mirror of
https://github.com/deater/dos33fsprogs.git
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603313cf27
also modularize the linking book sound
251 lines
3.5 KiB
ArmAsm
251 lines
3.5 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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mist_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 HIRES
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bit FULLGR
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;===================
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; Load graphics
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;===================
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reload_everything:
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lda #<file
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sta LZSA_SRC_LO
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lda #>file
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sta 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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; load linking audio (12k) to $9000
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lda #<linking_filename
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sta OUTL
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lda #>linking_filename
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sta OUTH
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jsr opendir_filename
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;====================================
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; wait for keypress or a few seconds
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bit KEYRESET
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lda #0
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sta FRAMEL
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keyloop:
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lda #64 ; delay a bit
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jsr WAIT
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inc FRAMEL
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lda FRAMEL ; time out eventually
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beq done_keyloop
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lda KEYPRESS
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bpl keyloop
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done_keyloop:
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bit KEYRESET
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lda #0
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sta LOCATION ; start at first room
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lda #LOAD_MIST ; load mist
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sta WHICH_LOAD
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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 FULLGR
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lda #0
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sta DRAW_PAGE
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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 LOCATION
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sta LEVEL_OVER
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lda #DIRECTION_N
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sta DIRECTION
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; set up initial 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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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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lda LOCATION
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cmp #2
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bne nothing_special
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; handle animated linking book
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; lda ANIMATE_FRAME
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; asl
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; tay
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; lda meche_movie,Y
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; sta INL
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; lda meche_movie+1,Y
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; sta INH
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; lda #22
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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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; lda FRAMEL
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; and #$f
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; bne done_animate_book
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; inc ANIMATE_FRAME
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; lda ANIMATE_FRAME
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; cmp #11
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; bne done_animate_book
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; lda #0
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; sta ANIMATE_FRAME
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;done_animate_book:
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nothing_special:
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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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; 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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.include "gr_copy.s"
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.include "gr_offsets.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "text_print.s"
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.include "gr_fast_clear.s"
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.include "decompress_fast_v2.s"
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.include "keyboard.s"
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.include "draw_pointer.s"
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.include "end_level.s"
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.include "audio.s"
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.include "graphics_title/title_graphics.inc"
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; puzzles
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; linking books
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.include "link_book_mist_dock.s"
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.include "common_sprites.inc"
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.include "leveldata_title.inc"
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linking_filename:
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.byte "LINK_NOISE.BTC",0
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file:
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.incbin "graphics_title/mist_title.lzsa"
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