dos33fsprogs/games/mist/generator_puzzle.s

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;====================================
; Routines for the generator puzzles
;====================================
leave_tower1:
lda #GEN_TOWER1_TOP
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jsr change_location
rts
back_to_mist:
lda #MIST_TREE_CORRIDOR_4
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
draw_circuit_breaker:
lda ANIMATE_FRAME
beq done_draw_circuit_breaker
lda #17
sta XPOS
lda #12
sta YPOS
lda #<breaker_down_sprite
sta INL
lda #>breaker_down_sprite
sta INH
jsr put_sprite_crop
lda FRAMEL
and #$1f
bne done_draw_circuit_breaker
dec ANIMATE_FRAME
done_draw_circuit_breaker:
rts
breaker_down_sprite:
.byte 3,2
.byte $90,$0f,$90
.byte $69,$65,$69
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;=======================
; flip circuit breaker
; if room==MIST_TOWER2_TOP, and with #$fe
; if room==GEN_TOWER1_TOP, and with #$fd
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circuit_breaker:
jsr click_speaker ; click speaker
lda #2
sta ANIMATE_FRAME
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lda LOCATION
cmp #MIST_TOWER2_TOP
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bne other_circuit_breaker
lda BREAKER_TRIPPED
and #$fe
jmp done_circuit_breaker
other_circuit_breaker:
lda BREAKER_TRIPPED
and #$fd
done_circuit_breaker:
sta BREAKER_TRIPPED
bne done_turn_on_breaker
turn_on_breaker:
lda GENERATOR_VOLTS
cmp #$60
bcs done_turn_on_breaker
sta ROCKET_VOLTS
sta ROCKET_VOLTS_DISP
done_turn_on_breaker:
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rts
;======================
; open the generator_door
open_gen_door:
lda gen_door_status
eor #$1
sta gen_door_status
beq gen_close_door
gen_open_door:
ldy #LOCATION_NORTH_EXIT
lda #GEN_GENERATOR_ROOM
sta location3,Y ; GEN_GENERATOR_DOOR
ldy #LOCATION_NORTH_EXIT_DIR
lda #(DIRECTION_N | DIRECTION_SPLIT | DIRECTION_ONLY_POINT)
sta location3,Y ; GEN_GENERATOR_DOOR
ldy #LOCATION_NORTH_BG
lda #<gen_door_open_n_lzsa
sta location3,Y ; GEN_GENERATOR_DOOR
lda #>gen_door_open_n_lzsa
sta location3+1,Y ; GEN_GENERATOR_DOOR
jmp change_location
gen_close_door:
; disable exit
ldy #LOCATION_NORTH_EXIT
lda #$ff
sta location3,Y ; GEN_GENERATOR_DOOR
ldy #LOCATION_NORTH_EXIT_DIR
lda #$ff
sta location3,Y ; GEN_GENERATOR_DOOR
; change background
ldy #LOCATION_NORTH_BG
lda #<gen_door_closed_n_lzsa
sta location3,Y ; GEN_GENERATOR_DOOR
lda #>gen_door_closed_n_lzsa
sta location3+1,Y ; GEN_GENERATOR_DOOR
jmp change_location
gen_door_status:
.byte $00 ; closed
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,'/'|$80
;============================
; handle button presses
;============================
generator_button_press:
lda DIRECTION
and #$f
cmp #DIRECTION_N
beq really_the_panel
; otherwise, the sign
lda CURSOR_X
cmp #27
bcs draw_sign
; not draw sign, leave room
lda #GEN_GENERATOR_DOOR
sta LOCATION
jmp change_location
draw_sign:
lda #GEN_SIGN
sta LOCATION
lda #(DIRECTION_S|DIRECTION_SPLIT)
sta DIRECTION
jmp change_location
really_the_panel:
lda CURSOR_Y
cmp #38
bcs button_bottom_row ; bge
button_top_row:
lda CURSOR_X
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 CURSOR_X
