dos33fsprogs/ootw/sluggy.s

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; Sluggy Freelance
;==================================
; draw slugs
;==================================
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SLUG_STRUCT_SIZE = 7
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; out-state 0=dead 1=normal (2=falling?)
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slugg0_out: .byte 1 ; 0
slugg0_attack: .byte 0 ; 1
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slugg0_dying: .byte 0 ; 2
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slugg0_x: .byte 30 ; 3
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slugg0_y: .byte 30 ; 3
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slugg0_dir: .byte $ff ; 4
slugg0_gait: .byte 0 ; 5
slugg1_out: .byte 1 ; 6
slugg1_attack: .byte 0
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slugg1_dying: .byte 0
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slugg1_x: .byte 30
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slugg1_y: .byte 30
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slugg1_dir: .byte $ff
slugg1_gait: .byte 0
slugg2_out: .byte 1
slugg2_attack: .byte 0
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slugg2_dying: .byte 0
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slugg2_x: .byte 30
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slugg2_y: .byte 30
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slugg2_dir: .byte $ff
slugg2_gait: .byte 0
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slugg3_out: .byte 1 ; 0
slugg3_attack: .byte 0 ; 1
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slugg3_dying: .byte 0 ; 2
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slugg3_x: .byte 30 ; 3
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slugg3_y: .byte 30 ; 3
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slugg3_dir: .byte $ff ; 4
slugg3_gait: .byte 0 ; 5
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slugg4_out: .byte 1 ; 6
slugg4_attack: .byte 0
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slugg4_dying: .byte 0
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slugg4_x: .byte 30
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slugg4_y: .byte 30
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slugg4_dir: .byte $ff
slugg4_gait: .byte 0
slugg5_out: .byte 1
slugg5_attack: .byte 0
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slugg5_dying: .byte 0
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slugg5_x: .byte 30
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slugg5_y: .byte 30
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slugg5_dir: .byte $ff
slugg5_gait: .byte 0
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slugg6_out: .byte 1
slugg6_attack: .byte 0
slugg6_dying: .byte 0
slugg6_x: .byte 30
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slugg6_y: .byte 30
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slugg6_dir: .byte $ff
slugg6_gait: .byte 0
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slugg7_out: .byte 1
slugg7_attack: .byte 0
slugg7_dying: .byte 0
slugg7_x: .byte 30
slugg7_y: .byte 30
slugg7_dir: .byte $ff
slugg7_gait: .byte 0
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;========================
; Init the slug creatures
;========================
init_slugs:
ldx #0
init_slug_loop:
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; Mark slug as out and alive
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lda #1
sta slugg0_out,X
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; Mark slug as not attacking or dying
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lda #0
sta slugg0_attack,X
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sta slugg0_dying,X
; Point the slug in the correct direction (left in this case)
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lda #$ff
sta slugg0_dir,X
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; Randomly pick an X value to appear at
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jsr random16
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lda SEEDL
and #$1f
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clc
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adc #8 ; appear from x = 8..36
cmp #36
bcc slugx_not_too_high ; blt
lda #36 ; max out at 36
slugx_not_too_high:
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sta slugg0_x,X
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; Make the slug movement random so they don't all move in sync
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jsr random16
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lda SEEDL
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sta slugg0_gait,X
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; incrememnt struct pointer until all are initialized
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clc
txa
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adc #SLUG_STRUCT_SIZE
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tax
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cpx #(SLUG_STRUCT_SIZE*8)
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bne init_slug_loop
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; FIXME: originally forced some spacing between them
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rts
;========================
; Draw the slug creatures
;========================
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draw_slugs:
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ds_smc1:
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ldx #0
stx WHICH_SLUG
draw_slugs_loop:
ldx WHICH_SLUG
lda slugg0_out,X
bne check_kicked ; don't draw if not there
jmp slug_done
check_kicked:
lda slugg0_out,X ; only kick if normal
cmp #1
bne check_attack
;==================
; see if kicked
lda KICKING
beq check_attack
lda PHYSICIST_X
sec
sbc slugg0_x,X ; -4 to +4
clc
adc #4
and #$f8
bne not_kicked
kicked:
lda #2
sta slugg0_out,X
lda #10
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sta slugg0_dying,X
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lda DIRECTION
sta slugg0_dir,X
not_kicked:
check_attack:
;==================
; see if attack
lda slugg0_out,X
cmp #1
bne no_attack
lda PHYSICIST_X
sec
sbc slugg0_x,X ; -2 to +2
clc
adc #2
and #$fc
bne no_attack
attack:
;=================
; start an attack
lda #1
sta slugg0_attack,X
lda SLUGDEATH ; don't re-attack if already dead
bne no_attack
lda #$1
sta SLUGDEATH
lda #0
sta SLUGDEATH_PROGRESS
stx WHICH_SLUG
jsr slug_cutscene
ldx WHICH_SLUG
no_attack:
inc slugg0_gait,X ; increment slug gait counter
lda slugg0_gait,X ; only move every 64 frames
and #$3f
cmp #$00
bne slug_no_move
slug_move:
lda slugg0_x,X
clc
adc slugg0_dir,X
sta slugg0_x,X
slug_check_right:
cmp #37
bne slug_check_left
jmp remove_slug
slug_check_left:
cmp #0
bne slug_no_move
jmp remove_slug
slug_no_move:
;===============================
;===============================
; DRAW SLUG
;===============================
;===============================
;==============
; if exploding
;==============
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lda slugg0_dying,X
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beq check_draw_attacking
slug_exploding:
stx WHICH_SLUG
tax ; urgh can't forget tax
lda slug_die_progression,X
sta INL
lda slug_die_progression+1,X
sta INH
ldx WHICH_SLUG
bit SPEAKER
lda FRAMEL
and #$f
bne no_progress
bit SPEAKER
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dec slugg0_dying,X
dec slugg0_dying,X
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bne no_progress
jmp remove_slug
no_progress:
jmp slug_selected
;==============
; if attacking
;==============
check_draw_attacking:
lda slugg0_attack,X
beq slug_normal
slug_attacking:
lda slugg0_gait,X
stx WHICH_SLUG
and #$70
lsr
lsr
lsr
tax
lda slug_attack_progression,X
sta INL
lda slug_attack_progression+1,X
sta INH
ldx WHICH_SLUG
jmp slug_selected
;==============
; if normal
;==============
slug_normal:
lda slugg0_gait,X
and #$20
beq slug_squinched
slug_flat:
lda #<slug1
sta INL
lda #>slug1
sta INH
bne slug_selected
slug_squinched:
lda #<slug2
sta INL
lda #>slug2
sta INH
;================
; end slug normal
;================
slug_selected:
lda slugg0_x,X
sta XPOS
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lda slugg0_y,X
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sec
sbc EARTH_OFFSET
sta YPOS
lda slugg0_dir,X
stx WHICH_SLUG
bmi slug_right
slug_left:
jsr put_sprite
jmp slug_done
slug_right:
jsr put_sprite_flipped
slug_done:
lda WHICH_SLUG
clc
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adc #SLUG_STRUCT_SIZE
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tax
stx WHICH_SLUG
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ds_smc2:
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cpx #(3*SLUG_STRUCT_SIZE)
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beq slug_exit
jmp draw_slugs_loop
slug_exit:
rts
remove_slug:
lda #0
sta slugg0_out,X
jmp slug_done