dos33fsprogs/ootw/ootw_cavern.s

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2019-01-17 21:58:19 +00:00
; Cavern scene (with the slugs)
ootw_cavern:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Clear both bottoms
lda #$4
sta DRAW_PAGE
jsr clear_bottom
lda #$0
sta DRAW_PAGE
jsr clear_bottom
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=============================
; Load background to $c00
lda #$0c
sta BASH
lda #$00
sta BASL ; load image off-screen $c00
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lda #>(cavern_rle)
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sta GBASH
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lda #<(cavern_rle)
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sta GBASL
jsr load_rle_gr
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;=============================
; Load quake background to $1000
lda #$10
sta BASH
lda #$00
sta BASL ; load image off-screen $c00
lda #>(quake_rle)
sta GBASH
lda #<(quake_rle)
sta GBASL
jsr load_rle_gr
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;=================================
; copy to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
;=================================
; setup vars
lda #0
sta GAIT
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sta GAME_OVER
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;============================
; Cavern Loop (not a palindrome)
;============================
cavern_loop:
; check keyboard
jsr handle_keypress_cavern
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;==========================
; check for earthquake
earthquake_handler:
lda FRAMEH
and #3
bne earth_mover
lda FRAMEL
cmp #$ff
bne earth_mover
earthquake_init:
lda #200
sta EQUAKE_PROGRESS
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lda #0
sta BOULDER_Y
jsr random16
lda SEEDL
and #$1f
clc
adc #4
sta BOULDER_X
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earth_mover:
lda EQUAKE_PROGRESS
beq earth_still
and #$8
bne earth_calm
lda #2
bne earth_decrement
earth_calm:
lda #0
earth_decrement:
sta EARTH_OFFSET
dec EQUAKE_PROGRESS
jmp earth_done
earth_still:
lda #0
sta EARTH_OFFSET
earth_done:
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;================================
; copy background to current page
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lda EARTH_OFFSET
bne shake_shake
no_shake:
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jsr gr_copy_to_current
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jmp done_shake
shake_shake:
jsr gr_copy_to_current_40
done_shake:
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;===============
; draw physicist
jsr draw_physicist
;===============
; draw slugs
jsr draw_slugs
;======================
; draw falling boulders
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lda BOULDER_Y
cmp #38
bpl no_boulder
lda #<boulder
sta INL
lda #>boulder
sta INH
lda BOULDER_X
sta XPOS
lda BOULDER_Y
sta YPOS
jsr put_sprite
lda FRAMEL
and #$3
bne no_boulder
inc BOULDER_Y
inc BOULDER_Y
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no_boulder:
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;=======================
; page flip
jsr page_flip
;========================
; inc frame count
inc FRAMEL
bne frame_no_oflo_c
inc FRAMEH
frame_no_oflo_c:
; pause?
