mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-09-10 08:54:51 +00:00
1451 lines
24 KiB
ArmAsm
1451 lines
24 KiB
ArmAsm
; Ootw for Apple II Lores
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; Checkpoint-15 (arrival at the baths)
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; by Vince "DEATER" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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; TODO:
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; die if not move and get shot by column (first screen)
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; die it try to go back into original room
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; bath:
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; after crash, hop out of sphere. move quickly as you can get lasered
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; right near the pod, but if you walk by the column you can stand
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; forever and not get shot
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; walkway1:
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; does not appear you can re-enter bath? lasers from behind come in
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; but don't hurt you unless you try to walk back in
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;============================
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; ENTRY POINT FOR LEVEL
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;============================
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ootw_c15:
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; Initializing when entering level for first time
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;========================================================
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; RESTART: called when restarting level (after game over)
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;========================================================
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ootw_c15_restart:
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;===================================
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; run bath intro
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;===================================
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; jsr bath_intro
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;===================================
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; re-initialize level state
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;===================================
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jsr ootw_c15_level_init
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;===========================
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; c15_new_room
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;===========================
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; enter new room on level 15
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c15_new_room:
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lda #0
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sta GAME_OVER
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;====================================
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; Initialize room based on WHICH_ROOM
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; and then play until we exit
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;====================================
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jsr ootw_c15_setup_room_and_play
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;====================================
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; we exited the room
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;====================================
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c15_check_done:
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lda GAME_OVER ; if died or quit, jump to quit level
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cmp #$ff
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beq quit_level
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;=====================================================
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; Check to see which room to enter next
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; If it's a special value, means we succesfully beat the level
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c15_defeated:
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lda WHICH_ROOM
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cmp #$ff
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bne c15_new_room
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; point to next level
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; and exit to the level loader
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lda #16
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sta WHICH_LOAD
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rts
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT ; text mode
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jsr HOME ; clear screen
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lda KEYRESET ; clear keyboard state
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lda #0 ; set to PAGE0
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sta DRAW_PAGE
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lda #<end_message ; print the end message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS ; wait for keypress
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bpl wait_loop
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lda KEYRESET ; clear strobe
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lda #0
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sta GAME_OVER
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jmp ootw_c15_restart ; restart level
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;=========================================
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;=========================================
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; Ootw Checkpoint 15 -- End of the game
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;=========================================
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;=========================================
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; call once before entering for first time
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ootw_c15_level_init:
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lda #0
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sta NUM_DOORS
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sta BROKEN_GLASS
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sta BRIDGE_COLLAPSE
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lda #2 ; REMOVE
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sta WHICH_ROOM
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #2 ; REMOVE
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; lda #22
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sta PHYSICIST_X
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lda #10
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sta PHYSICIST_Y
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lda #P_STANDING
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sta PHYSICIST_STATE
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; set up aliens
