dos33fsprogs/mist/mist.s

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2020-02-28 20:55:57 +00:00
; Mist
; a version of Myst?
; (yes there's a subtle German joke here)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
mist_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
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; bit HIRES
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bit FULLGR
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lda #0
sta DRAW_PAGE
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; init cursor
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lda #20
sta CURSOR_X
sta CURSOR_Y
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; init location
lda #0
sta LOCATION
lda #0
sta DIRECTION
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; set up initial location
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jsr change_location
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lda #1
sta CURSOR_VISIBLE ; visible at first
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game_loop:
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;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
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sta IN_RIGHT
sta IN_LEFT
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;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
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;====================================
; draw pointer
;====================================
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lda CURSOR_VISIBLE
bne draw_pointer
jmp no_draw_pointer
draw_pointer:
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lda CURSOR_X
sta XPOS
lda CURSOR_Y
sta YPOS
; see if inside special region
ldy #LOCATION_SPECIAL_EXIT
lda (LOCATION_STRUCT_L),Y
bmi finger_not_special
; see if X1 < X < X2
lda CURSOR_X
ldy #LOCATION_SPECIAL_X1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_X2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; see if Y1 < Y < Y2
lda CURSOR_Y
ldy #LOCATION_SPECIAL_Y1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_Y2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; we made it this far, we are special
finger_grab:
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lda #1
sta IN_SPECIAL
lda #<finger_grab_sprite
sta INL
lda #>finger_grab_sprite
jmp finger_draw
finger_not_special:
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; check for left/right
lda CURSOR_X
cmp #7
bcc check_cursor_left ; blt
cmp #33
bcs check_cursor_right ; bge
; otherwise, finger_point
finger_point:
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lda #<finger_point_sprite
sta INL
lda #>finger_point_sprite
jmp finger_draw
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check_cursor_left:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_left_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_left_south
handle_left_north:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_left
check_left_south:
cpy #DIRECTION_S
bne check_left_east
handle_left_south:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_left
check_left_east:
cpy #DIRECTION_E
bne check_left_west
handle_left_east:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_left
check_left_west:
; we should be only option left
handle_left_west:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_left
check_cursor_right:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_right_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_right_south
handle_right_north:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_right
check_right_south:
cpy #DIRECTION_S
bne check_right_east
handle_right_south:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_right
check_right_east:
cpy #DIRECTION_E
bne check_right_west
handle_right_east:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_right
check_right_west:
; we should be only option left
handle_right_west:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_right
finger_left:
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lda #1
sta IN_LEFT
lda #<finger_left_sprite
sta INL
lda #>finger_left_sprite
jmp finger_draw
finger_right:
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lda #1
sta IN_RIGHT
lda #<finger_right_sprite
sta INL
lda #>finger_right_sprite
jmp finger_draw
finger_draw:
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sta INH
jsr put_sprite_crop
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no_draw_pointer:
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;====================================
; page flip
;====================================
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jsr page_flip
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;====================================
; handle keypress/joystick
;====================================
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jsr handle_keypress
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;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
jmp game_loop
;==============================
; Handle Keypress
;==============================
handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
dec CURSOR_X
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
inc CURSOR_X
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
dec CURSOR_Y
dec CURSOR_Y
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
inc CURSOR_Y
inc CURSOR_Y
jmp done_keypress
check_return:
cmp #' '
beq return_pressed
cmp #13
bne done_keypress
return_pressed:
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lda IN_SPECIAL
beq not_special_return
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special_return:
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jsr handle_special
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; special case, don't make cursor visible
jmp no_keypress
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not_special_return:
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lda IN_RIGHT
beq not_right_return
right_return:
jsr turn_right
jmp no_keypress
not_right_return:
lda IN_LEFT
beq not_left_return
left_return:
jsr turn_left
jmp no_keypress
not_left_return:
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jsr go_forward
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jmp no_keypress
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done_keypress:
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lda #1 ; make cursor visible
sta CURSOR_VISIBLE
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no_keypress:
bit KEYRESET
rts
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;============================
; handle_special
;===========================
; set up jump table fakery
handle_special:
ldy #LOCATION_SPECIAL_FUNC+1
lda (LOCATION_STRUCT_L),Y
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pha
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dey
lda (LOCATION_STRUCT_L),Y
pha
rts
;=============================
; myst_link_book
;=============================
myst_link_book:
; play sound effect?