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 #$60
bcs oops_flipped ; bge
sta ROCKET_VOLTS
jmp done_rocket_volts
oops_flipped:
lda #$3
sta BREAKER_TRIPPED
done_rocket_volts:
rts
;===========================
; draw the voltage displays
;===========================
generator_update_volts:
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; gradually adjust generator voltage
sed
lda GENERATOR_VOLTS_DISP
cmp GENERATOR_VOLTS
beq no_adjust_gen_volts
bcs gen_volts_dec
clc
adc #1
jmp done_adjust_gen_volts
gen_volts_dec:
sec
sbc #1
done_adjust_gen_volts:
sta GENERATOR_VOLTS_DISP
no_adjust_gen_volts:
; gradually adjust rocket voltage
lda ROCKET_VOLTS_DISP
cmp ROCKET_VOLTS
beq no_adjust_rocket_volts
bcs rocket_volts_dec
clc
adc #1
jmp done_adjust_rocket_volts
rocket_volts_dec:
sec
sbc #1
done_adjust_rocket_volts:
sta ROCKET_VOLTS_DISP
no_adjust_rocket_volts:
cld
lda DRAW_PAGE
clc
adc #$6
sta gen_volt_ones_smc+2
sta gen_volt_tens_smc+2
sta rocket_volt_ones_smc+2
sta rocket_volt_tens_smc+2
sta gen_put_needle_smc+2
sta rocket_put_needle_smc+2
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lda GENERATOR_VOLTS_DISP
and #$f
clc
adc #$b0
gen_volt_ones_smc:
sta $6d0+14 ; 14,21
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lda GENERATOR_VOLTS_DISP
lsr
lsr
lsr
lsr
and #$f
clc
adc #$b0
gen_volt_tens_smc:
sta $6d0+13 ; 13,21
; draw gen needle
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lda GENERATOR_VOLTS_DISP
ldx #0
cmp #$25
bcc gen_put_needle
inx
cmp #$50
bcc gen_put_needle
inx
cmp #$75
bcc gen_put_needle
inx
gen_put_needle:
txa
asl
asl
tax
ldy #0
gen_put_needle_loop:
lda needle_strings,X
gen_put_needle_smc:
sta $650+12,Y
iny
inx
cpy #4
bne gen_put_needle_loop
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lda ROCKET_VOLTS_DISP
and #$f
clc
adc #$b0
rocket_volt_ones_smc:
sta $6d0+21 ; 21,21
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lda ROCKET_VOLTS_DISP
lsr
lsr
lsr
lsr
and #$f
clc
adc #$b0
rocket_volt_tens_smc:
sta $6d0+20 ; 20,21
; draw rocket needle
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lda ROCKET_VOLTS_DISP
ldx #0
cmp #$25
bcc rocket_put_needle
inx
cmp #$50
bcc rocket_put_needle
inx
cmp #$75
bcc rocket_put_needle
inx
rocket_put_needle:
txa
asl
asl
tax
ldy #0
rocket_put_needle_loop:
lda needle_strings,X
rocket_put_needle_smc:
sta $650+19,Y
iny
inx
cpy #4
bne rocket_put_needle_loop
rts
;=========================
; draw the buttons
;=========================
generator_draw_buttons:
ldx #0
clc
lda DRAW_PAGE
adc #$4
sta top_button_draw_smc+2
adc #$1
sta bottom_button_draw_smc+2
lda #$d0+25
sta top_button_draw_smc+1
adc #$1
sta bottom_button_draw_smc+1
draw_buttons_loop:
; top button
lda SWITCH_TOP_ROW
and button_lookup,X
beq top_button_off
top_button_on:
ldy #$95
bne top_button_draw_smc
top_button_off:
ldy #$35
top_button_draw_smc:
sty $4d0+25
inc top_button_draw_smc+1
inc top_button_draw_smc+1
; bottom button
lda SWITCH_BOTTOM_ROW
and button_lookup,X
beq bottom_button_off
bottom_button_on:
ldy #$19
bne bottom_button_draw_smc
bottom_button_off:
ldy #$13
bottom_button_draw_smc:
sty $5d0+26
inc bottom_button_draw_smc+1
inc bottom_button_draw_smc+1
inx
cpx #5
bne draw_buttons_loop
rts