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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do_level1:
;==============
; 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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lda #1
sta WHICH_LEVEL
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
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; Init Lemmings
;=======================
lda #0
sta lemming_out
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sta lemming_exploding
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lda #12
sta lemming_x
lda #45
sta lemming_y
lda #1
sta lemming_direction
lda #LEMMING_FALLING
sta lemming_status
;=======================
; Play "Let's Go"
;=======================
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jsr play_letsgo
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;=======================
; start music
;=======================
; cli
;=======================
; init vars
;=======================
lda #0
sta LEVEL_OVER
sta DOOR_OPEN
sta FRAMEL
sta LOAD_NEXT_CHUNK
sta JOYSTICK_ENABLED
sta LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta LEMMINGS_TO_RELEASE
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; jsr save_bg_14x14 ; save initial bg
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; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT
;===================
;===================
; Main Loop
;===================
;===================
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l1_main_loop:
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lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
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beq l1_no_load_chunk ; outside IRQ to avoid glitch in music
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jsr load_song_chunk
lda #0 ; reset
sta LOAD_NEXT_CHUNK
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l1_no_load_chunk:
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lda DOOR_OPEN
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bne l1_door_is_open
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jsr draw_door
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l1_door_is_open:
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;======================
; release lemmings
;======================
lda LEMMINGS_TO_RELEASE
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beq l1_done_release_lemmings
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lda DOOR_OPEN
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beq l1_done_release_lemmings
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lda FRAMEL
and #$f
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bne l1_done_release_lemmings
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inc LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta lemming_out
dec LEMMINGS_TO_RELEASE
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l1_done_release_lemmings:
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jsr draw_flames
lda TIMER_COUNT
cmp #$50
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bcc l1_timer_not_yet
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jsr update_time
lda #$0
sta TIMER_COUNT
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l1_timer_not_yet:
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; main drawing loop
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
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jsr draw_pointer
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lda #$ff
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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; bit SET_TEXT
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jsr disable_music
jsr outro_level1
rts
.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"