mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-30 07:30:04 +00:00
830 lines
12 KiB
ArmAsm
830 lines
12 KiB
ArmAsm
; Sluggy Freelance
|
|
|
|
|
|
; slug behavior from game:
|
|
; cavern1: three slugs (2 on ceiling)
|
|
; cavern2: four slugs (1 on ceiling) but 3 more will respawn on ceiling
|
|
; as you kill them
|
|
; so 7 total to track
|
|
|
|
; Crawl forward. When close, attack.
|
|
; Ceiling: crawl until within X of physicist
|
|
; then swing a few times and fall
|
|
; face toward physicist when start crawling
|
|
; Attacks: only attack if on ground and physicist is on ground
|
|
; will attempt to attack if you jump over
|
|
; Off edge of screen: will disappear but will respawn if leave/re-enter
|
|
; Fall from ceiling when get too close, also earthquakes?
|
|
; algorithm unclear
|
|
|
|
;==================================
|
|
; draw slugs
|
|
;==================================
|
|
|
|
NUM_SLUGS = 7
|
|
|
|
; 1 is out, 2 is respawn?
|
|
slugg_out:
|
|
slugg0_out: .byte 1 ; 0
|
|
slugg1_out: .byte 1 ; 0
|
|
slugg2_out: .byte 1 ; 0
|
|
|
|
slugg3_out: .byte 1 ; 0
|
|
slugg4_out: .byte 1 ; 0
|
|
slugg5_out: .byte 1 ; 0
|
|
slugg6_out: .byte 1 ; 0
|
|
|
|
slugg_attack:
|
|
slugg0_attack: .byte 0 ; 1
|
|
slugg1_attack: .byte 0
|
|
slugg2_attack: .byte 0
|
|
slugg3_attack: .byte 0 ; 1
|
|
slugg4_attack: .byte 0
|
|
slugg5_attack: .byte 0
|
|
slugg6_attack: .byte 0
|
|
|
|
slugg_dying:
|
|
slugg0_dying: .byte 0 ; 2
|
|
slugg1_dying: .byte 0
|
|
slugg2_dying: .byte 0
|
|
slugg3_dying: .byte 0 ; 2
|
|
slugg4_dying: .byte 0
|
|
slugg5_dying: .byte 0
|
|
slugg6_dying: .byte 0
|
|
|
|
slugg_x:
|
|
slugg0_x: .byte 30 ; 3
|
|
slugg1_x: .byte 30
|
|
slugg2_x: .byte 30
|
|
slugg3_x: .byte 30 ; 3
|
|
slugg4_x: .byte 30
|
|
slugg5_x: .byte 30
|
|
slugg6_x: .byte 30
|
|
|
|
slugg_y:
|
|
slugg0_y: .byte 30 ; 4
|
|
slugg1_y: .byte 30
|
|
slugg2_y: .byte 2
|
|
slugg3_y: .byte 30 ; 4
|
|
slugg4_y: .byte 30
|
|
slugg5_y: .byte 30
|
|
slugg6_y: .byte 2
|
|
|
|
slugg_dir:
|
|
slugg0_dir: .byte $ff ; 5
|
|
slugg1_dir: .byte $ff
|
|
slugg2_dir: .byte $ff
|
|
slugg3_dir: .byte $ff ; 5
|
|
slugg4_dir: .byte $ff
|
|
slugg5_dir: .byte $ff
|
|
slugg6_dir: .byte $ff
|
|
|
|
slugg_gait:
|
|
slugg0_gait: .byte 0 ; 6
|
|
slugg1_gait: .byte 0
|
|
slugg2_gait: .byte 0
|
|
slugg3_gait: .byte 0 ; 6
|
|
slugg4_gait: .byte 0
|
|
slugg5_gait: .byte 0
|
|
slugg6_gait: .byte 0
|
|
|
|
slugg_falling:
|
|
slugg0_falling: .byte 0 ; 7
|
|
slugg1_falling: .byte 0
|
|
slugg2_falling: .byte 0
|
|
slugg3_falling: .byte 0 ; 7
|
|
slugg4_falling: .byte 0
|
|
slugg5_falling: .byte 0
|
|
slugg6_falling: .byte 0
|
|
|
|
|
|
|
|
;========================
|
|
; Init the slug creatures
|
|
;========================
|
|
|
|
init_slugs:
|
|
|
|
; outside loop, init ceiling-ness
|
|
|
|
; ground slugs
|
|
lda #30
|
|
sta slugg0_y
|
|
sta slugg3_y
|
|
sta slugg4_y
|
|
sta slugg5_y
