dos33fsprogs/mist/organ_puzzle.s

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;==========================
; o/` Standing in my yard
; where they tore down the garage
; to make room for the torn down garage o/`
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organ_pressed:
ldy #0
lda YPOS
cmp #27
bcs organ_regular ; bge
organ_sharps:
; urgh nonsymmetric, this is way cheating
; FIXME: if actually on a white key, then jump and check regular?
lda XPOS
cmp #11-1
bcc done_organ_sharps
iny
cmp #13-1
bcc done_organ_sharps
iny
cmp #18-1
bcc done_organ_sharps
iny
cmp #20-1
bcc done_organ_sharps
iny
cmp #22-1
bcc done_organ_sharps
iny
cmp #27-1
bcc done_organ_sharps
iny
done_organ_sharps:
lda sharp_notes,Y
jmp done_organ_freq
organ_regular:
; urgh nonsymmetric, this is way cheating
lda XPOS
cmp #10-1
bcc done_organ_regular
iny
cmp #12-1
bcc done_organ_regular
iny
cmp #14-1
bcc done_organ_regular
iny
cmp #17-1
bcc done_organ_regular
iny
cmp #20-1
bcc done_organ_regular
iny
cmp #22-1
bcc done_organ_regular
iny
cmp #24-1
bcc done_organ_regular
iny
cmp #27-1
bcc done_organ_regular
iny
cmp #30-1
bcc done_organ_regular
iny
done_organ_regular:
lda regular_notes,Y
done_organ_freq:
sta speaker_frequency
organ_tone:
lda #25
sta speaker_duration
jsr speaker_tone
rts
regular_notes:
.byte NOTE_C4,NOTE_D4,NOTE_E4,NOTE_F4,NOTE_G4,NOTE_A4,NOTE_B4
.byte NOTE_C5,NOTE_D5,NOTE_E5
sharp_notes:
.byte NOTE_CSHARP4,NOTE_DSHARP4,NOTE_FSHARP4,NOTE_GSHARP4,NOTE_ASHARP4
.byte NOTE_CSHARP5,NOTE_DSHARP5
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all_notes:
.byte NOTE_C4,NOTE_CSHARP4,NOTE_D4,NOTE_DSHARP4,NOTE_E4,NOTE_F4
.byte NOTE_FSHARP4,NOTE_G4,NOTE_GSHARP4,NOTE_A4,NOTE_ASHARP4,NOTE_B4
.byte NOTE_C5,NOTE_CSHARP5,NOTE_D5,NOTE_DSHARP5,NOTE_E5
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;=========================
; draw the buttons
;=========================
spaceship_draw_buttons:
ldx #0
draw_ss_buttons_outer_loop:
ldy #28 ; 13,28
draw_ss_buttons_loop:
lda gr_offsets,Y
clc
adc #13 ; 13,28
sta ss_buttons_smc+1
iny
lda gr_offsets,Y
clc
adc DRAW_PAGE
sta ss_buttons_smc+2
iny
; calculate slider status
; i.e. color
; if Y matches slide
; Y=26 and ROCKET_NOTE1=0 $50
; Y=26 and ROCKET_NOTE1=1 $05
; Y=24 and ROCKET_NOTE1=2 $50
; Y=24 and ROCKET_NOTE1=3 $05
; Y=22 and ROCKET_NOTE1=4 $50
; Y=22 and ROCKET_NOTE1=5 $05
; if Y==44-(RN&0xfe) (44 because pre-incremented)
lda rocket_notes,X
and #$fe
sta TEMP
lda #44
sec
sbc TEMP
sta TEMP
cpy TEMP
bne ss_button_none
lda rocket_notes,X
and #$1
beq ss_button_bottom
ss_button_top:
lda #$05
bne ss_buttons_smc
ss_button_bottom:
lda #$50
bne ss_buttons_smc
ss_button_none:
lda #$00
ss_buttons_smc:
sta $400,X
cpy #44
bne draw_ss_buttons_loop
inx
inx
cpx #10
bne draw_ss_buttons_outer_loop
rts
; twice as many as necessary as X increments by two
rocket_notes:
.byte $00,$00,$1,$00,$5,$00,$0a,$00
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controls_pressed:
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lda XPOS
cmp #21
bcs handle_pulled ; bge
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sliders_pressed:
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sec
sbc #12
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tax
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; if YPOS-28 > rocket_notes, increment
; if YPOS-28 < rocket_notes, decrement
; 0..14
; rocket ypos ypos-28 15-(ypos-28)
; 0 = 42 14 0
; 1 = 42 14 0
; 2 = 40 12 2
; 3 = 40 12 2
; 4 = 38 10 4
; 5 = 38 10 4
; ...
