mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-18 06:09:08 +00:00
1344 lines
19 KiB
ArmAsm
1344 lines
19 KiB
ArmAsm
; Ootw Checkpoint2 -- Running around the Jail
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; call once before entering jail for first time
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ootw_jail_init:
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lda #0
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sta CITY_MOVIE_SEEN
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sta CART_OUT
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sta DUDE_OUT
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sta PHYSICIST_STATE
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sta WHICH_JAIL
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sta DIRECTION ; left
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sta HAVE_GUN
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sta VENT_OPEN
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sta LASER_OUT
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sta BLAST_OUT
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sta CHARGER_COUNT
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sta GUN_STATE
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sta GUN_FIRE
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sta friend_room
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lda #FAI_RUNTO_PANEL
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sta friend_ai_state
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lda #100
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sta GUN_CHARGE
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lda #1
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sta JAIL_POWER_ON
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sta FIRST_SHIELD
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lda #F_RUNNING
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sta friend_state
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lda #39
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sta DUDE_X
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lda #$FA
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sta CART_X
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lda #25
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sta friend_x
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lda #30
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sta friend_y
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lda #28
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sta PHYSICIST_X
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lda #30
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sta PHYSICIST_Y
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;===============
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; set up aliens
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jsr clear_aliens
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lda #3
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sta ALIEN_OUT
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; alien in hallway
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lda #2
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sta alien0_room
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lda #22
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sta alien0_x
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lda #30
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sta alien0_y
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lda #A_STANDING
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sta alien0_state
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lda #0 ; facing left
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sta alien0_direction
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; alien in basement
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lda #6
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sta alien1_room
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lda #20
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sta alien1_x
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lda #20
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sta alien1_y
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lda #A_STANDING
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sta alien1_state
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lda #0
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sta alien1_direction
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; alien in break room
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lda #4
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sta alien2_room
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lda #25
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sta alien2_x
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lda #30
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sta alien2_y
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lda #A_STANDING
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sta alien2_state
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lda #0
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sta alien2_direction
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rts
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; Map
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;
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; DD
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; ||
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; R0=R1=R2=R3=E1
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; ||
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; R5=R4=E2
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; ||
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; R6=E3
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;===========================
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; enter new room in jail
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;===========================
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ootw_jail:
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;==============================
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; each room init
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lda #0
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sta ON_ELEVATOR
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sta TELEPORTING
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sta NUM_DOORS
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;============================
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; init shields
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jsr init_shields
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;============================
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; init alien room
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; jsr alien_room_init
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;==============================
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; setup per-room variables
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lda WHICH_JAIL
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bne jail1
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;===================
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; initial room
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jail0:
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lda #(24+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(cage_fell_rle)
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sta GBASH
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lda #<(cage_fell_rle)
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jmp jail_setup_done
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;===================
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; first cellblock
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jail1:
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cmp #1
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bne jail2
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #2
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sta jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail2_rle)
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sta GBASH
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lda #<(jail2_rle)
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jmp jail_setup_done
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;===================
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; second cellblock
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jail2:
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cmp #2
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bne jail3
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lda FIRST_SHIELD
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beq not_first_shield
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; pretend a battle was underway
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first_shield:
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lda #0
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sta FIRST_SHIELD
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sta shield_count
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lda #1
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sta shield_out
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lda #18
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sta shield_x
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lda #28
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sta shield_y
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inc SHIELD_OUT
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not_first_shield:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta jer_smc+1
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; set left exit
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lda #1
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sta jel_smc+1
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; load background
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lda #>(jail3_rle)
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sta GBASH
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lda #<(jail3_rle)
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jmp jail_setup_done
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;===================
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; room with doors
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jail3:
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cmp #3
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bne jail4
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lda #3
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sta NUM_DOORS
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lda #<door_c2_r3
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sta setup_door_table_loop_smc+1
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lda #>door_c2_r3
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #7
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sta jer_smc+1
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; set left exit
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lda #2
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail4_rle)
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sta GBASH
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lda #<(jail4_rle)
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jmp jail_setup_done
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;===================
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; multi-level room
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jail4:
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cmp #4
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bne jail5
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; setup doors
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lda #4
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sta NUM_DOORS
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lda #<door_c2_r4
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sta setup_door_table_loop_smc+1
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lda #>door_c2_r4
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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lda PHYSICIST_Y
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cmp #30 ; see if coming in on bottom
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bne jail4_top
