2020-03-21 20:55:48 +00:00
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;==================================
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; elevator stuff
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;==================================
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2020-03-22 14:36:19 +00:00
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;==============================
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; handle elevator button pushes
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elevator_button:
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lda CURSOR_Y
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cmp #24
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bcs elevator_goto_ground
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cmp #20
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bcs elevator_goto_half
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elevator_goto_top:
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; set exit to top floor
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ldy #LOCATION_EAST_EXIT
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lda #MECHE_TOP_FLOOR
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sta location26,Y
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; set bg to top-floor backround
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ldy #LOCATION_EAST_BG
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lda #<elevator_top_e_lzsa
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sta location26,Y
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lda #>elevator_top_e_lzsa
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jmp elevator_button_done
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elevator_goto_ground:
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; set exit to top floor
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ldy #LOCATION_EAST_EXIT
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lda #MECHE_ELEVATOR_PATH
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sta location26,Y
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; set bg to top-floor backround
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ldy #LOCATION_EAST_BG
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lda #<elevator_ground_e_lzsa
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sta location26,Y
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lda #>elevator_ground_e_lzsa
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jmp elevator_button_done
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elevator_goto_half:
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; set exit to top floor
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ldy #LOCATION_EAST_EXIT
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lda #$ff
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sta location26,Y
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; set bg to half-floor backround
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ldy #LOCATION_EAST_BG
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lda #<elevator_half_e_lzsa
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sta location26,Y
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lda #>elevator_half_e_lzsa
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jmp elevator_button_done
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elevator_goto_controls:
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elevator_button_done:
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sta location26+1,Y
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jsr change_location ; tail call?
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rts
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2020-03-21 20:55:48 +00:00
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;=================
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; elevator panel clicked
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; behavior a bit different in real game (it slides around more)
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; also in theory could animate handle
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; Apple II doesn't let you know length of keypress
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elevator_panel_clicked:
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lda MECHE_ELEVATOR
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clc
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adc #1
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and #$83
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sta MECHE_ELEVATOR
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jsr adjust_basement_door
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rts
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;=====================
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; draw elevator panel
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draw_elevator_panel:
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lda MECHE_ELEVATOR
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and #$f
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asl
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tay
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lda elevator_rotation_sprites,Y
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sta INL
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lda elevator_rotation_sprites+1,Y
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sta INH
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lda #13
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sta XPOS
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lda #20
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sta YPOS
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jsr put_sprite_crop
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rts
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;==================================
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; basement door button
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;==================================
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basement_button:
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; flip switch
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lda #$80
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eor MECHE_ELEVATOR
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sta MECHE_ELEVATOR
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jsr adjust_basement_door
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jsr change_location
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rts
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;==================================
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; adjust basement door
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;==================================
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adjust_basement_door:
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lda MECHE_ELEVATOR
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bmi floor_open
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floor_closed:
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and #$f
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cmp #2
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beq floor_closed_elevator_on
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bne floor_closed_elevator_off
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floor_open:
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; point exit to basement
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_BASEMENT
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sta location18,Y
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lda MECHE_ELEVATOR
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and #$f
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cmp #2
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beq floor_open_elevator_on
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bne floor_open_elevator_off
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floor_open_elevator_on:
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; point background to open floor / open elevator
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ldy #LOCATION_WEST_BG
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lda #<red_button_of_oe_w_lzsa
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sta location18,Y
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lda #>red_button_of_oe_w_lzsa
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jmp adjust_basement_door_done
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floor_open_elevator_off:
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; point background to open floor / closed elevator
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ldy #LOCATION_WEST_BG
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lda #<red_button_of_ce_w_lzsa
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sta location18,Y
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lda #>red_button_of_ce_w_lzsa
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jmp adjust_basement_door_done
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floor_closed_elevator_on:
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; point hallway to elevator path
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_ELEVATOR_PATH
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_cf_oe_w_lzsa
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sta location18,Y
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lda #>red_button_cf_oe_w_lzsa
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jmp adjust_basement_door_done
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floor_closed_elevator_off:
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; disabl exit
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ldy #LOCATION_WEST_EXIT
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lda #$ff
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sta location18,Y
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ldy #LOCATION_WEST_BG
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lda #<red_button_cf_ce_w_lzsa
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sta location18,Y
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lda #>red_button_cf_ce_w_lzsa
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jmp adjust_basement_door_done
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adjust_basement_door_done:
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sta location18+1,Y
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rts
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adjust_fortress_rotation:
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rts
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;==================================
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; sprites
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;==================================
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elevator_rotation_sprites:
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.word elevator0,elevator1,elevator2,elevator3
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elevator0:
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.byte 3,2
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.byte $00,$ff,$00
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.byte $f0,$0f,$f0
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elevator1:
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.byte 3,2
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.byte $0f,$f0,$f0
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.byte $f0,$0f,$0f
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elevator2:
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.byte 3,2
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.byte $1f,$f1,$1f
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.byte $11,$ff,$11
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elevator3:
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.byte 3,2
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.byte $f0,$f0,$0f
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.byte $0f,$0f,$f0
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