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jsr clear_aliens
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lda #1
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sta ALIEN_OUT
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lda #1
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sta alien0_room
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lda #36
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sta alien0_x
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lda #8
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sta alien0_y
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lda #A_STANDING
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sta alien0_state
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lda #0
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sta alien0_direction
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rts
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;===========================
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;===========================
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; enter new room
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;===========================
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;===========================
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ootw_c15_setup_room_and_play:
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;==============================
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; each room init
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jsr clear_lasers
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lda #0
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sta LEFT_SHOOT_LIMIT
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lda #39
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sta RIGHT_SHOOT_LIMIT
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;==============================
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; setup per-room variables
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lda WHICH_CAVE
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bne room1
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jsr init_shields
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;===============================
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; Room0 -- with the bathers
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;===============================
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room0:
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lda #(20+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #20
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sta PHYSICIST_Y
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; load background
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lda #>(bath_end_rle)
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sta GBASH
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lda #<(bath_end_rle)
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jmp room_setup_done
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;===============================
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; Room1 -- first walkway
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;===============================
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room1:
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cmp #1
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bne room2
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;
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first_shield:
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lda #0
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sta FIRST_SHIELD
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sta shield_count
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lda #1
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sta shield_out
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lda #34
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sta shield_x
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lda #8
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sta shield_y
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inc SHIELD_OUT
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; reset for animation
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lda #0
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sta FOREGROUND_COUNT
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sta FRAMEL
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sta FRAMEH
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #2
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #8
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sta PHYSICIST_Y
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; load background
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lda #>(walkway1_rle)
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sta GBASH
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lda #<(walkway1_rle)
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jmp room_setup_done
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;===============================
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; Room2 -- second walkway
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;===============================
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room2:
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cmp #2
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bne room3
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta cer_smc+1
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; set left exit
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lda #1
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sta cel_smc+1
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lda #8
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sta PHYSICIST_Y
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lda BROKEN_GLASS
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beq unbroken_background
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; load background
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lda #>(walkway2_after_rle)
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sta GBASH
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lda #<(walkway2_after_rle)
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jmp room_setup_done
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unbroken_background:
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; load background
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lda #>(walkway2_rle)
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sta GBASH
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lda #<(walkway2_rle)
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jmp room_setup_done
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;===============================
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; Room3 -- third walkway
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;===============================
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room3:
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cmp #3
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bne room4
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #4
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sta cer_smc+1
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; set left exit
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lda #2
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sta cel_smc+1