; see if game over
lda GAME_OVER
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cmp #$ff
beq done_cavern
; see if left level
cmp #1
bne still_in_cavern
lda #37
sta PHYSICIST_X
jmp ootw_pool
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still_in_cavern:
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; loop forever
jmp cavern_loop
done_cavern:
rts
;======================================
; handle keypress (cavern)
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;======================================
handle_keypress_cavern:
lda KEYPRESS ; 4
bmi keypress_cavern ; 3
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rts
keypress_cavern:
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; -1
and #$7f ; clear high bit
check_quit_c:
cmp #'Q'
beq quit_c
cmp #27
bne check_left_c
quit_c:
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lda #$ff
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sta GAME_OVER
rts
check_left_c:
cmp #'A'
beq left_c
cmp #$8 ; left arrow
bne check_right_c
left_c:
lda #0
sta CROUCHING
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lda DIRECTION
bne face_left_c
dec PHYSICIST_X
bpl just_fine_left_c
too_far_left_c:
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lda #1
sta GAME_OVER
rts
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just_fine_left_c:
inc GAIT
inc GAIT
jmp done_keypress_c
face_left_c:
lda #0
sta DIRECTION
sta GAIT
jmp done_keypress_c
check_right_c:
cmp #'D'
beq right_c
cmp #$15
bne check_down_c
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right_c:
lda #0
sta CROUCHING
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lda DIRECTION
beq face_right_c
inc PHYSICIST_X
lda PHYSICIST_X
cmp #37
bne just_fine_right_c
too_far_right_c:
dec PHYSICIST_X
just_fine_right_c:
inc GAIT
inc GAIT
jmp done_keypress_c
face_right_c:
lda #0
sta GAIT
lda #1
sta DIRECTION
jmp done_keypress_c
check_down_c:
cmp #'S'
beq down_c
cmp #$0A
bne check_space_c
down_c:
lda #48
sta CROUCHING
lda #0
sta GAIT
jmp done_keypress_c
check_space_c:
cmp #' '
beq space_c
cmp #$15
bne unknown_c
space_c:
lda #15
sta KICKING
lda #0
sta GAIT
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unknown_c:
done_keypress_c:
bit KEYRESET ; clear the keyboard strobe ; 4
no_keypress_c:
rts ; 6
;==================================
; draw slugs
;==================================
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slugg0_out: .byte 1
slugg0_x: .byte 30
slugg0_dir: .byte $ff
slugg0_gait: .byte 0
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; ___ _-_
draw_slugs:
lda slugg0_out
beq slug_done ; don't draw if not there
inc slugg0_gait
lda slugg0_gait
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and #$3f
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cmp #$00
bne slug_no_move
slug_move:
lda slugg0_x
clc
adc slugg0_dir
sta slugg0_x
cmp #37
beq remove_slug
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cmp #0
beq remove_slug
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slug_no_move:
lda slugg0_gait
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and #$20
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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
slug_selected:
lda slugg0_x
sta XPOS
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lda #34
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sec
sbc EARTH_OFFSET
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sta YPOS
lda DIRECTION
bmi slug_right
slug_left:
jsr put_sprite
jmp slug_done
slug_right:
jsr put_sprite_flipped
slug_done:
rts
remove_slug:
lda #0
sta slugg0_out
rts
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;=========================================================
; gr_copy_to_current, 40x48 version
;=========================================================
; copy 0x1000 to DRAW_PAGE
gr_copy_to_current_40:
lda DRAW_PAGE ; 3
clc ; 2
adc #$4 ; 2
sta gr_copy_line_40+5 ; 4
sta gr_copy_line_40+11 ; 4
adc #$1 ; 2
sta gr_copy_line_40+17 ; 4
sta gr_copy_line_40+23 ; 4
adc #$1 ; 2
sta gr_copy_line_40+29 ; 4
sta gr_copy_line_40+35 ; 4
adc #$1 ; 2
sta gr_copy_line_40+41 ; 4
sta gr_copy_line_40+47 ; 4
;===========
; 45
ldy #119 ; for early ones, copy 120 bytes ; 2
gr_copy_line_40:
lda $1000,Y ; load a byte (self modified) ; 4
sta $400,Y ; store a byte (self modified) ; 5
lda $1080,Y ; load a byte (self modified) ; 4
sta $480,Y ; store a byte (self modified) ; 5
lda $1100,Y ; load a byte (self modified) ; 4
sta $500,Y ; store a byte (self modified) ; 5
lda $1180,Y ; load a byte (self modified) ; 4
sta $580,Y ; store a byte (self modified) ; 5
lda $1200,Y ; load a byte (self modified) ; 4
sta $600,Y ; store a byte (self modified) ; 5
lda $1280,Y ; load a byte (self modified) ; 4
sta $680,Y ; store a byte (self modified) ; 5
lda $1300,Y ; load a byte (self modified) ; 4
sta $700,Y ; store a byte (self modified) ; 5
lda $1380,Y ; load a byte (self modified) ; 4
sta $780,Y ; store a byte (self modified) ; 5
dey ; decrement pointer ; 2
bpl gr_copy_line_40 ; ; 2nt/3
rts ; 6