dos33fsprogs/ootw/ootw_c3_vent.s

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; Ootw Checkpoint3 -- Rolling around the vents
ootw_vent:
;==============================
; init
lda #0
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sta GAIT
; sta FALLING
sta VENT_DEATH
sta VENT_END_COUNT
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lda #17
sta PHYSICIST_X
; lda #2
; sta PHYSICIST_Y
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; fall into level
lda #1
sta FALLING
lda #250
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sta PHYSICIST_Y
lda #2
sta FALLING_Y
; load background
lda #>(vent_rle)
sta GBASH
lda #<(vent_rle)
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; copy to screen
; jsr gr_copy_to_current
; jsr page_flip
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
; Vent Loop
;============================
vent_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;================================
; draw background action (steam)
;================================
;===============================
; check keyboard
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;===============================
lda FALLING
bne vent_done_keyboard ; can't move if falling
lda VENT_DEATH
bne vent_done_keyboard ; can't move if dead
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lda KEYPRESS
bpl vent_done_keyboard
cmp #27+$80
beq vent_escape
cmp #'A'+$80
beq vent_left_pressed
cmp #8+$80
beq vent_left_pressed
cmp #'D'+$80
beq vent_right_pressed
cmp #$15+$80
beq vent_right_pressed
jmp vent_done_keyboard
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vent_escape:
lda #$ff
sta GAME_OVER
bne vent_done_keyboard ; bra
vent_left_pressed:
dec PHYSICIST_X
dec GAIT
dec GAIT
jmp vent_adjust_gait
vent_right_pressed:
inc PHYSICIST_X
inc GAIT
inc GAIT
vent_adjust_gait:
lda GAIT
and #$7
sta GAIT
vent_done_keyboard:
bit KEYRESET
;=======================
; bounds_check and slope
; 42, can't go less than 10
; 42, cant go more than 38
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #42
bne not_life_universe_everything
vent_bounds_check_left:
cpx #(5-2)
bcs vent_bounds_check_right
lda #5
sta PHYSICIST_X
jmp done_vent_bounds
vent_bounds_check_right:
cpx #(38-2)
bcc done_vent_bounds
lda #35
sta PHYSICIST_X
jmp done_vent_bounds
not_life_universe_everything:
; 11 -> if (y==11) and (x>5) y=12
; 12 -> if (y==12) and (x>11) y=13
; if (y==12) and (x<6) y=11
; 13 -> if (y==13) and (x>15) y=14
; if (y==13) and (x<10) y=12
; 14 -> if (y==14) and (x<16) y=13
cmp #11
bne check_12
cpx #(2-2)
bpl check_11_right
lda #(2-2)
sta PHYSICIST_X
jmp done_vent_bounds
check_11_right:
cpx #(5-2)
bcs vent_inc_y ; bge
bcc done_vent_bounds
check_12:
cmp #12
bne check_13
cpx #(11-2)
bcs vent_inc_y ; bge
cpx #(5-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_13:
cmp #13
bne check_14
cpx #(15-2)
bcs vent_inc_y ; bge
cpx #(10-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_14:
cmp #14
bne done_vent_bounds
cpx #(14-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
vent_inc_y:
inc PHYSICIST_Y
jmp done_vent_bounds
vent_dec_y:
dec PHYSICIST_Y
done_vent_bounds:
;==================
; check if falling
;==================
lda FALLING
bne done_vent_checky ; don't check if allready falling
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #2
beq vent_y2
cmp #14
beq vent_y14
cmp #22
beq vent_y22
cmp #32
beq vent_y32
cmp #42
beq vent_y42
jmp done_vent_checky
; y=2 -> 2+3, 37+38
vent_y2:
ldy #11
cpx #(4-2)
bcc vent_falling ; blt
ldy #40
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=14 -> 20+21
vent_y14:
ldy #22
cpx #(20-2)
beq vent_falling
cpx #(21-2)
beq vent_falling
jmp done_vent_checky
jmp done_vent_checky
; y=22 -> 5+6 , 30+31
vent_y22:
ldy #40
cpx #(7-2)
bcc vent_falling ; blt
ldy #32
