dos33fsprogs/ootw/ootw_c2_cage.s

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; Ootw Checkpoint2 -- Despite all my Rage...
2019-01-28 02:37:09 +00:00
ootw_cage:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=============================
; Load background to $c00
lda #>(cage_rle)
sta GBASH
lda #<(cage_rle)
sta GBASL
2019-02-03 06:00:47 +00:00
lda #$c ; load image off-screen $c00
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jsr load_rle_gr
;=================================
; setup vars
lda #0
sta GAME_OVER
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sta CAGE_AMPLITUDE
sta CAGE_OFFSET
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sta CAGE_GUARD
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sta SHOOTING_BOTTOM
sta SHOOTING_TOP
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2019-03-21 02:46:18 +00:00
bit KEYRESET ; clear keypress
2019-01-28 02:37:09 +00:00
;============================
; Cage Loop
;============================
cage_loop:
;================================
; copy background to current page
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;================================
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jsr gr_copy_to_current
;=======================
; draw miners mining
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;=======================
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2019-07-15 16:03:54 +00:00
jsr ootw_draw_miners
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;======================
; draw cage
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;======================
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lda #11
sta XPOS
lda #0
sta YPOS
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lda CAGE_AMPLITUDE
cmp #3
beq cage_amp_2
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cmp #2
beq cage_amp_2
cmp #1
beq cage_amp_1
cage_amp_0:
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lda #<cage_center_sprite
sta INL
lda #>cage_center_sprite
sta INH
jsr put_sprite_crop
2019-07-15 18:33:33 +00:00
jmp done_drawing_cage
cage_amp_1:
lda CAGE_OFFSET
and #$0e
tay
lda cage_amp1_sprites,Y
sta INL
lda cage_amp1_sprites+1,Y
sta INH
jsr put_sprite_crop
jmp done_drawing_cage
cage_amp_2:
lda CAGE_OFFSET
and #$0e
tay
lda cage_amp2_sprites,Y
sta INL
lda cage_amp2_sprites+1,Y
sta INH
jsr put_sprite_crop
done_drawing_cage:
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;======================
; draw laser
;======================
2019-07-19 16:12:10 +00:00
jsr draw_laser
2019-07-15 19:54:37 +00:00
;======================
; draw guard
;======================
lda CAGE_GUARD
cmp #15
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bcs guard_patrol ; bge
; guard changing uniform
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; CAGE_GUARD=0..14
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lda #34
sta XPOS
lda #28
sta YPOS
lda CAGE_GUARD
asl
tay
lda changing_guard_sprites,Y
sta INL
lda changing_guard_sprites+1,Y
sta INH
jsr put_sprite_crop
jmp done_cage_guard
2019-07-18 17:53:52 +00:00
guard_patrol:
; guard patroling
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; CAGE_GUARD=15+
2019-07-18 19:29:30 +00:00
; switch direction if at end
lda alien0_direction
bne patrolling_right
patrolling_left:
lda alien0_x
cmp #22
bcs patrolling_move ; bge
lda #A_TURNING
sta alien0_state
jmp patrolling_move
patrolling_right:
lda alien0_x
cmp #34
bcc patrolling_move ; blt
lda #A_TURNING
sta alien0_state
patrolling_move:
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lda CAGE_AMPLITUDE
cmp #2
beq guard_yelling
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cmp #3
beq guard_shooting
jmp guard_move_and_draw
guard_yelling:
lda alien0_x
cmp #21
bne guard_move_and_draw
lda #A_YELLING
sta alien0_state
jmp guard_move_and_draw
2019-07-18 17:53:52 +00:00
guard_shooting:
; guard shooting
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lda alien0_x
cmp #21
bne guard_move_and_draw
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lda #A_SHOOTING_UP
sta alien0_state
guard_move_and_draw:
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jsr move_alien
jsr draw_alien
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2019-07-15 19:54:37 +00:00
done_cage_guard:
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;===============================
; check keyboard
