dos33fsprogs/mist/nibel_switches.s

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;=============================
;=============================
; elevator2 handle pulled
;=============================
;=============================
; FIXME: check for water power
; FIXME: animate
elevator2_handle:
; click speaker
bit SPEAKER
; check for water power
lda #ARBOR_INSIDE_ELEV2_CLOSED
sta LOCATION
lda #LOAD_ARBOR
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
;=========================
;=========================
; close elevator2 door
;=========================
;=========================
elevator2_close_door:
lda #NIBEL_IN_ELEV2_TOP_CLOSED
sta LOCATION
jmp change_location
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nibel_take_red_page:
lda #CHANNEL_PAGE
jmp take_red_page
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nibel_take_blue_page:
lda #CHANNEL_PAGE
jmp take_blue_page
draw_blue_page:
lda DIRECTION
cmp #DIRECTION_E
bne no_draw_page
lda BLUE_PAGES_TAKEN
and #CHANNEL_PAGE
bne no_draw_page
lda #6
sta XPOS
lda #42
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
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projector_button:
lda DRAW_PAGE
pha
; mixed text and graphics
bit TEXTGR
lda #$8
sta DRAW_PAGE
jsr clear_bottom
; reset button colors
lda #$44
sta $D50+16
sta $D50+18
sta $D50+20
sta $D50+22
lda #$cc
ldy CURSOR_X
cpy #19
bcs button3
cpy #17
bcs button2
cpy #15
bcs button1
button0:
sta $D50+16
lda #<button0_and_2_animation
sta current_button_animation
lda #>button0_and_2_animation
sta current_button_animation+1
lda #<viewer1_text
sta OUTL
lda #>viewer1_text
sta OUTH
jmp done_buttons
button1:
sta $D50+18
lda #<button1_animation
sta current_button_animation
lda #>button1_animation
sta current_button_animation+1
lda #<viewer2_text
sta OUTL
lda #>viewer2_text
sta OUTH
jmp done_buttons
button2:
sta $D50+20
lda #<button0_and_2_animation
sta current_button_animation
lda #>button0_and_2_animation
sta current_button_animation+1
lda #<viewer3_text
sta OUTL
lda #>viewer3_text
sta OUTH
jmp done_buttons
button3:
sta $D50+22
lda #<button3_animation
sta current_button_animation
lda #>button3_animation
sta current_button_animation+1
lda #<viewer4_text
sta OUTL
lda #>viewer4_text
sta OUTH
jsr move_and_print
jsr move_and_print
jsr move_and_print
done_buttons:
jsr move_and_print
pla
sta DRAW_PAGE
lda #1
sta ANIMATE_FRAME
rts
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; viewer
; position 1
; [talking in another language]
viewer1_text:
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.byte 5,22,"[ WORDS IN ANOTHER LANGUAGE ]",0
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; position 2
; [scary talking in another language]
viewer2_text:
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.byte 1,22,"[ OMINOUS WORDS IN ANOTHER LANGUAGE ]",0
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; position 3
; [ more talking in another language]
viewer3_text:
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.byte 9,22,"[ MORE OMINOUS WORDS ]",0
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; position 4
; Sirrus: I hope I pushed the right button
