dos33fsprogs/ootw/ootw_c1.s
Vince Weaver 8aa63389e1 ootw: fix bug where the door limits were only calculated at beginning
this doesn't work if we're falling and so no doors are on our Y
so re-call the room-limit routine once we land
2020-01-29 22:23:55 -05:00

175 lines
3.2 KiB
ArmAsm

; Ootw Level 1 for Apple II Lores
; by Vince "Deater" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
ootw:
; Initialize some variables
lda #0
sta GAME_OVER
sta EQUAKE_PROGRESS
sta EARTH_OFFSET
sta PHYSICIST_STATE
sta WHICH_CAVE
sta BEAST_OUT
sta ON_ELEVATOR
sta HAVE_GUN
;==========================
; Handle Underwater Arrival
;==========================
jsr ootw_c1_arrival
lda GAME_OVER
bmi end_c1
;==========================
; Exit the Pool
;==========================
jsr exit_pool
; Initialize some variables
lda #0
sta GAME_OVER
sta EQUAKE_PROGRESS
sta EARTH_OFFSET
sta PHYSICIST_STATE
sta WHICH_CAVE
sta BEAST_OUT
sta ON_ELEVATOR
lda #1
sta BEFORE_SWING
lda #22
sta PHYSICIST_Y
lda #20
sta PHYSICIST_X
lda #1
sta DIRECTION
lda #40
sta BOULDER_Y
;=======================
; Initialize the slugs
;=======================
jsr init_slugs
;=======================
; Enter the game
;=======================
jsr ootw_pool
;===========================
; quit_level
;===========================
end_c1:
lda GAME_OVER ; see why we quit
cmp #$ff
beq l1_quit_or_died
;====================
; go to next level
l1_defeated:
lda #2 ; go to next level
sta WHICH_LOAD
rts
;========================
; print death message
; then restart
l1_quit_or_died:
jsr TEXT
jsr HOME
lda KEYRESET ; clear strobe
lda #0
sta DRAW_PAGE
lda #<end_message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS
bpl wait_loop
lda KEYRESET ; clear strobe
jmp ootw
; hack, we don't have doors in l1
recalc_walk_collision:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: IH8S",0
; rooms
.include "ootw_c1_arrival.s"
.include "ootw_c1_rope.s"
.include "ootw_c1_pool.s"
.include "ootw_c1_cavern.s"
.include "ootw_c1_mesa.s"
; movement
.include "physicist.s"
.include "ootw_c1_sluggy.s"
.include "ootw_c1_beast.s"
.include "earthquake.s"
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_make_quake.s"
.include "gr_putsprite.s"
.include "gr_putsprite_flipped.s"
.include "gr_offsets.s"
.include "gr_hlin.s"
.include "random16.s"
.include "keyboard.s"
.include "gr_overlay.s"
.include "gr_putsprite_crop.s"
; room backgrounds
.include "ootw_graphics/l1pool/ootw_pool.inc"
.include "ootw_graphics/l1caves/ootw_cavern.inc"
.include "ootw_graphics/l1caves/ootw_cavern2.inc"
.include "ootw_graphics/l1caves/ootw_cavern3.inc"
.include "ootw_graphics/l1rope/ootw_rope.inc"
.include "ootw_graphics/l1rope/ootw_swing.inc"
.include "ootw_graphics/l1underwater/ootw_underwater.inc"
; sprites
.include "ootw_graphics/sprites/l1_background.inc"
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/physicist_l1_swim.inc"
.include "ootw_graphics/sprites/slugs.inc"
.include "ootw_graphics/sprites/beast.inc"
; cutscene data
.include "ootw_graphics/l1end/ootw_l1end.inc"
.include "ootw_graphics/l1end_scenes/ootw_beast_end.inc"
.include "ootw_graphics/l1end_scenes/ootw_slug_end.inc"
.include "ootw_graphics/l1end_scenes/ootw_beast_intro.inc"