dos33fsprogs/games/lemm/level7.s

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.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 7 ; level 7
do_level7:
;======================
; set up initial stuff
;======================
lda #20
sta CLIMBER_COUNT
sta FLOATER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
sta DIGGER_COUNT
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lda #8
sta DOOR_X
lda #72
sta DOOR_Y
lda #11
sta INIT_X
lda #83
sta INIT_Y
; flame locations
lda #27 ;
sta l_flame_x_smc+1
lda #92
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #31 ;
sta r_flame_x_smc+1
; door exit location
lda #27 ;
sta exit_x1_smc+1
lda #30
sta exit_x2_smc+1
lda #90
sta exit_y1_smc+1
lda #125
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level7_preview_lzsa
sta level_preview_l_smc+1
lda #>level7_preview_lzsa
sta level_preview_h_smc+1
lda #<level7_intro_text
sta intro_text_smc_l+1
lda #>level7_intro_text
sta intro_text_smc_h+1
lda #$20 ; BCD
sta PERCENT_NEEDED
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music13_parts_l
sta chunk_l_smc+1
lda #>music13_parts_l
sta chunk_l_smc+2
lda #<music13_parts_h
sta chunk_h_smc+1
lda #>music13_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level7_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level7_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #$FF
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #10
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
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;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l7_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l7_no_load_chunk:
lda DOOR_OPEN
bne l7_door_is_open
jsr draw_door
l7_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
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;=====================
; update timer
;=====================
jsr update_timer
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;=====================
; draw level animation
;=====================
jsr draw_spinners
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;===================
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; main drawing loop
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;===================
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jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
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;=========================
; extra check if hit slicer
jsr collision_check_hazzard2
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jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l7_level_over
jmp l7_main_loop
l7_level_over:
rts
.include "update_timer.s"
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.include "graphics/graphics_level7.inc"
music13_parts_h:
.byte >lemm13_part1_lzsa,>lemm13_part2_lzsa,>lemm13_part3_lzsa
.byte >lemm13_part4_lzsa,>lemm13_part5_lzsa,>lemm13_part6_lzsa
.byte $00
music13_parts_l:
.byte <lemm13_part1_lzsa,<lemm13_part2_lzsa,<lemm13_part3_lzsa
.byte <lemm13_part4_lzsa,<lemm13_part5_lzsa,<lemm13_part6_lzsa
lemm13_part1_lzsa:
.incbin "music/lemm13.part1.lzsa"
lemm13_part2_lzsa:
.incbin "music/lemm13.part2.lzsa"
lemm13_part3_lzsa:
.incbin "music/lemm13.part3.lzsa"
lemm13_part4_lzsa:
.incbin "music/lemm13.part4.lzsa"
lemm13_part5_lzsa:
.incbin "music/lemm13.part5.lzsa"
lemm13_part6_lzsa:
.incbin "music/lemm13.part6.lzsa"
;lemm13_part7_lzsa: ; only one frame, and that crashes things
;.incbin "music/lemm13.part7.lzsa"
level7_intro_text:
.byte 0, 8,"LEVEL 7",0
.byte 8, 8,"AS LONG AS YOU TRY YOUR BEST",0
.byte 9,12,"NUMBER OF LEMMINGS 80",0
.byte 12,14,"90% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 99",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0
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.include "graphics/l7_animation.inc"
;===================
; spinners
;===================
draw_spinners:
; top
lda FRAMEL
and #$7
tay
lda spinner_sprites_l,Y
sta INL
lda spinner_sprites_h,Y
sta INH
lda #18
sta XPOS
lda #49
sta YPOS
jsr hgr_draw_sprite
; right
lda FRAMEL
and #$7
tay
lda spinner_sprites_l,Y
sta INL
lda spinner_sprites_h,Y
sta INH
lda #32
sta XPOS
lda #109
sta YPOS
jsr hgr_draw_sprite
; left
lda FRAMEL
and #$7
tay
lda spinner_sprites_l,Y
sta INL
lda spinner_sprites_h,Y
sta INH
lda #6
sta XPOS
lda #109
sta YPOS
jsr hgr_draw_sprite
rts
spinner_sprites_l:
.byte <spinner0_sprite,<spinner1_sprite
.byte <spinner2_sprite,<spinner3_sprite
.byte <spinner4_sprite,<spinner5_sprite
.byte <spinner6_sprite,<spinner7_sprite
spinner_sprites_h:
.byte >spinner0_sprite,>spinner1_sprite
.byte >spinner2_sprite,>spinner3_sprite
.byte >spinner4_sprite,>spinner5_sprite
.byte >spinner6_sprite,>spinner7_sprite