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

495 lines
8.0 KiB
ArmAsm

; Monkey Monkey
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
monkey_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit TEXTGR
;===================================
; Setup Mockingboard
;===================================
lda #0
sta DONE_PLAYING
sta LOOP
; detect mockingboard
jsr mockingboard_detect
bcc mockingboard_notfound
mockingboard_found:
; jsr mockingboard_patch ; patch to work in slots other than 4?
lda SOUND_STATUS
ora #SOUND_MOCKINGBOARD
sta SOUND_STATUS
;=======================
; Set up 50Hz interrupt
;========================
jsr mockingboard_init
jsr mockingboard_setup_interrupt
;============================
; Init the Mockingboard
;============================
jsr reset_ay_both
jsr clear_ay_both
;==================
; init song
;==================
jsr pt3_init_song
jmp done_setup_sound
mockingboard_notfound:
done_setup_sound:
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #29
sta GUYBRUSH_X
lda #18
sta GUYBRUSH_Y
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
sta GUYBRUSH_DIRECTION
sta GUYBRUSH_SIZE
sta DISPLAY_MESSAGE
sta BAR_DOOR_OPEN
sta VALID_NOUN
sta ITEMS_PICKED_UP
sta INVENTORY_NEXT_SLOT
sta INVENTORY
sta INVENTORY2
sta INVENTORY3
sta INVENTORY4
sta INVENTORY5
sta FIRST_TIME
sta JOYSTICK_ENABLED
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
; lda #MONKEY_BAR
lda #MONKEY_LOOKOUT
; lda #MONKEY_VOODOO1
sta LOCATION
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
lda #VERB_WALK
sta CURRENT_VERB
lda #$ff
sta DESTINATION_X
sta DESTINATION_Y
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; draw background sprites
;====================================
lda LOCATION
cmp #MONKEY_LOOKOUT
beq animate_flame
cmp #MONKEY_BAR
beq do_draw_bar_door
cmp #MONKEY_ZIPLINE
beq do_draw_sign
cmp #MONKEY_VOODOO2
beq do_draw_smoke
cmp #MONKEY_BAR_INSIDE2
beq do_draw_bar2
cmp #MONKEY_BAR_INSIDE3
beq do_draw_meat
jmp nothing_special
animate_flame:
jsr draw_fire
jmp nothing_special
do_draw_bar_door:
jsr draw_bar_door
jmp nothing_special
do_draw_sign:
jsr draw_sign
jmp nothing_special
do_draw_smoke:
jsr draw_smoke
jmp nothing_special
do_draw_bar2:
jsr bar_inside2_animate
jmp nothing_special
do_draw_meat:
jsr draw_meat
jmp nothing_special
nothing_special:
;====================================
; move guybrush
;====================================
; only do it every 4th frame
lda FRAMEL
and #$3
bne done_move_guybrush
move_guybrush_x:
lda DESTINATION_X
bmi move_guybrush_y
cmp GUYBRUSH_X
beq guybrush_lr_done
bcs move_guybrush_right
move_guybrush_left:
lda #DIR_LEFT
sta GUYBRUSH_DIRECTION
dec GUYBRUSH_X
jmp move_guybrush_y
move_guybrush_right:
lda #DIR_RIGHT
sta GUYBRUSH_DIRECTION
inc GUYBRUSH_X
jmp move_guybrush_y
guybrush_lr_done:
lda #$ff
sta DESTINATION_X
move_guybrush_y:
lda DESTINATION_Y
bmi done_move_guybrush
cmp GUYBRUSH_Y
beq guybrush_ud_done
bcs move_guybrush_down
move_guybrush_up:
lda #DIR_UP
sta GUYBRUSH_DIRECTION
dec GUYBRUSH_Y
dec GUYBRUSH_Y
jmp done_move_guybrush
move_guybrush_down:
lda #DIR_DOWN
sta GUYBRUSH_DIRECTION
inc GUYBRUSH_Y
inc GUYBRUSH_Y
jmp done_move_guybrush
guybrush_ud_done:
lda #$ff
sta DESTINATION_Y
done_move_guybrush:
;====================================
; draw guybrush
;====================================
lda GUYBRUSH_X
sta XPOS
lda GUYBRUSH_Y
sta YPOS
