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https://github.com/deater/dos33fsprogs.git
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353 lines
7.0 KiB
ArmAsm
353 lines
7.0 KiB
ArmAsm
; Lemm Proof of Concept
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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 "qload.inc"
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lemm_test_start:
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lda #0
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sta DRAW_PAGE
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;====================
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; show title message
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;====================
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jsr show_title
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;====================
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; detect model
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;====================
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jsr detect_appleii_model
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;===================
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; machine workarounds
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;===================
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; mostly IIgs
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;===================
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; thanks to 4am who provided this code from Total Replay
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lda ROM_MACHINEID
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cmp #$06
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bne not_a_iigs
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sec
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jsr $FE1F ; check for IIgs
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bcs not_a_iigs
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; gr/text page2 handling broken on early IIgs models
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; this enables the workaround
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jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
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cli ; enable VBL interrupts
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; also set background color to black instead of blue
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lda NEWVIDEO
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and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
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; bit 6 = 0 -> IIgs 128K memory map same as IIe
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; bit 5 = 0 -> IIgs DHGR is color, not mono
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; bits 0-4 unchanged
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sta NEWVIDEO
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lda #$F0
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sta TBCOLOR ; white text on black background
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lda #$00
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sta CLOCKCTL ; black border
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sta CLOCKCTL ; set twice for VidHD
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not_a_iigs:
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;===================
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; print config
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;===================
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lda #<config_string
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sta OUTL
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lda #>config_string
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sta OUTH
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jsr move_and_print
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; print detected model
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lda APPLEII_MODEL
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ora #$80
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sta $7d0+8 ; 23,8
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; if GS print the extra S
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cmp #'G'|$80
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bne not_gs
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lda #'S'|$80
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sta $7d0+9
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not_gs:
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;=========================================
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; detect if we have a language card (64k)
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; and load sound into it if possible
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;===================================
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lda #0
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sta SOUND_STATUS ; clear out, sound enabled
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;===========================================
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; skip checks if open-apple being held down
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lda $C061
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and #$80 ; only bit 7 is affected
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bne skip_all_checks ; rest is floating bus
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jsr detect_language_card
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bcs no_language_card
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yes_language_card:
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; update status
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lda #'6'|$80
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sta $7d0+11 ; 23,11
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lda #'4'|$80
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sta $7d0+12 ; 23,12
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; update sound status
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lda SOUND_STATUS
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ora #SOUND_IN_LC
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sta SOUND_STATUS
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jmp done_language_card
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no_language_card:
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done_language_card:
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;===================================
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; Detect Mockingboard
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;===================================
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PT3_ENABLE_APPLE_IIC = 1
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; detect mockingboard
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jsr mockingboard_detect
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bcc mockingboard_notfound
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mockingboard_found:
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; print detected location
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lda #'S'+$80 ; change NO to slot
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sta $7d0+30
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lda MB_ADDR_H ; $C4 = 4, want $B4 1100 -> 1011
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and #$87
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ora #$30
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sta $7d0+31 ; 23,31
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; NOTE: in this game we need both language card && mockingboard
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; to enable mockingboard music
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lda SOUND_STATUS
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and #SOUND_IN_LC
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beq dont_enable_mc
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lda SOUND_STATUS
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ora #SOUND_MOCKINGBOARD
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sta SOUND_STATUS
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dont_enable_mc:
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mockingboard_notfound:
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skip_all_checks:
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;==================================
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; load sound into the language card
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; into $D000 set 1
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;==================================
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; read/write RAM, use $d000 bank1
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bit $C083
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bit $C083
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lda #<letsgo
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sta getsrc_smc+1
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lda #>letsgo
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sta getsrc_smc+2
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lda #$D0 ; decompress to $D000
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jsr decompress_lzsa2_fast
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; read/write RAM, use $d000 bank2
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bit $C08b
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bit $C08b
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;==================================
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; load music into the language card
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; into $D000 set 2
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;==================================
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; switch in language card
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; read/write RAM, $d000 bank 2
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lda $C08b
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lda $C08b
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jsr mockingboard_patch ; patch to work in slots other than 4?
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;=======================
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; Set up 50Hz interrupt
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;========================
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jsr mockingboard_init
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jsr mockingboard_setup_interrupt
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zurg:
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;============================
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; Init the Mockingboard
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;============================
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jsr reset_ay_both
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jsr clear_ay_both
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;=======================
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; wait for keypress
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;=======================
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; jsr wait_until_keypress
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lda #25
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jsr wait_a_bit
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;=======================
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; do level1
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;=======================
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play_level1:
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jsr do_level1
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lda LEVEL_OVER
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cmp #LEVEL_WIN
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beq play_level5
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bne play_level1
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;=======================
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; do level5
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;=======================
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play_level5:
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jsr do_level5
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lda LEVEL_OVER
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cmp #LEVEL_WIN
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beq play_level1
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bne play_level5
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;========================
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; load song chunk
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; CURRENT_CHUNK is which one, 0..N
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; CHUNK_DEST is $D0 or $E8
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load_song_chunk:
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ldx CURRENT_CHUNK
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chunk_l_smc:
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lda music6_parts_l,X
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sta getsrc_smc+1 ; LZSA_SRC_LO
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chunk_h_smc:
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lda music6_parts_h,X
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sta getsrc_smc+2 ; LZSA_SRC_HI
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bne load_song_chunk_good
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; $00 in chunk table means we are off the end, so wrap
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lda #$00
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sta CURRENT_CHUNK ; reset chunk to 0
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beq load_song_chunk ; try again
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load_song_chunk_good:
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lda CHUNK_NEXT_LOAD ; decompress to $D0 or $E8
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; eor #$38 ; want the opposite of CHUNK_DEST
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jsr decompress_lzsa2_fast
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lda CHUNK_NEXT_LOAD ; point to next location
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eor #$38
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sta CHUNK_NEXT_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_offsets.s"
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; .include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "keyboard.s"
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.include "joystick.s"
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.include "gr_fast_clear.s"
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.include "hgr_partial_save.s"
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.include "move_lemming.s"
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.include "draw_lemming.s"
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.include "hgr_14x14_sprite.s"
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.include "text_print.s"
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.include "lc_detect.s"
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.include "draw_pointer.s"
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.include "hgr_tables.s"
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.include "hgr_sprite.s"
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.include "update_time.s"
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.include "intro_level1.s"
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.include "draw_flames.s"
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.include "draw_door.s"
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.include "hgr_hlin.s"
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.include "hgr_vlin.s"
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.include "update_menu.s"
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.include "wait_a_bit.s"
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.include "title.s"
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; .include "audio.s"
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.include "letsgo.s"
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.include "particle_hgr.s"
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.include "wait.s"
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; pt3 player
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;.include "pt3_lib_mockingboard.inc"
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.include "pt3_lib_detect_model.s"
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.include "pt3_lib_mockingboard_detect.s"
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.include "pt3_lib_mockingboard_setup.s"
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.include "interrupt_handler.s"
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.include "pt3_lib_mockingboard_patch.s"
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config_string:
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; 0123456789012345678901234567890123456789
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.byte 0,23,"APPLE II?, 48K, MOCKINGBOARD: NO, SSI: N",0
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; MOCKINGBOARD: NONE
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.include "graphics/sprites.inc"
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letsgo:
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.incbin "sounds/letsgo.btc.lz4"
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.include "level1.s"
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.include "level5.s"
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