dos33fsprogs/games/lemm/level1.s

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.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
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.byte 1 ; level 1
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do_level1:
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;==============
; set up stuff
;==============
lda #0
sta CLIMBER_COUNT
sta FLOATER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
lda #10
sta DIGGER_COUNT
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lda #9
sta DOOR_X
lda #36
sta DOOR_Y
lda #12
sta INIT_X
lda #45
sta INIT_Y
; flame locations
lda #31 ; 217
sta l_flame_x_smc+1
lda #108
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #35 ; 245
sta r_flame_x_smc+1
; door exit location
lda #31 ;
sta exit_x1_smc+1
lda #35
sta exit_x2_smc+1
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lda #96
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sta exit_y1_smc+1
lda #127
sta exit_y2_smc+1
lda #$10 ; BCD
sta PERCENT_NEEDED
sta PERCENT_ADD
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;==============
; set up intro
;==============
lda #<level1_preview_lzsa
sta level_preview_l_smc+1
lda #>level1_preview_lzsa
sta level_preview_h_smc+1
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lda #<level1_intro_text
sta intro_text_smc_l+1
lda #>level1_intro_text
sta intro_text_smc_h+1
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;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
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sta BUTTON_LOCATION
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; set up first song
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lda #<music5_parts_l
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sta chunk_l_smc+1
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lda #>music5_parts_l
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sta chunk_l_smc+2
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lda #<music5_parts_h
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sta chunk_h_smc+1
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lda #>music5_parts_h
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sta chunk_h_smc+2
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lda #$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
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;=======================
; show title screen
;=======================
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jsr intro_level
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;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level1_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level1_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
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lda #$FF
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sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
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lda #10
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sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
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sta TIMER_COUNT ; ??
jsr init_level
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jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
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;===================
;===================
; Main Loop
;===================
;===================
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l1_main_loop:
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;=========================
; load next chunk of music
; if necessary
;=========================
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jsr load_music
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;=========================
; open door
;=========================
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lda DOOR_OPEN
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bne l1_door_is_open
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jsr draw_door
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l1_door_is_open:
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;======================
; release lemmings
;======================
jsr release_lemming
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;=====================
; animate flames
;=====================
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jsr draw_flames
jsr update_timer
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; main drawing loop
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
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jsr draw_pointer
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lda #$f0
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jsr wait
inc FRAMEL
lda LEVEL_OVER
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bne l1_level_over
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jmp l1_main_loop
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l1_level_over:
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rts
.include "update_timer.s"
.include "graphics/graphics_level1.inc"
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music5_parts_h:
.byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa
.byte >lemm5_part4_lzsa,>lemm5_part5_lzsa,$00
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music5_parts_l:
.byte <lemm5_part1_lzsa,<lemm5_part2_lzsa,<lemm5_part3_lzsa
.byte <lemm5_part4_lzsa,<lemm5_part5_lzsa
lemm5_part1_lzsa:
.incbin "music/lemm5.part1.lzsa"
lemm5_part2_lzsa:
.incbin "music/lemm5.part2.lzsa"
lemm5_part3_lzsa:
.incbin "music/lemm5.part3.lzsa"
lemm5_part4_lzsa:
.incbin "music/lemm5.part4.lzsa"
lemm5_part5_lzsa:
.incbin "music/lemm5.part5.lzsa"
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level1_intro_text:
.byte 0, 8,"LEVEL 1",0
.byte 15, 8,"JUST DIG!",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONTINUE",0