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; lda #<audio_link_noise
; sta BTC_L
; lda #>audio_link_noise
; sta BTC_H
; ldx #43 ; 45 pages long???
; jsr play_audio
; lda #<audio_red_page
; sta BTC_L
; lda #>audio_red_page
; sta BTC_H
; ldx #21 ; 21 pages long???
; jsr play_audio
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lda #1
sta LOCATION
jsr change_location
rts
;=============================
; change direction
;=============================
change_direction:
; load background
lda DIRECTION
asl
clc
adc #LOCATION_NORTH_BG
tay
lda (LOCATION_STRUCT_L),Y
sta GBASL
iny
lda (LOCATION_STRUCT_L),Y
sta GBASH
lda #$c ; load to page $c00
jsr load_rle_gr
rts
;=============================
; change location
;=============================
change_location:
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; reset pointer to not visible, centered
lda #0
sta CURSOR_VISIBLE
lda #20
sta CURSOR_X
sta CURSOR_Y
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lda LOCATION
asl
tay
lda locations,Y
sta LOCATION_STRUCT_L
lda locations+1,Y
sta LOCATION_STRUCT_H
jsr change_direction
rts
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;==========================
; go forward
;===========================
go_forward:
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; update new location
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lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT
tay
lda (LOCATION_STRUCT_L),Y
cmp #$ff
beq cant_go_forward
sta LOCATION
; update new direction
lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT_DIR
tay
lda (LOCATION_STRUCT_L),Y
sta DIRECTION
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jsr change_location
cant_go_forward:
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rts
;==========================
; turn left
;===========================
turn_left:
lda DIRECTION
cmp #DIRECTION_N
beq go_west
cmp #DIRECTION_W
beq go_south
cmp #DIRECTION_S
beq go_east
bne go_north
;==========================
; turn right
;===========================
turn_right:
lda DIRECTION
cmp #DIRECTION_N
beq go_east
cmp #DIRECTION_E
beq go_south
cmp #DIRECTION_S
beq go_west
bne go_north
go_north:
lda #DIRECTION_N
jmp done_turning
go_east:
lda #DIRECTION_E
jmp done_turning
go_south:
lda #DIRECTION_S
jmp done_turning
go_west:
lda #DIRECTION_W
jmp done_turning
done_turning:
sta DIRECTION
jsr change_direction
rts
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;==========================
; includes
;==========================
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.include "gr_copy.s"
.include "gr_unrle.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
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.include "audio.s"
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.include "mist_graphics.inc"
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finger_point_sprite:
.byte 5,5
.byte $AA,$BB,$AA,$AA,$AA
.byte $AA,$BB,$AA,$AA,$AA
.byte $BA,$BB,$BB,$BB,$BB
.byte $AB,$BB,$BB,$BB,$BB
.byte $AA,$BB,$BB,$BB,$AA
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finger_grab_sprite:
.byte 5,5
.byte $AA,$AA,$BB,$AA,$AA
.byte $BB,$AA,$BB,$AA,$BB
.byte $BB,$BA,$BB,$BA,$BB
.byte $AB,$BB,$BB,$BB,$BB
.byte $AA,$BB,$BB,$BB,$AA
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finger_left_sprite:
.byte 6,4
.byte $AA,$AA,$AA,$AB,$BA,$AA
.byte $BB,$BB,$BB,$BB,$BB,$BB
.byte $AA,$AA,$BB,$BB,$BB,$BB
.byte $AA,$AA,$AB,$BB,$BB,$AB
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finger_right_sprite:
.byte 6,4
.byte $AA,$BA,$AB,$AA,$AA,$AA
.byte $BB,$BB,$BB,$BB,$BB,$BB
.byte $BA,$BB,$BB,$BB,$AA,$AA
.byte $AB,$BB,$BB,$AB,$AA,$AA
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;===============================================
; location data
;===============================================
; 24 bytes each location
LOCATION_NORTH_EXIT=0
LOCATION_SOUTH_EXIT=1
LOCATION_EAST_EXIT=2
LOCATION_WEST_EXIT=3
LOCATION_NORTH_EXIT_DIR=4
LOCATION_SOUTH_EXIT_DIR=5
LOCATION_EAST_EXIT_DIR=6
LOCATION_WEST_EXIT_DIR=7
LOCATION_SPECIAL_EXIT=8
LOCATION_NORTH_BG=9
LOCATION_SOUTH_BG=11
LOCATION_EAST_BG=13
LOCATION_WEST_BG=15
LOCATION_SPECIAL_X1=17
LOCATION_SPECIAL_X2=18
LOCATION_SPECIAL_Y1=19
LOCATION_SPECIAL_Y2=20
LOCATION_SPECIAL_FUNC=21
LOCATION_BGS = 23
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BG_NORTH = 1
BG_SOUTH = 2
BG_EAST = 4
BG_WEST = 8
locations:
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.word location0, location1, location2, location3
.word location4, location5, location6, location7
.word location8, location9, location10,location11
.word location12,location13,location14,location15
.word location16
; myst linking book
location0:
.byte $ff ; north exit
.byte $ff ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $00 ; special exit
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.word link_book_rle ; north bg
.word $0000 ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte 21,31 ; special x
.byte 10,24 ; special y
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.word myst_link_book-1 ; special function