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lda KEYPRESS
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bpl cage_continue
inc CAGE_AMPLITUDE
lda CAGE_AMPLITUDE
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check_amp1:
cmp #1
bne check_amp2
; lda #1 ; if amp=1, guard gets gun out
sta alien0_gun
jmp cage_continue
check_amp2:
cmp #2
bne check_amp3
; if amp=2, guard shouts
jmp cage_continue
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check_amp3:
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cmp #3
bne check_amp4 ; if amp=3, guard shoots
check_amp4:
cmp #4 ; if amp=4, cage falls
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bne cage_continue
2019-03-21 02:46:18 +00:00
2019-07-18 20:18:19 +00:00
2019-03-21 02:46:18 +00:00
;===========================
2019-07-19 16:12:10 +00:00
; Done with cage, run ending sequence
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2019-07-19 16:12:10 +00:00
jmp cage_ending
2019-03-21 02:46:18 +00:00
2019-07-15 18:33:33 +00:00
cage_continue:
bit KEYRESET ; clear keyboard
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;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne cage_frame_no_oflo
inc FRAMEH
cage_frame_no_oflo:
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;================
; move cage
lda FRAMEL ; slow down a bit
and #$7
bne no_move_cage
lda CAGE_AMPLITUDE
beq no_move_cage
inc CAGE_OFFSET
no_move_cage:
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;=====================
; move cage guard
lda FRAMEL ; slow down a bit
and #$f
bne no_move_cage_guard
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lda CAGE_GUARD
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cmp #15
bcc guard_ch ; blt, 0..14
jmp no_move_cage_guard ; 15+
guard_ch:
; CAGE_GUARD = 0..14
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2019-07-15 19:54:37 +00:00
inc CAGE_GUARD
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; jmp no_move_cage_guard
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guard_done_change:
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lda CAGE_GUARD
cmp #15
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bne no_move_cage_guard
; start patrol
lda #1
sta alien0_out
2019-07-18 18:28:06 +00:00
lda #33
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sta alien0_x
lda #30
sta alien0_y
lda #A_WALKING
sta alien0_state
lda #0
sta alien0_gait
lda #0
sta alien0_direction
2019-07-18 18:28:06 +00:00
inc CAGE_GUARD ; now 16
2019-07-18 17:53:52 +00:00
2019-07-15 19:54:37 +00:00
no_move_cage_guard:
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2019-01-28 02:37:09 +00:00
2019-07-15 19:54:37 +00:00
;===========================
2019-01-28 02:37:09 +00:00
; check if done this level
lda GAME_OVER
cmp #$ff
beq done_cage
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2019-01-28 02:37:09 +00:00
; loop forever
jmp cage_loop
done_cage:
rts
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2019-07-19 16:12:10 +00:00
;======================
; Draw Laser
;======================
draw_laser:
lda SHOOTING_BOTTOM
beq done_draw_laser
; 30 - 27, 30-24, 30-21
lda #$11
sta COLOR
ldx SHOOTING_BOTTOM
stx V2
ldx SHOOTING_TOP
ldy #21 ; X location
jsr vlin
; if shooting top < 10, decrement Y2
lda SHOOTING_TOP
cmp #10
bcs shoot_up_noadj ; bge
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
shoot_up_noadj:
lda SHOOTING_TOP
beq done_draw_laser
dec SHOOTING_TOP
dec SHOOTING_TOP
dec SHOOTING_TOP
dec SHOOTING_TOP
done_draw_laser:
rts
2019-07-15 18:33:33 +00:00
cage_amp1_sprites:
.word cage_center_sprite
.word cage_right1_sprite
.word cage_right1_sprite
.word cage_right1_sprite
.word cage_center_sprite
.word cage_left1_sprite
.word cage_left1_sprite
.word cage_left1_sprite
cage_amp2_sprites:
.word cage_center_sprite
.word cage_right1_sprite
.word cage_right2_sprite
.word cage_right1_sprite
.word cage_center_sprite
.word cage_left1_sprite
.word cage_left2_sprite
.word cage_left1_sprite
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cage_center_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$58,$A8,$98,$58,$A8,$A8,$58,$AA,$AA
.byte $AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA,$AA
.byte $AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$00,$55,$07,$07,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$44,$55,$00,$50,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$44,$55,$05,$00,$55,$AA,$AA
