dos33fsprogs/games/lemm/draw_lemming.s

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;==================
;==================
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; erase lemmings
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;==================
;==================
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erase_lemming:
ldy #0
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sty CURRENT_LEMMING
erase_lemming_loop:
ldy CURRENT_LEMMING
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lda lemming_out,Y
beq done_erase_lemming
lda lemming_y,Y
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sec
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sbc #6
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sta SAVED_Y1
clc
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adc #15
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sta SAVED_Y2
lda lemming_x,Y
tax
inx
jsr hgr_partial_restore
done_erase_lemming:
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inc CURRENT_LEMMING
lda CURRENT_LEMMING
cmp #MAX_LEMMINGS
bne erase_lemming_loop
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rts
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;=========================
;=========================
; draw lemming
;=========================
;=========================
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draw_lemming:
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ldy #0
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sty CURRENT_LEMMING
draw_lemming_loop:
ldy CURRENT_LEMMING
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lda lemming_out,Y ; if lemming not out, skip
beq done_draw_lemming
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;===============================
; draw countdown if applicable
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do_draw_countdown:
lda lemming_exploding,Y
beq do_draw_lemming
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ldx lemming_exploding,Y
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dex
lda countdown_sprites_l,X
sta INL
lda countdown_sprites_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sec
sbc #6
sta YPOS
jsr hgr_draw_sprite_autoshift
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do_draw_lemming:
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; set up jump table
ldy CURRENT_LEMMING
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lda lemming_status,Y
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tax
lda draw_lemming_jump_h,X
pha
lda draw_lemming_jump_l,X
pha
rts ; jump to it
draw_common:
sta YPOS
jsr hgr_draw_sprite_autoshift
done_draw_lemming:
inc CURRENT_LEMMING
lda CURRENT_LEMMING
cmp #MAX_LEMMINGS
; beq really_done_draw_lemming
bne draw_lemming_loop
really_done_draw_lemming:
rts
draw_lemming_jump_l:
.byte <(draw_falling_sprite-1)
.byte <(draw_walking_sprite-1)
.byte <(draw_digging_sprite-1)
.byte <(draw_exploding_sprite-1)
.byte <(draw_particles-1)
.byte <(draw_splatting_sprite-1)
.byte <(draw_floating_sprite-1)
.byte 0 ; <(draw_climbing_sprite-1)
.byte 0 ; <(draw_bashing_sprite-1)
.byte <(draw_stopping_sprite-1)
.byte 0 ; <(draw_mining_sprite-1)
.byte 0 ; <(draw_building_sprite-1)
.byte 0 ; <(draw_shrugging_sprite-1)
.byte 0 ; <(draw_pullup_sprite-1)
draw_lemming_jump_h:
.byte >(draw_falling_sprite-1)
.byte >(draw_walking_sprite-1)
.byte >(draw_digging_sprite-1)
.byte >(draw_exploding_sprite-1)
.byte >(draw_particles-1)
.byte >(draw_splatting_sprite-1)
.byte >(draw_floating_sprite-1)
.byte 0 ; >(draw_climbing_sprite-1)
.byte 0 ; >(draw_bashing_sprite-1)
.byte >(draw_stopping_sprite-1)
.byte 0 ; >(draw_mining_sprite-1)
.byte 0 ; >(draw_building_sprite-1)
.byte 0 ; >(draw_shrugging_sprite-1)
.byte 0 ; >(draw_pullup_sprite-1)
;=========================
;=========================
; draw walking
;=========================
;=========================
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draw_walking_sprite:
lda lemming_frame,Y
and #$7
tax
lda lemming_direction,Y
bpl draw_walking_right
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draw_walking_left:
lda lwalk_sprite_l,X
sta INL
lda lwalk_sprite_h,X
jmp draw_walking_common
draw_walking_right:
lda rwalk_sprite_l,X
sta INL
lda rwalk_sprite_h,X
draw_walking_common:
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
jmp draw_common
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;=========================
;=========================
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; draw floating
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;=========================
;=========================
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draw_floating_sprite:
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lda lemming_frame,Y
cmp #4
bcc umbrella_opening ; blt
; if <4 then draw first 4
; frames
and #3 ; otherwise repeat frames
clc ; 4..7
adc #4
umbrella_opening:
tax
lda umbrella_sprite_l,X
sta INL
lda umbrella_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sec
sbc #4
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jmp draw_common
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;=========================
;=========================
; draw falling
;=========================
;=========================
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draw_falling_sprite:
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lda lemming_frame,Y
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and #$3
tax
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lda lemming_direction,Y
bpl draw_falling_right
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draw_falling_left:
lda lfall_sprite_l,X
sta INL
lda lfall_sprite_h,X
jmp draw_falling_common
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draw_falling_right:
lda rfall_sprite_l,X
sta INL
lda rfall_sprite_h,X
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draw_falling_common:
sta INH
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ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
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jmp draw_common
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;=========================
;=========================
; draw exploding
;=========================
;=========================
draw_exploding_sprite:
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lda lemming_frame,Y
cmp #$10
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; bcc exploding_animation
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beq draw_explosion
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bcs start_particles
jmp exploding_animation
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start_particles:
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lda #0
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sta lemming_frame,Y
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jsr init_particles
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; erase explosion
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ldy CURRENT_LEMMING
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lda lemming_y,Y
sec
sbc #16
sta SAVED_Y1
clc
adc #32
sta SAVED_Y2
lda lemming_x,Y
sec
sbc #1
tax
inx
inx
inx
jsr hgr_partial_restore
; start particles
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ldy CURRENT_LEMMING
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lda #LEMMING_PARTICLES
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sta lemming_status,Y
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jmp done_draw_lemming
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draw_explosion:
; first erase pit in background art
jsr hgr_hlin_page_toggle ; toggle to page2
ldx #0
sta HGR_COLOR
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ldy CURRENT_LEMMING
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; line from (x,a) to (x+y,a)
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lda lemming_x,Y
asl
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adc lemming_x,Y
asl
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adc lemming_x,Y ; multiply by 7
tax
pha
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lda lemming_y,Y
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clc
adc #9
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ldy #7
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jsr hgr_hlin
; line from (x,a) to (x+y,a)
pla
tax
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ldy CURRENT_LEMMING
lda lemming_y,Y
ldy #7
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clc
adc #10
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jsr hgr_hlin
jsr hgr_hlin_page_toggle ; toggle back to page1
jsr click_speaker
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ldy #0
lda #<explosion_sprite
sta INL
lda #>explosion_sprite
sta INH
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ldy CURRENT_LEMMING
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ldx lemming_x,Y
dex
stx XPOS
lda lemming_y,Y
sec
sbc #5
jmp done_handle_exploding
exploding_animation:
; and #$f
tax
lda exploding_sprite_l,X
sta INL
lda exploding_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
done_handle_exploding:
sta YPOS
jsr hgr_draw_sprite_autoshift
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jmp done_draw_lemming
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;====================
; draw splatting
;====================
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draw_splatting_sprite:
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;==========================
; Handle splatting
;==========================
; moved to make room
handle_splatting:
lda lemming_frame,Y
cmp #$8
beq done_splatting
draw_splatting:
jsr click_speaker
tax
lda splatting_sprite_l,X
sta INL
lda splatting_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sta YPOS
jsr hgr_draw_sprite_autoshift
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jmp done_draw_lemming
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done_splatting:
clc
jsr remove_lemming ; FIXME: tail call
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jmp done_draw_lemming
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;====================
;====================
; draw stopping
;====================
;====================
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draw_stopping_sprite:
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lda lemming_frame,Y
and #$f
tax
lda stopper_sprite_l,X
sta INL
lda stopper_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sta YPOS
jsr hgr_draw_sprite_autoshift
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jmp done_draw_lemming
;====================