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lda #8
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sta PHYSICIST_Y
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; load background
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lda #>(walkway3_rle)
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sta GBASH
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lda #<(walkway3_rle)
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jmp room_setup_done
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;===============================
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; Room4 -- above pit
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;===============================
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room4:
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cmp #4
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bne room5
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #5
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sta cer_smc+1
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; set left exit
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lda #3
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sta cel_smc+1
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lda #24
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sta PHYSICIST_Y
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; load background
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lda #>(above_pit_rle)
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sta GBASH
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lda #<(above_pit_rle)
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jmp room_setup_done
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;===============================
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; Room5 -- final scene
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;===============================
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room5:
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; cmp #4
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; bne room5
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #$ff ; exit level when done
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sta cer_smc+1
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; set left exit
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lda #4
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sta cel_smc+1
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lda #24
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sta PHYSICIST_Y
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; load background
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lda #>(final_rle)
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sta GBASH
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lda #<(final_rle)
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; jmp room_setup_done
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room_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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;=====================
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; setup walk collision
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jsr recalc_walk_collision
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ootw_room_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Room Loop
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;============================
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;============================
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room_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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; lda WHICH_ROOM
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bg_room0:
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; cmp #0
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; bne c15_no_bg_action
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; lda FRAMEL
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; and #$c
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; lsr
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; tay
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; lda #11
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; sta XPOS
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; lda #24
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; sta YPOS
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; lda recharge_bg_progression,Y
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; sta INL
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; lda recharge_bg_progression+1,Y
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; sta INH
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; jsr put_sprite
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c15_no_bg_action:
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============================
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; move friend
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;===============================
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jsr move_friend
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;===============================
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; check room limits
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;===============================
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jsr check_screen_limit
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;===============================
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; adjust floor if necessary
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;===============================
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; no sloped floors in c15
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;=====================================
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; draw physicist
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;=====================================
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jsr draw_physicist
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;=====================================
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; draw friend
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;=====================================
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jsr draw_friend
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;=====================================
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; draw alien
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;=====================================
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lda ALIEN_OUT
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beq no_draw_alien
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jsr move_alien
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jsr draw_alien
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no_draw_alien:
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;=====================================
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; handle gun
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;=====================================
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jsr handle_gun
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;=====================================
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; draw foreground action
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;=====================================
