mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
251 lines
3.4 KiB
ArmAsm
251 lines
3.4 KiB
ArmAsm
; The Channely Wood level
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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channel_start:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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; FIXME
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; handle gear visibility
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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lda LOCATION
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cmp #CHANNEL_TREE_BOOK_OPEN
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beq animate_channel_book
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jmp nothing_special
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animate_channel_book:
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; handle animated linking book
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lda ANIMATE_FRAME
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asl
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tay
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lda channel_movie,Y
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sta INL
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lda channel_movie+1,Y
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sta INH
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lda #22
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_book
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inc ANIMATE_FRAME
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lda ANIMATE_FRAME
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cmp #11
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bne done_animate_book
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lda #0
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sta ANIMATE_FRAME
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done_animate_book:
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jmp nothing_special
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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back_to_mist:
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lda #DIRECTION_N
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sta DIRECTION
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lda #MIST_ARRIVAL_DOCK ; the dock
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jmp exit_to_mist
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enter_clock:
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lda #DIRECTION_S
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sta DIRECTION
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lda #MIST_CLOCK
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jmp exit_to_mist
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handle_clearing:
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lda DIRECTION
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cmp #DIRECTION_W
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beq enter_path
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; else going east
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lda CURSOR_X
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cmp #23
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bcc enter_cabin
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enter_tree_path:
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lda #DIRECTION_E
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sta DIRECTION
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lda #CHANNEL_TREE_PATH
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sta LOCATION
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jmp change_location
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enter_cabin:
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lda #DIRECTION_E
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sta DIRECTION
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lda #CHANNEL_CABIN_OPEN
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sta LOCATION
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jmp change_location
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enter_path:
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lda #DIRECTION_N
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sta DIRECTION
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lda #MIST_TREE_CORRIDOR_5
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jmp exit_to_mist
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exit_to_mist:
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sta LOCATION
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lda #$ff
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sta LEVEL_OVER
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lda #LOAD_MIST
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sta WHICH_LOAD
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rts
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;==========================
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; includes
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;==========================
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.include "gr_copy.s"
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.include "gr_offsets.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "text_print.s"
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.include "gr_fast_clear.s"
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.include "decompress_fast_v2.s"
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.include "keyboard.s"
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.include "draw_pointer.s"
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.include "end_level.s"
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.include "audio.s"
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.include "graphics_channel/channel_graphics.inc"
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; puzzles
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.include "common_sprites.inc"
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.include "page_sprites.inc"
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.include "leveldata_channel.inc"
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; linking books
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.include "link_book_channel.s"
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