dos33fsprogs/games/keen/level1.s

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; Keen PoC Level 1
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
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MAX_TILE_X = 96 ; 116 - 20
MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
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keen_start:
;===================
; init screen
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; jsr TEXT
; jsr HOME
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bit KEYRESET
bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta KEEN_WALKING
sta KEEN_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta KEEN_XL
sta KEEN_FALLING
sta KEEN_SHOOTING
sta KEYCARDS
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lda #4
sta DRAW_PAGE
; Level 1
; start at 2,24 (remember tiles 2 bytes high even though 4 pixels)
; but with reference to starting tilemap (0,5) should be
; 2,8?
lda #1
sta KEEN_TILEX
lda #13
sta KEEN_TILEY
lda #0 ; offset from tile location
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sta KEEN_X
lda #0
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sta KEEN_Y
lda #RIGHT ; direction
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sta KEEN_DIRECTION
;====================================
; load level1 background
;====================================
lda #<level1_bg_zx02
sta ZX0_src
lda #>level1_bg_zx02
sta ZX0_src+1
lda #$c ; load to page $c00
jsr full_decomp
;====================================
; load level1 tilemap
;====================================
lda #<level1_data_zx02
sta ZX0_src
lda #>level1_data_zx02
sta ZX0_src+1
lda #$90 ; load to page $9000
jsr full_decomp
;====================================
; copy in tilemap subset
;====================================
; we copy in full screen, 40x48 = 20x12 tiles
; we start out assuming position is 0,5
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lda #0
sta TILEMAP_X
lda #5
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sta TILEMAP_Y
jsr copy_tilemap_subset
;====================================
;====================================
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; Main loop
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;====================================
;====================================
keen_loop:
; draw tilemap
jsr draw_tilemap
; draw enemies
jsr draw_enemies
; draw laser
jsr draw_laser
; draw keen
jsr draw_keen
; handle door opening
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; jsr check_open_door
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jsr page_flip
jsr handle_keypress
jsr move_keen
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jsr move_enemies
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jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
;===========================
; check end of level
;===========================
lda LEVEL_OVER
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bne done_with_keen
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;===========================
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; delay
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;===========================
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; lda #200
; jsr WAIT
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jmp keen_loop
done_with_keen:
bit KEYRESET ; clear keypress
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; three reasons we could get here
; NEXT_LEVEL = finished level by exiting door
; GAME_OVER = hit ESC and said Y to QUIT
; TOUCHED_ENEMY = touched an enemy
lda LEVEL_OVER
cmp #NEXT_LEVEL
beq level1_levelover
cmp #GAME_OVER
beq level1_gameover
; got here, touched enemy
ldy #SFX_KEENDIESND
jsr play_sfx
; TODO: ANIMATION
; keen turns to head, flies up screen
; play game over music if out of keens
dec KEENS
bpl level1_levelover
level1_gameover:
; mars plays this
; ldy #SFX_GAMEOVERSND
; jsr play_sfx
lda #GAME_OVER
sta LEVEL_OVER
level1_levelover:
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lda #LOAD_MARS
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sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
; level graphics
level1_bg_zx02:
.incbin "graphics/level1_bg.gr.zx02"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "zx02_optim.s"
.include "status_bar.s"
.include "keyboard.s"
.include "joystick.s"
.include "text_drawbox.s"
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.include "text_help.s"
.include "text_quit_yn.s"
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.include "draw_keen.s"
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.include "sprites/keen_sprites.inc"
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.include "move_keen.s"
.include "handle_laser.s"
.include "draw_tilemap.s"
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.include "level1_enemies.s"
.include "level1_items.s"
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.include "level1_sfx.s"
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.include "longer_sound.s"
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.include "random16.s"
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level1_data_zx02:
.incbin "maps/level1_map.zx02"