|
|
|
|
; ceiling slugs
|
|
lda #2
|
|
sta slugg1_y
|
|
sta slugg2_y
|
|
sta slugg6_y
|
|
|
|
ldx #0
|
|
init_slug_loop:
|
|
|
|
; Mark slug as out and alive
|
|
; if slugs 4,5,6 then get 2 for respawn
|
|
|
|
lda #1
|
|
cpx #4
|
|
bcc regular_slug ; blt
|
|
lda #2
|
|
regular_slug:
|
|
sta slugg_out,X
|
|
|
|
; Put 1st slug on floor, rest on ceiling
|
|
|
|
; Mark slug as not attacking, dying, or falling
|
|
|
|
lda #0
|
|
sta slugg_attack,X
|
|
sta slugg_dying,X
|
|
sta slugg_falling,X
|
|
|
|
; Point the slug in the correct direction (left in this case)
|
|
|
|
lda #$ff
|
|
sta slugg_dir,X
|
|
|
|
; pick X
|
|
|
|
jsr init_slug_x
|
|
|
|
|
|
; Make the slug movement random so they don't all move in sync
|
|
|
|
jsr random16
|
|
lda SEEDL
|
|
sta slugg_gait,X
|
|
|
|
; incrememnt struct pointer until all are initialized
|
|
|
|
inx
|
|
cpx #NUM_SLUGS
|
|
|
|
bne init_slug_loop
|
|
|
|
; FIXME: originally forced some spacing between them
|
|
|
|
rts
|
|
|
|
init_slug_x:
|
|
; Randomly pick an X value to appear at
|
|
|
|
jsr random16
|
|
lda SEEDL
|
|
and #$1f
|
|
clc
|
|
adc #8 ; appear from x = 8..32
|
|
|
|
cmp #32
|
|
bcc slugx_not_too_high ; blt
|
|
lsr ; div by two if too large
|
|
slugx_not_too_high:
|
|
sta slugg_x,X
|
|
|
|
rts
|
|
|
|
|
|
|
|
;========================
|
|
; Refresh slugs
|
|
;========================
|
|
; call when re-enter room
|
|
; any falling slugs put on ground
|
|
; any off-screen slugs, respawn
|
|
refresh_slugs:
|
|
|
|
ldx #0
|
|
refresh_slug_loop:
|
|
|
|
; put falling slugs on ground
|
|
lda #0
|
|
sta slugg_falling,X
|
|
|
|
lda slugg_y,X
|
|
cmp #2
|
|
beq refresh_y_ok
|
|
|
|
lda #30
|
|
sta slugg_y,X
|
|
|
|
refresh_y_ok:
|
|
|
|
; if X out of range, redo
|
|
|
|
lda slugg_x,X
|
|
bmi refresh_x
|
|
cmp #38
|
|
bcs refresh_x
|
|
|
|
jmp refresh_x_fine
|
|
refresh_x:
|
|
jsr init_slug_x
|
|
|
|
refresh_x_fine:
|
|
|
|
; should also do something about attack/destroy
|
|
; but that only an issue if they leave the room
|
|
; really suddenly somehow
|
|
|
|
inx
|
|
cpx #NUM_SLUGS
|
|
bne refresh_slug_loop
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
|
;========================
|
|
;========================
|
|
; Draw the slug creatures
|
|
;========================
|
|
;========================
|
|
|
|
draw_slugs:
|
|
|
|
ds_smc1:
|
|
ldx #0 ; loop through all. self-modify
|
|
stx WHICH_SLUG
|
|
draw_slugs_loop:
|
|
ldx WHICH_SLUG
|
|
lda slugg_out,X
|
|
bne check_kicked ; don't draw if not there
|
|
jmp slug_done
|
|
|
|
check_kicked:
|
|
lda slugg_dying,X ; only kick if alive
|
|
bne check_attack
|
|
|
|
lda slugg_y,X ; only kick if on ground
|
|
cmp #30
|
|
bne check_attack
|
|
|
|
;==================
|
|
; see if kicked
|
|
|
|
lda PHYSICIST_STATE
|
|
cmp #P_KICKING
|
|
beq were_kicking
|
|
cmp #P_CROUCH_KICKING
|
|
bne check_attack
|
|
|
|
were_kicking:
|
|
lda PHYSICIST_X
