
;==================================
; SHOOTING
;==================================
alien_shooting:
lda #<alien_shoot_sprite
sta INL
lda #>alien_shoot_sprite
sta INH
jmp finally_draw_alien
;===================================
; CROUCHING
;===================================
alien_crouching:
; FIXME: we have an animation?
lda #<alien_crouch2
sta INL
lda #>alien_crouch2
sta INH
jmp finally_draw_alien
;===============================
; Walking
;================================
alien_walking:
lda alien_gait,X
cmp #64
bcc alien_gait_fine ; blt
lda #0
sta alien_gait,X
alien_gait_fine:
lsr
lsr
and #$fe
tay
lda alien_gun,X
beq alien_walk_nogun
alien_walk_gun:
lda alien_walk_gun_progression,Y
sta INL
lda alien_walk_gun_progression+1,Y
sta INH
jmp finally_draw_alien
alien_walk_nogun:
lda alien_walk_progression,Y
sta INL
lda alien_walk_progression+1,Y
sta INH
jmp finally_draw_alien
;===============================
; Running
;================================
alien_running:
lda alien_gait,X
cmp #32
bcc alien_run_gait_fine ; blt
lda #0
sta alien_gait,X
alien_run_gait_fine:
lsr
and #$fe
tay
lda alien_run_progression,Y
sta INL
lda alien_run_progression+1,Y
sta INH
jmp finally_draw_alien
;===============================
; Turning
;================================
alien_turning:
dec alien_gait,X
bpl alien_draw_turning
lda #0
sta alien_gait,X
; switch direction
lda alien_direction,X
eor #$1
sta alien_direction,X
lda #A_WALKING
sta alien_state,X
alien_draw_turning:
lda #<alien_turning_sprite
sta INL
lda #>alien_turning_sprite
sta INH
jmp finally_draw_alien
;===============================
; Yelling
;================================
alien_yelling:
lda alien_gait,X
; 00
; 01
; 10
; 11
and #$40
bne alien_yelling_no_waving
lda alien_gait,X
alien_yelling_no_waving:
and #$10
lsr
lsr
lsr
and #2
tay
lda alien_yell_progression,Y
sta INL
lda alien_yell_progression+1,Y
sta INH
jmp finally_draw_alien
;===============================
; Disintegrating
;================================
alien_disintegrating:
lda alien_gait,X
cmp #13
bne alien_keep_disintegrating
lda #$ff
sta alien_room,X
dec ALIEN_OUT
jmp done_draw_alien_loop
alien_keep_disintegrating:
asl
tay
lda alien_disintegrating_progression,Y
sta INL
lda alien_disintegrating_progression+1,Y
sta INH
lda FRAMEL
and #$7
bne slow_disintegration
inc alien_gait,X
slow_disintegration:
jmp finally_draw_alien
;===============================
; Shooting Upward
;================================
alien_shooting_up:
lda alien_gait,X
and #$30
; 000 000
; 010 000
; 100 000
; 110 000
lsr
lsr
lsr
and #6
tay
lda alien_shoot_up_progression,Y
sta INL
lda alien_shoot_up_progression+1,Y
sta INH
cpy #0
lda alien_gait,X
; and #$ff
bne finally_draw_alien
lda #32
sta SHOOTING_BOTTOM
lda #28
sta SHOOTING_TOP
inc LITTLEGUY_OUT
; bne finally_draw_alien ; bra
;=============================
; Actually Draw Alien
;=============================
finally_draw_alien:
lda alien_x,X
sta XPOS
lda alien_y,X
sta YPOS
lda alien_direction,X
bne alien_facing_right
alien_facing_left:
jsr put_sprite_crop
jmp done_draw_alien_loop
alien_facing_right:
jsr put_sprite_flipped_crop
jmp done_draw_alien_loop
;==================
;==================
; clear aliens
;==================
;==================
clear_aliens:
lda #$ff
sta alien0_room
sta alien1_room
sta alien2_room
rts