dos33fsprogs/mist/mist_puzzles.s
Vince Weaver 3caea7713f mist: mess with the path flow to make walking around main island easier
prob shouldn't be messing with this so late in the game
2020-08-10 17:14:11 -04:00

693 lines
12 KiB
ArmAsm

;==========================
; adjust ship up/down
;==========================
adjust_ship:
lda SHIP_RAISED
bne make_ship_up
jmp make_ship_down
make_ship_up:
; update backgrounds south
ldy #LOCATION_SOUTH_BG
lda #<pool_shipup_s_lzsa
sta location10,Y ; MIST_POOL
lda #>pool_shipup_s_lzsa
sta location10+1,Y ; MIST_POOL
lda #<gear_shipup_s_lzsa
sta location15,Y ; MIST_GEAR
lda #>gear_shipup_s_lzsa
sta location15+1,Y ; MIST_GEAR
lda #<dock_switch_shipup_s_lzsa
sta location1,Y ; MIST_DOCK_SWITCH
lda #>dock_switch_shipup_s_lzsa
sta location1+1,Y ; MIST_DOCK_SWITCH
lda #<above_dock_shipup_s_lzsa
sta location3,Y ; MIST_ABOVE_DOCK
sta location16,Y ; MIST_GEAR_BASE
lda #>above_dock_shipup_s_lzsa
sta location3+1,Y ; MIST_ABOVE_DOCK
sta location16+1,Y ; MIST_GEAR_BASE
; update backgrounds north
ldy #LOCATION_NORTH_BG
lda #<tree1_shipup_n_lzsa
sta location20,Y ; MIST_TREE_CORRIDOR_1
lda #>tree1_shipup_n_lzsa
sta location20+1,Y ; MIST_TREE_CORRIDOR_1
lda #<dock_shipup_n_lzsa
sta location0,Y ; MIST_ARRIVAL_DOCK
lda #>dock_shipup_n_lzsa
sta location0+1,Y ; MIST_ARRIVAL_DOCK
; update backgrounds east
ldy #LOCATION_EAST_BG
lda #<step_top_shipup_e_lzsa
sta location9,Y ; MIST_OUTSIDE_TEMPLE
lda #>step_top_shipup_e_lzsa
sta location9+1,Y ; MIST_OUTSIDE_TEMPLE
lda #<step_land3_shipup_e_lzsa
sta location8,Y ; MIST_STEPS_4TH_LANDING
lda #>step_land3_shipup_e_lzsa
sta location8+1,Y ; MIST_STEPS_4TH_LANDING
lda #<step_dentist_shipup_e_lzsa
sta location7,Y ; MIST_STEPS_DENTIST
lda #>step_dentist_shipup_e_lzsa
sta location7+1,Y ; MIST_STEPS_DENTIST
lda #<step_land2_shipup_e_lzsa
sta location6,Y ; MIST_STEPS_2ND_LANDING
lda #>step_land2_shipup_e_lzsa
sta location6+1,Y ; MIST_STEPS_2ND_LANDING
lda #<step_land1_shipup_e_lzsa
sta location5,Y ; MIST_STEPS_1ST_LANDING
lda #>step_land1_shipup_e_lzsa
sta location5+1,Y ; MIST_STEPS_1ST_LANDING
lda #<above_dock_shipup_e_lzsa
sta location3,Y ; MIST_ABOVE_DOCK
sta location16,Y ; MIST_GEAR_BASE
lda #>above_dock_shipup_e_lzsa
sta location3+1,Y ; MIST_ABOVE_DOCK
sta location16+1,Y ; MIST_GEAR_BASE
lda #<dock_shipup_e_lzsa
sta location0,Y ; MIST_ARRIVAL_DOCK
sta location30,Y ; MIST_VIEWER_DOOR
lda #>dock_shipup_e_lzsa
sta location0+1,Y ; MIST_ARRIVAL_DOCK
sta location30+1,Y ; MIST_VIEWER_DOOR
; hook up exit on dock to ship
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_E
sta location0,Y ; MIST_ARRIVAL_DOCK
rts
make_ship_down:
; update backgrounds south
ldy #LOCATION_SOUTH_BG
lda #<pool_s_lzsa
sta location10,Y ; MIST_POOL
lda #>pool_s_lzsa
sta location10+1,Y ; MIST_POOL
lda #<gear_s_lzsa
sta location15,Y ; MIST_GEAR
lda #>gear_s_lzsa
sta location15+1,Y ; MIST_GEAR
lda #<dock_switch_s_lzsa
sta location1,Y ; MIST_DOCK_SWITCH
lda #>dock_switch_s_lzsa
sta location1+1,Y ; MIST_DOCK_SWITCH