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jail4_bottom:
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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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jmp jail4_ok
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jail4_top:
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lda #(10+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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lda #8
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sta PHYSICIST_Y
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jail4_ok:
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; set right exit
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lda #8
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sta jer_smc+1
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; set left exit
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lda #5
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sta jel_smc+1
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; setup teleporter
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lda #(-4+128)
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sta td_left_smc1+1
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lda #(30+128)
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sta td_right_smc1+1
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lda #(10+128)
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sta tu_left_smc1+1
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lda #(39+128)
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sta tu_right_smc1+1
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; load background
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lda #>(room_b4_rle)
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sta GBASH
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lda #<(room_b4_rle)
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jmp jail_setup_done
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;=====================
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; room with vent shaft
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jail5:
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cmp #5
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bne jail6
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; FIXME -- setup friend with open vent
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; for now just always have him with it open
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sta friend_room
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lda #F_OPEN_VENT
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sta friend_state
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lda #0
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sta friend_direction
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lda #5
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sta friend_room
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lda #FAI_END_L2
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sta friend_ai_state
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; setup doors
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lda #2
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sta NUM_DOORS
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lda #<door_c2_r5
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sta setup_door_table_loop_smc+1
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lda #>door_c2_r5
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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lda #(30+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #4
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sta jer_smc+1
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lda #30
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sta PHYSICIST_Y
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; set up teleporter
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lda #(30+128)
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sta td_left_smc1+1
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lda #(39+128)
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sta td_right_smc1+1
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; upper floor limits
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lda #(0+128)
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sta tu_left_smc1+1
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lda #(32+128)
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sta tu_right_smc1+1
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; load background
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lda #>(room_b3_rle)
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sta GBASH
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lda #<(room_b3_rle)
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jmp jail_setup_done
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;======================
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; tiny room with power
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jail6:
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lda #(17+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #9
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sta jer_smc+1
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lda #20
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sta PHYSICIST_Y
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; load background
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lda #>(room_b2_rle)
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sta GBASH
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lda #<(room_b2_rle)
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jmp jail_setup_done
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jail_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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; setup walk collision
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jsr recalc_walk_collision
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ootw_jail_already_set:
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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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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Jail Loop
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;============================
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;============================
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jail_loop:
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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 action
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;==================================
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lda WHICH_JAIL
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bg_jail0:
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; Jail #0, draw miners, gun
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cmp #0
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bne bg_jail6
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jsr ootw_draw_miners
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lda HAVE_GUN
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bne c2_no_bg_action
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lda #35
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sta XPOS
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lda #44
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sta YPOS
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jsr draw_floor_gun
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jmp c2_no_bg_action
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bg_jail6:
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; Jail #6, draw power animation
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cmp #6
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bne c2_no_bg_action
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; draw power
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lda JAIL_POWER_ON
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beq c2_no_bg_action ; skip if power off already
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lda #20
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sta XPOS
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lda #0
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sta YPOS
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lda FRAMEL
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lsr
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lsr
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lsr
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and #$6
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tay
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lda power_line_sprites,Y
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sta INL
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lda power_line_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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c2_no_bg_action:
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============================
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; move friend
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;===============================
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jsr move_friend
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;===================
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; check room limits
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;===================
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jsr check_screen_limit
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;===============
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; draw physicist
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;================
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lda TELEPORTING
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bne actively_teleporting
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jsr draw_physicist
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jmp c2_done_draw_physicist
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actively_teleporting:
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lda PHYSICIST_X
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sta XPOS
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lda #24
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sta YPOS
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lda #<teleport_sprite
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sta INL
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lda #>teleport_sprite
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sta INH
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jsr put_sprite_crop
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dec TELEPORTING
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bne c2_done_draw_physicist
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;===============================
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; recalc collision on new floor
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;===============================
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jsr recalc_walk_collision
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c2_done_draw_physicist:
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;===============
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; draw friend
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jsr draw_friend
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c2_done_draw_friend:
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;===============
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; draw alien
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;===============
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lda ALIEN_OUT
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beq no_draw_alien
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jsr move_alien
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jsr draw_alien
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no_draw_alien:
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;================
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; handle gun
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;================
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jsr handle_gun
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;========================
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; hack to turn off power!
