dos33fsprogs/games/peasant/intro_river.s

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; o/~ At the beautiful, the beautiful, River o/~
;************************
; River
;************************
river:
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lda #0
sta FRAME
;=========================
; init peasant position
; draw at 33,157
lda #33
sta PEASANT_X
lda #157
sta PEASANT_Y
lda #PEASANT_DIR_UP
sta PEASANT_DIR
;====================
; load bg
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lda #<(river_lzsa)
sta getsrc_smc+1
lda #>(river_lzsa)
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
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; jsr hgr_save
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; walking
jsr save_bg_7x28
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river_walk_loop:
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
jsr restore_bg_7x28
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; draw peasant
lda FRAME
asl
tax
lda river_path,X
bmi done_river
sta PEASANT_X
sta CURSOR_X
inx
lda river_path,X
sta PEASANT_Y
sta CURSOR_Y
jsr save_bg_7x28
jsr draw_peasant
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lda FRAME
check_river_action1:
cmp #10
bne check_river_action2
lda #<river_message1
sta OUTL
lda #>river_message1
sta OUTH
jsr hgr_text_box
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jmp done_river_action
check_river_action2:
cmp #15
bne done_river_action
; jsr hgr_restore
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
done_river_action:
jsr update_bubbles_r
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; jsr wait_until_keypress
lda #3
jsr wait_a_bit
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lda ESC_PRESSED
bne done_river
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inc FRAME
jmp river_walk_loop
;===================
; done
done_river:
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rts
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; walk up a bit
river_message1:
.byte 0,35,34, 0,253,82
.byte 7,49,"You can start playing in a",13
.byte "second here.",0
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; walks behind tree
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river_path:
.byte 32,157
.byte 32,153
.byte 32,149
.byte 32,145
.byte 32,141
.byte 32,137
.byte 32,133
.byte 32,129
.byte 32,125
.byte 32,121 ; message
.byte 32,117
.byte 32,113
.byte 32,109
.byte 32,105
.byte 32,105 ; turn right
.byte 33,105
.byte 34,105
.byte 35,105
.byte 36,105
.byte $FF,$FF
;================
; update bubbles river
update_bubbles_r:
; 5,166
; 9,154
; 7,160
; bubble 1
lda FRAME
and #3
asl
tax
lda bubble_progress_r,X
sta INL
inx
lda bubble_progress_r,X
sta INH
lda #5
sta CURSOR_X
lda #166
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 2
lda FRAME
adc #3
and #3
asl
tax
lda bubble_progress_r,X
sta INL
inx
lda bubble_progress_r,X
sta INH
lda #9
sta CURSOR_X
lda #154
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 3
lda FRAME
adc #5
and #3
asl
tax
lda bubble_progress_r,X
sta INL
inx
lda bubble_progress_r,X
sta INH
lda #7
sta CURSOR_X
lda #160
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
rts
bubble_progress_r:
.word bubble_r_sprite0
.word bubble_r_sprite0
.word bubble_r_sprite1
.word bubble_r_sprite1
bubble_r_sprite0:
.byte $AA
.byte $FF
.byte $AA
.byte $FF
.byte $AA
bubble_r_sprite1:
.byte $FF
.byte $AA
.byte $AA
.byte $AA
.byte $FF