;====================
; draw particles
;====================
;====================
draw_particles:
jsr hgr_draw_particles
ldy CURRENT_LEMMING
lda lemming_frame,Y
cmp #16
bne still_going
; TODO: partway through make lemming not out?
lda #0
sta lemming_out,Y
clc ; mark as not exiting via door
jsr remove_lemming ; remove the lemming
still_going:
not_done_particle:
jmp done_draw_lemming
;======================
;======================
; digging
;======================
;======================
draw_digging_sprite:
lda lemming_frame,Y
and #$7
tax
lda dig_sprite_l,X
sta INL
lda dig_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sec
sbc #2
jmp draw_common
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lfall_sprite_l:
.byte <lemming_lfall1_sprite,<lemming_lfall2_sprite
.byte <lemming_lfall3_sprite,<lemming_lfall4_sprite
lfall_sprite_h:
.byte >lemming_lfall1_sprite,>lemming_lfall2_sprite
.byte >lemming_lfall3_sprite,>lemming_lfall4_sprite
rfall_sprite_l:
.byte <lemming_rfall1_sprite,<lemming_rfall2_sprite
.byte <lemming_rfall3_sprite,<lemming_rfall4_sprite
rfall_sprite_h:
.byte >lemming_rfall1_sprite,>lemming_rfall2_sprite
.byte >lemming_rfall3_sprite,>lemming_rfall4_sprite
dig_sprite_l:
.byte <lemming_dig1_sprite,<lemming_dig2_sprite
.byte <lemming_dig3_sprite,<lemming_dig4_sprite
.byte <lemming_dig5_sprite,<lemming_dig6_sprite
.byte <lemming_dig7_sprite,<lemming_dig8_sprite
dig_sprite_h:
.byte >lemming_dig1_sprite,>lemming_dig2_sprite
.byte >lemming_dig3_sprite,>lemming_dig4_sprite
.byte >lemming_dig5_sprite,>lemming_dig6_sprite
.byte >lemming_dig7_sprite,>lemming_dig8_sprite
rwalk_sprite_l:
.byte <lemming_rwalk1_sprite,<lemming_rwalk2_sprite
.byte <lemming_rwalk3_sprite,<lemming_rwalk4_sprite
.byte <lemming_rwalk5_sprite,<lemming_rwalk6_sprite
.byte <lemming_rwalk7_sprite,<lemming_rwalk8_sprite
rwalk_sprite_h:
.byte >lemming_rwalk1_sprite,>lemming_rwalk2_sprite
.byte >lemming_rwalk3_sprite,>lemming_rwalk4_sprite
.byte >lemming_rwalk5_sprite,>lemming_rwalk6_sprite
.byte >lemming_rwalk7_sprite,>lemming_rwalk8_sprite
lwalk_sprite_l:
.byte <lemming_lwalk1_sprite,<lemming_lwalk2_sprite
.byte <lemming_lwalk3_sprite,<lemming_lwalk4_sprite
.byte <lemming_lwalk5_sprite,<lemming_lwalk6_sprite
.byte <lemming_lwalk7_sprite,<lemming_lwalk8_sprite
lwalk_sprite_h:
.byte >lemming_lwalk1_sprite,>lemming_lwalk2_sprite
.byte >lemming_lwalk3_sprite,>lemming_lwalk4_sprite
.byte >lemming_lwalk5_sprite,>lemming_lwalk6_sprite
.byte >lemming_lwalk7_sprite,>lemming_lwalk8_sprite
exploding_sprite_l:
.byte <lemming_explode1_sprite,<lemming_explode1_sprite
.byte <lemming_explode2_sprite,<lemming_explode3_sprite
.byte <lemming_explode4_sprite,<lemming_explode5_sprite
.byte <lemming_explode6_sprite,<lemming_explode7_sprite
.byte <lemming_explode8_sprite,<lemming_explode7_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
exploding_sprite_h:
.byte >lemming_explode1_sprite,>lemming_explode1_sprite
.byte >lemming_explode2_sprite,>lemming_explode3_sprite
.byte >lemming_explode4_sprite,>lemming_explode5_sprite
.byte >lemming_explode6_sprite,>lemming_explode7_sprite
.byte >lemming_explode8_sprite,>lemming_explode7_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
; 787989898
; clcrlrlrle
countdown_sprites_l:
.byte <countdown5_sprite,<countdown4_sprite,<countdown3_sprite
.byte <countdown2_sprite,<countdown1_sprite
countdown_sprites_h:
.byte >countdown5_sprite,>countdown4_sprite,>countdown3_sprite
.byte >countdown2_sprite,>countdown1_sprite
splatting_sprite_l:
.byte <lemming_splat1_sprite,<lemming_splat2_sprite
.byte <lemming_splat3_sprite,<lemming_splat4_sprite
.byte <lemming_splat5_sprite,<lemming_splat6_sprite
.byte <lemming_splat7_sprite,<lemming_splat8_sprite
splatting_sprite_h:
.byte >lemming_splat1_sprite,>lemming_splat2_sprite
.byte >lemming_splat3_sprite,>lemming_splat4_sprite
.byte >lemming_splat5_sprite,>lemming_splat6_sprite
.byte >lemming_splat7_sprite,>lemming_splat8_sprite
umbrella_sprite_l:
.byte <lemming_umbrella1_sprite,<lemming_umbrella2_sprite
.byte <lemming_umbrella3_sprite,<lemming_umbrella4_sprite
.byte <lemming_umbrella5_sprite,<lemming_umbrella6_sprite
.byte <lemming_umbrella7_sprite,<lemming_umbrella8_sprite
umbrella_sprite_h:
.byte >lemming_umbrella1_sprite,>lemming_umbrella2_sprite
.byte >lemming_umbrella3_sprite,>lemming_umbrella4_sprite
.byte >lemming_umbrella5_sprite,>lemming_umbrella6_sprite
.byte >lemming_umbrella7_sprite,>lemming_umbrella8_sprite
stopper_sprite_l:
.byte <lemming_stopper1_sprite,<lemming_stopper2_sprite
.byte <lemming_stopper3_sprite,<lemming_stopper4_sprite
.byte <lemming_stopper5_sprite,<lemming_stopper6_sprite
.byte <lemming_stopper7_sprite,<lemming_stopper7_sprite
.byte <lemming_stopper9_sprite,<lemming_stopper10_sprite
.byte <lemming_stopper11_sprite,<lemming_stopper12_sprite
.byte <lemming_stopper13_sprite,<lemming_stopper14_sprite
.byte <lemming_stopper7_sprite,<lemming_stopper7_sprite
stopper_sprite_h:
.byte >lemming_stopper1_sprite,>lemming_stopper2_sprite
.byte >lemming_stopper3_sprite,>lemming_stopper4_sprite
.byte >lemming_stopper5_sprite,>lemming_stopper6_sprite
.byte >lemming_stopper7_sprite,>lemming_stopper7_sprite
.byte >lemming_stopper9_sprite,>lemming_stopper10_sprite
.byte >lemming_stopper11_sprite,>lemming_stopper12_sprite
.byte >lemming_stopper13_sprite,>lemming_stopper14_sprite
.byte >lemming_stopper7_sprite,>lemming_stopper7_sprite