dos33fsprogs/mist/mist_title.s
Vince Weaver 603313cf27 mist: move initial entry screen to title
also modularize the linking book sound
2020-03-19 13:55:29 -04:00

251 lines
3.5 KiB
ArmAsm

; Mist Title
; loads a HGR version of the title
; also handles the initial link to mist
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
mist_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
;===================
; Load graphics
;===================
reload_everything:
lda #<file
sta LZSA_SRC_LO
lda #>file
sta LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
;====================================
; load linking audio (12k) to $9000
lda #<linking_filename
sta OUTL
lda #>linking_filename
sta OUTH
jsr opendir_filename
;====================================
; wait for keypress or a few seconds
bit KEYRESET
lda #0
sta FRAMEL
keyloop:
lda #64 ; delay a bit
jsr WAIT
inc FRAMEL
lda FRAMEL ; time out eventually
beq done_keyloop
lda KEYPRESS
bpl keyloop
done_keyloop:
bit KEYRESET
lda #0
sta LOCATION ; start at first room
lda #LOAD_MIST ; load mist
sta WHICH_LOAD
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
lda #0
sta LOCATION
sta LEVEL_OVER
lda #DIRECTION_N
sta DIRECTION
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
; lda #0
; sta ANIMATE_FRAME
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
cmp #2
bne nothing_special
; handle animated linking book
; lda ANIMATE_FRAME
; asl
; tay
; lda meche_movie,Y
; sta INL
; lda meche_movie+1,Y
; sta INH
; lda #22
; sta XPOS
; lda #12
; sta YPOS
; jsr put_sprite_crop
; lda FRAMEL
; and #$f
; bne done_animate_book
; inc ANIMATE_FRAME
; lda ANIMATE_FRAME
; cmp #11
; bne done_animate_book
; lda #0
; sta ANIMATE_FRAME
;done_animate_book:
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
.include "audio.s"
.include "graphics_title/title_graphics.inc"
; puzzles
; linking books
.include "link_book_mist_dock.s"
.include "common_sprites.inc"
.include "leveldata_title.inc"
linking_filename:
.byte "LINK_NOISE.BTC",0
file:
.incbin "graphics_title/mist_title.lzsa"