lda #<above_dock_s_lzsa
sta location3,Y ; MIST_ABOVE_DOCK
sta location16,Y ; MIST_GEAR_BASE
lda #>above_dock_s_lzsa
sta location3+1,Y ; MIST_ABOVE_DOCK
sta location16+1,Y ; MIST_GEAR_BASE
; update backgrounds north
ldy #LOCATION_NORTH_BG
lda #<tree1_n_lzsa
sta location20,Y ; MIST_TREE_CORRIDOR_1
lda #>tree1_n_lzsa
sta location20+1,Y ; MIST_TREE_CORRIDOR_1
lda #<dock_n_lzsa
sta location0,Y ; MIST_ARRIVAL_DOCK
lda #>dock_n_lzsa
sta location0+1,Y ; MIST_ARRIVAL_DOCK
; update backgrounds east
ldy #LOCATION_EAST_BG
lda #<step_top_e_lzsa
sta location9,Y ; MIST_OUTSIDE_TEMPLE
lda #>step_top_e_lzsa
sta location9+1,Y ; MIST_OUTSIDE_TEMPLE
lda #<step_land3_e_lzsa
sta location8,Y ; MIST_STEPS_4TH_LANDING
lda #>step_land3_e_lzsa
sta location8+1,Y ; MIST_STEPS_4TH_LANDING
lda #<step_dentist_e_lzsa
sta location7,Y ; MIST_STEPS_DENTIST
lda #>step_dentist_e_lzsa
sta location7+1,Y ; MIST_STEPS_DENTIST
lda #<step_land2_e_lzsa
sta location6,Y ; MIST_STEPS_2ND_LANDING
lda #>step_land2_e_lzsa
sta location6+1,Y ; MIST_STEPS_2ND_LANDING
lda #<step_land1_e_lzsa
sta location5,Y ; MIST_STEPS_1ST_LANDING
lda #>step_land1_e_lzsa
sta location5+1,Y ; MIST_STEPS_1ST_LANDING
lda #<above_dock_e_lzsa
sta location3,Y ; MIST_ABOVE_DOCK
sta location16,Y ; MIST_GEAR_BASE
lda #>above_dock_e_lzsa
sta location3+1,Y ; MIST_ABOVE_DOCK
sta location16+1,Y ; MIST_GEAR_BASE
lda #<dock_e_lzsa
sta location0,Y ; MIST_ARRIVAL_DOCK
sta location30,Y ; MIST_VIEWER_DOOR
lda #>dock_e_lzsa
sta location0+1,Y ; MIST_ARRIVAL_DOCK
sta location30+1,Y ; MIST_VIEWER_DOOR
; remove exit on dock to ship
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location0,Y ; MIST_ARRIVAL_DOCK
rts
;==========================
; draw green if on
;==========================
draw_pillar:
lda LOCATION
sec
sbc #MIST_PILLAR_EYE ; find which one we are on
tay
tax
lda PILLAR_ON
and powersoftwo,Y
beq done_draw_pillar
; is on, so draw it green
txa
asl
tay
lda pillar_sprites,Y
sta INL
lda pillar_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #16
sta YPOS
jsr put_sprite_crop
done_draw_pillar:
rts
;=========================
; pillar was touched
;=========================
touch_pillar:
lda LOCATION
sec
sbc #MIST_PILLAR_EYE ; find which on we touched
tay
lda PILLAR_ON
eor powersoftwo,Y
sta PILLAR_ON
rts
;=====================================
; check to see if ship needs to change
;=====================================
check_change_ship:
; check to see if we need to raise/lower ship
lda SHIP_RAISED
beq ship_is_down
ship_is_up:
lda PILLAR_ON
cmp #(PILLAR_SNAKE|PILLAR_BUG|PILLAR_LEAF)
beq done_adjusting_ship
; lower ship
lda #0
jmp move_the_ship
ship_is_down:
lda PILLAR_ON
cmp #(PILLAR_SNAKE|PILLAR_BUG|PILLAR_LEAF)
bne done_adjusting_ship
; raise ship
lda #1
jmp move_the_ship
done_adjusting_ship:
rts
move_the_ship:
sta SHIP_RAISED
; play noise
jsr long_beep
; adjust the backgrounds
jsr adjust_ship
rts
powersoftwo:
.byte $01,$02,$04,$08,$10,$20,$40,$80
pillar_sprites:
