dos33fsprogs/mist/sub.s

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; Bunker/Sub part of Selena Age
; Ein U-Boot holt uns dann hier raus
; Und du bist der Kapitaen
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
sub_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
;=================
; init vars
; 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
;====================================
lda LOCATION
cmp #SUB_BOOK_OPEN
beq mist_book_animation
jmp nothing_special
mist_book_animation:
jsr draw_mist_animation
jmp nothing_special
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
;===================================
; goto selena
; go back out bunker door
;===================================
goto_selena:
lda #$ff
sta LEVEL_OVER
lda #SELENA_BUNKER ; outside bunker door
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_SELENA
sta WHICH_LOAD
rts
;===============================
; draw mist book animation
;===============================
draw_mist_animation:
; handle animated linking book
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
2020-08-02 03:44:46 +00:00
sub_selena_open:
lda #SUB_CLOSE_OPEN
sta LOCATION
jmp change_location
sub_selena_close:
lda #SUB_CLOSE
sta LOCATION
jmp change_location
sub_door_selena_open:
lda #SUB_INSIDE_BACK_OPEN
sta LOCATION
jmp change_location
sub_door_close:
lda #SUB_INSIDE_BACK
sta LOCATION
jmp change_location
;=====================
; sub controls
;=====================
;====================
; toward_book
sub_controls_move_toward_book:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;====================
; toward_selena
sub_controls_move_toward_selena:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_MOVING
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;===============================
; moving
sub_controls_moving:
; re-enable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location6,Y ; SUB_INSIDE_BACK
; change so we use normal (not split) mode when looking forward
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E
sta location6,Y ; SUB INSIDE_BACK
sta DIRECTION
lda CURSOR_Y
cmp #32
bcc sub_forward ; blt
; "backward" taks us back to selena
sub_backward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_CLOSE_OPEN
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_N
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_SELENA
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_selena_s_lzsa
sta location7,Y
lda #>inside_sub_back_selena_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_SELENA
sta LOCATION
jmp change_location
; "forward" takes us to book
sub_forward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_OUTSIDE_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_S
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_book_s_lzsa
sta location7,Y
lda #>inside_sub_back_book_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_BOOK
sta LOCATION
jmp change_location
; 1 2 3
;123456789012345678901234567890123456789
; FOR THE SAKE OF ARGUMENT IMAGINE YOU
; JUST SPENT 45 MINUTES NAVIGATING AN
; OBSCURE MAZE BASED ON A CLUE YOU WERE
; SUPPOSED TO NOTICE IN MECHANICAL AGE
;==========================
; includes
;==========================
; level graphics
.include "graphics_sub/sub_graphics.inc"
; puzzles
; linking books
.include "link_book_mist.s"
; level data
.include "leveldata_sub.inc"
; sound
.include "simple_sounds.s"
; sub solution
; N, W, N, E, E
; S, S, W, SW, W
; NW, NE, N, SE