dos33fsprogs/mist/meche.s

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; Mechanical Engineer (meche) island
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
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meche_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
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; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
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lda #0
sta ANIMATE_FRAME
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jsr adjust_basement_door
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game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
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lda LOCATION
cmp #MECHE_OPEN_BOOK
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bne nothing_special
; handle animated linking book
lda ANIMATE_FRAME
asl
tay
lda meche_movie,Y
sta INL
lda meche_movie+1,Y
sta INH
lda #22
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #11
bne done_animate_book
lda #0
sta ANIMATE_FRAME
done_animate_book:
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nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
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jmp game_loop
really_exit:
jmp end_level
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;==================================
; elevator stuff
;==================================
basement_button:
; flip switch
lda #$80
eor MECHE_ELEVATOR
sta MECHE_ELEVATOR
jsr adjust_basement_door
jsr change_location
rts
adjust_basement_door:
lda MECHE_ELEVATOR
bmi floor_open
floor_closed:
jmp floor_closed_elevator_off
floor_open:
jmp floor_open_elevator_off
floor_open_elevator_on:
floor_open_elevator_off:
ldy #LOCATION_WEST_EXIT
lda #MECHE_BASEMENT
sta location18,Y
ldy #LOCATION_WEST_BG
lda #<red_button_of_ce_w_lzsa
sta location18,Y
lda #>red_button_of_ce_w_lzsa
jmp adjust_basement_door_done
floor_closed_elevator_on:
floor_closed_elevator_off:
ldy #LOCATION_WEST_EXIT
lda #$ff
sta location18,Y
ldy #LOCATION_WEST_BG
lda #<red_button_cf_ce_w_lzsa
sta location18,Y
lda #>red_button_cf_ce_w_lzsa
jmp adjust_basement_door_done
adjust_basement_door_done:
sta location18+1,Y
rts
adjust_fortress_rotation:
rts
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;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
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.include "audio.s"
.include "graphics_meche/meche_graphics.inc"
; puzzles
; linking books
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.include "link_book_meche.s"
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.include "link_book_mist.s"
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.include "common_sprites.inc"
.include "leveldata_meche.inc"
;.align $100
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;audio_link_noise:
;.incbin "audio/link_noise.btc"
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