.byte $AA,$AA,$85,$8A,$87,$85,$80,$80,$85,$AA,$AA
2019-07-15 18:33:33 +00:00
cage_right1_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$85,$8A,$8A,$8A,$AA
.byte $AA,$AA,$AA,$58,$A8,$98,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$00,$55,$07,$57,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$44,$55,$05,$50,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$44,$55,$00,$00,$55,$AA
.byte $AA,$AA,$AA,$85,$87,$87,$85,$80,$80,$55,$AA
cage_right2_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$8A,$85,$A8,$5A,$AA
.byte $AA,$AA,$AA,$AA,$58,$98,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$BB,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$00,$55,$77,$77,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$00,$55,$07,$57,$58,$5A
.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$50,$00,$55
.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$00,$80,$85
.byte $AA,$AA,$AA,$AA,$AA,$85,$87,$A8,$A8,$AA,$AA
cage_left1_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$8A,$8A,$8A,$85,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$B9,$55,$A8,$A8,$58,$AA,$AA,$AA
.byte $AA,$55,$BA,$0B,$55,$AA,$AA,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$00,$55,$7A,$7A,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$40,$55,$77,$77,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$44,$55,$00,$00,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$74,$55,$00,$05,$55,$AA,$AA,$AA
.byte $AA,$A8,$A8,$A8,$A8,$80,$80,$85,$AA,$AA,$AA
cage_left2_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$58,$A8,$85,$8A,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$B9,$55,$A8,$58,$AA,$AA,$AA,$AA
.byte $AA,$55,$BA,$0B,$55,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$00,$55,$7A,$55,$AA,$AA,$AA,$AA
.byte $5A,$A5,$4A,$40,$55,$77,$55,$AA,$AA,$AA,$AA
.byte $55,$AA,$44,$55,$55,$55,$AA,$AA,$AA,$AA,$AA
.byte $85,$8A,$74,$55,$00,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$A8,$A8,$80,$85,$AA,$AA,$AA,$AA,$AA
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2019-07-15 19:54:37 +00:00
changing_guard_sprites:
.word changing_guard1_sprite ; 0
.word changing_guard2_sprite ; 1
.word changing_guard3_sprite ; 2
.word changing_guard4_sprite ; 3
.word changing_guard5_sprite ; 4
.word changing_guard6_sprite ; 5
.word changing_guard7_sprite ; 6
.word changing_guard8_sprite ; 7
.word changing_guard9_sprite ; 8
.word changing_guard10_sprite ; 9
.word changing_guard11_sprite ; 10
.word changing_guard11_sprite ; 11
.word changing_guard11_sprite ; 12
.word changing_guard12_sprite ; 13
.word changing_guard13_sprite ; 14
changing_guard1_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$0A
.byte $0A,$00,$00,$00
.byte $A0,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
changing_guard2_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$0A
.byte $00,$00,$00,$00
.byte $A0,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
changing_guard3_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$AA,$00,$00
.byte $AA,$0A,$00,$00
changing_guard4_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$A0,$00,$00
.byte $AA,$AA,$00,$00
.byte $AA,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard5_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $0A,$00,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$A0,$00,$50
.byte $AA,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard6_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$AA,$77,$55
.byte $A0,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard7_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$75,$AA
.byte $0A,$07,$00,$00
.byte $00,$50,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$AA,$77,$55
.byte $A0,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard8_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$75,$AA
.byte $AA,$A7,$00,$00
.byte $00,$50,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$A0,$77,$55
.byte $00,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard9_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$77,$AA
.byte $0A,$00,$00,$0A
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$A5
.byte $7A,$A0,$A0,$5A
.byte $07,$AA,$AA,$05
.byte $00,$AA,$AA,$00
changing_guard10_sprite:
.byte 4,9
.byte $22,$A2,$A2,$22
.byte $22,$77,$77,$22
.byte $02,$00,$00,$02
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$A5