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lda WHICH_ROOM
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cmp #0
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beq c15_room0_foreground
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jmp c15_room1_foreground
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c15_room0_foreground:
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; Room 0 laser fire
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lda laser1_out
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bne handle_laser2
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handle_laser1:
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jsr random16
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lda SEEDL
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and #$7 ; 0..7 (+1 carry)
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adc #20 ; make random
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sta laser1_y
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lda #1 ; right
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sta laser1_direction
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lda #0
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sta laser1_start
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sta laser1_count
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lda #10
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sta laser1_end
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lda #$ff
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sta laser1_out
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jmp done_handle_laser
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handle_laser2:
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lda laser2_out
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bne done_handle_laser
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done_handle_laser:
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; Room 0 draw guard
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c15_draw_fg_guard:
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; real game it's not quite so regular, double shot eventually
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; every so often, shoots
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; for frames 0 and 1 every 32 ($1F)
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lda FRAMEL
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and #$1f
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cmp #3
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bcs fg_guard_noshoot ; bgt
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fg_guard_shoot:
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lda #$ff
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bne fg_guard_draw
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fg_guard_noshoot:
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lda #$00
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fg_guard_draw:
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sta XPOS
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lda #22
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sta YPOS
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lda #<guard_sprite
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sta INL
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lda #>guard_sprite
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sta INH
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jsr put_sprite_crop
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; draw forground lasers
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lda FRAMEL
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and #$1f
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cmp #3
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bcs fg_guard_no_laser ; bge
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lda #9
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sta XPOS
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lda #20
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sta YPOS
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lda #<guard_laser
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sta INL
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lda #>guard_laser
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sta INH
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jsr put_sprite
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fg_guard_no_laser:
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; draw from-bottom-laser
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lda FRAMEL
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and #$20
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beq skip_this
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lda FRAMEL
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and #$18
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lsr
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lsr
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tay
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lda shot_lookup1,Y
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sta INL
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lda shot_lookup1+1,Y
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sta INH
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jsr draw_trapezoid
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skip_this:
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jmp c15_no_fg_action
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;=====================================
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; Room 1 foreground
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;=====================================
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c15_room1_foreground:
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cmp #1
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beq actual_room1_foreground
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jmp c15_room2_foreground
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actual_room1_foreground:
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|
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; run soldier/laser in the front
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|
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; every 256 frames start a laser
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; if 1024 start a soldier
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|
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lda FRAMEL
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bne not_new_walk
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lda FRAMEH
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and #$3
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beq start_soldier
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start_blast:
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ldy #26
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sty FOREGROUND_COUNT
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bne not_new_walk
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start_soldier:
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|
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ldy #2
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sty FOREGROUND_COUNT
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not_new_walk:
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ldy FOREGROUND_COUNT
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beq skip_enemy_walk
