mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-10-22 10:24:13 +00:00
0e00cf94ca
temporarily you can't get to Channelwood
356 lines
5.9 KiB
ArmAsm
356 lines
5.9 KiB
ArmAsm
; this is a painful one
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; mostly because the tree puzzle is sort of obscure in the original
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; in original you get a match, then light it
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; the match will flicker and burn out if you go outside
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; light the pilot, it will turn red
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; boiler PSI starts at zero
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; turn once clockwise, fire starts, nothing else?
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; turn once counter-clockwise fire turns off
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; turn twice CW -> ?
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; turn 3 CW -> ?
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; turn 4, 5, 6, 7, 8, 9, 10, 11, 12, CW -> ?
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; can turn up to 25
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; at 12 starts gradually going up
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; (needle swings hits end, waits like 5s, goes up)
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; 0 - basement
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; 1 - down 1/2
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; 2 - down 1
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; 3 - half out
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; 4 - all out (can get on) *
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; 5 -
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; 6 - *
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; 7 -
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; 8 - *
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; 9 -
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; 10 - *
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; 11 -
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; 12 - * (top) (can look down at all spots)
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; button takes you down a level, but only to ground floor
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; will actually bump you back to Level 3 if you press on ground
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; button does nothing in basement
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; dial in basement does same as one upstairs
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; \ \ \ \ \ : / / / / /
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; P S I
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; \
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tree_base_backgrounds:
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.word tree_base_n_lzsa ; 0 basement
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.word tree_base_n_lzsa ; 1 underground
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.word tree_base_l4_n_lzsa ; 2 ground
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.word tree_base_l6_n_lzsa ; 3 L6
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.word tree_base_n_lzsa ; 4 L8
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.word tree_base_n_lzsa ; 5 L10
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.word tree_base_n_lzsa ; 6 TOP
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tree_base_up_backgrounds:
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.word tree_base_up_lzsa ; 0 basement
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.word tree_base_up_l2_lzsa ; 1 underground
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.word tree_base_up_l4_lzsa ; 2 ground
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.word tree_base_up_l6_lzsa ; 3 L6
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.word tree_base_up_l8_lzsa ; 4 L8
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.word tree_base_up_l10_lzsa ; 5 L10
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.word tree_base_up_l12_lzsa ; 6 TOP
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tree_elevator_backgrounds:
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.word tree_base_n_lzsa ; 0 basement
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.word tree_base_n_lzsa ; 1 underground
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.word tree_base_n_lzsa ; 2 ground
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.word tree_base_n_lzsa ; 3 L6
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.word tree_base_n_lzsa ; 4 L8
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.word tree_base_n_lzsa ; 5 L10
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.word tree_base_n_lzsa ; 6 TOP
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tree_elevator_exits:
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.byte CABIN_TREE_BASEMENT ; 0 basement
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.byte $ff ; 1 underground
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.byte CABIN_BIG_TREE ; 2 ground
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.byte $ff ; 3 L6
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.byte $ff ; 4 L8
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.byte $ff ; 5 L10
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.byte CABIN_TREE_LOOK_DOWN ; 6 TOP
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tree_entrance:
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.byte CABIN_TREE_LOOK_UP ; 0 basement
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.byte CABIN_TREE_LOOK_UP ; 1 underground
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.byte CABIN_TREE_ELEVATOR ; 2 ground
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.byte CABIN_TREE_LOOK_UP ; 3 L6
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.byte CABIN_TREE_LOOK_UP ; 4 L8
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.byte CABIN_TREE_LOOK_UP ; 5 L10
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.byte CABIN_TREE_LOOK_UP ; 6 TOP
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tree_entrance_dir:
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.byte DIRECTION_N ; 0 basement
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.byte DIRECTION_N ; 1 underground
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.byte DIRECTION_S ; 2 ground
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.byte DIRECTION_N ; 3 L6
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.byte DIRECTION_N ; 4 L8
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.byte DIRECTION_N ; 5 L10
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.byte DIRECTION_N ; 6 TOP
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;===================================
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; update backgrounds based on state
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;===================================
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cabin_update_state:
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; update tree base background
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ldy #LOCATION_NORTH_BG
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lda TREE_LEVEL
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asl
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tax
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lda tree_base_backgrounds,X
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sta location7,Y ; CABIN_BIG_TREE
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lda tree_base_backgrounds+1,X
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sta location7+1,Y ; CABIN_BIG_TREE
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; update tree up background
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lda tree_base_up_backgrounds,X
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sta location14,Y ; CABIN_TREE_LOOK_UP
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lda tree_base_up_backgrounds+1,X
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sta location14+1,Y ; CABIN_TREE_LOOK_UP
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; update tree elevator background
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ldy #LOCATION_SOUTH_BG
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lda tree_elevator_backgrounds,X
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sta location8,Y ; CABIN_TREE_ELEVATOR
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lda tree_elevator_backgrounds+1,X
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sta location8+1,Y ; CABIN_TREE_ELEVATOR