.byte $7A,$A0,$00,$5A
.byte $07,$AA,$A0,$05
.byte $00,$AA,$AA,$00
changing_guard11_sprite:
.byte 4,9
.byte $22,$02,$02,$22
.byte $22,$77,$77,$22
.byte $02,$00,$00,$02
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$AA
.byte $7A,$A0,$A0,$5A
.byte $07,$AA,$AA,$05
.byte $00,$AA,$AA,$00
changing_guard12_sprite:
.byte 4,9
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.byte $22,$A2,$A2,$22
2019-07-19 00:10:09 +00:00
.byte $72,$f7,$7f,$22
2019-07-18 18:28:06 +00:00
.byte $77,$07,$00,$A2
2019-07-15 19:54:37 +00:00
.byte $AA,$77,$00,$AA
.byte $AA,$77,$10,$AA
.byte $AA,$00,$00,$AA
.byte $AA,$77,$A0,$55
.byte $AA,$07,$AA,$05
.byte $0A,$00,$0A,$00
changing_guard13_sprite:
.byte 4,9
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.byte $22,$A2,$A2,$22
2019-07-19 00:10:09 +00:00
.byte $72,$f7,$7f,$22
2019-07-18 18:28:06 +00:00
.byte $77,$07,$00,$A2
2019-07-15 19:54:37 +00:00
.byte $AA,$00,$77,$AA
.byte $AA,$77,$10,$AA
.byte $AA,$00,$00,$AA
.byte $AA,$77,$A0,$55
.byte $AA,$07,$AA,$05
.byte $0A,$00,$0A,$00
2019-07-19 02:53:34 +00:00
little_guy_in1_sprite:
.byte 4,5
.byte $AA,$AA,$AA,$77
.byte $AA,$AA,$50,$00
.byte $AA,$AA,$77,$70
.byte $AA,$AA,$AA,$A7
.byte $AA,$AA,$AA,$AA
little_guy_in2_sprite:
.byte 4,5
.byte $AA,$AA,$77,$AF
.byte $AA,$A5,$00,$00
.byte $AA,$AA,$77,$AA
.byte $AA,$AA,$55,$07
.byte $AA,$AA,$AA,$A0
little_guy_in_sprite:
.byte 4,5
.byte $AA,$77,$AA,$AA
.byte $55,$00,$77,$AA
.byte $A5,$00,$07,$AA
.byte $AA,$07,$0A,$AA
.byte $A0,$AA,$A0,$AA
little_guy_out1_sprite:
.byte 4,5
.byte $AA,$AA,$77,$AA
.byte $AA,$77,$00,$55
.byte $AA,$00,$07,$AA
.byte $AA,$07,$05,$AA
.byte $A0,$AA,$A0,$AA
little_guy_out2_sprite:
.byte 4,5
.byte $AA,$AA,$A7,$A7
.byte $AA,$AA,$AA,$A5
.byte $AA,$AA,$AA,$5A
.byte $AA,$AA,$A7,$A7
.byte $AA,$AA,$AA,$AA
2019-07-15 19:54:37 +00:00
2019-07-19 16:12:10 +00:00
2019-07-19 19:07:37 +00:00
;============================
2019-07-19 16:12:10 +00:00
;============================
; Cage Ending
;============================
2019-07-19 19:07:37 +00:00
;============================
2019-07-19 16:12:10 +00:00
cage_ending:
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lda #0
sta FRAMEL
cage_ending_loop:
2019-07-19 16:12:10 +00:00
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
2019-07-20 01:43:59 +00:00
;================
; draw cage parts
;================
; frame 12+13 == draw debris1
; frame 14+15 == draw debris2
; frame 16+17 == draw debris3
lda FRAMEL
cmp #12
bcc done_debris ; blt
cmp #18
bcs done_debris ; bge
sec
sbc #12
and #$fe
tay
lda debris_list,Y
sta GBASL
lda debris_list+1,Y
sta GBASH
lda #$10
jsr load_rle_gr
jsr gr_overlay
done_debris:
2019-07-19 16:12:10 +00:00
;=======================
; draw miners mining
;=======================
jsr ootw_draw_miners
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;================
; draw physicist
;================
; frame 18 crouching
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; frame 40 getting up one step?
; frame 60 all stood up
; frame 70 jump -- 90
; frame 90 standing left (taps)
; frame 100 turn right
; frame 120 turn left
lda #20
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sta XPOS
lda #28
sta YPOS
lda FRAMEL
cmp #18
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bcc ce_done_physicist ; blt
cmp #120
bcs ce_stand_left ; bge
cmp #100
bcs ce_stand_right ; bge
cmp #90
bcs ce_stand_left ; bge
cmp #70
bcs ce_jump ; bge
cmp #60
bcs ce_stand_cage ; bge
cmp #40
bcs ce_half_stand_cage ; bge
ce_crouch_cage:
ldx #<crouch2
ldy #>crouch2
jmp ce_draw_physicist_right
ce_half_stand_cage:
ldx #<crouch1
ldy #>crouch1
jmp ce_draw_physicist_right
ce_stand_cage:
ldx #<phys_stand
ldy #>phys_stand
jmp ce_draw_physicist_right
ce_jump:
ldx #<phys_stand
ldy #>phys_stand
jmp ce_draw_physicist_right
ce_stand_right:
lda #28
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sta XPOS
lda #30
sta YPOS
ldx #<phys_stand
ldy #>phys_stand
jmp ce_draw_physicist_right
ce_stand_left:
lda #28
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sta XPOS
lda #30
sta YPOS
ldx #<phys_stand
ldy #>phys_stand
ce_draw_physicist_left:
stx INL
sty INH
jsr put_sprite_crop
jmp ce_done_physicist
ce_draw_physicist_right:
stx INL
sty INH
jsr put_sprite_flipped_crop
ce_done_physicist:
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;============
; draw friend
;============
; frame 18 crouching
; frame 34 getting up one step?
