mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-02-25 17:29:26 +00:00
484 lines
6.4 KiB
ArmAsm
484 lines
6.4 KiB
ArmAsm
; A Peasant's Quest????
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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ENDING_COPY = 1
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peasant_quest:
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lda #0
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sta GAME_OVER
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jsr hgr_make_tables
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jsr HGR2 ; Hi-res graphics, no text at bottom
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; Y=0, A=0 after this called
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lda #0
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sta FRAME
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;=========================
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; init peasant position
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; draw at 18,107
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lda #18
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sta PEASANT_X
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lda #107
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sta PEASANT_Y
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lda #PEASANT_DIR_RIGHT
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sta PEASANT_DIR
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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; setup map location
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lda #4
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sta MAP_X
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lda #1
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sta MAP_Y
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jsr update_map_location
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta GAME_OVER
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;=====================
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; load bg
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ldx MAP_LOCATION
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lda map_backgrounds_low,X
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sta getsrc_smc+1
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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; put peasant text
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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sta OUTH
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jsr hgr_put_string
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; put score
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lda #<score_text
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sta OUTL
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lda #>score_text
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sta OUTH
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jsr hgr_put_string
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; draw rectangle on bottom
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jsr clear_bottom
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jsr hgr_save
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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;=======================
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; draw initial peasant
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jsr save_bg_7x30
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jsr draw_peasant
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game_loop:
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; redraw peasant if moved
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lda PEASANT_XADD
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ora PEASANT_YADD
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beq peasant_the_same
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; restore bg behind peasant
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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jsr restore_bg_7x30
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; move peasant
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clc
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lda PEASANT_X
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adc PEASANT_XADD
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bmi peasant_x_negative
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cmp #40
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bcs peasant_x_toobig ; bge
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bcc done_movex
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;============================
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peasant_x_toobig:
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inc MAP_X
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jsr new_map_location
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lda #0 ; new X location
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jmp done_movex
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;============================
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peasant_x_negative:
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dec MAP_X
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jsr new_map_location
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lda #39 ; new X location
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jmp done_movex
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; check edge of screen
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done_movex:
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sta PEASANT_X
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; Move Peasant Y
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clc
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lda PEASANT_Y
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adc PEASANT_YADD
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cmp #45
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bcc peasant_y_negative ; blt
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cmp #150
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bcs peasant_y_toobig ; bge
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bcc done_movey
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;============================
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peasant_y_toobig:
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inc MAP_Y
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jsr new_map_location
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lda #45 ; new X location
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jmp done_movey
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;============================
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peasant_y_negative:
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dec MAP_Y
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jsr new_map_location
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lda #150 ; new X location
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jmp done_movey
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; check edge of screen
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done_movey:
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sta PEASANT_Y
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; save behind new position
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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jsr save_bg_7x30
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; draw peasant
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jsr draw_peasant
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peasant_the_same:
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; lda #3
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; jsr wait_a_bit
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inc FRAME
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jsr check_keyboard
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lda GAME_OVER
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr WAIT
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jmp game_loop
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oops_new_location:
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jmp new_location
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;************************
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; copy protection check
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;************************
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game_over:
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exit_copy_check:
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lda #LOAD_COPY_CHECK
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sta WHICH_LOAD
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rts
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peasant_text:
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.byte 25,2,"Peasant's Quest",0
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score_text:
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.byte 0,2,"Score: 0 of 150",0
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parse_input:
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jsr hgr_save
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lda input_buffer ; get first char FIXME
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and #$DF ; make uppercase 0110 0001 -> 0100 0001
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parse_copy:
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cmp #'C'
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bne parse_version
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; want copy
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lda #ENDING_COPY