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|
|
cpy #24
|
|
beq reset_walk
|
|
cpy #34
|
|
beq reset_walk
|
|
|
|
bne do_enemy_walk
|
|
|
|
reset_walk:
|
|
ldy #0
|
|
sty FOREGROUND_COUNT
|
|
beq skip_enemy_walk
|
|
|
|
do_enemy_walk:
|
|
|
|
lda FRAMEL
|
|
and #$3
|
|
bne no_update_enemy_walk
|
|
|
|
lda enemy_walking_sequence,y
|
|
sta GBASL
|
|
lda enemy_walking_sequence+1,y
|
|
sta GBASH
|
|
|
|
iny
|
|
iny
|
|
sty FOREGROUND_COUNT
|
|
|
|
lda #$10 ; load to $1000
|
|
jsr load_rle_gr
|
|
|
|
no_update_enemy_walk:
|
|
|
|
; can we only overlay bottom half of screen?
|
|
; current overlay code starts at CV and counts to zero :(
|
|
|
|
jsr gr_overlay_noload
|
|
|
|
|
|
skip_enemy_walk:
|
|
|
|
; occasional laser
|
|
|
|
; FRAMEL: every 8th frame (111) update, draw 4-long animation
|
|
|
|
; cycle through 4 possible shots
|
|
; FIXME: we could randomly adjust some of the parameters?
|
|
|
|
lda FRAMEL
|
|
and #$18
|
|
lsr
|
|
lsr
|
|
tay
|
|
|
|
lda FRAMEL
|
|
and #$60
|
|
beq shot4_base
|
|
cmp #$20
|
|
beq shot3_base
|
|
cmp #$40
|
|
beq shot2_base
|
|
|
|
shot1_base:
|
|
lda shot_lookup1,Y
|
|
sta INL
|
|
lda shot_lookup1+1,Y
|
|
jmp draw_shot
|
|
|
|
shot2_base:
|
|
lda shot_lookup2,Y
|
|
sta INL
|
|
lda shot_lookup2+1,Y
|
|
jmp draw_shot
|
|
|
|
shot3_base:
|
|
lda shot_lookup3,Y
|
|
sta INL
|
|
lda shot_lookup3+1,Y
|
|
jmp draw_shot
|
|
|
|
shot4_base:
|
|
lda shot_lookup4,Y
|
|
sta INL
|
|
lda shot_lookup4+1,Y
|
|
|
|
draw_shot:
|
|
sta INH
|
|
jsr draw_trapezoid
|
|
|
|
|
|
jmp c15_no_fg_action
|
|
|
|
|
|
;=====================================
|
|
; Room 2 foreground
|
|
;=====================================
|
|
|
|
c15_room2_foreground:
|
|
cmp #2
|
|
beq actual_room2_foreground
|
|
jmp c15_room3_foreground
|
|
|
|
actual_room2_foreground:
|
|
|
|
; after trigger, have some shooting
|
|
|
|
; if already triggered, skip
|
|
lda BROKEN_GLASS
|
|
cmp #14
|
|
bne not_broken
|
|
jmp c15_no_fg_action
|
|
|
|
not_broken:
|
|
cmp #0
|
|
bne break_glass
|
|
|
|
; once physicist past 5, start breakout
|
|
|
|
lda PHYSICIST_X
|
|
cmp #5
|
|
bcs break_glass
|
|
jmp c15_no_fg_action
|
|
|
|
break_glass:
|
|
|
|
ldy BROKEN_GLASS
|
|
lda glass_breaking_sequence,y
|
|
sta GBASL
|
|
lda glass_breaking_sequence+1,y
|
|
sta GBASH
|
|
|
|
|
|
lda FRAMEL
|
|
and #$3
|
|
bne no_inc_break_glass
|
|
|
|
iny
|
|
iny
|
|
sty BROKEN_GLASS
|
|
no_inc_break_glass:
|
|
|
|
lda #$10 ; load to $1000
|
|
jsr load_rle_gr
|
|
|
|
jsr gr_overlay_noload
|
|
|
|
ldy BROKEN_GLASS
|
|
cpy #14
|
|
bne no_update_break_glass
|
|
|
|
; load new background at end
|
|
|
|
lda #>(walkway2_after_rle)
|
|
sta GBASH
|
|
lda #<(walkway2_after_rle)
|
|
sta GBASL
|
|
lda #$c ; load to $c00
|
|
jsr load_rle_gr
|
|
|
|
; activate friend
|
|
lda #2
|
|
sta friend_room
|
|
lda #FAI_RUNTO_PANEL
|
|
sta friend_ai_state
|
|
lda #F_RUNNING
|
|
sta friend_state
|
|
lda #16
|
|
sta friend_x
|
|
lda #8
|
|
sta friend_y
|
|
lda #1
|
|
sta friend_direction
|
|
|
|
|
|
no_update_break_glass:
|
|
|
|
|
|
;=====================================
|
|
; Room 3 foreground
|
|
;=====================================
|
|
|
|
c15_room3_foreground:
|
|
cmp #3
|
|
beq actual_room3_foreground
|
|
jmp c15_draw_friend_cliff
|
|
|
|
actual_room3_foreground:
|
|
|
|
; after trigger, have some shooting
|
|
|
|
; if already triggered, skip
|
|
lda BRIDGE_COLLAPSE
|
|
cmp #12
|
|
bcs draw_bridge ; bge
|
|
|
|
cmp #0
|
|
bne collapse_bridge
|
|
|
|
; once physicist past 20, start breakout
|
|
|
|
lda PHYSICIST_X
|
|
cmp #16
|
|
bcc c15_no_fg_action ; blt
|
|
|
|
collapse_bridge:
|
|
|
|
ldy BRIDGE_COLLAPSE
|
|
lda bridge_sequence,y
|
|
sta GBASL
|
|
lda bridge_sequence+1,y
|
|
sta GBASH
|
|
|
|
lda FRAMEL
|
|
and #$3
|
|
bne no_inc_bridge_collapse
|
|
|
|
iny
|
|
iny
|
|
sty BRIDGE_COLLAPSE
|
|
no_inc_bridge_collapse:
|
|
|
|
lda #$10 ; load to $1000
|
|
jsr load_rle_gr
|
|
|
|
draw_bridge:
|
|
jsr gr_overlay_noload
|
|
|
|
ldy BRIDGE_COLLAPSE
|
|
cpy #12
|
|
bne no_update_bridge_collapse
|
|
|
|
lda #P_FALLING_DOWN
|
|
sta PHYSICIST_STATE
|
|
|
|
lda #48
|
|
sta fall_down_destination_smc+1
|
|
|
|
iny
|
|
sty BRIDGE_COLLAPSE
|
|
|
|
no_update_bridge_collapse:
|
|
|
|
; Room 5 friend slowly working to left
|
|
c15_draw_friend_cliff:
|
|
|
|
|
|
c15_no_fg_action:
|
|
|
|
;====================
|
|
; activate fg objects
|
|
;====================
|
|
;c2_fg_check_jail1:
|
|
; lda WHICH_JAIL
|
|
; cmp #1
|
|
; bne c2_fg_check_jail2
|
|
;
|
|
; lda CART_OUT
|
|
; bne c2_fg_check_jail2
|
|
;
|
|
; inc CART_OUT
|
|
|
|
|
|
;================
|
|
; move fg objects
|
|
;================
|
|
c15_move_fg_objects:
|
|
|
|
; lda CART_OUT
|
|
; cmp #1
|
|
; bne cart_not_out
|
|
|
|
; move cart
|
|
|
|
; lda FRAMEL
|
|
; and #$3
|
|
; bne cart_not_out
|
|
;
|
|
; inc CART_X
|
|
; lda CART_X
|
|
; cmp #39
|
|
; bne cart_not_out
|
|
; inc CART_OUT
|
|
|
|
|
|
;====================================
|
|
; page flip
|
|
;====================================
|
|
|
|
jsr page_flip
|
|
|
|
;====================================
|
|
; inc frame count
|
|
;====================================
|
|
|
|
inc FRAMEL
|
|
bne room_frame_no_oflo
|
|
inc FRAMEH
|
|
room_frame_no_oflo:
|
|
|
|
;==========================
|
|
; check if done this level
|
|
;==========================
|
|
|
|
lda GAME_OVER
|
|
beq still_in_room
|
|
|
|
cmp #$ff ; if $ff, we died
|
|
beq done_room
|
|
|
|
;===============================
|
|
; check if exited room to right
|
|
cmp #1
|
|
beq room_exit_left
|
|
|
|
;=================
|
|
; exit to right
|
|
|
|
room_right_yes_exit:
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
cer_smc:
|
|
lda #$0 ; smc+1 = exit location
|
|
sta WHICH_ROOM
|
|
jmp done_room
|
|
|
|
;=====================
|
|
; exit to left
|
|
|
|
room_exit_left:
|
|
|
|
lda #37
|
|
sta PHYSICIST_X
|
|
cel_smc:
|
|
lda #0 ; smc+1
|
|
sta WHICH_ROOM
|
|
jmp done_room
|
|
|
|
; loop forever
|
|
still_in_room:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp room_loop
|
|
|
|
done_room:
|
|
rts
|
|
|
|
end_message:
|
|
.byte 8,10,"PRESS RETURN TO CONTINUE",0
|
|
.byte 11,20,"ACCESS CODE: ANKD",0
|
|
|
|
.include "text_print.s"
|
|
.include "gr_pageflip.s"
|
|
.include "gr_unrle.s"
|
|
.include "gr_vlin.s"
|
|
;.include "gr_fast_clear.s"
|
|
.include "gr_copy.s"
|
|
;.include "gr_copy_offset.s"
|
|
.include "gr_putsprite.s"
|
|
;.include "gr_putsprite_flipped.s"
|
|
.include "gr_putsprite_crop.s"
|
|
.include "gr_offsets.s"
|
|
;.include "gr_offsets_hl.s"
|
|
.include "gr_hlin.s"
|
|
.include "keyboard.s"
|
|
.include "gr_overlay.s"
|
|
.include "gr_run_sequence.s"
|
|
.include "random16.s"
|
|
.include "gr_trapezoid.s"
|
|
|
|
.include "physicist.s"
|
|
.include "alien.s"
|
|
.include "friend.s"
|
|
|
|
.include "gun.s"
|
|
.include "laser.s"
|
|
.include "alien_laser.s"
|
|
.include "blast.s"
|
|
.include "shield.s"
|
|
|
|
.include "door.s"
|
|
.include "collision.s"
|
|
|
|
; room backgrounds
|
|
.include "ootw_graphics/l15final/ootw_c15_bath.inc"
|
|
.include "ootw_graphics/l15final/ootw_c15_final.inc"
|
|
; sprites
|
|
.include "ootw_graphics/sprites/physicist.inc"
|
|
.include "ootw_graphics/sprites/alien.inc"
|
|
.include "ootw_graphics/sprites/friend.inc"
|
|
; animations
|
|
.include "ootw_graphics/l15final/ootw_c15_walk.inc"
|
|
.include "ootw_graphics/l15final/ootw_c15_walkway.inc"
|
|
.include "ootw_graphics/l15final/ootw_c15_bridge.inc"
|
|
.include "ootw_graphics/l15final/ootw_c15_fall.inc"
|
|
|
|
|
|
;=======================
|
|
; Bath intro
|
|
|
|
bath_intro:
|
|
;===========================
|
|
; Enable graphics
|
|
|
|
bit LORES
|
|
bit SET_GR
|
|
bit FULLGR
|
|
|
|
bit KEYRESET
|
|
|
|
;===========================
|
|
; Setup pages (is this necessary?)
