dos33fsprogs/games/duke/duke_level1.s

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; Duke PoC Level 1
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; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
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.include "common_defines.inc"
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duke_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit TEXTGR
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jsr clear_top ; avoid grey stripes at load
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;=====================
; init vars
;=====================
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lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
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sta JOYSTICK_ENABLED
sta DUKE_WALKING
sta DUKE_JUMPING
sta LEVEL_OVER
sta LASER_OUT
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sta DUKE_XL
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sta SCORE0
sta SCORE1
sta SCORE2
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sta DUKE_FALLING
sta DUKE_SHOOTING
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sta KICK_UP_DUST
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sta DOOR_ACTIVATED
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sta INVENTORY
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lda #<enemy_data
sta ENEMY_DATAL
lda #>enemy_data
sta ENEMY_DATAH
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; FIXME: temporary
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; lda INVENTORY
; ora #INV_RED_KEY
; sta INVENTORY
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; lda #$10
; sta SCORE0
lda #1
sta FIREPOWER
lda #2 ; draw twice (both pages)
sta UPDATE_STATUS
lda #7
sta HEALTH
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lda #4
sta DRAW_PAGE
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lda #18
sta DUKE_X
lda #0
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sta DUKE_Y
lda #1
sta DUKE_DIRECTION
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jsr update_status_bar
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;====================================
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; load level1 background
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;====================================
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lda #<level1_bg_lzsa
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sta LZSA_SRC_LO
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lda #>level1_bg_lzsa
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sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
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;====================================
; load level1 tilemap
;====================================
lda #<level1_data_lzsa
sta LZSA_SRC_LO
lda #>level1_data_lzsa
sta LZSA_SRC_HI
lda #$90 ; load to page $9000
jsr decompress_lzsa2_fast
;====================================
; copy in tilemap subset
;====================================
lda #28
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sta TILEMAP_X
lda #0
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
;====================================
; Main LOGO loop
;====================================
;====================================
duke_loop:
; copy over background
jsr gr_copy_to_current
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; draw tilemap
jsr draw_tilemap
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; draw enemies
jsr draw_enemies
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; draw laser
jsr draw_laser
; draw duke
jsr draw_duke
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; handle door opening
jsr check_open_door
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; draw a status bar
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jsr draw_status_bar
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jsr page_flip
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jsr handle_keypress
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jsr move_duke
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; jsr move_enemies
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jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
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;===========================
; check end of level
;===========================
lda LEVEL_OVER
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beq do_duke_loop
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jmp done_with_duke
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do_duke_loop:
; delay
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; lda #200
; jsr WAIT
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jmp duke_loop
done_with_duke:
bit KEYRESET ; clear keypress
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lda #LOAD_DUKE2
sta WHICH_LOAD
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rts ; exit back
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;==========================
; includes
;==========================
; level graphics
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.include "graphics/level1_graphics.inc"
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.include "text_print.s"
.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "decompress_fast_v2.s"
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.include "status_bar.s"
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.include "keyboard.s"
.include "joystick.s"
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.include "text_drawbox.s"
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.include "print_help.s"
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.include "quit_yn.s"
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.include "level_end.s"
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.include "draw_duke.s"
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.include "sprites/duke_sprites.inc"
.include "move_duke.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "enemies_level1.s"
.include "actions_level1.s"
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.include "item_level1.s"
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.include "sound_effects.s"
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.include "speaker_tone.s"
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level1_data_lzsa:
.incbin "maps/level1_map.lzsa"