dos33fsprogs/mist/selena.s

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; Selenitic (selena) island
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
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selena_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
;=================
; init vars
; copy in rocket note puzzle state
lda ROCKET_NOTE1
sta rocket_notes
lda ROCKET_NOTE2
sta rocket_notes+2
lda ROCKET_NOTE3
sta rocket_notes+4
lda ROCKET_NOTE4
sta rocket_notes+6
; hook up the special functions
; these might be disabled if we've been here before
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_E
sta location1,Y ; enable controls
lda #DIRECTION_W
sta location2,Y ; enable organ
lda #DIRECTION_N
sta location0,Y ; enable mist exit
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lda #SELENA_INSIDE_SHIP
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sta LOCATION
lda #0
sta LEVEL_OVER
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lda #DIRECTION_E
sta DIRECTION
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
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
;====================================
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lda LOCATION
cmp #SELENA_CONTROLS
beq controls_animation
cmp #SELENA_BOOK_OPEN
beq mist_book_animation
jmp nothing_special
mist_book_animation:
; handle animated linking 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 #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
controls_animation:
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ldy #LOCATION_SPECIAL_EXIT
lda location1,Y
cmp #$ff
beq no_draw_buttons
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; draw the buttons
jsr spaceship_draw_buttons
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no_draw_buttons:
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; handle animated linking book
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lda ANIMATE_FRAME
beq nothing_special
asl
tay
lda selena_movie,Y
sta INL
lda selena_movie+1,Y
sta INH
lda #17
sta XPOS
lda #4
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
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animate_check_high:
cmp #23
bne animate_check_low
lda #13
sta ANIMATE_FRAME
bne done_animate_book ; bra
animate_check_low:
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cmp #13
bne done_animate_book
lda #9
sta ANIMATE_FRAME
done_animate_book:
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nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
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jmp game_loop
really_exit:
jmp end_level
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back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_SPACESHIP_FAR ; pathway outside rocket
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
jsr save_rocket_state
rts
; save rocket state
save_rocket_state:
lda rocket_notes
sta ROCKET_NOTE1
lda rocket_notes+2
sta ROCKET_NOTE2
lda rocket_notes+4
sta ROCKET_NOTE3
lda rocket_notes+6
sta ROCKET_NOTE4
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"
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.include "audio.s"
.include "graphics_selena/selena_graphics.inc"
; puzzles
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.include "organ_puzzle.s"
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; linking books
.include "link_book_mist.s"
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.include "common_sprites.inc"
.include "leveldata_selena.inc"
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.include "speaker_beeps.s"
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;.align $100
;audio_link_noise:
;.incbin "audio/link_noise.btc"
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