|
|
|
|
lda #0
|
|
sta DRAW_PAGE
|
|
lda #1
|
|
sta DISP_PAGE
|
|
|
|
lda #<bath_arrival_sequence
|
|
sta INTRO_LOOPL
|
|
lda #>bath_arrival_sequence
|
|
sta INTRO_LOOPH
|
|
|
|
jmp run_sequence
|
|
|
|
; rts
|
|
|
|
;=======================
|
|
; Bath Arrival Sequence
|
|
|
|
bath_arrival_sequence:
|
|
.byte 255
|
|
.word bath_00_rle
|
|
.byte 25
|
|
.word bath_01_rle
|
|
.byte 25
|
|
.word bath_02_rle
|
|
.byte 25
|
|
.word bath_03_rle
|
|
.byte 25
|
|
.word bath_04_rle
|
|
.byte 25
|
|
.word bath_05_rle
|
|
.byte 25
|
|
.word bath_06_rle
|
|
.byte 25
|
|
.word bath_07_rle
|
|
.byte 25
|
|
.word bath_08_rle
|
|
.byte 25
|
|
.word bath_09_rle
|
|
.byte 25
|
|
.word bath_10_rle
|
|
.byte 25
|
|
.word bath_11_rle
|
|
.byte 25
|
|
.word bath_12_rle
|
|
.byte 25
|
|
.word bath_13_rle
|
|
.byte 25
|
|
.word bath_14_rle
|
|
.byte 25
|
|
.word bath_15_rle
|
|
.byte 25
|
|
.word bath_16_rle
|
|
.byte 25
|
|
.word bath_17_rle
|
|
.byte 25
|
|
.word bath_18_rle
|
|
.byte 25
|
|
.word bath_19_rle
|
|
.byte 25
|
|
.word bath_20_rle
|
|
.byte 25
|
|
.word bath_21_rle
|
|
.byte 25
|
|
.word bath_22_rle
|
|
.byte 25
|
|
.word bath_23_rle
|
|
.byte 25
|
|
.word bath_24_rle
|
|
.byte 25
|
|
.word bath_25_rle
|
|
.byte 25
|
|
.word bath_26_rle
|
|
.byte 25
|
|
.word bath_27_rle
|
|
.byte 25
|
|
.word bath_28_rle
|
|
.byte 25
|
|
.word bath_29_rle
|
|
.byte 25
|
|
.word bath_30_rle
|
|
.byte 25
|
|
.word bath_31_rle
|
|
.byte 25
|
|
.word bath_32_rle
|
|
.byte 25
|
|
.word bath_33_rle
|
|
.byte 25
|
|
.word bath_34_rle
|
|
.byte 25
|
|
.word bath_35_rle
|
|
.byte 25
|
|
.word bath_35_rle
|
|
.byte 0
|
|
|
|
|
|
;=======================
|
|
; guard sprite
|
|
guard_sprite:
|
|
.byte 10,13
|
|
.byte $7A,$7A,$7A,$7A,$AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $77,$77,$77,$77,$77,$AA,$AA,$AA,$AA,$AA
|
|
.byte $77,$77,$77,$77,$77,$AA,$AA,$AA,$0A,$00
|
|
.byte $00,$00,$00,$77,$A7,$AA,$AA,$7A,$70,$AA
|
|
.byte $00,$00,$00,$00,$AA,$7A,$77,$77,$77,$7A
|
|
.byte $00,$00,$00,$70,$77,$77,$77,$77,$77,$77
|
|
.byte $00,$00,$70,$77,$77,$77,$77,$77,$AA,$AA
|
|
.byte $00,$00,$07,$77,$77,$77,$A7,$AA,$AA,$AA
|
|
.byte $00,$00,$00,$07,$A7,$A7,$AA,$AA,$AA,$AA
|
|
.byte $00,$00,$00,$00,$AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $00,$00,$00,$00,$AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $00,$00,$00,$00,$AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $00,$00,$00,$00,$AA,$AA,$AA,$AA,$AA,$AA
|
|
|
|
;=======================
|
|
; guard laser
|
|
guard_laser:
|
|
; .byte 15,4
|
|
; .byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$1A,$1A,$A1
|
|
; .byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$1A,$1A,$A1,$A1,$AA,$AA,$AA
|
|
; .byte $AA,$AA,$AA,$AA,$1A,$1A,$11,$A1,$A1,$AA,$AA,$AA,$AA,$AA,$AA