lda GUYBRUSH_SIZE
cmp #GUYBRUSH_BIG
beq big_guybrush
cmp #GUYBRUSH_MEDIUM
beq medium_guybrush
lda GUYBRUSH_SIZE
cmp #GUYBRUSH_TINY
beq tiny_guybrush
small_guybrush:
lda #<guybrush_small_sprite
sta INL
lda #>guybrush_small_sprite
jmp really_draw_guybrush
tiny_guybrush:
lda #<guybrush_tiny_sprite
sta INL
lda #>guybrush_tiny_sprite
jmp really_draw_guybrush
medium_guybrush:
lda GUYBRUSH_DIRECTION ; 00/01 or 02/03 or 04/05 or 06/07
and #$fe
tay
lda guybrush_med_sprites,Y
sta INL
lda guybrush_med_sprites+1,Y
jmp really_draw_guybrush
big_guybrush:
lda GUYBRUSH_Y ; always even
lsr
eor GUYBRUSH_X
and #$1 ; 0 or 1
ora GUYBRUSH_DIRECTION ; 00/01 or 02/03 or 04/05 or 06/07
asl
tay
lda guybrush_sprites,Y
sta INL
lda guybrush_sprites+1,Y
really_draw_guybrush:
sta INH
jsr put_sprite_crop
;====================================
; draw foreground sprites
;====================================
lda LOCATION
cmp #MONKEY_LOOKOUT
beq do_draw_wall
cmp #MONKEY_POSTER
beq do_draw_house
cmp #MONKEY_BAR
beq do_draw_building
cmp #MONKEY_BAR_INSIDE1
beq do_draw_bar1
cmp #MONKEY_VOODOO1
beq do_draw_voodoo1
cmp #MONKEY_CHURCH
beq do_draw_church
jmp nothing_foreground
do_draw_wall:
jsr draw_wall
jmp nothing_foreground
do_draw_house:
jsr draw_house
jmp nothing_foreground
do_draw_building:
jsr draw_bar_fg_building
jmp nothing_foreground
do_draw_bar1:
jsr bar_inside1_foreground
jmp nothing_foreground
do_draw_voodoo1:
jsr voodoo1_draw_foreground
jmp nothing_foreground
do_draw_church:
jsr draw_church_foreground
jmp nothing_foreground
nothing_foreground:
;====================================
; what are we pointing too
;====================================
jsr where_do_we_point
;====================================
; update bottom bar
;====================================
jsr update_bottom
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; keep in bounds
;====================================
keep_in_bounds_smc:
jsr $0000
;====================================
; check if exiting room
;====================================
check_exit_smc:
jsr $0000
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
;==========================
; includes
;==========================
; level graphics
.include "graphics/graphics.inc"
; level data
.include "leveldata_monkey.inc"
.include "end_level.s"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "keyboard.s"
.include "gr_copy.s"
.include "gr_putsprite_crop.s"
.include "joystick.s"
.include "gr_pageflip.s"
.include "decompress_fast_v2.s"
.include "draw_pointer.s"
.include "common_sprites.inc"
.include "guy.brush"
; Locations
.include "monkey_lookout.s"
.include "monkey_poster.s"
.include "monkey_dock.s"
.include "monkey_bar.s"
.include "monkey_town.s"
.include "monkey_map.s"
.include "monkey_church.s"
.include "monkey_zipline.s"
.include "monkey_mansion.s"
.include "monkey_mansion_path.s"
.include "monkey_bar_inside1.s"
.include "monkey_bar_inside2.s"
.include "monkey_bar_inside3.s"
.include "monkey_voodoo1.s"
.include "monkey_voodoo2.s"
; cutscenes
.include "chapter1.s"
.include "cutscene_lechuck.s"
.include "monkey_actions.s"
.include "update_bottom.s"
; music
; pt3 player
.include "pt3_lib_core.s"
.include "pt3_lib_init.s"
.include "pt3_interrupt_handler.s"
.include "pt3_lib_mockingboard_detect.s"
.include "pt3_lib_mockingboard_setup.s"
PT3_LOC=chapter_song
.align $100
chapter_song:
.incbin "music/chapter.pt3"