|
|
sec
|
|
sbc slugg_x,X ; -4 to +4
|
|
clc
|
|
adc #4
|
|
and #$f8
|
|
bne not_kicked
|
|
kicked:
|
|
; lda #2
|
|
; sta slugg_out,X
|
|
lda #10
|
|
sta slugg_dying,X
|
|
lda DIRECTION
|
|
sta slugg_dir,X
|
|
|
|
not_kicked:
|
|
|
|
check_attack:
|
|
;==================
|
|
; see if attack
|
|
|
|
lda slugg_out,X ; only attack if out
|
|
beq no_attack
|
|
|
|
lda slugg_y,X ; only attack if on ground
|
|
cmp #30
|
|
bne no_attack
|
|
|
|
lda slugg_dying,X ; only attack if not exploding
|
|
bne no_attack
|
|
|
|
lda slugg_falling,X ; only attack if not falling
|
|
bne no_attack
|
|
|
|
; lda PHYSICIST_Y ; only attack if physicist on ground
|
|
; cmp #22
|
|
; bne no_attack
|
|
|
|
lda PHYSICIST_STATE ; don't attack if jumping
|
|
cmp #P_JUMPING
|
|
beq no_attack
|
|
cmp #P_JUMPING|STATE_RUNNING
|
|
beq no_attack
|
|
|
|
lda PHYSICIST_X
|
|
sec
|
|
sbc slugg_x,X ; -2 to +2
|
|
clc
|
|
adc #2
|
|
and #$fc
|
|
bne no_attack
|
|
attack:
|
|
|
|
;=================
|
|
; start an attack
|
|
|
|
lda #1
|
|
sta slugg_attack,X
|
|
|
|
lda PHYSICIST_STATE ; don't re-attack if already dead
|
|
cmp #P_COLLAPSING
|
|
beq no_attack
|
|
|
|
lda #P_COLLAPSING ; start collapsing
|
|
sta PHYSICIST_STATE
|
|
lda #0
|
|
sta GAIT
|
|
|
|
stx WHICH_SLUG
|
|
jsr slug_cutscene
|
|
ldx WHICH_SLUG
|
|
|
|
no_attack:
|
|
|
|
;====================
|
|
; see if should fall
|
|
|
|
lda slugg_y,X ; first see if on ceiling
|
|
cmp #30
|
|
beq no_falling
|
|
|
|
lda slugg_falling,X
|
|
bne no_falling
|
|
|
|
lda slugg_x,X ; see if near physicist
|
|
sec
|
|
sbc PHYSICIST_X
|
|
clc
|
|
adc #8 ; fall if within 8 of physicist
|
|
cmp #16
|
|
bcs no_falling ; bge
|
|
|
|
lda #1
|
|
sta slugg_falling,X
|
|
|
|
lda #0
|
|
sta slugg_gait,X
|
|
|
|
no_falling:
|
|
|
|
inc slugg_gait,X ; increment slug gait counter
|
|
|
|
lda slugg_gait,X ; only move every 64 frames
|
|
and #$3f
|
|
cmp #$00
|
|
bne slug_no_move
|
|
|
|
lda slugg_falling,X ; don't move X if falling
|
|
bne slug_no_move ; move Y instead in some cases
|
|
|
|
slug_move:
|
|
lda slugg_x,X
|
|
clc
|
|
adc slugg_dir,X
|
|
sta slugg_x,X
|
|
;
|
|
; we let slugs go off the end, we catch it on room re-init
|
|
; though in theory if we wait long enough the slug will wrap
|
|
|
|
;slug_check_right:
|
|
; cmp #39
|
|
; bne slug_check_left
|
|
; jmp remove_slug
|
|
|
|
;slug_check_left:
|
|
; cmp #0
|
|
; bne slug_no_move
|
|
; jmp remove_slug
|
|
|
|
slug_no_move:
|
|
|
|
|
|
;===============================
|
|
;===============================
|
|
; DRAW SLUG
|
|
;===============================
|
|
;===============================
|
|
|
|
;==============
|
|
; if exploding
|
|
;==============
|
|
|
|
lda slugg_dying,X
|
|
beq check_draw_falling
|
|
slug_exploding:
|
|
stx WHICH_SLUG
|
|
tax ; urgh can't forget tax
|
|
lda slug_die_progression,X
|
|
sta INL
|
|
lda slug_die_progression+1,X
|
|
sta INH
|