cpx #(30-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=32 -> 16+17, 37+38
vent_y32:
ldy #42
cpx #(18-2)
bcc vent_falling ; blt
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=42 -> 21+22
vent_y42:
ldy #50
cpx #(21-2)
beq vent_falling
cpx #(22-2)
beq vent_falling
bne done_vent_checky ; bra
vent_falling:
lda #1
sta FALLING
sty FALLING_Y
sta GAIT
done_vent_checky:
;==================
; fall if falling
;==================
lda FALLING
beq done_falling
inc PHYSICIST_Y
lda PHYSICIST_Y
cmp FALLING_Y
bne done_falling
; hit the ground, see if dead
dec FALLING
; there are a few ways to do this, cheating and hard-coding
; the two long shafts
lda PHYSICIST_X
cmp #(37-2) ; longest fall
beq fall_death
cmp #(6-2) ; medium fall
beq fall_death
bne done_falling
fall_death:
lda #1
sta VENT_DEATH
lda #0
sta GAIT
done_falling:
;================
; draw physicist
;================
lda FALLING
bne draw_falling
lda VENT_DEATH
beq draw_rolling
cmp #1
beq draw_fell
bne draw_poisoned
; falling
draw_falling:
lda GAIT
cmp #31
bcs no_inc_falling
inc GAIT
no_inc_falling:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
lda GAIT
lsr
lsr
and #$fe
tay
lda rolling_fall_progression,Y
sta INL
lda rolling_fall_progression+1,Y
jmp actually_draw
; dead/fell
draw_fell:
lda GAIT
cmp #10
bcs draw_fell_stop ; bge
inc GAIT
draw_fell_stop:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
lda GAIT
lsr
and #$fe
tay
lda rolling_splat_progression,Y
sta INL
lda rolling_splat_progression+1,Y
jmp actually_draw
; dead/poisoned
draw_poisoned:
; rolling
draw_rolling:
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lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe ; FIXME
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sta YPOS
lda GAIT
and #$fe
tay
lda rolling_progression,Y
sta INL
lda rolling_progression+1,Y
actually_draw:
sta INH
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jsr put_sprite_crop
;===============
; page flip
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;===============
jsr page_flip
;================
; inc frame count
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;================
inc FRAMEL
bne vent_frame_no_oflo
inc FRAMEH
vent_frame_no_oflo:
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lda VENT_DEATH
beq no_death_count
inc VENT_END_COUNT
no_death_count:
;==========================
; check if done this level
;==========================
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; first see if at end
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lda PHYSICIST_Y
cmp #50
bcc done_check_bottom
bmi done_check_bottom ; don't trigger if falling into level
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; we fell out the vent at the bottom!
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lda #$4
sta GAME_OVER
rts
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done_check_bottom:
; check if death timeout
lda VENT_END_COUNT
cmp #$A0
bcc not_dead ; lt
lda #$ff
sta GAME_OVER
not_dead:
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lda GAME_OVER
beq still_in_vent
cmp #$ff ; if $ff, we died
beq done_vent
; loop forever
still_in_vent:
lda #0
sta GAME_OVER
jmp vent_loop
done_vent:
rts
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puff_sprite_start1:
.byte 3,2
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
puff_sprite_start2:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$AA,$AA
puff_sprite_cycle1:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$A5,$AA
puff_sprite_cycle2:
.byte 3,2
.byte $AA,$55,$AA
.byte $A5,$A5,$A5
puff_sprite_cycle3:
.byte 3,2
.byte $5A,$55,$5A
.byte $A5,$A5,$A5
puff_sprite_cycle4:
.byte 3,2
.byte $A5,$55,$A5
.byte $A5,$A5,$A5
puff_sprite_end1:
.byte 3,2
.byte $AA,$AA,$AA
.byte $A5,$AA,$5A
puff_sprite_end2:
.byte 3,2
.byte $A5,$AA,$A5
.byte $AA,$AA,$AA