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lda WHICH_ROOM
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cmp #6
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bne no_turn_off_power
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lda JAIL_POWER_ON
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beq no_turn_off_power
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lda laser0_out
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beq no_turn_off_power
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lda laser0_start
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cmp #20
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bcs no_turn_off_power
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turn_off_power:
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lda #0
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sta JAIL_POWER_ON
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lda #DOOR_STATUS_LOCKED
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sta c2_r4_door0_status
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sta c2_r4_door1_status
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sta c2_r4_door2_status
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no_turn_off_power:
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;================
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; handle doors
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;================
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jsr handle_doors
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;================
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; draw doors
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;================
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jsr draw_doors
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;========================
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; draw foreground action
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;========================
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lda WHICH_JAIL
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cmp #1
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bne c2_no_cart_action
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; 0 is never seen, 2 is all done
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lda CART_OUT
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cmp #1
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bne c2_no_cart_action
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c2_draw_cart:
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lda CART_X
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sta XPOS
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lda #36
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sta YPOS
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lda #<cart_sprite
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sta INL
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lda #>cart_sprite
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sta INH
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jsr put_sprite_crop
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jmp c2_no_fg_action
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c2_no_cart_action:
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lda WHICH_JAIL
|
|
cmp #2
|
|
bne c2_no_fg_action
|
|
|
|
c2_draw_dude:
|
|
|
|
lda DUDE_X
|
|
sta XPOS
|
|
lda #36
|
|
sta YPOS
|
|
|
|
lda DUDE_X
|
|
and #3
|
|
asl
|
|
tay
|
|
|
|
lda walking_dude_sprites,Y
|
|
sta INL
|
|
lda walking_dude_sprites+1,Y
|
|
sta INH
|
|
jsr put_sprite_crop
|
|
jmp c2_no_fg_action
|
|
|
|
c2_no_fg_action:
|
|
|
|
|
|
|
|
;====================
|
|
; activate fg objects
|
|
;====================
|
|
c2_fg_check_jail1:
|
|
lda WHICH_JAIL
|
|
cmp #1
|
|
bne c2_fg_check_jail2
|
|
|
|
lda CART_OUT
|
|
bne c2_fg_check_jail2
|
|
|
|
inc CART_OUT
|
|
|
|
|
|
c2_fg_check_jail2:
|
|
lda WHICH_JAIL
|
|
cmp #2
|
|
bne c2_move_fg_objects
|
|
|
|
lda DUDE_OUT
|
|
bne c2_move_fg_objects
|
|
|
|
inc DUDE_OUT
|
|
|
|
|
|
|
|
;================
|
|
; move fg objects
|
|
;================
|
|
c2_move_fg_objects:
|
|
|
|
lda CART_OUT
|
|
cmp #1
|
|
bne cart_not_out
|
|
|
|
; move cart
|
|
|
|
lda FRAMEL
|
|
and #$3
|
|
bne cart_not_out
|
|
|
|
inc CART_X
|
|
lda CART_X
|
|
cmp #40
|
|
bne cart_not_out
|
|
inc CART_OUT
|
|
|
|
|
|
cart_not_out:
|
|
|
|
lda DUDE_OUT
|
|
cmp #1
|
|
bne dude_not_out
|
|
|
|
; move dude
|
|
|
|
lda FRAMEL
|
|
and #$7
|
|
bne dude_not_out
|
|
|
|
dec DUDE_X
|
|
lda DUDE_X
|
|
cmp #$fa
|
|
bne dude_not_out
|
|
inc DUDE_OUT
|
|
|
|
|
|
dude_not_out:
|
|
|
|
|
|
|
|
;===============
|
|
; page flip
|
|
;===============
|
|
|
|
jsr page_flip
|
|
|
|
;================
|
|
; inc frame count
|
|
;================
|
|
|
|
inc FRAMEL
|
|
bne jail_frame_no_oflo
|
|
inc FRAMEH
|
|
jail_frame_no_oflo:
|
|
|
|
|
|
;====================
|
|
; handle teleporters
|
|
;===================
|
|
|
|
lda WHICH_JAIL
|
|
cmp #4
|
|
beq handle_teleporter1
|
|
|
|
cmp #5
|
|
beq handle_teleporter2
|
|
|
|
bne no_teleporters
|
|
|
|
handle_teleporter1:
|
|
lda PHYSICIST_X
|
|
cmp #14
|
|
bcs no_teleporters ; bge
|
|
|
|
cmp #11
|
|
bcc no_teleporters ; blt
|
|
|
|
lda #1
|
|
bne save_teleporters ; bra
|
|
|
|
handle_teleporter2:
|
|
lda PHYSICIST_X
|
|
cmp #32
|
|
bcs no_teleporters ; bge
|
|
|
|
cmp #29
|
|
bcc no_teleporters ; blt
|
|
|
|
lda #1
|
|
bne save_teleporters ; bra
|
|
|
|
no_teleporters:
|
|
lda #0
|
|
save_teleporters:
|
|
sta ON_ELEVATOR
|
|
|
|
;==========================
|
|
; handle teleporting
|
|
;==========================
|
|
|
|
lda PHYSICIST_STATE
|
|
teleporter_check_up:
|
|
cmp #P_ELEVATING_UP
|
|
bne teleporter_check_down
|
|
|
|
teleporting_up:
|
|
|
|
lda #3
|
|
sta TELEPORTING
|
|
|
|
lda #0
|
|
sta PHYSICIST_STATE
|
|
|
|
lda #8
|
|
sta PHYSICIST_Y
|
|
|
|
tu_left_smc1:
|
|
lda #(10+128)
|
|
sta LEFT_LIMIT
|
|
|
|
tu_right_smc1:
|
|
lda #(39+128)
|
|
sta RIGHT_LIMIT
|
|
|
|
jmp done_teleport
|
|
|
|
teleporter_check_down:
|
|
|
|
cmp #P_ELEVATING_DOWN
|
|
bne not_teleporting_today
|
|
|
|
teleporting_down:
|
|
|
|
lda #3
|
|
sta TELEPORTING
|
|
|
|
lda #0
|
|
sta PHYSICIST_STATE
|
|
|
|
lda #30
|
|
sta PHYSICIST_Y
|
|
|
|
td_left_smc1:
|
|
lda #(-4+128)
|
|
sta LEFT_LIMIT