; frame 38 all stood up (right)
; frame 60 turns
; frame 62 standing left
; frame 74 turns
; frame 76 standing right
; frame 90-100 taps
; frame 116 points, my tuba
lda #24
sta XPOS
lda #30
sta YPOS
lda FRAMEL
cmp #18
bcc ce_done_friend ; blt
cmp #76
bcs ce_friend_stand_right ; bge
cmp #74
bcs ce_friend_turn ; bge
cmp #62
bcs ce_friend_stand_left ; bge
cmp #60
bcs ce_friend_turn ; bge
cmp #38
bcs ce_friend_stand_right ; bge
cmp #34
bcs ce_friend_half_stand_cage ; bge
ce_friend_crouch_cage:
lda #22
sta XPOS
ldx #<friend_crouch2
ldy #>friend_crouch2
jmp ce_draw_friend_right
ce_friend_half_stand_cage:
ldx #<friend_crouch1
ldy #>friend_crouch1
jmp ce_draw_friend_right
ce_friend_stand_cage:
ldx #<friend_turning_sprite
ldy #>friend_turning_sprite
jmp ce_draw_friend_right
ce_friend_turn:
ldx #<friend_stand
ldy #>friend_stand
jmp ce_draw_friend_right
ce_friend_stand_right:
ldx #<friend_stand
ldy #>friend_stand
jmp ce_draw_friend_right
ce_friend_stand_left:
ldx #<friend_stand
ldy #>friend_stand
ce_draw_friend_left:
stx INL
sty INH
jsr put_sprite_crop
jmp ce_done_friend
ce_draw_friend_right:
stx INL
sty INH
jsr put_sprite_flipped_crop
ce_done_friend:
;===========
; draw guard
;===========
; frame 0-5 : standing
; frame 6-11 : falling
; frame 12+ : on ground
lda FRAMEL
cmp #5
bcs ce_guard_not_standing ; bge
lda #21
sta XPOS
lda #30
sta YPOS
ldx #<alien_shooting_up_sprite
ldy #>alien_shooting_up_sprite
jmp done_guard_endcage
ce_guard_not_standing:
cmp #10
bcs ce_guard_not_falling ; bge
lda #19
sta XPOS
lda #30
sta YPOS
ldx #<guard_crashing_sprite
ldy #>guard_crashing_sprite
jmp done_guard_endcage
ce_guard_not_falling:
lda #17
sta XPOS
lda #42
sta YPOS
ldx #<guard_dead_sprite
ldy #>guard_dead_sprite
done_guard_endcage:
stx INL
sty INH
jsr put_sprite_crop
;===========
; draw cage
;===========
; frame 0 .. 9 falling
; frame 10 - 19 sproinging
; frame 20 -- permanent
lda FRAMEL
cmp #10
bcs done_cage_ground ; bge
lda FRAMEL
asl
clc
adc #2
cage_set_ypos:
sta YPOS
lda #17
sta XPOS
ldx #<cage_center_sprite
ldy #>cage_center_sprite
jmp done_cage_endcage
done_cage_ground:
lda #17
sta XPOS
lda #32
sta YPOS
lda FRAMEL
cmp #20
bcs cage_on_ground ; bge
sec
sbc #10
and #$fe
tay
lda cage_sprites,Y
tax
lda cage_sprites+1,Y
tay
jmp done_cage_endcage
cage_on_ground:
ldx #<cage_ground_sprite
ldy #>cage_ground_sprite
done_cage_endcage:
stx INL
sty INH
jsr put_sprite_crop
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;==========================
; draw little dude
;==========================
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; frame 0 - 17 : watching
; frame 18- 20 : out1
; frame 20- 23 : out2
; frame 24 : gone
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lda #28
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sta XPOS
lda #34
sta YPOS
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lda FRAMEL
cmp #24
bcs done_cage_draw_lg ; bge
ldx #<little_guy_out2_sprite
ldy #>little_guy_out2_sprite
cmp #20
bcs cage_draw_lg
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ldx #<little_guy_out1_sprite
ldy #>little_guy_out1_sprite
cmp #18
bcs cage_draw_lg
ldx #<little_guy_in_sprite
ldy #>little_guy_in_sprite
cage_draw_lg:
stx INL
sty INH
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jsr put_sprite_crop
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done_cage_draw_lg:
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;======================
; draw laser
;======================
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; continue drawing in case a shot was fired as we fell
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jsr draw_laser
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;===============
; draw gun
;===============
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; frame 0 - 9 no draw
; frame 10 -- in air 28,36
; frame 12 -- lower 28,40
; frame 14 -- on ground 29,44
; frame 16 -- bounce 29,42
; frame 18 -- ground 30,44