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.byte $1 ; only north bg
; dock
location1:
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.byte $2 ; north exit
.byte $ff ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
.word dock_n_rle ; north bg
.word dock_s_rle ; south bg
.word dock_e_rle ; east bg
.word dock_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte $f ; all bgs
; by dock switch
location2:
.byte 3 ; north exit
.byte 1 ; south exit
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.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_W ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
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.byte $ff ; special exit
.word dock_switch_n_rle ; north bg
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.word dock_switch_s_rle ; south bg
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.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_NORTH|BG_SOUTH
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; dock steps
location3:
.byte $ff ; north exit
.byte $ff ; south exit
.byte 2 ; east exit
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.byte 4 ; west exit
.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
.byte DIRECTION_S ; east exit_dir
.byte DIRECTION_S ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
.word $0000 ; east bg
.word dock_steps_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
.byte BG_WEST ; only west
; above dock path
location4:
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.byte $ff ; north exit
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.byte 5 ; south exit
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.byte 2 ; east exit
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.byte $ff ; west exit
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.byte $ff ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte DIRECTION_S ; east exit_dir
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.byte $ff ; west exit_dir
.byte $ff ; special exit
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.word above_dock_n_rle ; north bg
.word above_dock_s_rle ; south bg
.word above_dock_e_rle ; east bg
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.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_SOUTH|BG_NORTH|BG_EAST
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; base of steps
location5:
.byte 4 ; north exit
.byte 6 ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_W ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
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.word step_base_n_rle ; north bg
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.word step_base_s_rle ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_SOUTH|BG_NORTH
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; steps 1st landing
location6:
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.byte $ff ; north exit
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.byte $ff ; south exit
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.byte 5 ; east exit
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.byte 7 ; west exit
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.byte $ff ; north exit_dir
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.byte $ff ; south exit_dir
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.byte DIRECTION_N ; east exit_dir
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.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
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.word step_land1_e_rle ; east bg
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.word step_land1_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_WEST | BG_EAST
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; steps 2nd landing
location7:
.byte $ff ; north exit
.byte $ff ; south exit
.byte 6 ; east exit
.byte 8 ; west exit
.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
.byte DIRECTION_E ; east exit_dir
.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
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.word step_land2_e_rle ; east bg
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.word step_land2_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_WEST | BG_EAST
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; steps outside dentist chair branch
location8:
.byte $ff ; north exit
.byte $ff ; south exit
.byte 7 ; east exit
.byte 9 ; west exit
.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
.byte DIRECTION_E ; east exit_dir
.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
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.word step_dentist_e_rle ; east bg
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.word step_dentist_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_EAST|BG_WEST ;
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; steps one more time up
location9:
.byte $ff ; north exit
.byte $ff ; south exit
.byte 8 ; east exit
