dos33fsprogs/games/lemm/hr_level2.s

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2022-04-17 23:28:29 +00:00
; Homestar Runner Expansion L2
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 2 ; level 2
do_level2:
;======================
; set up initial stuff
;======================
lda #0
sta CLIMBER_COUNT
sta FLOATER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
sta DIGGER_COUNT
lda #10
sta EXPLODER_COUNT
sta STOPPER_COUNT
lda #2
sta DOOR_X
lda #9
sta DOOR_Y
lda #5
sta INIT_X
lda #19
sta INIT_Y
; flame locations
lda #35 ;
sta l_flame_x_smc+1
lda #82
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #37 ;
sta r_flame_x_smc+1
; door exit location
lda #33 ;
sta exit_x1_smc+1
lda #36
sta exit_x2_smc+1
lda #72
sta exit_y1_smc+1
lda #110
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<hr_level2_preview_lzsa
sta level_preview_l_smc+1
lda #>hr_level2_preview_lzsa
sta level_preview_h_smc+1
lda #<level2_intro_text
sta intro_text_smc_l+1
lda #>level2_intro_text
sta intro_text_smc_h+1
lda #$20 ; BCD
sta PERCENT_NEEDED
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music2_parts_l
sta chunk_l_smc+1
lda #>music2_parts_l
sta chunk_l_smc+2
lda #<music2_parts_h
sta chunk_h_smc+1
lda #>music2_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<hr_level2_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level2_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<hr_level2_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level2_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #$FF
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #10
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l2_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l2_no_load_chunk:
lda DOOR_OPEN
bne l2_door_is_open
jsr draw_door
l2_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
;=====================
; draw level animation
;=====================
jsr flame_thrower
;====================
; update timer
;====================
jsr update_timer
;====================
; main drawing loop
;====================
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l2_level_over
jmp l2_main_loop
l2_level_over:
rts
.include "update_timer.s"
.include "hr_graphics/graphics_hr_level2.inc"
music2_parts_h:
.byte >lemm2_part1_lzsa,>lemm2_part2_lzsa,>lemm2_part3_lzsa
.byte >lemm2_part4_lzsa,>lemm2_part5_lzsa,>lemm2_part6_lzsa
.byte >lemm2_part7_lzsa,>lemm2_part8_lzsa,>lemm2_part9_lzsa
.byte >lemm2_part10_lzsa,>lemm2_part11_lzsa,>lemm2_part12_lzsa
.byte >lemm2_part13_lzsa,>lemm2_part14_lzsa,>lemm2_part15_lzsa
; .byte >lemm2_part16_lzsa,>lemm2_part17_lzsa,>lemm2_part18_lzsa
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.byte $00
music2_parts_l:
.byte <lemm2_part1_lzsa,<lemm2_part2_lzsa,<lemm2_part3_lzsa
.byte <lemm2_part4_lzsa,<lemm2_part5_lzsa,<lemm2_part6_lzsa
.byte <lemm2_part7_lzsa,<lemm2_part8_lzsa,<lemm2_part9_lzsa
.byte <lemm2_part10_lzsa,<lemm2_part11_lzsa,<lemm2_part12_lzsa
.byte <lemm2_part13_lzsa,<lemm2_part14_lzsa,<lemm2_part15_lzsa
; .byte <lemm2_part16_lzsa,<lemm2_part17_lzsa,<lemm2_part18_lzsa
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lemm2_part1_lzsa:
.incbin "hr_music/lemm2.part1.lzsa"
lemm2_part2_lzsa:
.incbin "hr_music/lemm2.part2.lzsa"
lemm2_part3_lzsa:
.incbin "hr_music/lemm2.part3.lzsa"
lemm2_part4_lzsa:
.incbin "hr_music/lemm2.part4.lzsa"
lemm2_part5_lzsa:
.incbin "hr_music/lemm2.part5.lzsa"
lemm2_part6_lzsa:
.incbin "hr_music/lemm2.part6.lzsa"
lemm2_part7_lzsa:
.incbin "hr_music/lemm2.part7.lzsa"
lemm2_part8_lzsa:
.incbin "hr_music/lemm2.part8.lzsa"
lemm2_part9_lzsa:
.incbin "hr_music/lemm2.part9.lzsa"
lemm2_part10_lzsa:
.incbin "hr_music/lemm2.part10.lzsa"
lemm2_part11_lzsa:
.incbin "hr_music/lemm2.part11.lzsa"
lemm2_part12_lzsa:
.incbin "hr_music/lemm2.part12.lzsa"
lemm2_part13_lzsa:
.incbin "hr_music/lemm2.part13.lzsa"
lemm2_part14_lzsa:
.incbin "hr_music/lemm2.part14.lzsa"
lemm2_part15_lzsa:
.incbin "hr_music/lemm2.part15.lzsa"
;lemm2_part16_lzsa:
;.incbin "hr_music/lemm2.part16.lzsa"
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;lemm2_part17_lzsa:
;.incbin "hr_music/lemm2.part17.lzsa"
;lemm2_part18_lzsa:
;.incbin "hr_music/lemm2.part18.lzsa"
level2_intro_text:
.byte 0, 8,"LEVEL 2",0
.byte 11, 8,"MIRED ON THE MOOR",0
.byte 9,12,"NUMBER OF LEMMINGS 50",0
.byte 12,14,"20% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0
.include "graphics/l6_animation.inc"
;======================
; flame thrower
;======================
flame_thrower:
; erase old
; X a->x, savey1->savey2
lda #65
sta SAVED_Y1
lda #81
sta SAVED_Y2
lda #24
ldx #33
jsr hgr_partial_restore
; draw new
lda FRAMEL
and #$7
tay
lda flame_sprites_l,Y
sta INL
lda flame_sprites_h,Y
sta INH
lda flame_sprites_x,Y
sta XPOS
lda flame_sprites_y,Y
sta YPOS
jsr hgr_draw_sprite
rts
flame_sprites_l:
.byte <flame0_sprite,<flame1_sprite
.byte <flame2_sprite,<flame3_sprite
.byte <flame4_sprite,<flame5_sprite
.byte <flame6_sprite,<flame7_sprite
flame_sprites_h:
.byte >flame0_sprite,>flame1_sprite
.byte >flame2_sprite,>flame3_sprite
.byte >flame4_sprite,>flame5_sprite
.byte >flame6_sprite,>flame7_sprite
flame_sprites_x:
.byte 28,26
.byte 25,25
.byte 24,24
.byte 22,24
; .byte 38,36
; .byte 35,35
; .byte 34,34
; .byte 32,34
flame_sprites_y:
.byte 72,71
.byte 68,69
.byte 70,67
.byte 65,65