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sta GAME_OVER
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jmp done_parse_message
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parse_version:
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cmp #'V'
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bne parse_help
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lda #<version_message
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sta OUTL
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lda #>version_message
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jmp finish_parse_message
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parse_help:
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lda #<help_message
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sta OUTL
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lda #>help_message
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finish_parse_message:
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sta OUTH
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jsr hgr_text_box
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jsr wait_until_keypress
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done_parse_message:
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jsr hgr_restore
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rts
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.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "draw_peasant.s"
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.include "hgr_font.s"
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.include "draw_box.s"
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.include "hgr_rectangle.s"
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.include "hgr_7x30_sprite.s"
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.include "hgr_1x5_sprite.s"
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.include "hgr_save_restore.s"
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.include "hgr_input.s"
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.include "hgr_tables.s"
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.include "hgr_text_box.s"
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.include "keyboard.s"
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.include "wait_a_bit.s"
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.include "graphics/graphics.inc"
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help_message:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"I don't understand. Type",13
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.byte "HELP for assistances.",0
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version_message:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"APPLE ][ PEASANT'S QUEST",13
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.byte "version 0.2",0
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clear_bottom:
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; draw rectangle
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lda #$00 ; color is black1
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sta VGI_RCOLOR
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lda #0
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sta VGI_RX1
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lda #183
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sta VGI_RY1
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lda #140
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sta VGI_RXRUN
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lda #9
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #140
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sta VGI_RX1
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lda #183
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sta VGI_RY1
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lda #140
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sta VGI_RXRUN
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lda #9
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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rts
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;=====================
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;
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;=====================
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new_map_location:
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lda #$FF
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sta GAME_OVER
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; fall through
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;==================
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; update map
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; on main map, it's (MAP_Y*5)+MAP_X
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update_map_location:
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; put in map
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map_wrap_x:
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; wrap X (0..4)
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lda MAP_X
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bmi map_x_went_negative
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cmp #5
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bcc map_wrap_y ; blt
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lda #0
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beq update_map_x ; bra
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map_x_went_negative:
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lda #4
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update_map_x:
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sta MAP_X
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map_wrap_y:
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; wrap Y (0..3)
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lda MAP_Y
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and #$3
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sta MAP_Y
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clc
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lda MAP_Y
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asl
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asl
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adc MAP_Y
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adc MAP_X
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sta MAP_LOCATION
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rts
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map_backgrounds_low:
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.byte <todo_lzsa ; 0
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.byte <todo_lzsa ; 1
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.byte <todo_lzsa ; 2
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.byte <todo_lzsa ; 3
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.byte <waterfall_lzsa ; 4 -- waterfall
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.byte <todo_lzsa ; 5
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.byte <todo_lzsa ; 6
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.byte <todo_lzsa ; 7
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.byte <river_lzsa ; 8 -- river
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.byte <knight_lzsa ; 9 -- knight
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.byte <todo_lzsa ; 10
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.byte <cottage_lzsa ; 11 -- cottage
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.byte <lake_w_lzsa ; 12 -- lake west
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.byte <lake_e_lzsa ; 13 -- lake east
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.byte <todo_lzsa ; 14
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.byte <todo_lzsa ; 15
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.byte <todo_lzsa ; 16
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.byte <todo_lzsa ; 17
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.byte <todo_lzsa ; 18
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.byte <todo_lzsa ; 19
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map_backgrounds_hi:
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.byte >todo_lzsa ; 0
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.byte >todo_lzsa ; 1
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.byte >todo_lzsa ; 2
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.byte >todo_lzsa ; 3
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.byte >waterfall_lzsa ; 4 -- waterfall
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.byte >todo_lzsa ; 5
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.byte >todo_lzsa ; 6
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.byte >todo_lzsa ; 7
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.byte >river_lzsa ; 8 -- river
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.byte >knight_lzsa ; 9 -- knight
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.byte >todo_lzsa ; 10
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.byte >cottage_lzsa ; 11 -- cottage
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.byte >lake_w_lzsa ; 12 -- lake west
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.byte >lake_e_lzsa ; 13 -- lake east
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.byte >todo_lzsa ; 14
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.byte >todo_lzsa ; 15
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.byte >todo_lzsa ; 16
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.byte >todo_lzsa ; 17
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.byte >todo_lzsa ; 18
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.byte >todo_lzsa ; 19
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