dos33fsprogs/demos/another_myst/ootw_c1_arrival.s

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2020-06-21 03:54:42 +00:00
; Ootw Checkpoint1 -- arriving with a splash
ootw_c1_arrival:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=============================
; Load background to $c00
lda #>(underwater_rle)
sta GBASH
lda #<(underwater_rle)
sta GBASL
lda #$c ; load image off-screen $c00
jsr load_rle_gr
;=================================
; do intro flash
jsr do_flash
;=================================
; setup vars
lda #0
sta GAME_OVER
sta GAIT
sta MONSTER_GRAB
lda #20
sta BUBBLES_Y
sta CONSOLE_Y
sta PHYSICIST_Y
lda #17
sta PHYSICIST_X
bit KEYRESET ; clear keypress
; reset tentacle monster
lda #60
sta tentacle_ypos
sta tentacle_ypos+1
sta tentacle_ypos+2
sta tentacle_ypos+3
sta tentacle_ypos+4
lda #10
sta tentacle_xpos
lda #15
sta tentacle_xpos+1
lda #20
sta tentacle_xpos+2
lda #25
sta tentacle_xpos+3
lda #30
sta tentacle_xpos+4
;============================
; Underwater Loop
;============================
underwater_loop:
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
;=======================
; draw Surface ripple
;=======================
jsr draw_surface_ripple
;======================
; draw console
;======================
lda #16
sta XPOS
lda CONSOLE_Y
sta YPOS
lda #<console_sprite
sta INL
lda #>console_sprite
sta INH
jsr put_sprite_crop
;=================================
; draw physicist
;=================================
lda MONSTER_GRAB
beq swim_physicist_normal
; draw being pulled by tentacle
ldx MONSTER_WHICH
lda tentacle_xpos,X
sta XPOS
lda tentacle_ypos,X
sec
sbc #10
and #$fe
sta YPOS
; see if game over
cmp #80
bcc not_too_far_down
lda #$ff
sta GAME_OVER
not_too_far_down:
lda #<swimming1
sta INL
lda #>swimming1
jmp swim_physicist_draw
swim_physicist_normal:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
ldy GAIT
lda swim_progression,Y
sta INL
lda swim_progression+1,Y
swim_physicist_draw:
sta INH
jsr put_sprite_crop
;======================
; draw monster
;======================
jsr draw_tentacle_monster
jsr move_tentacle_monster
;======================
; draw bubbles
;======================
lda BUBBLES_Y
cmp #2
bcc no_draw_bubbles ; blt
sta YPOS
lda #17
sta XPOS
lda #<bubbles_sprite
sta INL
lda #>bubbles_sprite
sta INH
jsr put_sprite_crop
no_draw_bubbles:
;===============================
; check keyboard
;===============================
lda MONSTER_GRAB
bne underwater_done_keyboard
lda KEYPRESS
bpl underwater_done_keyboard
cmp #27+$80
beq underwater_escape
cmp #'A'+$80
beq uw_left_pressed
cmp #8+$80
beq uw_left_pressed
cmp #'D'+$80
beq uw_right_pressed
cmp #$15+$80
beq uw_right_pressed
cmp #'W'+$80
beq uw_up_pressed
cmp #$0B+$80
beq uw_up_pressed
cmp #'S'+$80
beq uw_down_pressed
cmp #$0A+$80
beq uw_down_pressed
jmp underwater_done_keyboard
underwater_escape:
lda #$ff
sta GAME_OVER
bne underwater_done_keyboard ; bra
uw_left_pressed:
dec PHYSICIST_X
jmp underwater_done_keyboard
uw_right_pressed:
inc PHYSICIST_X
jmp underwater_done_keyboard
uw_up_pressed:
dec PHYSICIST_Y
jmp underwater_done_keyboard
uw_down_pressed:
inc PHYSICIST_Y
jmp underwater_done_keyboard
underwater_done_keyboard:
bit KEYRESET
;=================================
; move things
;=================================
;===================
; move bubbles
;===================
lda FRAMEL
and #$f
bne no_move_bubbles
ldx BUBBLES_Y
beq no_move_bubbles
dex
dex
stx BUBBLES_Y
no_move_bubbles:
;===================
; move console
;===================
lda FRAMEL
and #$1f
bne no_move_console
ldx CONSOLE_Y
cpx #48
bcs no_move_console ; bge
inx
inx
stx CONSOLE_Y
no_move_console:
;===================
; move physicist
;===================
; gradually pull you down
lda FRAMEL
and #$f
bne no_move_swim
lda GAIT
clc
adc #$2
and #$f
sta GAIT
no_move_swim:
