dos33fsprogs/games/lemm/level1.s
2022-03-15 15:16:37 -04:00

231 lines
3.0 KiB
ArmAsm

do_level1:
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
lda #1
sta WHICH_LEVEL
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; Init Lemmings
;=======================
lda #0
sta lemming_out
lda #12
sta lemming_x
lda #45
sta lemming_y
lda #1
sta lemming_direction
lda #LEMMING_FALLING
sta lemming_status
;=======================
; Play "Let's Go"
;=======================
;=======================
; start music
;=======================
; cli
;=======================
; init vars
;=======================
lda #0
sta LEVEL_OVER
sta DOOR_OPEN
sta FRAMEL
sta LOAD_NEXT_CHUNK
sta JOYSTICK_ENABLED
sta LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta LEMMINGS_TO_RELEASE
; jsr save_bg_14x14 ; save initial bg
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT
;===================
;===================
; Main Loop
;===================
;===================
l1_main_loop:
lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
beq l1_no_load_chunk ; outside IRQ to avoid glitch in music
jsr load_song_chunk
lda #0 ; reset
sta LOAD_NEXT_CHUNK
l1_no_load_chunk:
lda DOOR_OPEN
bne l1_door_is_open
jsr draw_door
l1_door_is_open:
;======================
; release lemmings
;======================
lda LEMMINGS_TO_RELEASE
beq l1_done_release_lemmings
lda DOOR_OPEN
beq l1_done_release_lemmings
lda FRAMEL
and #$f
bne l1_done_release_lemmings
inc LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta lemming_out
dec LEMMINGS_TO_RELEASE
l1_done_release_lemmings:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
bcc l1_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l1_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l1_level_over
jmp l1_main_loop
l1_level_over:
bit SET_TEXT
jsr disable_music
jsr outro_level1
rts