dos33fsprogs/ootw/intro.s

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;=====================================
; Intro
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.include "zp.inc"
.include "hardware.inc"
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intro:
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;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages
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lda #4
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sta DRAW_PAGE
lda #0
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sta DISP_PAGE
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jmp elevator
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;===============================
;===============================
; Opening scene with car
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(building_rle)
sta GBASH
lda #<(building_rle)
sta GBASL
lda #$0c ; load to $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
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;==================================
; draw the car driving up
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lda #<building_sequence
sta INTRO_LOOPL
lda #>building_sequence
sta INTRO_LOOPH
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jsr run_sequence
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;==================================
; Load building with car background
lda #>(building_car_rle)
sta GBASH
lda #<(building_car_rle)
sta GBASL
lda #$0c ; load to $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
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;==================================
; draw getting out of the car
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lda #<outtacar_sequence
sta INTRO_LOOPL
lda #>outtacar_sequence
sta INTRO_LOOPH
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jsr run_sequence
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;===============================
;===============================
; Walk into door
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(outer_door_rle)
sta GBASH
lda #<(outer_door_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
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;==================================
; draw feet going into door
lda #<feet_sequence
sta INTRO_LOOPL
lda #>feet_sequence
sta INTRO_LOOPH
jsr run_sequence
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;===============================
;===============================
; Elevator going down
;===============================
;===============================
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elevator:
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;=============================
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; Load background to $c00 and $1000
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lda #>(elevator_rle)
sta GBASH
lda #<(elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
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lda #>(elevator_rle)
sta GBASH
lda #<(elevator_rle)
sta GBASL
lda #$10 ; load to off-screen $c00
jsr load_rle_gr
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jsr gr_copy_to_current
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lda #$66
sta COLOR
; elevator outer door
ldx #39
stx V2
ldx #4
ldy #14
jsr vlin ; X, V2 at Y
ldx #35
stx V2
ldx #7
ldy #18
jsr vlin ; X, V2 at Y
; elevator inner door
ldx #2
stx ELEVATOR_COUNT
elevator_middle:
ldx #38
stx V2
ldx #5
ldy #15
jsr vlin ; X, V2 at Y
ldx #36
stx V2
ldx #6
ldy #17
jsr vlin ; X, V2 at Y
elevator_inner:
ldx #37
stx V2
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
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jsr page_flip
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jsr gr_copy_to_current
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ldx #50
jsr long_wait
dec ELEVATOR_COUNT
lda ELEVATOR_COUNT
beq elevator_inner
cmp #1
beq elevator_middle
; door closed
jsr page_flip
ldx #100
jsr long_wait
;======================
; yellow line goes down
;======================
lda #0
sta COLOR
lda #5
sta V2
yellow_line_down:
jsr gr_copy_to_current
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #12
jsr long_wait
inc V2
lda V2
cmp #38
bne yellow_line_down
lda DRAW_PAGE
pha
lda #$c ; erase yellow line
sta DRAW_PAGE ; on page $1000 version
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
pla
sta DRAW_PAGE
;========================
; change floor indicators
;========================
lda #$33
sta COLOR
lda #5
sta V2
; 16,1
jsr gr_copy_to_current_1000
ldx #16
lda #1
jsr plot
jsr page_flip
ldx #150
jsr long_wait
; 18,2
jsr gr_copy_to_current_1000
ldx #18
lda #2
jsr plot
jsr page_flip
ldx #150
jsr long_wait
; 14,2
jsr gr_copy_to_current_1000
ldx #14
lda #2
jsr plot
jsr page_flip
ldx #150
jsr long_wait
; 16,3
jsr gr_copy_to_current_1000
ldx #16
lda #3
jsr plot
jsr page_flip
ldx #150
jsr long_wait
; 18,4
jsr gr_copy_to_current_1000
ldx #18
lda #4
jsr plot
jsr page_flip
ldx #150
jsr long_wait
;====================
; dark elevator