lda FRAMEL
and #$1f
bne no_move_physicist
ldx PHYSICIST_Y
cpx #34
bcs no_move_physicist ; bge
; temporarily disable for monster debugging
inx
inx
stx PHYSICIST_Y
no_move_physicist:
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne underwater_frame_no_oflo
inc FRAMEH
underwater_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
cmp #$ff
beq done_underwater
; check if leaving the pool
lda PHYSICIST_Y
cmp #$FE
beq done_underwater
; loop forever
jmp underwater_loop
done_underwater:
rts
;==============================
; draw surface ripple
;==============================
draw_surface_ripple:
lda #8
sta XPOS
lda #0
sta YPOS
lda FRAMEL
and #$60
lsr
lsr
lsr
lsr
tay
lda ripple_progression,Y
sta INL
lda ripple_progression+1,Y
sta INH
jsr put_sprite_crop
rts
ripple_progression:
.word ripple1_sprite
.word ripple2_sprite
.word ripple3_sprite
.word ripple4_sprite
ripple1_sprite:
.byte 24,1
.byte $26,$22,$66,$6E,$2E,$6E,$25,$25,$66,$6E,$6E,$66
.byte $66,$66,$66,$5E,$2F,$2F,$6F,$66,$66,$66,$26,$26
ripple2_sprite:
.byte 24,1
.byte $26,$22,$66,$6E,$2E,$6E,$25,$65,$66,$6E,$2E,$66
.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
ripple3_sprite:
.byte 24,1
.byte $26,$22,$66,$6E,$2E,$6E,$65,$65,$66,$2E,$2E,$66
.byte $66,$66,$66,$5E,$2F,$2F,$2F,$26,$66,$26,$26,$26
ripple4_sprite:
.byte 24,1
.byte $26,$22,$66,$6E,$6E,$6E,$65,$65,$25,$2E,$6E,$66
.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
bubbles_sprite:
.byte 5,2
.byte $6A,$AA,$A6,$7A,$6A
.byte $AA,$AA,$A6,$AA,$AA
console_sprite:
.byte 6,5
.byte $AA,$A5,$55,$5A,$AA,$AA
.byte $AA,$AA,$00,$05,$05,$AA
.byte $5A,$05,$00,$00,$00,$55
.byte $AA,$A5,$55,$00,$00,$55
.byte $AA,$AA,$A5,$A0,$A0,$A5
;============================
; Do Flash
;============================
do_flash:
lda #0
sta FRAMEL
;============================
; Flash Loop
;============================
flash_loop:
;================================
; Handle Flash
;================================
lda FRAMEL
cmp #180
bcc no_flash ; blt
cmp #182
bcc first_flash
bcs second_flash
first_flash:
; Load background to $1000
lda #>(uboot_flash1_rle)
sta GBASH
lda #<(uboot_flash1_rle)
sta GBASL
lda #$10 ; load image off-screen $c00
jsr load_rle_gr
jsr gr_overlay
jmp check_flash_done
second_flash:
; Load background to $1000
lda #>(uboot_flash2_rle)
sta GBASH
lda #<(uboot_flash2_rle)
sta GBASL
lda #$10 ; load image off-screen $c00
jsr load_rle_gr
jsr gr_overlay
jmp check_flash_done
no_flash:
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
;=======================
; draw Surface ripple
;=======================
jsr draw_surface_ripple
;=======================
; draw Overall ripple
;=======================
check_flash_done:
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne flash_frame_no_oflo
inc FRAMEH
flash_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda FRAMEL
cmp #184
beq done_flash
; loop forever
jmp flash_loop
done_flash:
rts
;======================
;======================
; move tentacle monster
;======================
;======================
move_tentacle_monster:
lda MONSTER_GRAB
beq move_tentacle_notgrabbed
;====================
lda FRAMEL
and #$7
bne no_move_tentacle_grabbed
ldx #0
jsr random16
lda SEEDL
sta MONSTER_AI
move_tentacle_grab_loop:
cpx MONSTER_WHICH
bne tentacle_grab_random
; pull down quickly if grabbed
inc tentacle_ypos,X
inc tentacle_ypos,X
inc tentacle_ypos,X
jmp tentacle_grab_animate
;=====================
; randomly adjust y
tentacle_grab_random:
ror MONSTER_AI
lda MONSTER_AI
and #$3
clc
adc tentacle_ypos,X
sta tentacle_ypos,X
; adjust place in animation
tentacle_grab_animate:
inc tentacle_gait,X
lda tentacle_gait,X
and #$7
sta tentacle_gait,X
inx
cpx #5
bne move_tentacle_grab_loop
no_move_tentacle_grabbed:
rts
move_tentacle_notgrabbed:
; if (physicist_x+1<tentacle_x) no collision