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; update if you can get into tree
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lda TREE_LEVEL
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tax
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ldy #LOCATION_NORTH_EXIT
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lda tree_entrance,X
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sta location7,Y ; CABIN_BIG_TREE
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ldy #LOCATION_NORTH_EXIT_DIR
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lda tree_entrance_dir,X
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sta location7,Y ; CABIN_BIG_TREE
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; update elevator exit
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ldy #LOCATION_SOUTH_EXIT
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lda tree_elevator_exits,X
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sta location8,Y ; CABIN_TREE_ELEVATOR
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rts
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;====================
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; safe was clicked
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;====================
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goto_safe:
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lda #CABIN_SAFE
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sta LOCATION
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jmp change_location
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;====================
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; open safe was touched
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;====================
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; close safe or take/light match
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; how does this interact with holding a page?
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touch_open_safe:
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lda CURSOR_X
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cmp #21
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bcc handle_matches
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; touching door
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touching_safe_door:
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lda #CABIN_SAFE
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sta LOCATION
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jmp change_location
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handle_matches:
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lda CURSOR_Y
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cmp #32
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bcc not_matches
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cmp #41
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bcs not_matches
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lda HOLDING_ITEM
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cmp #HOLDING_LIT_MATCH
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beq not_matches
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cmp #HOLDING_MATCH
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beq light_match
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; not a match yet
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take_match:
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lda #HOLDING_MATCH
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sta HOLDING_ITEM
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bne not_matches ; bra
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light_match:
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lda #HOLDING_LIT_MATCH
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sta HOLDING_ITEM
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not_matches:
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rts
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;====================
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; safe was touched
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;====================
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touch_safe:
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lda CURSOR_Y
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; check if buttons
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cmp #26 ; blt
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bcc safe_buttons
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; check if handle
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cmp #34
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bcs pull_handle ; bge
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; else do nothing
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rts
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pull_handle:
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lda SAFE_HUNDREDS
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cmp #7
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bne wrong_combination
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lda SAFE_TENS
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cmp #2
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bne wrong_combination
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lda SAFE_ONES
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cmp #4
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bne wrong_combination
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lda #CABIN_OPEN_SAFE
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sta LOCATION
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lda #DIRECTION_W|DIRECTION_ONLY_POINT
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sta DIRECTION
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jmp change_location
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wrong_combination:
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rts
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safe_buttons:
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lda CURSOR_X
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cmp #13 ; not a button
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bcc no_button
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cmp #19
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bcc hundreds_inc
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cmp #25
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bcc tens_inc
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bcs ones_inc
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no_button:
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rts
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hundreds_inc:
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sed
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lda SAFE_HUNDREDS
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_HUNDREDS
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rts
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tens_inc:
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sed
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lda SAFE_TENS
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_TENS
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rts
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ones_inc:
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sed
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lda SAFE_ONES
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_ONES
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rts
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;==============================
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; draw the numbers on the safe
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;==============================
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draw_safe_combination:
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; hundreds digit
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lda SAFE_HUNDREDS
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #15
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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; tens digit
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lda SAFE_TENS
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #21
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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; ones digit
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lda SAFE_ONES
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #27
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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rts
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