;====================
; clear $c00 to black
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lda DRAW_PAGE
pha
lda #$8
sta DRAW_PAGE
jsr clear_all
pla
sta DRAW_PAGE
; blue from 20, 30 - 20,34 and yellow (brown?) from 20,0 to 20,30
; scrolls down until all yellow
lda #30
sta ELEVATOR_COUNT
going_down_loop:
jsr gr_copy_to_current ; copy black screen in
; draw the yellow part
lda #$DD
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
lda #$22 ; draw the blue part
sta COLOR
lda ELEVATOR_COUNT
clc
adc #4
cmp #40
bmi not_too_big
lda #40
not_too_big:
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #10 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_loop
;=====================
; all yellow for a bit
;=====================
jsr gr_copy_to_current ; copy black screen in
lda #$DD
sta COLOR
lda #40
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #100 ; wait a bit
jsr long_wait
; single blue dot
; solid blue line 10 later
lda #2
sta ELEVATOR_CYCLE
going_down_repeat:
lda #1
sta ELEVATOR_COUNT
going_down_blue:
jsr gr_copy_to_current ; copy black screen in
; draw the blue part
lda #$22
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
gdb_smc:
lda #$dd ; draw the blue part
sta COLOR
lda #40
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #10 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_blue
dec ELEVATOR_CYCLE
beq elevator_exit
lda #1
sta ELEVATOR_COUNT
going_down_black:
jsr gr_copy_to_current ; copy black screen in
; draw the blue part
lda #$00
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
lda #$22 ; draw the blue part
sta COLOR
lda #40
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #10 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_black
lda #$00
sta gdb_smc+1
jmp going_down_repeat
; black, 2, blue, black about 20
; blue until hit bottom, doors open
elevator_exit:
ldx #100 ; pause
jsr long_wait
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;===============================
;===============================
; Getting out of Elevator
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(off_elevator_rle)
sta GBASH
lda #<(off_elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
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; 13 14 15 16 17 18 19 20 21 22 23 24 25 26
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jsr page_flip
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off_elevator_loop:
lda KEYPRESS
bpl off_elevator_loop
bit KEYRESET
;===============================
;===============================
; Keycode
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(keypad_rle)
sta GBASH
lda #<(keypad_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
keypad_loop:
lda KEYPRESS
bpl keypad_loop
bit KEYRESET
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;===============================
;===============================
; Scanner
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(scanner_rle)
sta GBASH
lda #<(scanner_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
scanner_loop:
lda KEYPRESS
bpl scanner_loop
bit KEYRESET
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;===============================
;===============================
; Spinny DNA / Key
;===============================
;===============================
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;===============================
; Sitting at Desk
;===============================
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;=============================
; Load background to $c00
lda #>(unzapped_rle)
sta GBASH
lda #<(unzapped_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
unzapped_loop:
lda KEYPRESS
bpl unzapped_loop
bit KEYRESET
;===============================
; Peanut OS
;===============================
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;===============================
; Particle Accelerator Screen
;===============================
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;===============================
;===============================
; Opening Soda
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(open_soda_rle)
sta GBASH
lda #<(open_soda_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
open_soda_loop:
lda KEYPRESS
bpl open_soda_loop
bit KEYRESET
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;===============================
;===============================
; Drinking Soda
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(drinking_rle)
sta GBASH
lda #<(drinking_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
drinking_loop:
lda KEYPRESS
bpl drinking_loop
bit KEYRESET
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;===============================
;===============================
; More crazy screen
;===============================
;===============================
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;=============================
; Load background to $c00
lda #>(collider_ui_rle)
sta GBASH
lda #<(collider_ui_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
collider_ui_loop:
lda KEYPRESS
bpl collider_ui_loop
bit KEYRESET