|
ldx WHICH_SLUG
|
|
|
|
bit SPEAKER
|
|
|
|
lda FRAMEL
|
|
and #$f
|
|
bne no_progress
|
|
|
|
bit SPEAKER
|
|
|
|
dec slugg_dying,X
|
|
dec slugg_dying,X
|
|
bne no_progress
|
|
jmp remove_slug
|
|
|
|
no_progress:
|
|
|
|
jmp slug_selected
|
|
|
|
|
|
;===============
|
|
; if falling
|
|
;===============
|
|
check_draw_falling:
|
|
lda slugg_falling,X
|
|
beq check_draw_attacking
|
|
|
|
tay
|
|
dey
|
|
|
|
lda FRAMEL ; slow things down
|
|
and #$7
|
|
bne done_falling_slugs
|
|
|
|
; actually fall
|
|
cpy #7
|
|
beq falling_slugs
|
|
|
|
falling_slug_inc:
|
|
|
|
inc slugg_falling,X
|
|
|
|
lda slugg_falling,X
|
|
cmp #13
|
|
bne done_falling_slugs
|
|
|
|
; transition to ground slug
|
|
lda #0
|
|
sta slugg_falling,X
|
|
|
|
; set direction
|
|
lda slugg_x,X
|
|
cmp PHYSICIST_X
|
|
bpl slug_transition_left
|
|
|
|
lda #1
|
|
bne slug_transition_store
|
|
|
|
slug_transition_left:
|
|
lda #$ff
|
|
slug_transition_store:
|
|
sta slugg_dir,X
|
|
|
|
jmp done_falling_slugs
|
|
falling_slugs:
|
|
|
|
lda slugg_y,X
|
|
cmp #30
|
|
beq falling_slug_inc
|
|
|
|
clc
|
|
adc #2
|
|
sta slugg_y,X
|
|
|
|
done_falling_slugs:
|
|
|
|
lda slug_falling_progression_lo,Y
|
|
sta INL
|
|
lda slug_falling_progression_hi,Y
|
|
sta INH
|
|
|
|
jmp slug_selected
|
|
|
|
;==============
|
|
; if attacking
|
|
;==============
|
|
check_draw_attacking:
|
|
lda slugg_attack,X
|
|
beq check_slug_ceiling
|
|
slug_attacking:
|
|
|
|
lda slugg_gait,X
|
|
stx WHICH_SLUG
|
|
and #$70
|
|
lsr
|
|
lsr
|
|
lsr
|
|
tax
|
|
|
|
lda slug_attack_progression,X
|
|
sta INL
|
|
lda slug_attack_progression+1,X
|
|
sta INH
|
|
|
|
ldx WHICH_SLUG
|
|
|
|
jmp slug_selected
|
|
|
|
|
|
;==============
|
|
; if on ceiling
|
|
;==============
|
|
check_slug_ceiling:
|
|
lda slugg_y,X
|
|
cmp #30
|
|
beq slug_normal
|
|
|
|
|
|
;=====================
|
|
; ceiling slug
|
|
;=====================
|
|
slug_ceiling:
|
|
|
|
lda slugg_gait,X
|
|
and #$20
|
|
beq slug_ceiling_squinched
|
|
|
|
slug_ceiling_flat:
|
|
lda #<slug_ceiling1
|
|
sta INL
|
|
lda #>slug_ceiling1
|
|
sta INH
|
|
bne slug_selected
|
|
|
|
slug_ceiling_squinched:
|
|
lda #<slug_ceiling2
|
|
sta INL
|
|
lda #>slug_ceiling2
|
|
sta INH
|
|
|
|
jmp slug_selected
|
|
|
|
|
|
|
|
|
|
;==============
|
|
; if normal
|
|
;==============
|
|
slug_normal:
|
|
lda slugg_gait,X
|
|
and #$20
|
|
beq slug_squinched
|
|
|
|
slug_flat:
|
|
lda #<slug1
|
|
sta INL
|
|
lda #>slug1
|
|
sta INH
|
|
bne slug_selected
|
|
|
|
slug_squinched:
|
|
lda #<slug2
|
|
sta INL
|
|
lda #>slug2
|
|
sta INH
|
|
|
|
;================
|
|
; end slug normal
|
|
;================
|
|
|
|
slug_selected:
|
|
|
|
lda slugg_x,X
|
|
sta XPOS
|
|
|
|
lda slugg_y,X
|
|
sec
|
|
sbc EARTH_OFFSET
|
|
sta YPOS
|
|
|
|
lda slugg_dir,X
|
|
stx WHICH_SLUG
|
|
bmi slug_right
|
|
|
|
slug_left:
|
|
jsr put_sprite_crop
|
|
jmp slug_done
|
|
|
|
slug_right:
