mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
947 lines
16 KiB
ArmAsm
947 lines
16 KiB
ArmAsm
; Mist Title
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; loads a HGR version of the title
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; also handles the initial link to mist
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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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mist_start:
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;===================
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; detect model
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;===================
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jsr detect_appleii_model
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;===================
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; machine workarounds
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;===================
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; mostly IIgs
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;===================
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; thanks to 4am who provided this code from Total Replay
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lda ROM_MACHINEID
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cmp #$06
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bne not_a_iigs
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sec
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jsr $FE1F ; check for IIgs
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bcs not_a_iigs
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; gr/text page2 handling broken on early IIgs models
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; this enables the workaround
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jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
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cli ; enable VBL interrupts
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; also set background color to black instead of blue
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lda NEWVIDEO
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and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
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; bit 6 = 0 -> IIgs 128K memory map same as IIe
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; bit 5 = 0 -> IIgs DHGR is color, not mono
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; bits 0-4 unchanged
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sta NEWVIDEO
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lda #$F0
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sta TBCOLOR ; white text on black background
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lda #$00
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sta CLOCKCTL ; black border
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sta CLOCKCTL ; set twice for VidHD
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not_a_iigs:
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;===================
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; print config
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;===================
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; print non-inverse
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jsr set_normal
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lda #<config_string
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sta OUTL
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lda #>config_string
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sta OUTH
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jsr move_and_print
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; print detected model
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lda APPLEII_MODEL
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ora #$80
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sta $7d0+8 ; 23,8
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; if GS print the extra S
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cmp #'G'|$80
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bne not_gs
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lda #'S'|$80
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sta $7d0+9
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not_gs:
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;===================================
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; detect if we have a language card
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; and load sound into it if possible
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;===================================
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lda #0
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sta SOUND_STATUS ; clear out, sound enabled
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jsr detect_language_card
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bcs no_language_card
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yes_language_card:
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; update status
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lda #'6'|$80
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sta $7d0+11 ; 23,11
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lda #'4'|$80
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sta $7d0+12 ; 23,12
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; update sound status
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lda SOUND_STATUS
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ora #SOUND_IN_LC
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sta SOUND_STATUS
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no_language_card:
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;===================================
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; Setup Mockingboard
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;===================================
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PT3_ENABLE_APPLE_IIC = 1
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lda #0
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sta DONE_PLAYING
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sta LOOP
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; detect mockingboard
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jsr mockingboard_detect
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bcc mockingboard_notfound
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mockingboard_found:
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; print detected location
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lda #'S'+$80 ; change NO to slot
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sta $7d0+30
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lda MB_ADDR_H ; $C4 = 4, want $B4 1100 -> 1011
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and #$87
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ora #$30
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sta $7d0+31 ; 23,31
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lda SOUND_STATUS
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ora #SOUND_MOCKINGBOARD
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sta SOUND_STATUS
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;===========================
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; detect SSI-263 too
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;===========================
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detect_ssi:
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lda MB_ADDR_H
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and #$87 ; slot
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jsr detect_ssi263
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lda irq_count
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beq ssi_not_found
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lda #'Y'+$80
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sta $7d0+39 ; 23,39
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lda #SOUND_SSI263
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ora SOUND_STATUS
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sta SOUND_STATUS
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ssi_not_found:
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jsr mockingboard_patch ; patch to work in slots other than 4?
