dos33fsprogs/ootw/ootw_c5_cave.s

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; Ootw Checkpoint5 -- Running around the Caves
; call once before entering cave for first time
ootw_cave_init:
lda #0
sta WHICH_CAVE
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; yes you fall in facing left for some reason
sta DIRECTION ; left
sta NUM_DOORS
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lda #1
sta HAVE_GUN
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lda #0
sta PHYSICIST_X
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lda #230
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sta PHYSICIST_Y
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lda #P_FALLING_DOWN
sta PHYSICIST_STATE
lda #14
sta fall_down_destination_smc+1
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rts
;===========================
; enter new room in cave
;===========================
ootw_cave:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_CAVE
bne cave1
jsr init_shields
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; Room0 entrance
cave0:
lda #(0+128)
sta LEFT_LIMIT
lda #(38+128)
sta RIGHT_LIMIT
; set right exit
lda #1
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
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lda PHYSICIST_STATE
cmp #P_FALLING_DOWN
beq falling_in
not_falling_in:
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lda #14
sta PHYSICIST_Y
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falling_in:
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; load background
lda #>(entrance_rle)
sta GBASH
lda #<(entrance_rle)
jmp cave_setup_done
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; ????
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cave1:
; cmp #1
; bne cave2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp cave_setup_done
cave_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
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;=====================
; setup walk collision
jsr recalc_walk_collision
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ootw_cave_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Cave Loop
;============================
;============================
cave_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_cave0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============
; check room limits
jsr check_screen_limit
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;=================
; adjust floor
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lda PHYSICIST_STATE
cmp #P_FALLING_DOWN
beq check_floor0_done
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lda WHICH_CAVE
cmp #0
bne check_floor1
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lda #14
sta PHYSICIST_Y
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lda PHYSICIST_X
cmp #19
bcc check_floor0_done
lda #12
sta PHYSICIST_Y
lda PHYSICIST_X
cmp #28
bcc check_floor0_done
lda #10
sta PHYSICIST_Y
check_floor0_done:
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check_floor1:
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;===============
; draw physicist
jsr draw_physicist
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;===============
; handle gun
jsr handle_gun
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;========================
; draw foreground action
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lda WHICH_CAVE
cmp #0
bne c5_no_fg_action
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c5_draw_rocks:
lda #1
sta XPOS
lda #26
sta YPOS
lda #<small_rock
sta INL
lda #>small_rock
sta INH
jsr put_sprite
lda #10
sta XPOS
lda #18
sta YPOS
lda #<medium_rock
sta INL
lda #>medium_rock
sta INH
jsr put_sprite
lda #31
sta XPOS
lda #14
sta YPOS
lda #<large_rock
sta INL
lda #>large_rock
sta INH
jsr put_sprite
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c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne cave_frame_no_oflo
inc FRAMEH
cave_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_cave
cmp #$ff ; if $ff, we died
beq done_cave
;===============================
; check if exited room to right
cmp #1
beq cave_exit_left
;=================
; exit to right
cave_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_CAVE
jmp done_cave
;=====================
; exit to left
cave_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_CAVE
jmp done_cave
; loop forever
still_in_cave:
lda #0
sta GAME_OVER
jmp cave_loop
done_cave:
rts
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; at 1,26
small_rock:
.byte 3,3
.byte $0A,$02,$20
.byte $00,$20,$A2
.byte $AA,$A2,$AA
; at 10,18
medium_rock:
.byte 5,6
.byte $AA,$AA,$6A,$AA,$AA
.byte $AA,$00,$00,$66,$AA
.byte $AA,$20,$20,$A6,$AA
.byte $0A,$00,$00,$02,$22
.byte $A0,$00,$00,$00,$22
.byte $2A,$00,$00,$02,$2A
; at 31,14
large_rock:
.byte 7,6
.byte $AA,$0A,$02,$02,$66,$6A,$AA
.byte $AA,$00,$00,$00,$20,$22,$AA
.byte $AA,$AA,$0A,$00,$62,$6A,$AA
.byte $2A,$22,$00,$00,$06,$66,$6A
.byte $00,$00,$00,$00,$22,$A2,$A6
.byte $AA,$A0,$00,$00,$02,$AA,$AA
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