|
|
jsr put_sprite_flipped_crop
|
|
|
|
slug_done:
|
|
ldx WHICH_SLUG
|
|
inx
|
|
stx WHICH_SLUG
|
|
|
|
ds_smc2:
|
|
cpx #3
|
|
beq slug_exit
|
|
|
|
jmp draw_slugs_loop
|
|
|
|
slug_exit:
|
|
rts
|
|
|
|
|
|
remove_slug:
|
|
|
|
dec slugg_out,X
|
|
beq slug_removed
|
|
|
|
; was higher, so re-spawn
|
|
|
|
; respawn on ceiling
|
|
lda #2
|
|
sta slugg_y,X
|
|
|
|
; direction=left
|
|
lda #$ff
|
|
sta slugg_dir,X
|
|
|
|
; put in random spot
|
|
jsr init_slug_x
|
|
|
|
slug_removed:
|
|
jmp slug_done
|
|
|
|
|
|
|
|
|
|
;===========================
|
|
;===========================
|
|
; slug cutscene
|
|
;===========================
|
|
;===========================
|
|
|
|
slug_cutscene:
|
|
|
|
;====================
|
|
; First the slug part
|
|
|
|
lda #$8
|
|
sta DRAW_PAGE
|
|
jsr clear_top
|
|
|
|
lda #<slug_background
|
|
sta INL
|
|
lda #>slug_background
|
|
sta INH
|
|
|
|
lda #15
|
|
sta XPOS
|
|
|
|
lda #10
|
|
sta YPOS
|
|
|
|
jsr put_sprite
|
|
|
|
lda #$0
|
|
sta DRAW_PAGE
|
|
|
|
jsr gr_copy_to_current
|
|
jsr page_flip
|
|
jsr gr_copy_to_current
|
|
jsr page_flip
|
|
|
|
ldx #0
|
|
stx CUTFRAME
|
|
sluggy_loop:
|
|
jsr gr_copy_to_current
|
|
|
|
ldx CUTFRAME
|
|
|
|
lda slug_frames,X
|
|
sta INL
|
|
lda slug_frames+1,X
|
|
sta INH
|
|
|
|
lda #15
|
|
sta XPOS
|
|
|
|
lda #18
|
|
sta YPOS
|
|
|
|
jsr put_sprite
|
|
|
|
jsr page_flip
|
|
|
|
ldx #2
|
|
long_delay:
|
|
lda #250
|
|
jsr WAIT
|
|
dex
|
|
bne long_delay
|
|
|
|
|
|
ldx CUTFRAME
|
|
inx
|
|
inx
|
|
stx CUTFRAME
|
|
|
|
cpx #12
|
|
beq sluggy_end
|
|
|
|
jmp sluggy_loop
|
|
|
|
sluggy_end:
|
|
|
|
|
|
;====================
|
|
; Then the leg part
|
|
|
|
lda #$8
|
|
sta DRAW_PAGE
|
|
jsr clear_top
|
|
|
|
lda #<leg_background
|
|
sta INL
|
|
lda #>leg_background
|
|
sta INH
|
|
|
|
lda #15
|
|
sta XPOS
|
|
|
|
lda #10
|
|
sta YPOS
|
|
|
|
jsr put_sprite
|
|
|
|
lda #$0
|
|
sta DRAW_PAGE
|
|
|
|
jsr gr_copy_to_current
|
|
jsr page_flip
|
|
jsr gr_copy_to_current
|
|
jsr page_flip
|
|
|
|
ldx #0
|
|
stx CUTFRAME
|
|
leg_loop:
|
|
jsr gr_copy_to_current
|
|
|
|
ldx CUTFRAME
|
|
|
|
lda leg_frames,X
|
|
sta INL
|
|
lda leg_frames+1,X
|
|
sta INH
|
|
|
|
lda #18
|
|
sta XPOS
|
|
|
|
lda #18
|
|
sta YPOS
|
|
|
|
jsr put_sprite
|
|
|
|
jsr page_flip
|
|
|
|
ldx #4
|
|
long_delay2:
|
|
lda #250
|
|
jsr WAIT
|
|
dex
|
|
bne long_delay2
|
|
|
|
ldx CUTFRAME
|
|
inx
|
|
inx
|
|
stx CUTFRAME
|
|
|
|
cpx #12
|
|
beq leg_end
|
|
|
|
jmp leg_loop
|
|
|
|
leg_end:
|
|
|
|
;=============================
|
|
; Restore background to $c00
|
|
|
|
jmp cavern_load_background
|
|
|
|
; rts ; tail call?
|
|
|
|
; sluggy freelance
|
|
|
|
slug_frames:
|
|
.word sluggy1
|
|
.word sluggy2
|
|
.word sluggy3
|
|
.word sluggy4
|
|
.word sluggy5
|
|
.word sluggy6
|
|
|
|
leg_frames:
|
|
.word leg1
|
|
.word leg2
|
|
.word leg3
|
|
.word leg4
|
|
.word leg5
|
|
.word leg5
|
|
|