dos33fsprogs/mist/stoney.s

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; The Stone Ship level
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
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stoney_start:
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;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
; FIXME
; handle gear visibility
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
cmp #STONEY_SHIP_BOOK_OPEN
beq animate_stoney_book
cmp #STONEY_BOOK_TABLE_OPEN
beq animate_mist_book
cmp #STONEY_RED_DRESSER_OPEN
beq fg_draw_red_page
cmp #STONEY_BLUE_ROOM_BED
beq fg_draw_blue_page
jmp nothing_special
animate_stoney_book:
; handle animated linking book
lda ANIMATE_FRAME
asl
tay
lda stoney_movie,Y
sta INL
lda stoney_movie+1,Y
sta INH
lda #22
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #16
bne done_animate_book
lda #0
sta ANIMATE_FRAME
done_animate_book:
jmp nothing_special
animate_mist_book:
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
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nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_ARRIVAL_DOCK ; the dock
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
rts
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stoney_take_red_page:
lda #STONEY_PAGE
jmp take_red_page
stoney_take_blue_page:
lda #STONEY_PAGE
jmp take_blue_page
;=============================
draw_red_page:
lda RED_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #14
sta XPOS
lda #36
sta YPOS
lda #<red_page_sprite
sta INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
draw_blue_page:
lda BLUE_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #15
sta XPOS
lda #34
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
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;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
.include "audio.s"
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.include "graphics_stoney/stoney_graphics.inc"
; linking books
.include "link_book_stoney.s"
.include "link_book_mist.s"
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; puzzles
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.include "handle_pages.s"
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.include "common_sprites.inc"
.include "page_sprites.inc"
.include "leveldata_stoney.inc"