mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
3fec7e69fa
that void is mist island, but apparently really foggy
229 lines
4.2 KiB
ArmAsm
229 lines
4.2 KiB
ArmAsm
; Marker switches
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; 1 MARKER_DOCK = $01 MIST_DOCK_SWITCH N 0
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; 15 MARKER_GEARS = $02 MIST_GEAR N 1
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; 18 MARKER_SPACESHIP= $04 MIST_SPACESHIP_SWITCH N 2
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; 19 MARKER_GENERATOR= $08 MIST_TREE_CORRIDOR_4 W 3
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; 22 MARKER_CLOCK = $10 MIST_CLOCK_ISLAND S 4
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; cab/0 MARKER_TREE = $20 CABIN_OUTSIDE E 5
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; cab/1 MARKER_TREE = $20 CABIN_OPEN E 5
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; 13 MARKER_POOL = $40 MIST_TREE_CORRIDOR_2 N 6
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; den/0 MARKER_DENTIST = $80 DENTIST_OUTSIDE N 7
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; den/1 MARKER_DENTIST = $80 DENTIST_OUTSIDE_OPEN N 7
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; up is on
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; game starts with
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; map -> library on (always?)
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; DOCK = off, draws dock
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; DENTIST=off, draws round dentist building
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; POOL=off, draws pool and pillars
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; SPACESHIP=off, draws spaceship
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; geneator=off, draws generator building
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; cabin= off, draws shack and tree ring
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; clock, off, draws island and box on shore
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; gears,, off, draws gears
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; note on actual if you open white page but walk away, the door will
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; shut and the switch will flip back
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; which switch in A
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click_marker_switch:
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; click
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eor MARKER_SWITCHES ; toggle switch
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sta MARKER_SWITCHES
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cmp #$FE ; all but dock
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bne dont_open_secret
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lda #1
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bne done_handle_secret
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dont_open_secret:
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lda #0
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done_handle_secret:
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sta COMPARTMENT_OPEN
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jsr click_speaker
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jsr click_speaker
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rts
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marker_sprite_off:
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.byte 2,2
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.byte $AA,$AA
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.byte $6A,$6A
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marker_sprite_on:
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.byte 2,2
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.byte $6A,$6A
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.byte $AA,$AA
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marker_wide_sprite_off:
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.byte 3,2
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.byte $AA,$AA,$AA
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.byte $6A,$6A,$6A
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marker_wide_sprite_on:
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.byte 3,2
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.byte $96,$A6,$96
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.byte $AA,$55,$AA
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marker_sprites_on:
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.word marker_sprite_on ; dock
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.word marker_sprite_on ; gears
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.word marker_sprite_on ; spaceship
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.word marker_sprite_on ; generator
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.word marker_sprite_on ; clock
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.word marker_sprite_on ; tree
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.word marker_sprite_on ; pool
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.word marker_wide_sprite_on ; dentist
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marker_sprites_off:
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.word marker_sprite_off ; dock
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.word marker_sprite_off ; gears
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.word marker_sprite_off ; spaceship
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.word marker_sprite_off ; generator
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.word marker_sprite_off ; clock
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.word marker_sprite_off ; tree
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.word marker_sprite_off ; pool
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.word marker_wide_sprite_off ; dentist
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marker_sprites_direction:
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.byte DIRECTION_N ; dock
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.byte DIRECTION_N ; gears
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.byte DIRECTION_N ; spaceship
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.byte DIRECTION_W ; generator
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.byte DIRECTION_S ; clock
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.byte DIRECTION_E ; tree
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.byte DIRECTION_N ; pool
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.byte DIRECTION_N ; dentist
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marker_sprites_xy:
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.byte 26,26 ; dock
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.byte 7,30 ; gears
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.byte 23,22 ; spaceship
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.byte 8,28 ; generator
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.byte 5,28 ; clock
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.byte 24,24 ; cabin
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.byte 28,18 ; pool
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.byte 5,32 ; dentist
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; FIXME: use generic log2 table somewhere
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marker_which:
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.byte $01,$02,$04,$08,$10,$20,$40,$80
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draw_marker_switch:
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; see if need to draw
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lda WHICH_LOAD
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cmp #LOAD_DENTIST
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beq marker_check_dentist
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cmp #LOAD_CABIN
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beq marker_check_cabin
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cmp #LOAD_MIST
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beq marker_check_myst
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rts
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marker_check_myst:
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lda LOCATION
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check_ms_dock:
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cmp #MIST_DOCK_SWITCH
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bne check_ms_gear
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ldy #0
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beq draw_marker
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check_ms_gear:
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cmp #MIST_GEAR
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bne check_ms_spaceship
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ldy #1
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bne draw_marker
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check_ms_spaceship:
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cmp #MIST_SPACESHIP_SWITCH
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bne check_ms_generator
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ldy #2
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bne draw_marker
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check_ms_generator:
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cmp #MIST_TREE_CORRIDOR_4
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bne check_ms_clock
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ldy #3
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bne draw_marker
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check_ms_clock:
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cmp #MIST_CLOCK_ISLAND
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bne check_ms_pool
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ldy #4
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bne draw_marker
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check_ms_pool:
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cmp #MIST_TREE_CORRIDOR_2
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bne done_draw_marker
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ldy #6
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bne draw_marker
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marker_check_dentist:
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lda LOCATION
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cmp #DENTIST_OUTSIDE
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beq dentist_marker
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cmp #DENTIST_OUTSIDE_OPEN
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bne done_draw_marker
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dentist_marker:
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ldy #7
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bne draw_marker ; bra
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marker_check_cabin:
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lda LOCATION
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cmp #CABIN_OUTSIDE
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beq cabin_marker
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cmp #CABIN_OPEN
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bne done_draw_marker
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cabin_marker:
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ldy #5
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draw_marker:
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; check if facing right direction
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lda marker_sprites_direction,Y
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cmp DIRECTION
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bne done_draw_marker
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tya
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tax
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asl
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tay
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lda marker_sprites_xy,Y
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sta XPOS
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lda marker_sprites_xy+1,Y
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sta YPOS
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lda MARKER_SWITCHES
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and marker_which,X
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beq draw_marker_off
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draw_marker_on:
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lda marker_sprites_on,Y
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sta INL
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lda marker_sprites_on+1,Y
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jmp actually_draw_marker
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draw_marker_off:
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lda marker_sprites_off,Y
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sta INL
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lda marker_sprites_off+1,Y
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actually_draw_marker:
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sta INH
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; jsr put_sprite_crop
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done_draw_marker:
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rts
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