|
|
|
|
td_right_smc1:
|
|
lda #(28+128)
|
|
sta RIGHT_LIMIT
|
|
|
|
|
|
done_teleport:
|
|
|
|
not_teleporting_today:
|
|
|
|
|
|
;==========================
|
|
; see if picking up gun
|
|
;==========================
|
|
|
|
lda WHICH_JAIL ; only in room 0
|
|
bne not_picking_up_gun
|
|
|
|
lda HAVE_GUN
|
|
bne not_picking_up_gun
|
|
|
|
lda PHYSICIST_STATE
|
|
and #STATE_CROUCHING
|
|
beq not_picking_up_gun
|
|
|
|
; gun at 35,36,37
|
|
; so we should be at 31-39
|
|
lda PHYSICIST_X
|
|
cmp #31
|
|
bcc not_picking_up_gun ; blt
|
|
|
|
lda #1
|
|
sta HAVE_GUN
|
|
|
|
jsr gun_movie
|
|
|
|
lda #P_STANDING
|
|
sta PHYSICIST_STATE
|
|
|
|
not_picking_up_gun:
|
|
|
|
;==========================
|
|
; see if falling down vent
|
|
;==========================
|
|
check_vent_falling:
|
|
lda WHICH_JAIL ; only in room 5
|
|
cmp #5
|
|
bne not_falling_down_vent
|
|
|
|
lda VENT_OPEN
|
|
beq not_falling_down_vent
|
|
|
|
lda PHYSICIST_STATE
|
|
cmp #P_STANDING
|
|
bne not_falling_down_vent
|
|
|
|
; vent at 17/18/19
|
|
lda PHYSICIST_X
|
|
cmp #16
|
|
beq falling_down_vent
|
|
cmp #17
|
|
beq falling_down_vent
|
|
cmp #18
|
|
bne not_falling_down_vent
|
|
|
|
falling_down_vent:
|
|
lda #P_FALLING_DOWN
|
|
sta PHYSICIST_STATE
|
|
|
|
lda #48
|
|
sta fall_down_destination_smc+1
|
|
|
|
not_falling_down_vent:
|
|
|
|
|
|
;=====================
|
|
; check if fell into L3
|
|
;=======================
|
|
|
|
lda PHYSICIST_Y
|
|
cmp #48
|
|
bne not_l3_yet
|
|
|
|
lda #77
|
|
sta GAME_OVER
|
|
|
|
not_l3_yet:
|
|
|
|
|
|
;==========================
|
|
; check if done this level
|
|
;==========================
|
|
|
|
|
|
lda GAME_OVER
|
|
beq still_in_jail
|
|
|
|
cmp #$ff ; if $ff, we died
|
|
beq done_jail
|
|
|
|
;===============================
|
|
; check if exited room to right
|
|
cmp #1
|
|
beq jail_exit_left
|
|
|
|
;=================
|
|
; exit to right
|
|
|
|
jail_right_yes_exit:
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
jer_smc:
|
|
lda #$0 ; smc+1 = exit location
|
|
sta WHICH_CAVE
|
|
jmp done_jail
|
|
|
|
;=====================
|
|
; exit to left
|
|
|
|
jail_exit_left:
|
|
|
|
lda #37
|
|
sta PHYSICIST_X
|
|
jel_smc:
|
|
lda #0 ; smc+1
|
|
sta WHICH_CAVE
|
|
jmp done_jail
|
|
|
|
; loop forever
|
|
still_in_jail:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp jail_loop
|
|
|
|
done_jail:
|
|
rts
|
|
|
|
|
|
power_line_sprites:
|
|
.word power_line_sprite0
|
|
.word power_line_sprite1
|
|
.word power_line_sprite2
|
|
.word power_line_sprite3
|
|
|
|
power_line_sprite0:
|
|
.byte 1,8
|
|
; XXXoXXXoXXXoXXXo
|
|
.byte $77,$67,$77,$67,$77,$67,$77,$07
|
|
|
|
power_line_sprite1:
|
|
.byte 1,8
|
|
; XXoXXXoXXXoXXXoX
|
|
.byte $77,$76,$77,$76,$77,$76,$77,$06
|
|
|
|
power_line_sprite2:
|
|
.byte 1,8
|
|
; XoXXXoXXXoXXXoXX
|
|
.byte $67,$77,$67,$77,$67,$77,$67,$07
|
|
|
|
power_line_sprite3:
|
|
.byte 1,8
|
|
; oXXXoXXXoXXXoXXX
|
|
.byte $76,$77,$76,$77,$76,$77,$76,$07
|
|
|
|
|
|
cart_sprite:
|
|
.byte 7,6
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$0a,$00,$0a,$00,$0a,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$0a,$00,$0a,$00,$0a,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
|
|
|
|
|