.word eye_sprite,snake_sprite,bug_sprite,anchor_sprite
.word arrow_sprite,leaf_sprite,cross_sprite,emu_sprite
eye_sprite: ; @17,16
.byte 7,6
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$4A,$4A,$4A,$AA,$AA
.byte $4A,$A4,$44,$A4,$44,$A4,$4A
.byte $A4,$4A,$44,$4A,$44,$4A,$A4
.byte $AA,$AA,$A4,$A4,$A4,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
snake_sprite: ; @17,16
.byte 6,6
.byte $AA,$4A,$4A,$AA,$AA,$AA
.byte $AA,$44,$AA,$4A,$A4,$4A
.byte $AA,$44,$AA,$44,$AA,$44
.byte $AA,$44,$AA,$44,$AA,$44
.byte $AA,$44,$AA,$44,$AA,$44
.byte $AA,$AA,$A4,$AA,$AA,$A4
bug_sprite: ; @17,16
.byte 6,5
.byte $AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$44,$AA,$44,$AA,$44
.byte $AA,$4A,$44,$44,$44,$4A
.byte $AA,$AA,$44,$44,$44,$AA
.byte $AA,$44,$AA,$A4,$AA,$44
anchor_sprite: ; @17,16
.byte 6,6
.byte $AA,$AA,$AA,$4A,$AA,$AA
.byte $AA,$AA,$AA,$44,$AA,$AA
.byte $AA,$AA,$A4,$44,$A4,$AA
.byte $AA,$AA,$AA,$44,$AA,$AA
.byte $AA,$A4,$4A,$44,$4A,$A4
.byte $AA,$AA,$AA,$A4,$AA,$AA
arrow_sprite: ; @17,16
.byte 7,6
.byte $AA,$AA,$AA,$AA,$4A,$4A,$4A
.byte $AA,$AA,$AA,$AA,$AA,$44,$44
.byte $AA,$AA,$AA,$4A,$A4,$AA,$A4
.byte $AA,$AA,$44,$AA,$AA,$AA,$AA
.byte $A4,$44,$AA,$AA,$AA,$AA,$AA
.byte $AA,$A4,$AA,$AA,$AA,$AA,$AA
leaf_sprite: ; @17,16
.byte 6,6
.byte $AA,$4A,$AA,$AA,$AA,$4A
.byte $AA,$44,$44,$4A,$44,$44
.byte $AA,$44,$44,$44,$44,$AA
.byte $AA,$A4,$44,$44,$44,$4A
.byte $AA,$4A,$AA,$44,$44,$44
.byte $AA,$A4,$AA,$AA,$AA,$AA
cross_sprite: ; @17,16
.byte 6,6
.byte $AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$A4,$44,$A4,$AA
.byte $AA,$4A,$AA,$44,$AA,$4A
.byte $AA,$44,$A4,$44,$A4,$44
.byte $AA,$AA,$AA,$44,$AA,$AA
.byte $AA,$AA,$A4,$A4,$A4,$AA
emu_sprite: ; @17,16
.byte 7,6
.byte $AA,$AA,$AA,$AA,$AA,$4A,$AA
.byte $AA,$AA,$AA,$AA,$AA,$44,$A4
.byte $AA,$4A,$44,$44,$44,$44,$AA
.byte $AA,$44,$44,$44,$44,$A4,$AA
.byte $AA,$44,$AA,$44,$AA,$AA,$AA
.byte $AA,$AA,$AA,$A4,$A4,$AA,$AA
tree2_pillars:
lda DIRECTION
cmp #DIRECTION_E
beq tree2_east
cmp #DIRECTION_W
beq tree2_west
; handle the pool marker switch
tree2_north:
lda CURSOR_X
cmp #25
bcc tree2_not_switch
cmp #32
bcs tree2_not_switch
lda CURSOR_Y
cmp #16
bcc tree2_not_switch
cmp #24
bcs tree2_not_switch
lda #MARKER_POOL
jmp click_marker_switch
tree2_not_switch:
; we have to fake going north
lda #MIST_TREE_CORRIDOR_1
sta LOCATION
jmp change_location
tree2_west:
lda CURSOR_X
cmp #22
bcs goto_bug_pillar
bcc goto_anchor_pillar
tree2_east:
lda CURSOR_X
cmp #18
bcs goto_arrow_pillar
bcc goto_leaf_pillar
pool_pillars:
lda DIRECTION
cmp #DIRECTION_E
beq pool_east
bne pool_west
pool_west:
lda CURSOR_X
cmp #28
bcs goto_eye_pillar
cmp #12
bcs goto_snake_pillar
bcc goto_bug_pillar
pool_east:
lda CURSOR_X
cmp #28
bcs goto_leaf_pillar
cmp #11
bcs goto_cross_pillar
bcc goto_emu_pillar
goto_eye_pillar:
lda #MIST_PILLAR_EYE
jmp done_pillar
goto_snake_pillar:
lda #MIST_PILLAR_SNAKE
jmp done_pillar
goto_bug_pillar:
lda #MIST_PILLAR_BUG
jmp done_pillar
goto_anchor_pillar:
lda #MIST_PILLAR_ANCHOR
jmp done_pillar
