mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
841 lines
14 KiB
ArmAsm
841 lines
14 KiB
ArmAsm
; Ootw Checkpoint2 -- Using the elevator
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ootw_elevator:
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;===========================
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; Enable graphics
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; bit LORES
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; bit SET_GR
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; bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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; lda #0
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; sta DRAW_PAGE
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; lda #1
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; sta DISP_PAGE
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;===========================
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; load dome for later
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lda #>(dome_rle)
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sta GBASH
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lda #<(dome_rle)
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sta GBASL
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lda #$10 ; load to page $1000
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jsr load_rle_gr
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;==============================
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; setup physicist
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lda #16
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sta PHYSICIST_Y
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;==============================
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; setup per-room variables
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check_elevator7:
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lda WHICH_JAIL
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cmp #7
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bne check_elevator8
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elevator7:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #3
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sta eel_smc+1
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; set up exit
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lda #10
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sta going_up_smc+1
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; set down exit
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lda #8
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sta going_down_smc+1
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lda #48
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sta ELEVATOR_OFFSET
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jmp elevator_setup_done
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check_elevator8:
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cmp #8
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bne check_elevator9
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elevator8:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #4
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sta eel_smc+1
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; set up exit
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lda #7
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sta going_up_smc+1
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; set down exit
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lda #9
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sta going_down_smc+1
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lda #96
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sta ELEVATOR_OFFSET
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jmp elevator_setup_done
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check_elevator9:
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cmp #9
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bne elevator10
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elevator9:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #6
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sta eel_smc+1
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; set up exit
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lda #8
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sta going_up_smc+1
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; no down exit
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lda #144
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sta ELEVATOR_OFFSET
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jmp elevator_setup_done
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; The dome
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elevator10:
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lda #(4+128)
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sta LEFT_LIMIT
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lda #(30+128)
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sta RIGHT_LIMIT
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; set up exit
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; no up exit
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; set down exit
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lda #7
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sta going_down_smc+1
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lda #0
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sta ELEVATOR_OFFSET
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; fallthrough
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elevator_setup_done:
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;=============================
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; load background image
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jsr elevator_load_background
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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; jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAIT
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;============================
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; Elevator Loop
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;============================
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elevator_loop:
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lda #0
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sta GAME_OVER
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;================================
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; draw elevator
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lda #16
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sta XPOS
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lda #32
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sta YPOS
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lda FRAMEL
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and #$10
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bne elevator_anim2
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lda #<elevator_sprite1
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sta INL
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lda #>elevator_sprite1
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sta INH
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jmp draw_elevator
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elevator_anim2:
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lda #<elevator_sprite2
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sta INL
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lda #>elevator_sprite2
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sta INH
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draw_elevator:
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jsr put_sprite_crop
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;================
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; draw foreground
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne elevator_frame_no_oflo
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inc FRAMEH
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elevator_frame_no_oflo:
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;==========================
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; handle elevator
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;==========================
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lda PHYSICIST_X
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cmp #16
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bcc not_on_elevator ; blt
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cmp #23
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bcs not_on_elevator ; bge
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lda #1
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bne update_elevator ; bra
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not_on_elevator:
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lda #0
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update_elevator:
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sta ON_ELEVATOR
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;==========================
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; handle elevating
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;==========================
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lda PHYSICIST_STATE
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elevator_check_up:
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cmp #P_ELEVATING_UP
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bne elevator_check_down
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going_up:
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jsr move_elevator
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going_up_smc:
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lda #7
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sta WHICH_JAIL
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jmp done_elevator
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elevator_check_down:
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cmp #P_ELEVATING_DOWN
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bne going_nowhere
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going_down:
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jsr move_elevator
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going_down_smc:
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lda #4
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sta WHICH_JAIL
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jmp done_elevator
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going_nowhere:
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;==================================
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; see if we should play city movie
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;==================================
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lda WHICH_JAIL
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cmp #10
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bne no_city_movie
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lda PHYSICIST_X
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cmp #28
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bne no_city_movie
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lda CITY_MOVIE_SEEN
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bne no_city_movie
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jsr play_city_movie
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lda #1
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sta CITY_MOVIE_SEEN
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lda #0
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sta PHYSICIST_STATE
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no_city_movie:
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;==========================
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; check if done this room
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;==========================
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lda GAME_OVER
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beq still_in_elevator
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cmp #$ff ; if $ff, we died
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beq done_elevator
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;===============================
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; check if exited room to right
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cmp #1
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beq elevator_exit_left
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; exit to right ???
