mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-26 11:30:12 +00:00
a8adccd009
most notably this was an issue with mame
495 lines
8.0 KiB
ArmAsm
495 lines
8.0 KiB
ArmAsm
; Monkey Monkey
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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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monkey_start:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit TEXTGR
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;===================================
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; Setup Mockingboard
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;===================================
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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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; jsr mockingboard_patch ; patch to work in slots other than 4?
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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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; 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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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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;=================
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; set up location
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;=================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #29
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sta GUYBRUSH_X
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lda #18
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sta GUYBRUSH_Y
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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sta GUYBRUSH_DIRECTION
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sta GUYBRUSH_SIZE
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sta DISPLAY_MESSAGE
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sta BAR_DOOR_OPEN
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sta VALID_NOUN
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sta ITEMS_PICKED_UP
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sta INVENTORY_NEXT_SLOT
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sta INVENTORY
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sta INVENTORY2
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sta INVENTORY3
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sta INVENTORY4
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sta INVENTORY5
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sta FIRST_TIME
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sta JOYSTICK_ENABLED
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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; lda #MONKEY_BAR
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lda #MONKEY_LOOKOUT
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; lda #MONKEY_VOODOO1
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sta LOCATION
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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lda #VERB_WALK
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sta CURRENT_VERB
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lda #$ff
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sta DESTINATION_X
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sta DESTINATION_Y
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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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; draw background sprites
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;====================================
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lda LOCATION
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cmp #MONKEY_LOOKOUT
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beq animate_flame
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cmp #MONKEY_BAR
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beq do_draw_bar_door
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cmp #MONKEY_ZIPLINE
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beq do_draw_sign
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cmp #MONKEY_VOODOO2
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beq do_draw_smoke
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cmp #MONKEY_BAR_INSIDE2
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beq do_draw_bar2
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cmp #MONKEY_BAR_INSIDE3
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beq do_draw_meat
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jmp nothing_special
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animate_flame:
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jsr draw_fire
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jmp nothing_special
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do_draw_bar_door:
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jsr draw_bar_door
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jmp nothing_special
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do_draw_sign:
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jsr draw_sign
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jmp nothing_special
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do_draw_smoke:
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jsr draw_smoke
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jmp nothing_special
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do_draw_bar2:
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jsr bar_inside2_animate
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jmp nothing_special
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do_draw_meat:
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jsr draw_meat
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jmp nothing_special
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nothing_special:
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;====================================
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; move guybrush
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;====================================
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; only do it every 4th frame
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lda FRAMEL
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and #$3
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bne done_move_guybrush
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move_guybrush_x:
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lda DESTINATION_X
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bmi move_guybrush_y
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cmp GUYBRUSH_X
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beq guybrush_lr_done
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bcs move_guybrush_right
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move_guybrush_left:
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lda #DIR_LEFT
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sta GUYBRUSH_DIRECTION
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dec GUYBRUSH_X
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jmp move_guybrush_y
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move_guybrush_right:
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lda #DIR_RIGHT
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sta GUYBRUSH_DIRECTION
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inc GUYBRUSH_X
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jmp move_guybrush_y
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guybrush_lr_done:
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lda #$ff
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sta DESTINATION_X
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move_guybrush_y:
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lda DESTINATION_Y
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bmi done_move_guybrush
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cmp GUYBRUSH_Y
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beq guybrush_ud_done
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bcs move_guybrush_down
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move_guybrush_up:
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lda #DIR_UP
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sta GUYBRUSH_DIRECTION
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dec GUYBRUSH_Y
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dec GUYBRUSH_Y
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jmp done_move_guybrush
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move_guybrush_down:
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lda #DIR_DOWN
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sta GUYBRUSH_DIRECTION
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inc GUYBRUSH_Y
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inc GUYBRUSH_Y
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jmp done_move_guybrush
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guybrush_ud_done:
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lda #$ff
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sta DESTINATION_Y
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done_move_guybrush:
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;====================================
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; draw guybrush
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;====================================
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lda GUYBRUSH_X
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sta XPOS
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lda GUYBRUSH_Y
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sta YPOS
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lda GUYBRUSH_SIZE
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cmp #GUYBRUSH_BIG
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beq big_guybrush
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cmp #GUYBRUSH_MEDIUM
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beq medium_guybrush
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lda GUYBRUSH_SIZE