; my dear brother.what an interesting device you have here
; I'm not erasing anything important am I? haha
; remember he is preparing. take only 1 page my dear
; brother
viewer4_text:
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; 1 2 3
; 0123456789012345678901234567890123456789
.byte 4,20,"I HOPE I PUSHED THE RIGHT BUTTON.",0
.byte 0,21,"WHAT AN INTERESTING DEVICE YOU HAVE HERE",0
.byte 1,22,"NOT ERASING ANYTHING IMPORTANT, AM I?",0
.byte 3,23,"TAKE ONLY ONE PAGE MY DEAR BROTHER.",0
current_button_animation:
.word button0_and_2_animation
button0_and_2_animation:
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_ach_sprite
button1_animation:
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_ach_zoom_sprite
button3_animation:
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_static1_sprite
.word viewer_static2_sprite
.word viewer_sir_sprite
viewer_static1_sprite:
.byte 12,8
.byte $55,$fd,$2f,$62,$26,$65,$f0,$6f,$26,$65,$5d,$ff
.byte $ff,$65,$56,$62,$26,$ff,$55,$52,$26,$62,$ff,$65
.byte $26,$62,$26,$55,$2f,$62,$26,$65,$f6,$6f,$26,$62
.byte $26,$62,$f6,$6f,$55,$62,$26,$ff,$26,$55,$26,$62
.byte $26,$ff,$26,$62,$26,$f5,$5f,$62,$26,$62,$55,$52
.byte $2f,$62,$26,$62,$f6,$6f,$25,$52,$26,$62,$26,$65
.byte $dd,$62,$26,$f2,$2f,$62,$26,$65,$56,$62,$26,$d2
.byte $dd,$d2,$f6,$6f,$26,$02,$26,$62,$26,$55,$dd,$dd
viewer_static2_sprite:
.byte 12,8
.byte $55,$fd,$6f,$26,$62,$25,$f0,$2f,$62,$25,$5d,$ff
.byte $ff,$25,$52,$26,$62,$ff,$55,$62,$62,$26,$ff,$25
.byte $02,$06,$02,$55,$0f,$06,$02,$05,$f2,$0f,$02,$06
.byte $00,$00,$f0,$0f,$55,$00,$00,$ff,$00,$55,$00,$00
.byte $60,$ff,$60,$20,$60,$f5,$5f,$20,$60,$20,$55,$50
.byte $6f,$26,$62,$26,$f2,$2f,$65,$56,$62,$26,$62,$25
.byte $dd,$26,$62,$f6,$6f,$26,$62,$25,$52,$26,$62,$d6
.byte $dd,$d6,$f2,$2f,$62,$06,$62,$26,$62,$55,$dd,$dd
viewer_ach_sprite:
.byte 12,8
.byte $55,$fd,$0f,$00,$00,$05,$f0,$0f,$00,$05,$5d,$ff
.byte $ff,$05,$50,$20,$62,$ff,$55,$50,$00,$00,$ff,$05
.byte $00,$00,$00,$55,$2f,$66,$26,$25,$f0,$0f,$00,$00
.byte $00,$00,$f0,$6f,$55,$66,$62,$ff,$00,$55,$00,$00
.byte $00,$ff,$00,$66,$66,$f5,$5f,$66,$00,$00,$55,$50
.byte $0f,$00,$e0,$26,$f2,$2f,$25,$56,$00,$00,$00,$05
.byte $dd,$0e,$e6,$f2,$6f,$62,$62,$05,$50,$00,$00,$d0
.byte $dd,$d0,$f0,$0f,$02,$06,$02,$00,$00,$55,$dd,$dd
viewer_ach_zoom_sprite:
.byte 12,8
.byte $55,$fd,$6f,$66,$66,$05,$f0,$0f,$00,$65,$5d,$ff
.byte $ff,$e5,$5e,$66,$66,$ff,$55,$56,$66,$66,$ff,$05
.byte $66,$e6,$6e,$55,$0f,$06,$06,$05,$f6,$6f,$66,$00
.byte $66,$e6,$f6,$0f,$55,$00,$00,$ff,$00,$55,$66,$00
.byte $66,$ff,$66,$68,$86,$f5,$5f,$68,$66,$6e,$55,$50
.byte $6f,$e6,$6e,$66,$f6,$6f,$65,$56,$68,$86,$66,$05
.byte $dd,$e6,$6e,$f6,$6f,$00,$00,$05,$50,$00,$00,$d0
.byte $dd,$d6,$f6,$0f,$06,$00,$00,$00,$00,$55,$dd,$dd
viewer_sir_sprite:
.byte 12,8
.byte $55,$fd,$0f,$00,$00,$e5,$fe,$ef,$c0,$05,$5d,$ff
.byte $ff,$05,$50,$00,$ee,$ff,$55,$54,$ee,$44,$ff,$05
.byte $00,$00,$00,$55,$4f,$ee,$44,$45,$fe,$4f,$00,$00
.byte $00,$00,$f0,$0f,$55,$ce,$44,$ff,$ee,$55,$00,$00
.byte $00,$ff,$00,$00,$4c,$f5,$5f,$44,$ee,$44,$55,$50
.byte $2f,$32,$23,$00,$fe,$4f,$c5,$5e,$cc,$32,$23,$35
.byte $dd,$32,$23,$f2,$2f,$34,$c4,$85,$5c,$32,$23,$d2
.byte $dd,$d2,$f3,$3f,$23,$02,$2e,$8c,$c8,$55,$dd,$dd