dos33fsprogs/ootw/ootw_c1.s

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; Ootw Level 1 for Apple II Lores
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; by Vince "Deater" Weaver <vince@deater.net>
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.include "zp.inc"
.include "hardware.inc"
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ootw:
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; Initialize some variables
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lda #0
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sta GAME_OVER
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sta EQUAKE_PROGRESS
sta EARTH_OFFSET
sta PHYSICIST_STATE
sta WHICH_CAVE
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sta BEAST_OUT
sta ON_ELEVATOR
sta HAVE_GUN
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;==========================
; Handle Underwater Arrival
;==========================
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jsr ootw_c1_arrival
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lda GAME_OVER
bmi end_c1
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;==========================
; Exit the Pool
;==========================
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jsr exit_pool
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; Initialize some variables
lda #0
sta GAME_OVER
sta EQUAKE_PROGRESS
sta EARTH_OFFSET
sta PHYSICIST_STATE
sta WHICH_CAVE
sta BEAST_OUT
sta ON_ELEVATOR
lda #1
sta BEFORE_SWING
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lda #22
sta PHYSICIST_Y
lda #20
sta PHYSICIST_X
lda #1
sta DIRECTION
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lda #40
sta BOULDER_Y
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;=======================
; Initialize the slugs
;=======================
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jsr init_slugs
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;=======================
; Enter the game
;=======================
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jsr ootw_pool
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;===========================
; quit_level
;===========================
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end_c1:
lda GAME_OVER ; see why we quit
cmp #$ff
beq l1_quit_or_died
;====================
; go to next level
l1_defeated:
lda #2 ; go to next level
sta WHICH_LOAD
rts
;========================
; print death message
; then restart
l1_quit_or_died:
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jsr TEXT
jsr HOME
lda KEYRESET ; clear strobe
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lda #0
sta DRAW_PAGE
lda #<end_message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
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wait_loop:
lda KEYPRESS
bpl wait_loop
lda KEYRESET ; clear strobe
jmp ootw
; hack, we don't have doors in l1
recalc_walk_collision:
rts
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end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: IH8S",0
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; rooms
.include "ootw_c1_arrival.s"
.include "ootw_c1_rope.s"
.include "ootw_c1_pool.s"
.include "ootw_c1_cavern.s"
.include "ootw_c1_mesa.s"
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; movement
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.include "physicist.s"
.include "ootw_c1_sluggy.s"
.include "ootw_c1_beast.s"
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.include "earthquake.s"
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.include "text_print.s"
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.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_make_quake.s"
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.include "gr_putsprite.s"
.include "gr_putsprite_flipped.s"
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.include "gr_offsets.s"
.include "gr_hlin.s"
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.include "random16.s"
.include "keyboard.s"
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.include "gr_overlay.s"
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.include "gr_putsprite_crop.s"
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; room backgrounds
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.include "ootw_graphics/l1pool/ootw_pool.inc"
.include "ootw_graphics/l1caves/ootw_cavern.inc"
.include "ootw_graphics/l1caves/ootw_cavern2.inc"
.include "ootw_graphics/l1caves/ootw_cavern3.inc"
.include "ootw_graphics/l1rope/ootw_rope.inc"
.include "ootw_graphics/l1rope/ootw_swing.inc"
.include "ootw_graphics/l1underwater/ootw_underwater.inc"
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; sprites
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.include "ootw_graphics/sprites/l1_background.inc"
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/physicist_l1_swim.inc"
.include "ootw_graphics/sprites/slugs.inc"
.include "ootw_graphics/sprites/beast.inc"
; cutscene data
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.include "ootw_graphics/l1end/ootw_l1end.inc"
.include "ootw_graphics/l1end_scenes/ootw_beast_end.inc"
.include "ootw_graphics/l1end_scenes/ootw_slug_end.inc"
.include "ootw_graphics/l1end_scenes/ootw_beast_intro.inc"