dos33fsprogs/mist/stoney_puzzles.s

303 lines
4.9 KiB
ArmAsm
Raw Normal View History

; The Stone Ship Puzzles
; by deater (Vince Weaver) <vince@deater.net>
; at start, no electricity
; all lights on umbrella off
; tunnels dark and flooded
; steps to cabin are flooded, lights off past airlock, can't
; touch book
; lighthouse is flooded
; lights are always on in red/blue rooms
; umbrella pump -- only one can be on, touching twice toggles
; #1 drains main cabin
; #2 drains tunnels
; #3 drain the elevator room
; treasure chest
; 1st drain tower room
; 2nd go down, open tap, let water drain
; 3rd close tap
; 4th raise water again
; 5th click on chained key which will unlock chest
; 6th click on key in chest which will get picked up
; 7th open trapdoor. animation. lock and key fall to
; floor down below
; you can still pick up the key down there
; in game if you leave the lighthouse
; while you have the key, the key ends up on the floor
; down below
; charged battery turns on lights in cabin/tunnels
; charge runs down over time
; compass rose puzzle
; press wrong one and lights go out?
; press right one, lights in the cabin go on
;======================
; handle umbrella pump buttons
umbrella_buttons:
lda CURSOR_X
cmp #15
bcc left_button_pressed
cmp #19
bcc center_button_pressed
right_button_pressed:
; drain lighthouse
lda #2
bne done_umbrella
left_button_pressed:
; drain mist tunnel
lda #0
beq done_umbrella
center_button_pressed:
; drain room tunnels
lda #1
done_umbrella:
sta PUMP_STATE
rts
;========================
; handle generator crank
handle_crank:
inc CRANK_ANGLE
lda CRANK_ANGLE
and #$3
sta CRANK_ANGLE
lda BATTERY_CHARGE
cmp #7
beq skip_charge
inc BATTERY_CHARGE
skip_charge:
rts
do_draw_umbrella_light:
lda DIRECTION
cmp #DIRECTION_W
bne done_draw_umbrella
lda PUMP_STATE
asl
asl ; *4
tay
lda #$99 ; orange
sta $528+15,Y ; page 0
sta $928+15,Y ; page 1
; 15,20
; 19,20
; 23,20
done_draw_umbrella:
rts
do_draw_crank_handle:
lda DIRECTION
cmp #DIRECTION_W
bne done_draw_it
lda CRANK_ANGLE
asl
tay
lda crank_sprites,Y
sta INL
lda crank_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #32
bne draw_it
do_draw_battery_level:
lda BATTERY_CHARGE
and #7
asl
tay
lda battery_sprites,Y
sta INL
lda battery_sprites+1,Y
sta INH
lda #16
sta XPOS
lda #20
; bne draw_it
draw_it:
sta YPOS
jsr put_sprite_crop
done_draw_it:
rts
do_animate_magic_table:
; handle book rising from table
lda ANIMATE_FRAME
asl
tay
lda table_movie,Y
sta INL
lda table_movie+1,Y
sta INH
lda #18
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$1f
bne done_animate_table
lda ANIMATE_FRAME
cmp #4
beq done_animate_table
inc ANIMATE_FRAME
done_animate_table:
rts
crank_sprites:
.word crank_sprite0,crank_sprite1,crank_sprite2,crank_sprite3
battery_sprites:
.word battery_sprite0,battery_sprite1,battery_sprite2,battery_sprite3
.word battery_sprite4,battery_sprite5,battery_sprite6,battery_sprite7
table_movie:
.word table_frame0,table_frame1,table_frame2,table_frame3
.word table_frame4
table_frame0:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$dA,$dA,$dA,$dA
table_frame1:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $dA,$Ad,$dA,$dA,$dA
.byte $dd,$Ad,$Ad,$Ad,$Ad
table_frame2:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $Ad,$dd,$dd,$dd,$dd
.byte $da,$dd,$77,$7d,$da
.byte $dd,$dd,$77,$dd,$Ad
table_frame3:
.byte 5,5
.byte $AA,$dA,$dA,$da,$da
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
table_frame4:
.byte 5,5
.byte $AA,$07,$d7,$d7,$07
.byte $AA,$00,$dd,$dd,$dd
.byte $AA,$00,$d5,$d5,$dd
.byte $AA,$00,$dd,$dd,$dd
.byte $AA,$00,$dd,$dd,$0d
crank_sprite0:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$dd,$AA,$AA
.byte $AA,$AA,$dd,$AA,$AA
.byte $AA,$11,$AA,$AA,$AA
crank_sprite1:
.byte 5,5
.byte $1A,$AA,$AA,$AA,$AA
.byte $A1,$dA,$dA,$AA,$AA
.byte $AA,$AA,$ad,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
crank_sprite2:
.byte 5,5
.byte $AA,$AA,$AA,$dA,$11
.byte $AA,$AA,$dA,$AA,$AA
.byte $AA,$AA,$Ad,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
crank_sprite3:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$Ad,$AA,$AA
.byte $AA,$AA,$AA,$dA,$1d
.byte $AA,$AA,$AA,$A1,$AA
battery_sprite0:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$AA,$AA
battery_sprite1:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$AA,$FF
battery_sprite2:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$FF,$FF
battery_sprite3:
.byte 1,7
.byte $51,$AA,$AA,$AA,$FF,$FF,$FF
battery_sprite4:
.byte 1,7
.byte $51,$AA,$AA,$FF,$FF,$FF,$FF
battery_sprite5:
.byte 1,7
.byte $51,$AA,$FF,$FF,$FF,$FF,$FF
battery_sprite6:
.byte 1,7
.byte $51,$FF,$FF,$FF,$FF,$FF,$FF
battery_sprite7:
.byte 1,7
.byte $5c,$FF,$FF,$FF,$FF,$FF,$FF