dos33fsprogs/games/peasant/peasant4.s
Vince Weaver c59fa6c0e4 peasant: load parse_input high
have the actual compressed strings loaded by each individual section
2021-10-20 23:54:09 -04:00

228 lines
3.5 KiB
ArmAsm

; Peasant's Quest
; Peasantry Part 4 (bottom line of map)
; ned cottage, wavy tree, kerrek 2, lady cottage, burninated tree
WHICH_PEASANTRY = 3
; by Vince `deater` Weaver vince@deater.net
; with apologies to everyone
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "inventory.inc"
.include "parse_input.inc"
peasant_quest:
lda #0
sta GAME_OVER
jsr hgr_make_tables
jsr hgr2
lda #0
sta FRAME
; update map location
jsr update_map_location
; update score
jsr update_score
;=============================
;=============================
; new screen location
;=============================
;=============================
new_location:
lda #0
sta GAME_OVER
;=====================
; load bg
; we are PEASANT1 so locations 15...19 map to 0...4, no change
lda MAP_LOCATION
sec
sbc #15
tax
lda map_backgrounds_low,X
sta getsrc_smc+1
lda map_backgrounds_hi,X
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
; load priority
lda MAP_LOCATION
sec
sbc #15
tax
lda map_priority_low,X
sta getsrc_smc+1
lda map_priority_hi,X
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
jsr gr_copy_to_page1
; put peasant text
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
jsr print_score
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; draw initial peasant
jsr save_bg_1x28
jsr draw_peasant
game_loop:
jsr move_peasant
inc FRAME
jsr check_keyboard
lda GAME_OVER
bmi oops_new_location
bne game_over
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
jmp new_location
;************************
; exit level
;************************
game_over:
rts
.include "draw_peasant.s"
; moved to qload
;.include "decompress_fast_v2.s"
;.include "hgr_font.s"
;.include "draw_box.s"
;.include "hgr_rectangle.s"
;.include "hgr_1x28_sprite_mask.s"
;.include "hgr_1x5_sprite.s"
;.include "hgr_partial_save.s"
;.include "hgr_input.s"
;.include "hgr_tables.s"
;.include "hgr_text_box.s"
;.include "clear_bottom.s"
;.include "hgr_hgr2.s"
;.include "wait_keypress.s"
;.include "loadsave_menu.s"
.include "gr_copy.s"
.include "peasant_move.s"
.include "score.s"
.include "new_map_location.s"
;.include "parse_input.s"
;.include "inventory.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "graphics_peasantry/graphics_peasant4.inc"
.include "graphics_peasantry/priority_peasant4.inc"
.include "version.inc"
map_backgrounds_low:
.byte <empty_hut_lzsa ; 15 -- empty hut
.byte <ned_lzsa ; 16 -- ned
.byte <bottom_prints_lzsa ; 17 -- bottom footprints
.byte <lady_cottage_lzsa ; 18 -- cottage lady
.byte <crooked_tree_lzsa ; 19 -- crooked tree
map_backgrounds_hi:
.byte >empty_hut_lzsa ; 15 -- empty hut
.byte >ned_lzsa ; 16 -- ned
.byte >bottom_prints_lzsa ; 17 -- bottom footprints
.byte >lady_cottage_lzsa ; 18 -- cottage lady
.byte >crooked_tree_lzsa ; 19 -- crooked tree
map_priority_low:
.byte <empty_hut_priority_lzsa ; 15 -- empty hut
.byte <ned_priority_lzsa ; 16 -- ned
.byte <bottom_prints_priority_lzsa ; 17 -- bottom footprints
.byte <lady_cottage_priority_lzsa ; 18 -- cottage lady
.byte <crooked_tree_priority_lzsa ; 19 -- crooked tree
map_priority_hi:
.byte >empty_hut_priority_lzsa ; 15 -- empty hut
.byte >ned_priority_lzsa ; 16 -- ned
.byte >bottom_prints_priority_lzsa ; 17 -- bottom footprints
.byte >lady_cottage_priority_lzsa ; 18 -- cottage lady
.byte >crooked_tree_priority_lzsa ; 19 -- crooked tree