goto_emu_pillar:
lda #MIST_PILLAR_EMU
jmp done_pillar
goto_cross_pillar:
lda #MIST_PILLAR_CROSS
jmp done_pillar
goto_leaf_pillar:
lda #MIST_PILLAR_LEAF
jmp done_pillar
goto_arrow_pillar:
lda #MIST_PILLAR_ARROW
jmp done_pillar
done_pillar:
sta LOCATION
jmp change_location
draw_circuit_breaker:
lda ANIMATE_FRAME
beq done_draw_circuit_breaker
lda #18
sta XPOS
lda #12
sta YPOS
lda #<breaker_down_sprite
sta INL
lda #>breaker_down_sprite
sta INH
jsr put_sprite_crop
lda FRAMEL
and #$1f
bne done_draw_circuit_breaker
dec ANIMATE_FRAME
done_draw_circuit_breaker:
rts
breaker_down_sprite:
.byte 4,3
.byte $00,$ff,$00,$ff
.byte $99,$77,$77,$99
.byte $69,$67,$67,$69
;=======================
; flip circuit breaker
; if room==MIST_TOWER2_TOP, and with #$fe
; if room==MIST_TOWER1_TOP, and with #$fd
circuit_breaker:
jsr click_speaker ; click speaker
lda #2
sta ANIMATE_FRAME
lda LOCATION
cmp #MIST_TOWER2_TOP
bne other_circuit_breaker
lda BREAKER_TRIPPED
and #$fe
jmp done_circuit_breaker
other_circuit_breaker:
lda BREAKER_TRIPPED
and #$fd
done_circuit_breaker:
sta BREAKER_TRIPPED
bne done_turn_on_breaker
turn_on_breaker:
lda GENERATOR_VOLTS
cmp #$60
bcs done_turn_on_breaker
sta ROCKET_VOLTS
sta ROCKET_VOLTS_DISP
done_turn_on_breaker:
rts
;======================
; open the spaceship door
open_ss_door:
; check if voltage is 59
lda ROCKET_VOLTS
cmp #$59
bne done_ss_door
; change to open door image
ldy #LOCATION_NORTH_BG
lda #<spaceship_door_open_n_lzsa
sta location26,Y ; MIST_ROCKET_CLOSE
lda #>spaceship_door_open_n_lzsa
sta location26+1,Y ; MIST_ROCKET_CLOSE
; change to load new level if through
ldy #LOCATION_SPECIAL_FUNC
lda #<(go_to_selena-1)
sta location26,Y ; MIST_ROCKET_CLOSE
lda #>(go_to_selena-1)
sta location26+1,Y ; MIST_ROCKET_CLOSE
jsr change_location
done_ss_door:
rts
;======================
; go to selena
;======================
go_to_selena:
lda #LOAD_SELENA ; Selena
sta WHICH_LOAD
lda #SELENA_INSIDE_SHIP
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #$ff
sta LEVEL_OVER
rts
;======================
; go to generator
;======================
go_to_generator:
lda CURSOR_X
cmp #27
bcs goto_tower
cmp #13
bcs goto_shack
marker_switch:
lda CURSOR_Y
cmp #24
bcc missed_switch
cmp #38
bcs missed_switch
lda #MARKER_GENERATOR
jmp click_marker_switch
missed_switch:
rts
goto_shack:
lda #GEN_GREEN_SHACK
jmp into_generator
goto_tower:
lda #GEN_TOWER1_TRAIL
into_generator:
sta LOCATION
lda #LOAD_GENERATOR ; Selena
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
;=================================
; marker switch compartment stuff
;=================================
draw_white_page:
lda DIRECTION
cmp #DIRECTION_N
bne no_white_page
lda COMPARTMENT_OPEN
beq no_white_page
lda WHITE_PAGE_TAKEN
bne no_white_page
lda #<white_page_sprite
sta INL
lda #>white_page_sprite
sta INH
lda #25
sta XPOS
lda #34
sta YPOS
jsr put_sprite_crop
no_white_page:
rts
grab_white_page:
lda WHITE_PAGE_TAKEN
bne missing_page
jmp take_white_page
missing_page:
rts