dos33fsprogs/ootw/ootw_c1_pool.s

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; Ootw Pool Party
ootw_pool:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
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;=============
; disable earthquake
lda #0
sta EARTH_OFFSET
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;===========================
; Setup pages (is this necessary?)
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lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;===========================
; Setup right/left exit paramaters
lda #(40+128)
sta RIGHT_LIMIT
lda #(-5+128)
sta LEFT_LIMIT
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;=============================
; Load background to $c00
lda #>(pool_rle)
sta GBASH
lda #<(pool_rle)
sta GBASL
lda #$c ; load image off-screen $c00
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jsr load_rle_gr
;===================================================
; put beast in background if it hasn't been released
lda BEAST_OUT
bne beast_in
lda #8
sta DRAW_PAGE
lda #<background_beast
sta INL
lda #>background_beast
sta INH
lda #34
sta XPOS
lda #8
sta YPOS
jsr put_sprite
beast_in:
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;=================================
; copy to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
;=================================
; setup vars
lda #0
sta GAIT
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sta GAME_OVER
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sta TENTACLE_GRAB
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lda #30
sta TENTACLE_PROGRESS
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jsr setup_beast
;============================
;============================
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;============================
; Pool Loop (palindrome)
;============================
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;============================
;============================
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pool_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;=======================
; draw pool ripples
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #9
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #2
and #$6
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #27
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #4
and #$6
tax
lda #18
sta XPOS
lda #28
sta YPOS
jsr put_sprite
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;==============================
; handle being grabbed
lda TENTACLE_GRAB
beq tentacle_action
;=================================
; actively being grabbed
lda TENTACLE_PROGRESS
tax
lda caught_progression,X
sta INL
lda caught_progression+1,X
sta INH
lda TENTACLE_X
sta XPOS
lda #22
sta YPOS
lda FRAMEL
and #$1f
bne no_caught_progress
inc TENTACLE_PROGRESS
inc TENTACLE_PROGRESS
no_caught_progress:
jsr put_sprite
lda TENTACLE_PROGRESS
cmp #24
bne beyond_tentacles
lda #$ff
sta GAME_OVER
jmp beyond_tentacles
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;===============
; move/draw tentacle monster
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tentacle_action:
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lda FRAMEH
and #3
bne tentacle_move
lda FRAMEL
cmp #$ff
bne tentacle_move
tentacle_init:
sec
lda PHYSICIST_X
sbc #2
sta TENTACLE_X
lda #0
sta TENTACLE_PROGRESS
tentacle_move:
lda TENTACLE_PROGRESS
cmp #26
bpl no_tentacle
tax
lda tentacle_progression,X
sta INL
lda tentacle_progression+1,X
sta INH
lda TENTACLE_X
sta XPOS
lda #22
sta YPOS
lda FRAMEL
and #$3f
bne no_tentacle_progress
inc TENTACLE_PROGRESS
inc TENTACLE_PROGRESS
no_tentacle_progress:
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jsr put_sprite
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; See if we are fully extended
; if we are close enough to grab
lda TENTACLE_PROGRESS
cmp #12
bne no_tentacle
sec
lda PHYSICIST_X
sbc TENTACLE_X ; want -4 to 4
clc
adc #4 ; want 0 to 8
and #$f8
bne no_tentacle
lda #0
sta TENTACLE_PROGRESS
lda #1
sta TENTACLE_GRAB
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no_tentacle:
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;===============================
; check keyboard
jsr handle_keypress
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;===============================
; move physicist
jsr move_physicist
;===============================
; check limits
jsr check_screen_limit
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;===============
; draw physicist
jsr draw_physicist
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;================
; handle beast
lda BEAST_OUT
beq pool_no_beast
;================
; move beast
jsr move_beast
;================
; draw beast
jsr draw_beast
pool_no_beast:
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beyond_tentacles:
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;======================
; draw foreground plant
lda FRAMEL
and #$c0 ; 0110 1100
lsr
lsr
lsr
lsr
lsr
tax
lda plant_wind,X
sta INL
lda plant_wind+1,X
sta INH
lda #4
sta XPOS
lda #30
sta YPOS
jsr put_sprite
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne frame_no_oflo
inc FRAMEH
frame_no_oflo:
; pause?
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; check if done this level
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lda GAME_OVER
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cmp #$ff
beq done_pool
; check if done this level
cmp #$2
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bne not_to_right
; exit to right
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lda #0
sta PHYSICIST_X
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sta WHICH_CAVE
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jmp ootw_cavern
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not_to_right:
cmp #$1
bne not_done_pool
lda #36
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sta PHYSICIST_X
jmp ootw_rope
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not_done_pool:
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; loop forever
jmp pool_loop
done_pool:
rts