dos33fsprogs/mist/selena.s

415 lines
5.9 KiB
ArmAsm

; Selenitic (selena) island
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
selena_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
;=================
; init vars
; copy in rocket note puzzle state
lda ROCKET_NOTE1
sta rocket_notes
lda ROCKET_NOTE2
sta rocket_notes+2
lda ROCKET_NOTE3
sta rocket_notes+4
lda ROCKET_NOTE4
sta rocket_notes+6
; hook up the special functions
; these might be disabled if we've been here before
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_E
sta location1,Y ; enable controls
lda #DIRECTION_W
sta location2,Y ; enable organ
lda #DIRECTION_N
sta location0,Y ; enable mist exit
lda #0
sta LEVEL_OVER
.if 1
lda #SELENA_INSIDE_SHIP
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
.else
lda #SELENA_WALKWAY1
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
.endif
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
cmp #SELENA_CONTROLS
beq controls_animation
cmp #SELENA_BOOK_OPEN
beq mist_book_animation
cmp #SELENA_WATER
beq fg_draw_blue_page
cmp #SELENA_CRYSTAL_CLOSE
beq fg_draw_red_page
jmp nothing_special
mist_book_animation:
; handle animated linking book
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
controls_animation:
ldy #LOCATION_SPECIAL_EXIT
lda location1,Y
cmp #$ff
beq no_draw_buttons
; draw the buttons
jsr spaceship_draw_buttons
no_draw_buttons:
; handle animated linking book
lda ANIMATE_FRAME
beq nothing_special
asl
tay
lda selena_movie,Y
sta INL
lda selena_movie+1,Y
sta INH
lda #17
sta XPOS
lda #4
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
animate_check_high:
cmp #23
bne animate_check_low
lda #13
sta ANIMATE_FRAME
bne done_animate_book ; bra
animate_check_low:
cmp #13
bne done_animate_book
lda #9
sta ANIMATE_FRAME
done_animate_book:
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_SPACESHIP_FAR ; pathway outside rocket
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
jsr save_rocket_state
rts
; save rocket state
save_rocket_state:
lda rocket_notes
sta ROCKET_NOTE1
lda rocket_notes+2
sta ROCKET_NOTE2
lda rocket_notes+4
sta ROCKET_NOTE3
lda rocket_notes+6
sta ROCKET_NOTE4
rts
selena_take_red_page:
lda #SELENA_PAGE
jmp take_red_page
selena_take_blue_page:
lda #SELENA_PAGE
jmp take_blue_page
;=============================
draw_red_page:
lda RED_PAGES_TAKEN
and #SELENA_PAGE
bne no_draw_page
lda #20
sta XPOS
lda #2
sta YPOS
lda #<red_page_sprite
sta INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
draw_blue_page:
lda DIRECTION
cmp #DIRECTION_S
bne no_draw_page
lda BLUE_PAGES_TAKEN
and #SELENA_PAGE
bne no_draw_page
lda #20
sta XPOS
lda #24
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
;==============================
; tunnel actions
tunnel_main_down:
lda #SELENA_TUNNEL_MAIN_TOP
bne update_tunnel_e
tunnel_main_top_down:
lda #SELENA_TUNNEL_MAIN_MID
bne update_tunnel_e
tunnel_main_mid_down:
lda #SELENA_TUNNEL_BASEMENT
; bne update_tunnel_e
update_tunnel_e:
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jmp change_location
antenna_down:
lda #SELENA_ANTENNA_TOP
bne update_tunnel_e
antenna_top_down:
lda #SELENA_ANTENNA_MID
bne update_tunnel_e
antenna_mid_down:
lda #SELENA_ANTENNA_BASEMENT
bne update_tunnel_e
;==============================
; keypad actions
keypad_press:
lda #SELENA_BUNKER_OPEN
sta LOCATION
jmp change_location
;==========================
; includes
;==========================
; level graphics
.include "graphics_selena/selena_graphics.inc"
; puzzles
.include "organ_puzzle.s"
; linking books
.include "link_book_mist.s"
.include "handle_pages.s"
; level data
.include "leveldata_selena.inc"
; sound
.include "speaker_beeps.s"