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;=======================
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; Set up 50Hz interrupt
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;========================
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jsr mockingboard_init
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jsr mockingboard_setup_interrupt
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;============================
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; Init the Mockingboard
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;============================
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jsr reset_ay_both
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jsr clear_ay_both
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;==================
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; init song
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;==================
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lda #<cyan_music_compressed
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sta getsrc_smc+1
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lda #>cyan_music_compressed
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sta getsrc_smc+2
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lda #$BA ; decompress to $BA00
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jsr decompress_lzsa2_fast
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jsr pt3_init_song
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jmp done_setup_sound
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mockingboard_notfound:
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done_setup_sound:
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lda APPLEII_MODEL
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cmp #'C'
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beq link_noise_not_yet
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jsr load_linking_noise
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link_noise_not_yet:
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;==========================
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; wait a bit at text title
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;==========================
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lda #40
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jsr wait_a_bit
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;===================
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; init screen
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;===================
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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 HIRES
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bit FULLGR
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;===================
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; setup 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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;===================
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; Load hires graphics
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;===================
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reload_everything:
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lda #<file
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>file
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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;===================================
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; Do Intro Sequence
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;===================================
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; SKIP: broderbund logo (w music)
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; SKIP: cyan logo (with cyan theme)
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; wait a bit at MYST screen
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lda #50
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jsr wait_a_bit
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;===================
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; init screen
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;===================
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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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lda #0
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sta DRAW_PAGE
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;===================================
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; Cyan Logo
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;===================================
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; missing most of the animation
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; also missing (good) music
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; play music if mockingboard
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq cyan_title_nomb
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cyan_title_mb:
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cli
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; First
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ldx #<cyan1_lzsa
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ldy #>cyan1_lzsa
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lda #$20
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jsr draw_and_wait
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; Second
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ldx #<cyan2_lzsa
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ldy #>cyan2_lzsa
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lda #$FF
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jsr draw_and_wait
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; Third
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ldx #<cyan3_lzsa
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ldy #>cyan3_lzsa
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lda #$FE
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jsr draw_and_wait
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jsr mockingboard_disable_interrupt ; disable music
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jsr clear_ay_both
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jmp cyan_title_done
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cyan_title_nomb:
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; First
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ldx #<cyan1_lzsa
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ldy #>cyan1_lzsa
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lda #5
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jsr draw_and_wait
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; Second
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ldx #<cyan2_lzsa
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ldy #>cyan2_lzsa
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lda #5
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jsr draw_and_wait
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; Third
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ldx #<cyan3_lzsa
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ldy #>cyan3_lzsa
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lda #30
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jsr draw_and_wait
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cyan_title_done:
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;===================================
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; M Y S T letters
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;===================================
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; missing the dramatic music
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; they should spin in, and letters are made of fire
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; M
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ldx #<m_title_m_lzsa
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ldy #>m_title_m_lzsa
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lda #4
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jsr draw_and_wait
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; Y
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ldx #<m_title_y_lzsa
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ldy #>m_title_y_lzsa
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lda #4
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jsr draw_and_wait
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; S
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ldx #<m_title_s_lzsa
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ldy #>m_title_s_lzsa
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lda #4
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jsr draw_and_wait
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; T
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ldx #<m_title_t_lzsa
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ldy #>m_title_t_lzsa
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lda #25
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jsr draw_and_wait
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;===================================
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; FISSURE: I realized the moment...
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;===================================
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; touch linking book as fissure pulses
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bit TEXTGR ; split text/gr
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fissure_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq fissure_no_speech
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lda ssi263_slot
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jsr ssi263_speech_init
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lda #<myst_fissure
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sta SPEECH_PTRL
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lda #>myst_fissure
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sta SPEECH_PTRH
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jsr ssi263_speak
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fissure_no_speech:
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ldx #<fissure_lzsa
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ldy #>fissure_lzsa
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lda #150
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jsr draw_and_wait
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;===================================
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; FISSURE_BOOK_SMALL: starry expanse...
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;===================================
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starry_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq starry_no_speech
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lda #<myst_starry
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sta SPEECH_PTRL
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lda #>myst_starry
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sta SPEECH_PTRH
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jsr ssi263_speak
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starry_no_speech:
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ldx #<fissure_book_small_lzsa
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ldy #>fissure_book_small_lzsa
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lda #115
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jsr draw_and_wait
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;===================================
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; FISSURE_BOOK_BIG: I have tried to speculate...
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;===================================
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speculate_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq speculate_no_speech
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lda #<myst_speculate
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sta SPEECH_PTRL
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lda #>myst_speculate
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sta SPEECH_PTRH
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jsr ssi263_speak
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speculate_no_speech:
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ldx #<fissure_book_big_lzsa
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ldy #>fissure_book_big_lzsa
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lda #150
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jsr draw_and_wait
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;===================================
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; FALLING_LEFT: Still, the question...
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;===================================
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unsettling_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq unsettling_no_speech
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lda #<myst_unsettling
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sta SPEECH_PTRL
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lda #>myst_unsettling
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sta SPEECH_PTRH
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jsr ssi263_speak
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unsettling_no_speech:
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ldx #<falling_left_lzsa
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ldy #>falling_left_lzsa
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lda #128
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jsr draw_and_wait
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;===================================
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; FALLING_RIGHT: I know my aprehensions...
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;===================================
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allayed_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq allayed_no_speech
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lda #<myst_allayed
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sta SPEECH_PTRL
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lda #>myst_allayed
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sta SPEECH_PTRH
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jsr ssi263_speak
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allayed_no_speech:
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ldx #<falling_right_lzsa
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ldy #>falling_right_lzsa
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lda #143
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jsr draw_and_wait
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;===================================
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; BOOK_AIR : The ending...
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;===================================
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written_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq written_no_speech
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lda #<myst_written
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sta SPEECH_PTRL
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lda #>myst_written
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sta SPEECH_PTRH
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jsr ssi263_speak
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written_no_speech:
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ldx #<book_air_lzsa
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ldy #>book_air_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_SPARKS : has not yet...