|
|
; .byte $1A,$1A,$11,$A1,$A1,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
|
|
|
|
.byte 15,3
|
|
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$1A,$1A,$1A
|
|
.byte $AA,$AA,$AA,$AA,$AA,$AA,$1A,$1A,$1A,$11,$A1,$A1,$A1,$AA,$AA
|
|
.byte $1A,$1A,$1A,$11,$A1,$A1,$A1,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
|
|
|
|
|
|
shot_lookup1:
|
|
.word shot1_frame1
|
|
.word shot1_frame2
|
|
.word shot1_frame3
|
|
.word shot1_hole
|
|
|
|
shot_lookup2:
|
|
.word shot2_frame1
|
|
.word shot2_frame2
|
|
.word shot2_frame3
|
|
.word shot2_hole
|
|
|
|
shot_lookup3:
|
|
.word shot3_frame1
|
|
.word shot3_frame2
|
|
.word shot3_frame3
|
|
.word shot3_hole
|
|
|
|
shot_lookup4:
|
|
.word shot4_frame1
|
|
.word shot4_frame2
|
|
.word shot4_frame3
|
|
.word shot4_hole
|
|
|
|
|
|
shot1_frame1:
|
|
.byte 2,128 ; LEFT SLOPE H/L
|
|
.byte 0,128 ; RIGHT SLOPE H/L
|
|
.byte 4,0 ; STARTX H/L
|
|
.byte 17,0 ; ENDX H/L
|
|
.byte 36,46 ; ENDY/STARTY
|
|
shot1_frame2:
|
|
.byte 2,0 ; LEFT SLOPE H/L
|
|
.byte 0,$80 ; RIGHT SLOPE H/L
|
|
.byte 5,0 ; STARTX H/L
|
|
.byte 16,128 ; ENDX H/L
|
|
.byte 30,46 ; ENDY/STARTY
|
|
shot1_frame3:
|
|
.byte 2,0 ; LEFT SLOPE H/L
|
|
.byte 2,0 ; RIGHT SLOPE H/L
|
|
.byte 19,0 ; STARTX H/L
|
|
.byte 21,9 ; ENDX H/L
|
|
.byte 28,32 ; ENDY/STARTY
|
|
shot1_hole:
|
|
.byte 21,28 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 0,0 ; STARTX H/L
|
|
.byte 0,0 ; ENDX H/L
|
|
.byte 0,$ff ; ENDY/STARTY
|
|
|
|
; shot 2
|
|
|
|
shot2_frame1:
|
|
.byte $ff,00 ; LEFT SLOPE H/L
|
|
.byte $fe,00 ; RIGHT SLOPE H/L
|
|
.byte 19,0 ; STARTX H/L
|
|
.byte 32,0 ; ENDX H/L
|
|
.byte 28,46 ; ENDY/STARTY
|
|
shot2_frame2:
|
|
.byte $ff,00 ; LEFT SLOPE H/L
|
|
.byte $fe,$80 ; RIGHT SLOPE H/L ; approximately 1/3?
|
|
.byte 17,0 ; STARTX H/L
|
|
.byte 23,0 ; ENDX H/L
|
|
.byte 18,36 ; ENDY/STARTY
|
|
|
|
shot2_frame3:
|
|
.byte 0,0 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 7,0 ; STARTX H/L
|
|
.byte 9,0 ; ENDX H/L
|
|
.byte 18,20 ; ENDY/STARTY
|
|
shot2_hole:
|
|
.byte 6,20 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 0,0 ; STARTX H/L
|
|
.byte 0,0 ; ENDX H/L
|
|
.byte 0,$ff ; ENDY/STARTY
|
|
|
|
; shot3
|
|
shot3_frame1:
|
|
.byte $FE,0 ; LEFT SLOPE H/L
|
|
.byte $FE,$80 ; RIGHT SLOPE H/L
|
|
.byte 37,0 ; STARTX H/L
|
|
.byte 40,0 ; ENDX H/L
|
|
.byte 18,24 ; ENDY/STARTY
|
|
shot3_frame2:
|
|
.byte $FD,0 ; LEFT SLOPE H/L
|
|
.byte $FD,0 ; RIGHT SLOPE H/L
|
|
.byte 19,0 ; STARTX H/L
|
|
.byte 23,0 ; ENDX H/L
|
|
.byte 12,16 ; ENDY/STARTY
|
|
shot3_frame3:
|
|
.byte 0,0 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 9,0 ; STARTX H/L
|
|
.byte 10,0 ; ENDX H/L
|
|
.byte 10,12 ; ENDY/STARTY
|
|
shot3_hole:
|
|