; if (physicist_x>tentacle_x+2) no collision
; else, colllision
;=====================
; check for grab
ldx #0
tentacle_collision_loop:
lda PHYSICIST_X
clc
adc #1
cmp tentacle_xpos,X
bcc tentacle_no_collision ; blt
lda PHYSICIST_X
ldy tentacle_xpos,X
iny
iny
sty TEMPY
cmp TEMPY
bcs tentacle_no_collision ; bge
tentacle_collision_x:
lda PHYSICIST_Y
bmi tentacle_no_collision ; if exiting pool, no collision
lda tentacle_ypos,X
sec
sbc #10
cmp PHYSICIST_Y
bcs tentacle_no_collision ; bge
tentacle_collision:
stx MONSTER_WHICH
lda #1
sta MONSTER_GRAB
jmp no_move_tentacle
tentacle_no_collision:
inx
cpx #5
bne tentacle_collision_loop
;====================
lda FRAMEL
and #$7
bne no_move_tentacle
ldx #0
jsr random16
lda SEEDL
sta MONSTER_AI
move_tentacle_monster_loop:
;=====================
; move toward swimmer
lda FRAMEL
and #$3f
bne tentacle_no_sideways
lda tentacle_xpos,X
sec
sbc PHYSICIST_X
bmi tentacle_move_right
dec tentacle_xpos,X
jmp tentacle_no_sideways
tentacle_move_right:
inc tentacle_xpos,X
tentacle_no_sideways:
;=====================
; randomly adjust y
ror MONSTER_AI
lda MONSTER_AI
and #$2
eor #$ff
sec
adc tentacle_ypos,X
sta tentacle_ypos,X
random_not_move:
; adjust place in animation
inc tentacle_gait,X
lda tentacle_gait,X
and #$7
sta tentacle_gait,X
inx
cpx #5
bne move_tentacle_monster_loop
no_move_tentacle:
rts
;======================
;======================
; draw tentacle monster
;======================
;======================
draw_tentacle_monster:
ldx #0
draw_tentacle_monster_loop:
jsr draw_one_tentacle
inx
cpx #5
bne draw_tentacle_monster_loop
rts
tentacle_xpos:
.byte 10,15,20,25,30
tentacle_ypos:
.byte 46,46,46,46,46
tentacle_gait:
.byte 0,5,2,7,4
;======================
;======================
; draw one tentacle
;======================
;======================
draw_one_tentacle:
lda tentacle_xpos,X
sta XPOS
lda tentacle_ypos,X
and #$fe
sta YPOS
ldy tentacle_gait,X
lda tentacle_monster_progress_lo,Y
sta INL
lda tentacle_monster_progress_hi,Y
sta INH
txa
pha
jsr put_sprite_crop
pla
tax
lda tentacle_ypos,X
cmp #32
bcs done_draw_tentacle ; bge
;==========================
; draw base of tentacle
lda tentacle_xpos,X
sta XPOS
lda tentacle_ypos,X
and #$fe
clc
adc #16
sta YPOS
lda #<tentacle_base
sta INL
lda #>tentacle_base
sta INH
txa
pha
jsr put_sprite_crop
pla
tax
done_draw_tentacle:
rts
tentacle_monster_progress_lo:
.byte <tentacle_sprite1
.byte <tentacle_sprite2
.byte <tentacle_sprite3
.byte <tentacle_sprite4
.byte <tentacle_sprite5
.byte <tentacle_sprite6
.byte <tentacle_sprite7
.byte <tentacle_sprite8
tentacle_monster_progress_hi:
.byte >tentacle_sprite1
.byte >tentacle_sprite2
.byte >tentacle_sprite3
.byte >tentacle_sprite4
.byte >tentacle_sprite5
.byte >tentacle_sprite6
.byte >tentacle_sprite7
.byte >tentacle_sprite8
tentacle_sprite1:
.byte 3,8
.byte $55,$AA,$AA
.byte $55,$AA,$AA
.byte $55,$AA,$AA
.byte $A5,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite2:
.byte 3,8
.byte $55,$AA,$AA
.byte $55,$5A,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite3:
.byte 3,8
.byte $A5,$5A,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite4:
.byte 3,8
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite5:
.byte 3,8
.byte $AA,$5A,$A5
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite6:
.byte 3,8
.byte $AA,$5A,$A5
.byte $AA,$55,$AA
.byte $AA,$AA,$55
.byte $AA,$AA,$55
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite7:
.byte 3,8
.byte $5A,$A5,$AA
.byte $55,$AA,$AA
.byte $AA,$55,$AA
.byte $AA,$5A,$55
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_sprite8:
.byte 3,8
.byte $AA,$55,$AA
.byte $55,$AA,$AA
.byte $55,$AA,$AA
.byte $A5,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
.byte $AA,$55,$AA
tentacle_base:
.byte 1,14
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55
.byte $55