mirror of
https://github.com/deater/dos33fsprogs.git
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b1238af49d
this will probably upset people
238 lines
3.5 KiB
ArmAsm
238 lines
3.5 KiB
ArmAsm
; Duke Level2 -- Living Dangerously
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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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duke_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 TEXTGR
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jsr clear_top ; avoid grey stripes at load
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;=====================
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; init vars
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;=====================
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta DISP_PAGE
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sta DUKE_WALKING
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sta DUKE_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta DUKE_XL
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sta DUKE_FALLING
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sta DUKE_SHOOTING
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sta KICK_UP_DUST
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sta DOOR_ACTIVATED
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lda #<enemy_data
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sta ENEMY_DATAL
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lda #>enemy_data
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sta ENEMY_DATAH
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lda #2 ; draw twice (both pages)
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sta UPDATE_STATUS
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lda #4
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sta DRAW_PAGE
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lda #18
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sta DUKE_X
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lda #0
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sta DUKE_Y
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lda #1
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sta DUKE_DIRECTION
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jsr update_status_bar
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;====================================
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; load level2 background
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;====================================
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lda #<level2_bg_lzsa
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sta LZSA_SRC_LO
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lda #>level2_bg_lzsa
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sta LZSA_SRC_HI
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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;====================================
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; load level2 tilemap
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;====================================
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lda #<level2_data_lzsa
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sta LZSA_SRC_LO
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lda #>level2_data_lzsa
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sta LZSA_SRC_HI
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lda #$90 ; load to page $9000
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jsr decompress_lzsa2_fast
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;====================================
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; copy in tilemap subset
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;====================================
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lda #10
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sta TILEMAP_X
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lda #8
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
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;====================================
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; Main LOGO loop
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;====================================
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;====================================
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jsr setup_music
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lda SOUND_STATUS
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bmi skip_music
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cli ; start music
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skip_music:
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duke_loop:
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; copy over background
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jsr gr_copy_to_current
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; draw tilemap
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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; draw duke
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jsr draw_duke
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; handle door opening
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jsr check_open_door
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; draw a status bar
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jsr draw_status_bar
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jsr page_flip
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jsr handle_keypress
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jsr move_duke
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; jsr move_enemies
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jsr move_laser
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;========================
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; increment frame count
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;========================
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inc FRAMEL
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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;===========================
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; check end of level
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;===========================
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lda LEVEL_OVER
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beq do_duke_loop
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jmp done_with_duke
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do_duke_loop:
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; delay
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; lda #200
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; jsr WAIT
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jmp duke_loop
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done_with_duke:
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bit KEYRESET ; clear keypress
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; FIXME: point to next level
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lda #LOAD_TITLE
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sta WHICH_LOAD
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sei ; stop music
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rts ; exit back
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;==========================
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; includes
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;==========================
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; level graphics
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.include "graphics/level2_graphics.inc"
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "decompress_fast_v2.s"
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.include "status_bar.s"
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.include "keyboard.s"
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.include "joystick.s"
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.include "text_drawbox.s"
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.include "print_help.s"
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.include "quit_yn.s"
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.include "level_end.s"
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.include "draw_duke.s"
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.include "duke_l2_sprites.inc"
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.include "move_duke.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "enemies_level2.s"
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.include "actions_level2.s"
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.include "item_level2.s"
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.include "sound_effects.s"
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.include "speaker_tone.s"
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level2_data_lzsa:
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.incbin "maps/level2_map.lzsa"
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.include "duke_music.s"
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