.byte 10 ; west exit
.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
.byte DIRECTION_E ; east exit_dir
.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
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.word step_land3_e_rle ; east bg
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.word step_land3_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_WEST | BG_EAST ; west and eastl
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; at the top outside temple
location10:
.byte 11 ; north exit
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.byte 14 ; south exit
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.byte 9 ; east exit
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.byte 16 ; west exit
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.byte DIRECTION_N ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte DIRECTION_E ; east exit_dir
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.byte DIRECTION_N ; west exit_dir
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.byte $ff ; special exit
.word step_top_n_rle ; north bg
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.word step_top_s_rle ; south bg
.word step_top_e_rle ; east bg
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.word step_top_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_EAST|BG_WEST|BG_NORTH|BG_SOUTH ; all dirs
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; temple doorway
location11:
.byte 12 ; north exit
.byte 10 ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
.word temple_door_n_rle ; north bg
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.word temple_door_s_rle ; south bg
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.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_NORTH|BG_SOUTH ; north and south
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; temple inside
location12:
.byte $ff ; north exit
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.byte 11 ; south exit
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.byte $ff ; east exit
.byte 13 ; west exit
.byte $ff ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
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.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word temple_center_n_rle ; north bg
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.word temple_center_s_rle ; south bg
.word temple_center_e_rle ; east bg
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.word temple_center_w_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_NORTH|BG_WEST|BG_SOUTH|BG_EAST ; all directions
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; red book shelf
location13:
.byte $ff ; north exit
.byte $ff ; south exit
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.byte $ff ; east exit
.byte 12 ; west exit
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.byte $ff ; north exit_dir
.byte $ff ; south exit_dir
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.byte $ff ; east exit_dir
.byte DIRECTION_W ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word $0000 ; south bg
.word $0000 ; east bg
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.word red_book_shelf_rle ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
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.byte BG_WEST ; west
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; pool
location14:
.byte $ff ; north exit
.byte 15 ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte $ff ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word pool_s_rle ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
.byte BG_SOUTH
; clock
location15:
.byte $ff ; north exit
.byte 10 ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte $ff ; north exit_dir
.byte DIRECTION_N ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
.word $0000 ; north bg
.word clock_s_rle ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
.byte BG_SOUTH
; spaceship far
location16:
.byte 10 ; north exit
.byte $ff ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_E ; north exit_dir
.byte $ff ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.byte $ff ; special exit
.word ss_far_n_rle ; north bg
.word $0000 ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte $ff,$ff ; special x
.byte $ff,$ff ; special y
.word $0000 ; special function
.byte BG_NORTH
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2020-03-01 20:18:10 +00:00
; Looking North, click enter, go to north exit
; Looking South, click enter, go to south exit
; Looking East, click enter, go to east exit
; Looking North, if east_bg then show left arrow
2020-02-28 20:55:57 +00:00
2020-03-02 04:09:35 +00:00
; Catherine,
; I've left for you a message
; of utmost importance in
; our fore-chamber beside
; the dock. Enter the number
; of Marker Switches on
; this island into the imager
; to retrieve the message.
; Yours,
; Atrus
2020-03-02 16:49:55 +00:00
;.align $100
;audio_red_page:
;.incbin "audio/red_page.btc"
;audio_link_noise:
;.incbin "audio/link_noise.btc"