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;===================================
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ldx #<book_sparks_lzsa
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ldy #>book_sparks_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_GLOW : been written...
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;===================================
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ldx #<book_glow_lzsa
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ldy #>book_glow_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_GROUND :
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;===================================
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ldx #<book_ground_lzsa
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ldy #>book_ground_lzsa
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lda #50
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jsr draw_and_wait
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;================================
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; shut off speech if still going
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;================================
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq no_not_speeking
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jsr ssi263_speech_shutdown
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no_not_speeking:
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done_intro:
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; restore to full screen (no text)
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bit FULLGR
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bit LORES
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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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lda #0
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sta LEVEL_OVER
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;============================
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; init vars
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jsr init_state
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;============================
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; set up initial location
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lda #TITLE_BOOK_GROUND
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sta LOCATION ; start at first room
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lda #DIRECTION_N
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sta DIRECTION
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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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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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; handle animated linking book
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lda LOCATION
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cmp #TITLE_BOOK_OPEN
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bne nothing_special
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lda ANIMATE_FRAME
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cmp #32 ; if done animating, skip
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bcs nothing_special
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animate_ocean:
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cmp #26
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bcs animate_actual
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and #1
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beq even_ocean
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odd_ocean:
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lda #<dock_animate_sprite1
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sta INL
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lda #>dock_animate_sprite1
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jmp draw_animation
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even_ocean:
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lda #<dock_animate_sprite2
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sta INL
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lda #>dock_animate_sprite2
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jmp draw_animation
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animate_actual:
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sec
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sbc #26
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asl
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tay
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; slow down animation
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lda #$3f
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sta if_smc+1
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lda dock_animation_sprites,Y
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sta INL
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lda dock_animation_sprites+1,Y
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draw_animation:
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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|
inc_frame:
|
|
lda FRAMEL
|
|
if_smc:
|
|
and #$f
|
|
bne done_inc_frame
|
|
|
|
inc ANIMATE_FRAME
|
|
|
|
done_inc_frame:
|
|
|
|
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
|
|
|
|
|
|
;==========================
|
|
; includes
|
|
;==========================
|
|
|
|
|
|
.include "init_state.s"
|
|
|
|
.include "graphics_title/title_graphics.inc"
|
|
|
|
.include "lc_detect.s"
|
|
|
|
; puzzles
|
|
|
|
; linking books
|
|
|
|
.include "link_book_mist_dock.s"
|
|
|
|
.include "common_sprites.inc"
|
|
|
|
.include "leveldata_title.inc"
|
|
|
|
|
|
; pt3 player
|
|
.include "pt3_lib_detect_model.s"
|
|
.include "pt3_lib_core.s"
|
|
.include "pt3_lib_init.s"
|
|
.include "pt3_lib_mockingboard_setup.s"
|
|
.include "interrupt_handler.s"
|
|
.include "pt3_lib_mockingboard_detect.s"
|
|
|
|
; ssi-263 code
|
|
.include "ssi263.inc"
|
|
.include "ssi263_simple_speech.s"
|
|
.include "ssi263_detect.s"
|
|
.include "title_speech.s"
|
|
|
|
|
|
|
|
.include "wait_a_bit.s"
|
|
|
|
|
|
file:
|
|
.incbin "graphics_title_hgr/mist_title.lzsa"
|
|
|
|
linking_noise_compressed:
|
|
.incbin "audio/link_noise.btc.lzsa"
|
|
|
|
|
|
;====================================
|
|
; draw a screen and wait
|
|
;====================================
|
|
; X = low of lzsa
|
|
; Y = high of lzsa
|
|
; A = pause delay
|
|
|
|
draw_and_wait:
|
|
pha
|
|
stx getsrc_smc+1
|
|
sty getsrc_smc+2
|
|
lda #$c ; load to page $c00
|
|
jsr decompress_lzsa2_fast
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
jsr page_flip
|
|
pla
|
|
jsr wait_a_bit
|
|
rts
|
|
|
|
|
|
get_mist_book:
|
|
|
|
; play music if mockingboard
|
|
|
|
lda SOUND_STATUS
|
|
and #SOUND_MOCKINGBOARD
|
|
beq skip_start_music
|
|
|
|
lda #$00
|
|
sta DONE_PLAYING
|
|
|
|
lda #<theme_music_compressed
|
|
sta getsrc_smc+1
|
|
lda #>theme_music_compressed
|
|
sta getsrc_smc+2
|
|
|
|
lda #$BA ; decompress to $BA00
|
|
|
|
jsr decompress_lzsa2_fast
|
|
|
|
; re-enable interrupts as SSI code probably broke things
|
|
|
|
jsr mockingboard_init
|
|
jsr reset_ay_both
|
|
|
|
; jsr mockingboard_setup_interrupt
|
|
|
|
; to make it work on IIc?
