dos33fsprogs/games/peasant/peasant2.s

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; Peasant's Quest
; Peasantry Part 2 (second line of map)
WHICH_PEASANTRY=1
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; by Vince `deater` Weaver vince@deater.net
; with apologies to everyone
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
peasant_quest:
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lda #0
sta GAME_OVER
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jsr hgr_make_tables
jsr HGR2 ; Hi-res graphics, no text at bottom
; Y=0, A=0 after this called
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lda #0
sta FRAME
; update map location
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jsr update_map_location
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; update score
jsr update_score
;=============================
;=============================
; new screen location
;=============================
;=============================
new_location:
lda #0
sta GAME_OVER
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;=====================
; load bg
; we are PEASANT2 so locations 5...9 map to 0...4
lda MAP_LOCATION
sec
sbc #5
tax
lda map_backgrounds_low,X
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sta getsrc_smc+1
lda map_backgrounds_hi,X
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sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
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; we are PEASANT2 so locations 5...9 map to 0...4
lda MAP_LOCATION
sec
sbc #5
tax
lda map_priority_low,X
sta getsrc_smc+1
lda map_priority_hi,X
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
jsr gr_copy_to_page1
; put peasant text
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lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
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jsr print_score
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;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; draw initial peasant
jsr save_bg_7x28
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jsr draw_peasant
game_loop:
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jsr move_peasant
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inc FRAME
jsr check_keyboard
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lda GAME_OVER
bmi oops_new_location
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bne game_over
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; delay
lda #200
jsr WAIT
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jmp game_loop
oops_new_location:
jmp new_location
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;************************
; exit level
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;************************
game_over:
rts
peasant_text:
.byte 25,2,"Peasant's Quest",0
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.include "decompress_fast_v2.s"
.include "wait_keypress.s"
.include "draw_peasant.s"
.include "hgr_font.s"
.include "draw_box.s"
.include "hgr_rectangle.s"
.include "hgr_7x28_sprite_mask.s"
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.include "hgr_1x5_sprite.s"
;.include "hgr_save_restore.s"
.include "hgr_partial_save.s"
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.include "hgr_input.s"
.include "hgr_tables.s"
.include "hgr_text_box.s"
.include "clear_bottom.s"
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.include "gr_copy.s"
.include "new_map_location.s"
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.include "peasant_move.s"
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.include "score.s"
.include "parse_input.s"
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.include "keyboard.s"
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.include "wait_a_bit.s"
.include "graphics/graphics_peasant2.inc"
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.include "graphics/priority_peasant2.inc"
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.include "version.inc"
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.include "inventory.s"
.include "loadsave_menu.s"
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help_message:
.byte 0,43,24, 0,253,82
.byte 8,41,"I don't understand. Type",13
.byte "HELP for assistances.",0
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fake_error1:
.byte 0,43,24, 0,253,82
.byte 8,41,"?SYNTAX ERROR IN 1020",13
.byte "]",127,0
fake_error2:
.byte 0,43,24, 0,253,82
.byte 8,41,"?UNDEF'D STATEMENT ERROR",13
.byte "]",127,0
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map_backgrounds_low:
; .byte <todo_lzsa ; 0
; .byte <todo_lzsa ; 1
; .byte <todo_lzsa ; 2
; .byte <waterfall_lzsa ; 3 -- temp intentional bug
; .byte <waterfall_lzsa ; 4 -- waterfall
.byte <haystack_lzsa ; 5 -- haystack
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.byte <puddle_lzsa ; 6 -- puddle
.byte <archery_lzsa ; 7 -- archery
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.byte <river_lzsa ; 8 -- river
.byte <knight_lzsa ; 9 -- knight
; .byte <todo_lzsa ; 10
; .byte <cottage_lzsa ; 11 -- cottage
; .byte <lake_w_lzsa ; 12 -- lake west
; .byte <lake_e_lzsa ; 13 -- lake east
; .byte <inn_lzsa ; 14 -- inn
; .byte <todo_lzsa ; 15
; .byte <todo_lzsa ; 16
; .byte <todo_lzsa ; 17
; .byte <lady_cottage_lzsa ; 18 -- cottage lady
; .byte <crooked_tree_lzsa ; 19 -- crooked tree
map_backgrounds_hi:
; .byte >todo_lzsa ; 0
; .byte >todo_lzsa ; 1
; .byte >todo_lzsa ; 2
; .byte >todo_lzsa ; 3
; .byte >waterfall_lzsa ; 4 -- waterfall
.byte >haystack_lzsa ; 5 -- haystack
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.byte >puddle_lzsa ; 6 -- puddle
.byte >archery_lzsa ; 7 -- archery
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.byte >river_lzsa ; 8 -- river
.byte >knight_lzsa ; 9 -- knight
; .byte >todo_lzsa ; 10
; .byte >cottage_lzsa ; 11 -- cottage
; .byte >lake_w_lzsa ; 12 -- lake west
; .byte >lake_e_lzsa ; 13 -- lake east
; .byte >inn_lzsa ; 14 -- inn
; .byte >todo_lzsa ; 15
; .byte >todo_lzsa ; 16
; .byte >todo_lzsa ; 17
; .byte >lady_cottage_lzsa ; 18 -- cottage lady
; .byte >crooked_tree_lzsa ; 19 -- crooked tree
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map_priority_low:
.byte <haystack_priority_lzsa ; 5 -- haystack
.byte <puddle_priority_lzsa ; 6 -- puddle
.byte <archery_priority_lzsa ; 7 -- archery
.byte <river_priority_lzsa ; 8 -- river
.byte <knight_priority_lzsa ; 9 -- knight
map_priority_hi:
.byte >haystack_priority_lzsa ; 5 -- haystack
.byte >puddle_priority_lzsa ; 6 -- puddle
.byte >archery_priority_lzsa ; 7 -- archery
.byte >river_priority_lzsa ; 8 -- river
.byte >knight_priority_lzsa ; 9 -- knight