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; it's never possible to exit right from an elevator screen
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elevator_exit_right:
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jmp still_in_elevator
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elevator_exit_left:
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lda #37
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sta PHYSICIST_X
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eel_smc:
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lda #0
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sta WHICH_CAVE
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jmp done_elevator
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; loop forever
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still_in_elevator:
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jmp elevator_loop
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done_elevator:
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rts
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;===============================
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; load proper background to $c00
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;===============================
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elevator_load_background:
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lda ELEVATOR_OFFSET
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cmp #24
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bcs elevator_bg_no_dome ; bge
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; dome, dome on the range
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; loaded the dome at entry to level, rather than every cycle
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lda ELEVATOR_OFFSET
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tay
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jsr gr_copy_to_offset
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rts
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elevator_bg_no_dome:
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ldy #0
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elevator_background_loop:
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; self modify line we're on
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lda gr_offsets_l,Y
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sta line0_left_loop+1
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sta line0_center_loop+1
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sta line0_right_loop+1
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lda gr_offsets_h,Y
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clc
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adc #$8
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sta line0_left_loop+2
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sta line0_center_loop+2
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sta line0_right_loop+2
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sty TEMP
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; calculate framebuffer offset
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tya
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clc
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adc ELEVATOR_OFFSET
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sec
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sbc #24
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tay
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; draw left part
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lda elevator_fb,Y
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and #$f0
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beq elevator_right_none
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lda #$88
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elevator_right_none:
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ldx #0
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line0_left_loop:
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sta $c00,X
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inx
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cpx #17
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bne line0_left_loop
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; draw center part
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lda elevator_fb,Y
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and #$0f
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beq line0_center_loop
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lda #$88
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line0_center_loop:
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sta $c00,X
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inx
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cpx #25
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bne line0_center_loop
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lda #$88
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line0_right_loop:
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sta $c00,X
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inx
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cpx #40
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bne line0_right_loop
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ldy TEMP
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iny
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cpy #24
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bne elevator_background_loop
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rts
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elevator_fb:
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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; /----------------\
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.byte $80 ; ######## ######## 0 (24)
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ;+######## ########
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.byte $80 ; ######## ######## ; 24 (48) (Room4)
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ;+######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ;+######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ;+######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ;+######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $80 ; ######## ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $00 ; ########
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.byte $80 ; ######## ########
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.byte $88 ; ####################
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.byte $88 ; ####################
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.byte $88 ; ####################
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.byte $88 ; ####################
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.byte $88 ; ####################
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.byte $88 ; ####################
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.byte $88 ;+####################
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;===================================
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; play city movie
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;===================================
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play_city_movie:
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ldy #0
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city_loop:
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; load background
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lda city_frames+1,Y
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sta GBASH
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lda city_frames,Y