; 13 = 28 0 14
; 14 = 28 0 14
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lda YPOS
sec
sbc #28
sta TEMP
lda #15
sec
sbc TEMP
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cmp rocket_notes,X
beq slider_play_note
bpl slider_decrement
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slider_increment:
lda rocket_notes,X
beq slider_play_note ; don't make smaller than 0
dec rocket_notes,X
jmp slider_play_note
slider_decrement:
lda rocket_notes,X
cmp #15
bcs slider_play_note ; done make larger than 14
inc rocket_notes,X
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slider_play_note:
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lda rocket_notes,X
tax
lda all_notes,X
sta speaker_frequency
lda #25
sta speaker_duration
jsr speaker_tone
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handle_pulled:
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rts
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.if 0
open_gen_door:
ldy #LOCATION_NORTH_EXIT
lda #36
sta location35,Y
ldy #LOCATION_NORTH_EXIT_DIR
lda #(DIRECTION_N | DIRECTION_SPLIT | DIRECTION_ONLY_POINT)
sta location35,Y
ldy #LOCATION_NORTH_BG
lda #<gen_door_open_n_lzsa
sta location35,Y
lda #>gen_door_open_n_lzsa
sta location35+1,Y
jsr change_location
rts
button_lookup:
.byte $10,$8,$4,$2,$1
button_values_top:
.byte $01,$02,$22,$19,$09 ; BCD
button_values_bottom:
.byte $10,$07,$08,$16,$05 ; BCD
needle_strings:
.byte '\'|$80,' '|$80,' '|$80,' '|$80
.byte ' '|$80,':'|$80,' '|$80,' '|$80
.byte ' '|$80,' '|$80,':'|$80,' '|$80
.byte ' '|$80,' '|$80,' '|$80,'/'|$80
;============================
; handle button presses
;============================
generator_button_press:
lda YPOS
cmp #38
bcs button_bottom_row ; bge
button_top_row:
lda XPOS
sec
sbc #24
lsr
bmi done_press
cmp #5
bcs done_press ; bge
tax
lda SWITCH_TOP_ROW
eor button_lookup,X ; toggle switch
sta SWITCH_TOP_ROW
jmp done_press
button_bottom_row:
lda XPOS
sec
sbc #25
lsr
bmi done_press
cmp #5
bcs done_press ; bge
tax
lda SWITCH_BOTTOM_ROW
eor button_lookup,X ; toggle switch
sta SWITCH_BOTTOM_ROW
no_bottom_press:
done_press:
calculate_button_totals:
lda #0
sta ROCKET_VOLTS
sta GENERATOR_VOLTS
tax
calc_buttons_loop:
; top button
lda SWITCH_TOP_ROW
and button_lookup,X
beq ctop_button_off
ctop_button_on:
sed
clc
lda GENERATOR_VOLTS
adc button_values_top,X
sta GENERATOR_VOLTS
cld
ctop_button_off:
lda SWITCH_BOTTOM_ROW
and button_lookup,X
beq cbottom_button_off
cbottom_button_on:
sed
clc
lda GENERATOR_VOLTS
adc button_values_bottom,X
sta GENERATOR_VOLTS
cld
cbottom_button_off:
inx
cpx #5
bne calc_buttons_loop
; calculate rocket volts
lda BREAKER_TRIPPED
bne done_rocket_volts
lda GENERATOR_VOLTS
cmp #$59
bcs oops_flipped
sta ROCKET_VOLTS
jmp done_rocket_volts
oops_flipped:
lda #$3
sta BREAKER_TRIPPED
done_rocket_volts:
rts
.endif