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cmp #GUYBRUSH_TINY
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beq tiny_guybrush
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small_guybrush:
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lda #<guybrush_small_sprite
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sta INL
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lda #>guybrush_small_sprite
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jmp really_draw_guybrush
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tiny_guybrush:
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lda #<guybrush_tiny_sprite
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sta INL
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lda #>guybrush_tiny_sprite
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jmp really_draw_guybrush
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medium_guybrush:
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lda GUYBRUSH_DIRECTION ; 00/01 or 02/03 or 04/05 or 06/07
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and #$fe
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tay
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lda guybrush_med_sprites,Y
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sta INL
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lda guybrush_med_sprites+1,Y
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jmp really_draw_guybrush
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big_guybrush:
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lda GUYBRUSH_Y ; always even
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lsr
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eor GUYBRUSH_X
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and #$1 ; 0 or 1
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ora GUYBRUSH_DIRECTION ; 00/01 or 02/03 or 04/05 or 06/07
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asl
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tay
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lda guybrush_sprites,Y
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sta INL
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lda guybrush_sprites+1,Y
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really_draw_guybrush:
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sta INH
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jsr put_sprite_crop
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;====================================
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; draw foreground sprites
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;====================================
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lda LOCATION
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cmp #MONKEY_LOOKOUT
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beq do_draw_wall
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cmp #MONKEY_POSTER
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beq do_draw_house
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cmp #MONKEY_BAR
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beq do_draw_building
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cmp #MONKEY_BAR_INSIDE1
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beq do_draw_bar1
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cmp #MONKEY_VOODOO1
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beq do_draw_voodoo1
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cmp #MONKEY_CHURCH
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beq do_draw_church
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jmp nothing_foreground
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do_draw_wall:
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jsr draw_wall
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jmp nothing_foreground
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do_draw_house:
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jsr draw_house
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jmp nothing_foreground
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do_draw_building:
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jsr draw_bar_fg_building
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jmp nothing_foreground
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do_draw_bar1:
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jsr bar_inside1_foreground
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jmp nothing_foreground
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do_draw_voodoo1:
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jsr voodoo1_draw_foreground
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jmp nothing_foreground
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do_draw_church:
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jsr draw_church_foreground
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jmp nothing_foreground
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nothing_foreground:
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;====================================
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; what are we pointing too
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;====================================
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jsr where_do_we_point
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;====================================
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; update bottom bar
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;====================================
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jsr update_bottom
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; keep in bounds
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;====================================
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keep_in_bounds_smc:
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jsr $0000
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;====================================
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; check if exiting room
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;====================================
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check_exit_smc:
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jsr $0000
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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;==========================
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; includes
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;==========================
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; level graphics
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.include "graphics/graphics.inc"
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; level data
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.include "leveldata_monkey.inc"
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.include "end_level.s"
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "keyboard.s"
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.include "gr_copy.s"
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.include "gr_putsprite_crop.s"
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.include "joystick.s"
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.include "gr_pageflip.s"
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.include "decompress_fast_v2.s"
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.include "draw_pointer.s"
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.include "common_sprites.inc"
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.include "guy.brush"
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; Locations
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.include "monkey_lookout.s"
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.include "monkey_poster.s"
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.include "monkey_dock.s"
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.include "monkey_bar.s"
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.include "monkey_town.s"
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.include "monkey_map.s"
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.include "monkey_church.s"
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.include "monkey_zipline.s"
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.include "monkey_mansion.s"
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.include "monkey_mansion_path.s"
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.include "monkey_bar_inside1.s"
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.include "monkey_bar_inside2.s"
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.include "monkey_bar_inside3.s"
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.include "monkey_voodoo1.s"
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.include "monkey_voodoo2.s"
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; cutscenes
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.include "chapter1.s"
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.include "cutscene_lechuck.s"
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.include "monkey_actions.s"
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.include "update_bottom.s"
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; music
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; pt3 player
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.include "pt3_lib_core.s"
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.include "pt3_lib_init.s"
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.include "pt3_interrupt_handler.s"
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.include "pt3_lib_mockingboard_detect.s"
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.include "pt3_lib_mockingboard_setup.s"
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PT3_LOC=chapter_song
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.align $100
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chapter_song:
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.incbin "music/chapter.pt3"
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