2019-07-12 17:40:29 +00:00
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; Ootw Checkpoint3 -- Rolling around the vents
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ootw_vent:
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;==============================
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; init
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lda #0
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; load background
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lda #>(vent_rle)
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sta GBASH
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lda #<(vent_rle)
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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; Vent Loop
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;============================
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vent_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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; jsr move_physicist
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;===============
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; check room limits
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; jsr check_screen_limit
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;===============
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; draw physicist
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; jsr draw_physicist
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne vent_frame_no_oflo
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inc FRAMEH
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vent_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_vent
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cmp #$ff ; if $ff, we died
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beq done_vent
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;===============================
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; check if exited room to right
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; cmp #1
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; beq jail_exit_left
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;=================
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; exit to right
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;jail_right_yes_exit:
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; lda #0
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; sta PHYSICIST_X
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;jer_smc:
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; lda #$0 ; smc+1 = exit location
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; sta WHICH_CAVE
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; jmp done_jail
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;=====================
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; exit to left
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;jail_exit_left:
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; lda #37
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; sta PHYSICIST_X
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;jel_smc:
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; lda #0 ; smc+1
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; sta WHICH_CAVE
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; jmp done_jail
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; loop forever
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still_in_vent:
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lda #0
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sta GAME_OVER
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jmp vent_loop
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done_vent:
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rts
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2019-08-04 03:57:24 +00:00
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puff_sprite_start1:
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.byte 3,2
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.byte $AA,$A5,$AA
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.byte $AA,$AA,$AA
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puff_sprite_start2:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $AA,$AA,$AA
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puff_sprite_cycle1:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $AA,$A5,$AA
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puff_sprite_cycle2:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $A5,$A5,$A5
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puff_sprite_cycle3:
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.byte 3,2
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.byte $5A,$55,$5A
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.byte $A5,$A5,$A5
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puff_sprite_cycle4:
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.byte 3,2
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.byte $A5,$55,$A5
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.byte $A5,$A5,$A5
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puff_sprite_end1:
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.byte 3,2
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.byte $AA,$AA,$AA
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.byte $A5,$AA,$5A
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puff_sprite_end2:
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.byte 3,2
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.byte $A5,$AA,$A5
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.byte $AA,$AA,$AA
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