dos33fsprogs/games/peasant/intro.s

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; Peasant's Quest Intro Sequence
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; by Vince `deater` Weaver vince@deater.net
; with apologies to everyone
.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
.include "music.inc"
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peasant_quest_intro:
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lda #0
sta ESC_PRESSED
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jsr hgr_make_tables
jsr hgr2
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;*******************************
; restart music, only drum loop
;******************************
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq mockingboard_notfound
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; hack! modify the PT3 file to ignore the latter half
lda #$ff ; end after 4 patterns
sta PT3_LOC+$C9+$4
lda #$0 ; set LOOP to 0
sta PT3_LOC+$66
jsr pt3_init_song
cli
mockingboard_notfound:
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;************************
; Cottage
;************************
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jsr cottage
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lda ESC_PRESSED
bne escape_handler
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;************************
; Lake West
;************************
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jsr lake_west
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lda ESC_PRESSED
bne escape_handler
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;************************
; Lake East
;************************
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jsr lake_east
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lda ESC_PRESSED
bne escape_handler
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;************************
; River
;************************
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jsr river
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lda ESC_PRESSED
bne escape_handler
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;************************
; Knight
;************************
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jsr knight
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;************************
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; Start actual game
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;************************
jsr draw_peasant
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; wait a bit
lda #10
jsr wait_a_bit
escape_handler:
;==========================
; disable music
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq mockingboard_notfound2
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sei ; turn off music
jsr clear_ay_both ; clear AY state
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jsr mockingboard_disable_interrupt
mockingboard_notfound2:
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;=============================
; start new game
;=============================
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start_new_game:
lda #LOAD_PEASANT2
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sta WHICH_LOAD
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;=========================
; init peasant position
; draw at 18,108
lda #18
sta PEASANT_X
lda #108
sta PEASANT_Y
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
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lda #0
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sta SCORE_HUNDREDS
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lda #$00
sta SCORE_TENSONES
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lda #4
sta MAP_X
lda #1
sta MAP_Y
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lda #$00
sta INVENTORY_1
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sta INVENTORY_2
lda #INV3_SHIRT
sta INVENTORY_3
; 1100 1011
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lda #$00
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sta INVENTORY_1_GONE
; 0001 1101
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lda #$00
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sta INVENTORY_2_GONE
;
lda #$0
sta INVENTORY_3_GONE
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rts
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;.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
.include "intro_cottage.s"
.include "intro_lake_w.s"
.include "intro_lake_e.s"
.include "intro_river.s"
.include "intro_knight.s"
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.include "draw_peasant.s"
;.include "hgr_font.s"
;.include "draw_box.s"
;.include "hgr_rectangle.s"
;.include "hgr_1x28_sprite.s"
;.include "hgr_partial_save.s"
;.include "hgr_input.s"
;.include "hgr_tables.s"
;.include "hgr_text_box.s"
;.include "hgr_hgr2.s"
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.include "hgr_1x5_sprite.s"
.include "gr_copy.s"
.include "wait.s"
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.include "wait_a_bit.s"
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.include "graphics/graphics_intro.inc"
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.include "graphics/priority_intro.inc"