dos33fsprogs/ootw/intro.s

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;=====================================
; Intro
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.include "zp.inc"
.include "hardware.inc"
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intro:
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;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages
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lda #4
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sta DRAW_PAGE
lda #0
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sta DISP_PAGE
;===============================
;===============================
; Opening scene with car
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(building_rle)
sta GBASH
lda #<(building_rle)
sta GBASL
lda #$0c ; load to $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
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;==================================
; draw the car driving up
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lda #<building_sequence
sta INTRO_LOOPL
lda #>building_sequence
sta INTRO_LOOPH
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jsr run_sequence
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;==================================
; Load building with car background
lda #>(building_car_rle)
sta GBASH
lda #<(building_car_rle)
sta GBASL
lda #$0c ; load to $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
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;==================================
; draw getting out of the car
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lda #<outtacar_sequence
sta INTRO_LOOPL
lda #>outtacar_sequence
sta INTRO_LOOPH
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jsr run_sequence
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;===============================
;===============================
; Walk into door
;===============================
;===============================
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;===============================
;===============================
; Elevator going down
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(elevator_rle)
sta GBASH
lda #<(elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
elevator_loop:
lda KEYPRESS
bpl elevator_loop
bit KEYRESET
;===============================
;===============================
; Getting out of Elevator
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(off_elevator_rle)
sta GBASH
lda #<(off_elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
off_elevator_loop:
lda KEYPRESS
bpl off_elevator_loop
bit KEYRESET
;===============================
;===============================
; Keycode
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(keypad_rle)
sta GBASH
lda #<(keypad_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
keypad_loop:
lda KEYPRESS
bpl keypad_loop
bit KEYRESET
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;===============================
;===============================
; Scanner
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(scanner_rle)
sta GBASH
lda #<(scanner_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
scanner_loop:
lda KEYPRESS
bpl scanner_loop
bit KEYRESET
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;===============================
;===============================
; Spinny DNA / Key
;===============================
;===============================
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;===============================
; Sitting at Desk
;===============================
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;=============================
; Load background to $c00
lda #>(unzapped_rle)
sta GBASH
lda #<(unzapped_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
unzapped_loop:
lda KEYPRESS
bpl unzapped_loop
bit KEYRESET
;===============================
; Peanut OS
;===============================
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;===============================
; Particle Accelerator Screen
;===============================
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;===============================
;===============================
; Opening Soda
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(open_soda_rle)
sta GBASH
lda #<(open_soda_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
open_soda_loop:
lda KEYPRESS
bpl open_soda_loop
bit KEYRESET
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;===============================
;===============================
; Drinking Soda
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(drinking_rle)
sta GBASH
lda #<(drinking_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
drinking_loop:
lda KEYPRESS
bpl drinking_loop
bit KEYRESET
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;===============================
;===============================
; More crazy screen
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(collider_ui_rle)
sta GBASH
lda #<(collider_ui_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
collider_ui_loop:
lda KEYPRESS
bpl collider_ui_loop
bit KEYRESET
;===============================
;===============================
; Thunderstorm Outside
;===============================
;===============================
;===============================
;===============================
; Tunnel 1
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(tunnel1_rle)
sta GBASH
lda #<(tunnel1_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
tunnel1_loop:
lda KEYPRESS
bpl tunnel1_loop
bit KEYRESET
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;===============================
;===============================
; Tunnel 2
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(tunnel2_rle)
sta GBASH
lda #<(tunnel2_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
tunnel2_loop:
lda KEYPRESS
bpl tunnel2_loop
bit KEYRESET
;===============================
;===============================
; Zappo / Gone
;===============================
;===============================
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;=============================
; Load background to $c00
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lda #>(gone_rle)
sta GBASH
lda #<(gone_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
gone_loop:
lda KEYPRESS
bpl gone_loop
bit KEYRESET
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rts
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.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_overlay.s"
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; background graphics
.include "intro_graphics/01_building/intro_building.inc"
.include "intro_graphics/01_building/intro_building_car.inc"
.include "intro_graphics/01_building/intro_car.inc"
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.include "intro_graphics/02_outer_door/outer_door.inc"
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.include "intro_elevator.inc"
.include "intro_off_elevator.inc"
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.include "intro_keypad.inc"
.include "intro_scanner.inc"
.include "intro_open_soda.inc"
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.include "intro_drinking.inc"
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.include "intro_unzapped.inc"
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.include "intro_collider_ui.inc"
.include "intro_tunnel1.inc"
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.include "intro_tunnel2.inc"
.include "intro_gone.inc"
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;=================================
; Display a sequence of images
run_sequence:
ldy #0
run_sequence_loop:
lda (INTRO_LOOPL),Y ; get time
beq run_sequence_done
tax
run_sequence_timer:
lda #64
jsr WAIT ; delay
dex
bne run_sequence_timer
iny
lda (INTRO_LOOPL),Y
sta GBASL
iny
lda (INTRO_LOOPL),Y
sta GBASH
iny
sty INTRO_LOOPER ; save for later
lda #$10 ; load to $1000
jsr load_rle_gr
jsr gr_overlay
jsr page_flip
ldy INTRO_LOOPER
jmp run_sequence_loop
run_sequence_done:
rts
;========================
; Car driving up sequence
building_sequence:
.byte 128
.word intro_car1
.byte 2
.word intro_car2
.byte 2
.word intro_car3
.byte 2
.word intro_car4
.byte 2
.word intro_car5
.byte 2
.word intro_car6
.byte 2
.word intro_car7
.byte 2
.word intro_car8
.byte 2
.word intro_car9
.byte 128
.word intro_car10
.byte 0
;========================
; Getting out of car sequence
outtacar_sequence:
.byte 32
.word intro_car12
.byte 32
.word intro_car13
.byte 32
.word intro_car14
.byte 200
.word intro_car14
.byte 0