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sta GBASL
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tya
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pha
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lda #$c
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jsr load_rle_gr
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jsr gr_copy_to_current
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jsr page_flip
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ldx #2
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city_long_delay:
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lda #250
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jsr WAIT
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dex
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bne city_long_delay
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pla
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tay
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iny
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iny
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cpy #36
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bne city_loop
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city_end:
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jsr elevator_load_background
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rts
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city_frames:
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.word city01_rle ; 0
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.word city02_rle ; 1
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.word city03_rle ; 2
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.word city04_rle ; 3
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.word city05_rle ; 4
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.word city06_rle ; 5
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.word city07_rle ; 6
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.word city08_rle ; 7
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.word city09_rle ; 8
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.word city10_rle ; 9
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.word city11_rle ; 10
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.word city12_rle ; 11
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.word city13_rle ; 12
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.word city14_rle ; 13
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.word city14_rle ; 14
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.word city14_rle ; 15
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.word city14_rle ; 16
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.word city14_rle ; 17
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|
|
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;====================================
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; run the elevator ride
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;====================================
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move_elevator:
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lda PHYSICIST_STATE
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cmp #P_ELEVATING_UP
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bne move_elevator_down
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|
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move_elevator_up:
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lda WHICH_JAIL
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cmp #10 ; if top floor, no up
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beq elevator_all_done
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lda ELEVATOR_OFFSET
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sec
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sbc #48
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sta elevator_end_smc+1
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|
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lda #$C6 ; dec
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sta elevator_direction_smc
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|
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jmp move_elevator_loop
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|
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move_elevator_down:
|
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lda WHICH_JAIL
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cmp #9 ; if bottom floor, no down
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beq elevator_all_done
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|
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lda ELEVATOR_OFFSET
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clc
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adc #48
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sta elevator_end_smc+1
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|
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lda #$E6 ; inc
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sta elevator_direction_smc
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move_elevator_loop:
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lda #0
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sta PHYSICIST_STATE
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|
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elevator_direction_smc:
|
|
inc ELEVATOR_OFFSET ; E6=inc, C6=DEC
|
|
|
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jsr elevator_load_background
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|
|
|
jsr gr_copy_to_current
|
|
|
|
|
|
;===============
|
|
; draw physicist
|
|
|
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jsr draw_physicist
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|
|
|
;===============
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; increment frame count
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|
|
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inc FRAMEL
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bne elevator_moving_frame_no_oflo
|
|
inc FRAMEH
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|
elevator_moving_frame_no_oflo:
|
|
|
|
|
|
;================================
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; draw elevator moving
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|
|
|
lda #16
|
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sta XPOS
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|
lda #32
|
|
sta YPOS
|
|
|
|
lda FRAMEL
|
|
lsr
|
|
; lsr
|
|
and #$6
|
|
tay
|
|
|
|
lda elevator_moving_sprites,Y
|
|
sta INL
|
|
lda elevator_moving_sprites+1,Y
|
|
sta INH
|
|
jsr put_sprite_crop
|
|
|
|
;========================
|
|
; flip pages
|
|
|
|
jsr page_flip
|
|
|
|
lda ELEVATOR_OFFSET
|
|
elevator_end_smc:
|
|
cmp #$ff
|
|
bne move_elevator_loop
|
|
|
|
elevator_all_done:
|
|
lda #0
|
|
sta PHYSICIST_STATE
|
|
|
|
rts
|
|
|
|
|
|
|
|
elevator_sprite1:
|
|
.byte 10,1
|
|
.byte $5A,$25,$25,$25,$25,$25,$25,$25,$25,$A5
|
|
|
|
elevator_sprite2:
|
|
.byte 10,1
|
|
.byte $A5,$25,$25,$25,$25,$25,$25,$25,$25,$5A
|
|
|
|
|
|
; low/high nothing
|
|
; high/low xBxxxxxx
|
|
; low/high xxBBBxxx
|
|
; high low xxxxxxBx
|
|
|
|
elevator_moving_sprites:
|
|
.word elevator_moving_sprite0
|
|
.word elevator_moving_sprite1
|
|
.word elevator_moving_sprite2
|
|
.word elevator_moving_sprite3
|
|
|
|
|
|
elevator_moving_sprite0:
|
|
.byte 10,1
|
|
.byte $5A,$25,$25,$25,$25,$25,$25,$25,$25,$A5
|
|
|
|
elevator_moving_sprite1:
|
|
.byte 10,1
|
|
.byte $A5,$25,$75,$25,$25,$25,$25,$25,$25,$5A
|
|
|
|
elevator_moving_sprite2:
|
|
.byte 10,1
|
|
.byte $5A,$25,$25,$75,$75,$75,$25,$25,$25,$A5
|
|
|
|
elevator_moving_sprite3:
|
|
.byte 10,1
|
|
.byte $A5,$25,$25,$25,$25,$25,$25,$75,$25,$5A
|
|
|
|
|
|
|
|
|