.byte 7,12 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 0,0 ; STARTX H/L
|
|
.byte 0,0 ; ENDX H/L
|
|
.byte 0,$ff ; ENDY/STARTY
|
|
|
|
|
|
; shot4
|
|
|
|
shot4_frame1:
|
|
.byte $FD,$00 ; LEFT SLOPE H/L
|
|
.byte $FF,$80 ; RIGHT SLOPE H/L
|
|
.byte 13,0 ; STARTX H/L
|
|
.byte 18,0 ; ENDX H/L
|
|
.byte $FE,6 ; ENDY/STARTY
|
|
shot4_frame2:
|
|
.byte $FD,$00 ; LEFT SLOPE H/L
|
|
.byte $FF,$00 ; RIGHT SLOPE H/L
|
|
.byte 22,0 ; STARTX H/L
|
|
.byte 24,0 ; ENDX H/L
|
|
.byte 0,10 ; ENDY/STARTY
|
|
shot4_frame3:
|
|
.byte 0,0 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 24,0 ; STARTX H/L
|
|
.byte 25,9 ; ENDX H/L
|
|
.byte 10,12 ; ENDY/STARTY
|
|
shot4_hole:
|
|
.byte 23,12 ; LEFT SLOPE H/L
|
|
.byte 0,0 ; RIGHT SLOPE H/L
|
|
.byte 0,0 ; STARTX H/L
|
|
.byte 0,0 ; ENDX H/L
|
|
.byte 0,$ff ; ENDY/STARTY
|
|
|
|
|
|
|
|
|
|
; shot notes
|
|
; + from bottom-right to mid-left
|
|
; + from top-center to mid-right
|
|
; + from mid-right to mid-left
|
|
; + straight across bottom
|
|
; + from top-left to mid-right
|
|
; + from center-right to mid-left
|
|
;
|
|
|
|
enemy_walking_sequence:
|
|
.word 0 ; makes code easier
|
|
.word walk00_rle
|
|
.word walk01_rle
|
|
.word walk02_rle
|
|
.word walk03_rle
|
|
.word walk04_rle
|
|
.word walk05_rle
|
|
.word walk06_rle
|
|
.word walk07_rle
|
|
.word walk08_rle
|
|
.word walk09_rle
|
|
.word walk10_rle
|
|
.word 0
|
|
bigshot_sequence:
|
|
.word bigshot01_rle
|
|
.word bigshot02_rle
|
|
.word bigshot03_rle
|
|
.word bigshot04_rle
|
|
|
|
glass_breaking_sequence:
|
|
.word crash1_rle ; 2
|
|
.word crash2_rle ; 4
|
|
.word crash3_rle ; 6
|
|
.word crash4_rle ; 8
|
|
.word crash5_rle ; 10
|
|
.word crash6_rle ; 12
|
|
.word crash7_rle ; 14
|
|
|
|
bridge_sequence:
|
|
.word lshot1_rle ; 2
|
|
.word lshot2_rle ; 4
|
|
.word lshot3_rle ; 6
|
|
.word lshot4_rle ; 8
|
|
.word lshot5_rle ; 10
|
|
.word lshot6_rle ; 12
|
|
|
|
|
|
|
|
; grab sequence
|
|
; note, in the actual game both the background and the falling is not
|
|
; 100% the same as the fall sequence, but it's close enough to not
|
|
; really be worth the trouble/space to do them separately
|
|
|
|
; grab52 -> fall01
|
|
; grab53 -> fall02 shifted right by 2?
|
|
; grab54 -> fall03 shifted right by 4?
|
|
; grab55 -> fall04 shifted right by 4?
|
|
; grab56 -> fall05 shifted right by 4?
|
|
; grab57 -> fall06 shifted right by 4?
|
|
; grab58 -> fall07 shifted right by 4?
|
|
; grab59 -> fall08 shifted right by 4?
|
|
; grab60 -> fall09 shifted right by 4?
|
|
; grab61 -> fall10 shifted right by 4?
|
|
; grab62 -> fall11 shifted right by 4?
|
|
; grab63 -> fall12 shifted right by 4?
|
|
; grab64 -> fall13 shifted right by 4?
|
|
; grab65 -> fall14 shifted right by 4?
|
|
; grab66 -> fall15 shifted right by 4?
|