|
walking_dude_sprites:
|
|
.word walking_dude0
|
|
.word walking_dude1
|
|
.word walking_dude2
|
|
.word walking_dude1
|
|
|
|
walking_dude0: .byte 6,6
|
|
.byte $AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $7A,$77,$f7,$f7,$7A,$AA
|
|
.byte $77,$7f,$77,$77,$77,$AA
|
|
.byte $A7,$77,$77,$07,$07,$AA
|
|
.byte $AA,$07,$70,$f7,$70,$00
|
|
.byte $AA,$00,$77,$7f,$77,$00
|
|
|
|
walking_dude1: .byte 6,6
|
|
.byte $AA,$AA,$7A,$7A,$7A,$AA
|
|
.byte $77,$f7,$7f,$7f,$77,$AA
|
|
.byte $77,$77,$77,$77,$77,$AA
|
|
.byte $AA,$77,$07,$70,$00,$0A
|
|
.byte $AA,$00,$77,$ff,$77,$00
|
|
.byte $AA,$00,$77,$77,$77,$00
|
|
|
|
walking_dude2: .byte 6,6
|
|
.byte $7A,$77,$f7,$f7,$7A,$AA
|
|
.byte $77,$7f,$77,$77,$77,$AA
|
|
.byte $A7,$77,$77,$07,$07,$AA
|
|
.byte $AA,$07,$70,$f7,$70,$00
|
|
.byte $AA,$00,$77,$7f,$77,$00
|
|
.byte $AA,$00,$77,$77,$77,$00
|
|
|
|
teleport_sprite:
|
|
.byte 3,8
|
|
.byte $BB,$AA,$BA
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BA
|
|
.byte $BB,$99,$BB
|
|
.byte $AB,$59,$BB
|
|
.byte $AA,$45,$AB
|
|
|
|
|
|
gun_sprite:
|
|
.byte 3,1
|
|
.byte $0a,$0a,$00
|
|
|
|
|
|
;====================
|
|
; draw floor_gun
|
|
;====================
|
|
; xpos/ypos already set
|
|
draw_floor_gun:
|
|
lda #<gun_sprite
|
|
sta INL
|
|
lda #>gun_sprite
|
|
sta INH
|
|
|
|
jmp put_sprite_crop
|
|
|
|
|
|
|
|
|
|
; blank screen
|
|
; off (1)
|
|
; 8 until green on (2)
|
|
; 25 until gren off (1)
|
|
; 25 until green on (2)
|
|
; 24 until hand grab (3)
|
|
; 8 until next (4)
|
|
; 8 until next (5)
|
|
; 8 until next (6)
|
|
; 8 until next (7)
|
|
; 8 until next (8)
|
|
; 40 of blank
|
|
|
|
laser_movie:
|
|
.word laserg_01_rle ; 0
|
|
|
|
.word laserg_02_rle ; 1
|
|
.word laserg_02_rle ; 2
|
|
.word laserg_02_rle ; 3
|
|
|
|
.word laserg_01_rle ; 4
|
|
.word laserg_01_rle ; 5
|
|
.word laserg_01_rle ; 6
|
|
|
|
.word laserg_02_rle ; 7
|
|
.word laserg_02_rle ; 8
|
|
.word laserg_02_rle ; 9
|
|
|
|
.word laserg_03_rle ; 10
|
|
.word laserg_04_rle ; 11
|
|
.word laserg_05_rle ; 12
|
|
.word laserg_06_rle ; 13
|
|
.word laserg_07_rle ; 14
|
|
.word laserg_08_rle ; 15
|
|
|
|
.word laserg_blank_rle ; 16
|
|
.word laserg_blank_rle ; 17
|
|
.word laserg_blank_rle ; 18
|
|
.word laserg_blank_rle ; 19
|
|
.word laserg_blank_rle ; 20
|
|
.word laserg_blank_rle ; 21
|
|
|
|
;==========================
|
|
; play the gun pickup movie
|
|
;==========================
|
|
gun_movie:
|
|
|
|
lda #<laser_bg_rle
|
|
sta GBASL
|
|
lda #>laser_bg_rle
|
|
sta GBASH
|
|
|
|
lda #$c
|
|
jsr load_rle_gr
|
|
|
|
ldx #0
|
|
|
|
gun_movie_loop:
|
|
lda laser_movie,X
|
|
sta GBASL
|
|
lda laser_movie+1,X
|
|
sta GBASH
|
|
|
|
txa
|
|
pha
|
|
|
|
lda #$10
|
|
jsr load_rle_gr
|
|
|
|
jsr gr_overlay
|
|
jsr page_flip
|
|
|
|
lda #180
|
|
jsr WAIT
|
|
|
|
pla
|
|
tax
|
|
|
|
inx
|
|
inx
|
|
cmp #42
|
|
bne gun_movie_loop
|
|
|
|
; restore background
|
|
|
|
lda #<(cage_fell_rle)
|
|
sta GBASL
|
|
lda #>(cage_fell_rle)
|
|
sta GBASH
|
|
|
|
lda #$c
|
|
jsr load_rle_gr
|
|
|
|
rts
|
|
|
|
|
|
door_c2_r3:
|
|
.word door_c2_r3_status
|
|
.word door_c2_r3_x
|
|
.word door_c2_r3_y
|
|
.word door_c2_r3_xmin
|
|
.word door_c2_r3_xmax
|
|
|
|
door_c2_r3_status:
|
|