|
|
jsr done_iic_hack
|
|
|
|
jsr pt3_init_song
|
|
|
|
cli
|
|
skip_start_music:
|
|
|
|
lda #TITLE_BOOK_CLOSED
|
|
sta LOCATION
|
|
jmp change_location
|
|
|
|
|
|
;PT3_LOC = theme_music
|
|
;
|
|
;.align $100
|
|
;theme_music:
|
|
;.incbin "audio/theme.pt3"
|
|
|
|
|
|
PT3_LOC = $BA00
|
|
|
|
cyan_music_compressed:
|
|
.incbin "audio/cyan.pt3.lzsa"
|
|
theme_music_compressed:
|
|
.incbin "audio/theme.pt3.lzsa"
|
|
|
|
.if 0
|
|
|
|
|
|
; click on book, plays theme
|
|
|
|
|
|
|
|
|
|
|
|
; FISSURE: I realized the momemnt
|
|
|
|
; 1 2 3
|
|
; 0123456789012345678901234567890123456789
|
|
.byte " I REALIZED, THE MOMENT I FELL INTO THE"
|
|
.byte " FISSURE, THAT THE BOOK WOULD NOT BE"
|
|
.byte " DESTROYED AS I HAD PLANNED."
|
|
|
|
; FISSURE_BOOK: _starry expanse (book tiny)
|
|
|
|
; 0123456789012345678901234567890123456789
|
|
.byte " IT CONTINUED FALLING INTO THAT STARRY"
|
|
.byte " EXPANSE OF WHICH I HAD ONLY A"
|
|
.byte " FLEETING GLIMPSE."
|
|
|
|
; FALLING_BOOK: (book big) falling by starscape (I have tried to speculate)
|
|
|
|
; 0123456789012345678901234567890123456789
|
|
.byte "I HAVE TRIED TO SPECULATE WHERE IT MIGHT"
|
|
.byte " HAVE LANDED, BUT I MUST ADMIT,"
|
|
.byte " HOWEVER-- SUCH CONJECTURE IS FUTILE."
|
|
|
|
; FALLING_LEFT (still, the question) /(left)
|
|
; 0123456789012345678901234567890123456789
|
|
.byte " STILL, THE QUESTION ABOUT WHOSE HANDS"
|
|
.byte " MIGHT SOMEDAY HOLD MY MYST BOOK ARE"
|
|
.byte " UNSETTLING TO ME."
|
|
|
|
; FALLING_RIGHT I know my aprehensions (right)
|
|
; 0123456789012345678901234567890123456789
|
|
.byte " I KNOW THAT MY APPREHENSIONS MIGHT"
|
|
.byte " NEVER BE ALLAYED, AND SO I CLOSE,"
|
|
.byte " REALIZING THAT PERHAPS,"
|
|
|
|
; BOOK_GROUND the ending has not yet been written (falls, blue sparks)
|
|
; 0123456789012345678901234567890123456789
|
|
.byte " THE ENDING HAS NOT YET BEEN WRITTEN"
|
|
|
|
.endif
|
|
|
|
config_string:
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 0,23,"APPLE II?, 48K, MOCKINGBOARD: NO, SSI: N",0
|
|
; MOCKINGBOARD: NONE
|
|
|
|
|
|
; set normal text
|
|
set_normal:
|
|
lda #$80
|
|
sta ps_smc1+1
|
|
|
|
lda #09 ; ora
|
|
sta ps_smc1
|
|
|
|
rts
|
|
|
|
; restore inverse text
|
|
set_inverse:
|
|
lda #$29
|
|
sta ps_smc1
|
|
lda #$3f
|
|
sta ps_smc1+1
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
|
load_linking_noise:
|
|
; load sound effect into language card
|
|
; do this late as IIc mockingboard support messes with language card
|
|
|
|
; update sound status
|
|
lda SOUND_STATUS
|
|
and #SOUND_IN_LC
|
|
beq skip_load_linking_noise
|
|
|
|
; load sounds into LC
|
|
|
|
; read ram, write ram, use $d000 bank1
|
|
bit $C08B
|
|
bit $C08B
|
|
|
|
lda #<linking_noise_compressed
|
|
sta getsrc_smc+1
|
|
lda #>linking_noise_compressed
|
|
sta getsrc_smc+2
|
|
|
|
lda #$D0 ; decompress to $D000
|
|
|
|
jsr decompress_lzsa2_fast
|
|
|
|
; read rom, nowrite, use $d000 bank1
|
|
bit $C08A
|
|
|
|
skip_load_linking_noise:
|
|
rts
|