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https://github.com/deater/dos33fsprogs.git
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787ddcd905
do it in linking book so going to trees doesn't do it
226 lines
3.6 KiB
ArmAsm
226 lines
3.6 KiB
ArmAsm
; The Channely Wood level
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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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.include "common_routines.inc"
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channel_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 FULLGR
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;=================
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; set up location
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;=================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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; reset elevators and bridges at start
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; actual game does this too?
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; do this in the linking book otherwise this happens
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; when we take the elevator back down
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; lda CHANNEL_SWITCHES
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; ; hack to avoid "RANGE ERROR" on some versions of ca65
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; and #<(~(CHANNEL_BRIDGE_UP|CHANNEL_PIPE_EXTENDED|CHANNEL_BOOK_ELEVATOR_UP))
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; sta CHANNEL_SWITCHES
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; set up bridges
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jsr adjust_after_changes
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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lda LOCATION
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cmp #CHANNEL_TANK_CLOSE
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beq fg_draw_faucet
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cmp #CHANNEL_WINDMILL
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beq fg_draw_windmill_handle
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cmp #CHANNEL_BOOK_OPEN
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beq animate_mist_book
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jmp nothing_special
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fg_draw_windmill_handle:
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jsr draw_windmill_handle
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jmp nothing_special
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fg_draw_faucet:
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jsr draw_water_faucet
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jmp nothing_special
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animate_mist_book:
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lda DIRECTION
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cmp #DIRECTION_S
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bne done_animate_book
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lda ANIMATE_FRAME
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cmp #6
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bcc mist_book_good ; blt
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lda #0
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sta ANIMATE_FRAME
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mist_book_good:
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asl
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tay
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lda mist_movie,Y
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sta INL
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lda mist_movie+1,Y
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_book
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inc ANIMATE_FRAME
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done_animate_book:
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jmp nothing_special
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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look_at_faucet:
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lda #CHANNEL_TANK_CLOSE
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sta LOCATION
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jmp change_location
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toggle_windmill:
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lda CHANNEL_SWITCHES
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eor #CHANNEL_SW_WINDMILL
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sta CHANNEL_SWITCHES
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rts
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toggle_faucet:
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lda CHANNEL_SWITCHES
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eor #CHANNEL_SW_FAUCET
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sta CHANNEL_SWITCHES
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rts
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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_channel/channel_graphics.inc"
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; sound
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.include "simple_sounds.s"
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; puzzles
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.include "channel_switches.s"
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; level data
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.include "leveldata_channel.inc"
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; linking books
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.include "link_book_mist.s"
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