;===============================
;===============================
; Thunderstorm Outside
;===============================
;===============================
;===============================
;===============================
; Tunnel 1
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(tunnel1_rle)
sta GBASH
lda #<(tunnel1_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
tunnel1_loop:
lda KEYPRESS
bpl tunnel1_loop
bit KEYRESET
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;===============================
;===============================
; Tunnel 2
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(tunnel2_rle)
sta GBASH
lda #<(tunnel2_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
tunnel2_loop:
lda KEYPRESS
bpl tunnel2_loop
bit KEYRESET
;===============================
;===============================
; Zappo / Gone
;===============================
;===============================
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;=============================
; Load background to $c00
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lda #>(gone_rle)
sta GBASH
lda #<(gone_rle)
sta GBASL
lda #$c ; load to off-screen $c00
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jsr load_rle_gr
;=================================
; copy $c00 to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
gone_loop:
lda KEYPRESS
bpl gone_loop
bit KEYRESET
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rts
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.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_overlay.s"
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.include "gr_vlin.s"
.include "gr_plot.s"
.include "gr_fast_clear.s"
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; background graphics
.include "intro_graphics/01_building/intro_building.inc"
.include "intro_graphics/01_building/intro_building_car.inc"
.include "intro_graphics/01_building/intro_car.inc"
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.include "intro_graphics/02_outer_door/outer_door.inc"
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.include "intro_graphics/02_outer_door/feet.inc"
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.include "intro_graphics/03_elevator/intro_elevator.inc"
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.include "intro_off_elevator.inc"
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.include "intro_keypad.inc"
.include "intro_scanner.inc"
.include "intro_open_soda.inc"
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.include "intro_drinking.inc"
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.include "intro_unzapped.inc"
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.include "intro_collider_ui.inc"
.include "intro_tunnel1.inc"
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.include "intro_tunnel2.inc"
.include "intro_gone.inc"
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;=================================
; Display a sequence of images
run_sequence:
ldy #0
run_sequence_loop:
lda (INTRO_LOOPL),Y ; get time
beq run_sequence_done
tax
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jsr long_wait
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iny
lda (INTRO_LOOPL),Y
sta GBASL
iny
lda (INTRO_LOOPL),Y
sta GBASH
iny
sty INTRO_LOOPER ; save for later
lda #$10 ; load to $1000
jsr load_rle_gr
jsr gr_overlay
jsr page_flip
ldy INTRO_LOOPER
jmp run_sequence_loop
run_sequence_done:
rts
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;=====================
; long(er) wait
; waits approximately ?? ms
long_wait:
lda #64
jsr WAIT ; delay
dex
bne long_wait
rts
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;========================
; Car driving up sequence
building_sequence:
.byte 128
.word intro_car1
.byte 2
.word intro_car2
.byte 2
.word intro_car3
.byte 2
.word intro_car4
.byte 2
.word intro_car5
.byte 2
.word intro_car6
.byte 2
.word intro_car7
.byte 2
.word intro_car8
.byte 2
.word intro_car9
.byte 128
.word intro_car10
.byte 0
;========================
; Getting out of car sequence
outtacar_sequence:
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.byte 100
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.word intro_car12
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.byte 50
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.word intro_car13
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.byte 50
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.word intro_car14
.byte 200
.word intro_car14
.byte 0
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; Getting out of car sequence
feet_sequence:
.byte 100
.word feet01_rle
.byte 10
.word feet02_rle
.byte 10
.word feet03_rle
.byte 10
.word feet04_rle
.byte 10
.word feet05_rle
.byte 10
.word feet06_rle
.byte 10
.word feet07_rle
.byte 10
.word feet08_rle
.byte 30
.word feet09_rle
.byte 10
.word feet10_rle
.byte 10
.word feet11_rle
.byte 10
.word feet12_rle
.byte 10
.word feet13_rle
.byte 10
.word feet14_rle
.byte 10
.word feet15_rle
.byte 10
.word blank_rle
.byte 100
.word blank_rle
.byte 0