; frame 20 -- left2 31,44
; frame 22 -- left2 32,44
; frame 24 -- left1 33,44
; frame 26 -- left1 (done) 34,44
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lda FRAMEL
cmp #5
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bcc ce_done_gun ; blt
cmp #21
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bcs ce_default_gun ; bge
sec
sbc #5
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and #$fe
tay
lda gun_arc,Y
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sta XPOS
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lda gun_arc+1,Y
sta YPOS
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jmp ce_draw_gun
ce_default_gun:
lda #35
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sta XPOS
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lda #44
sta YPOS
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ce_draw_gun:
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jsr draw_gun
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ce_done_gun:
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;===============
; page flip
jsr page_flip
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;================
; delay
; lda #150
; jsr WAIT
wuk:
lda KEYPRESS
bpl wuk
bit KEYRESET
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;================
; inc frame count
inc FRAMEL
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bmi done_cage_end
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jmp cage_ending_loop
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done_cage_end:
bit KEYRESET ; clear keyboard
rts
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; at 19,42
guard_dead_sprite:
.byte 9,3
.byte $AA,$AA,$AA,$0A,$1A,$0A,$0A,$7A,$7A
.byte $00,$77,$77,$00,$11,$00,$70,$07,$77
.byte $AA,$AA,$AA,$AA,$AA,$AA,$77,$AA,$AA
guard_crashing_sprite:
.byte 7,8
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$7A,$77,$AA
.byte $AA,$AA,$AA,$00,$07,$57,$55
.byte $AA,$AA,$AA,$10,$05,$AA,$AA
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.byte $AA,$AA,$AA,$70,$77,$AA,$AA
.byte $AA,$AA,$77,$A7,$05,$AA,$AA
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.byte $0a,$00,$AA,$0A,$A0,$AA,$AA
cage_sprites:
.word cage_sprite_1
.word cage_sprite_2
.word cage_sprite_3
.word cage_sprite_4
.word cage_sprite_4
cage_sprite_1:
.byte 9,6
.byte $AA,$AA,$55,$AA,$AA,$55,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$99,$55,$77,$AA,$AA,$55
.byte $AA,$55,$AA,$00,$55,$00,$55,$AA,$55
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_2:
.byte 9,6
.byte $AA,$55,$AA,$AA,$AA,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$77,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$55,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_3:
.byte 9,6
.byte $AA,$55,$AA,$AA,$AA,$55,$AA,$AA,$55
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$77,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$55,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_4:
.byte 9,6
.byte $55,$AA,$AA,$AA,$55,$AA,$AA,$AA,$55
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$7f,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$00,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
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; at 18,32
cage_ground_sprite:
.byte 9,6
.byte $55,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
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.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
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gun_arc:
.byte 28,36 ; frame 10 -- in air 28,36
.byte 29,40 ; frame 12 -- lower 28,40
.byte 30,44 ; frame 14 -- on ground 29,44
.byte 31,42 ; frame 16 -- bounce 29,42
.byte 32,44 ; frame 18 -- ground 30,44
.byte 33,44 ; frame 20 -- left2 31,44
.byte 34,44 ; frame 22 -- left2 32,44
.byte 35,44 ; frame 24 -- left1 33,44
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debris_list:
.word debris1_rle
.word debris2_rle
.word debris3_rle