c2_r3_door0_status: .byte DOOR_STATUS_CLOSED
|
|
c2_r3_door1_status: .byte DOOR_STATUS_CLOSED
|
|
c2_r3_door2_status: .byte DOOR_STATUS_CLOSED
|
|
|
|
door_c2_r3_y:
|
|
c2_r3_door0_y: .byte 26
|
|
c2_r3_door1_y: .byte 26
|
|
c2_r3_door2_y: .byte 26
|
|
|
|
door_c2_r3_x:
|
|
c2_r3_door0_x: .byte 35
|
|
c2_r3_door1_x: .byte 37
|
|
c2_r3_door2_x: .byte 39
|
|
|
|
|
|
door_c2_r3_xmin:
|
|
c2_r3_door0_xmin: .byte 26 ; 35-4-5
|
|
c2_r3_door1_xmin: .byte 28 ; 37-4-5
|
|
c2_r3_door2_xmin: .byte 30 ; 39-4-5
|
|
|
|
door_c2_r3_xmax:
|
|
c2_r3_door0_xmax: .byte 39 ; 35+4
|
|
c2_r3_door1_xmax: .byte 41 ; 37+4
|
|
c2_r3_door2_xmax: .byte 43 ; 39+4
|
|
|
|
|
|
door_c2_r4:
|
|
.word door_c2_r4_status
|
|
.word door_c2_r4_x
|
|
.word door_c2_r4_y
|
|
.word door_c2_r4_xmin
|
|
.word door_c2_r4_xmax
|
|
|
|
door_c2_r4_status:
|
|
c2_r4_door0_status: .byte DOOR_STATUS_CLOSED
|
|
c2_r4_door1_status: .byte DOOR_STATUS_CLOSED
|
|
c2_r4_door2_status: .byte DOOR_STATUS_CLOSED
|
|
c2_r4_door3_status: .byte DOOR_STATUS_LOCKED
|
|
|
|
door_c2_r4_x:
|
|
c2_r4_door0_x: .byte 18
|
|
c2_r4_door1_x: .byte 20
|
|
c2_r4_door2_x: .byte 22
|
|
c2_r4_door3_x: .byte 32
|
|
|
|
door_c2_r4_y:
|
|
c2_r4_door0_y: .byte 26
|
|
c2_r4_door1_y: .byte 26
|
|
c2_r4_door2_y: .byte 26
|
|
c2_r4_door3_y: .byte 4
|
|
|
|
door_c2_r4_xmin:
|
|
c2_r4_door0_xmin: .byte 9 ; 18-4-5
|
|
c2_r4_door1_xmin: .byte 9 ; 20-4-5
|
|
c2_r4_door2_xmin: .byte 9 ; 22-4-5
|
|
c2_r4_door3_xmin: .byte 23 ; 32-4-5
|
|
|
|
door_c2_r4_xmax:
|
|
c2_r4_door0_xmax: .byte 22 ; 18+4
|
|
c2_r4_door1_xmax: .byte 24 ; 20+4
|
|
c2_r4_door2_xmax: .byte 26 ; 22+4
|
|
c2_r4_door3_xmax: .byte 36 ; 32+4
|
|
|
|
|
|
door_c2_r5:
|
|
.word door_c2_r5_status
|
|
.word door_c2_r5_x
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.word door_c2_r5_y
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.word door_c2_r5_xmin
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.word door_c2_r5_xmax
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door_c2_r5_status:
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c2_r5_door0_status: .byte DOOR_STATUS_LOCKED
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c2_r5_door1_status: .byte DOOR_STATUS_CLOSED
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door_c2_r5_x:
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c2_r5_door0_x: .byte 6
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c2_r5_door1_x: .byte 26
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door_c2_r5_y:
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c2_r5_door0_y: .byte 4
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c2_r5_door1_y: .byte 4
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door_c2_r5_xmin:
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c2_r5_door0_xmin: .byte 4 ; 6-4-5
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c2_r5_door1_xmin: .byte 17 ; 26-4-5
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door_c2_r5_xmax:
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c2_r5_door0_xmax: .byte 10 ; 6+4
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c2_r5_door1_xmax: .byte 30 ; 26+4
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