ootw: add placeholders for all levels

This commit is contained in:
Vince Weaver 2020-01-27 13:50:11 -05:00
parent 63a0701fe4
commit 01a66c60b2
11 changed files with 4333 additions and 7 deletions

View File

@ -21,10 +21,19 @@ ootw.dsk: HELLO TITLE INTRO OOTW_C1 OOTW_C2 OOTW_C3 OOTW_C4 OOTW_C5
# $(DOS33) -y ootw.dsk BSAVE -a 0x2000 COMPRESS-TEST # $(DOS33) -y ootw.dsk BSAVE -a 0x2000 COMPRESS-TEST
ootw_side2.dsk: HELLO TITLE ENDING \ ootw_side2.dsk: HELLO TITLE ENDING \
OOTW_C14 OOTW_C15 OOTW_C6 OOTW_C7 OOTW_C8 OOTW_C9 \
OOTW_C10 OOTW_C11 OOTW_C12 OOTW_C13 OOTW_C14 OOTW_C15
cp empty.dsk ootw_side2.dsk cp empty.dsk ootw_side2.dsk
$(DOS33) -y ootw_side2.dsk SAVE A HELLO HELLO $(DOS33) -y ootw_side2.dsk SAVE A HELLO HELLO
$(DOS33) -y ootw_side2.dsk BSAVE -a 0xd00 TITLE $(DOS33) -y ootw_side2.dsk BSAVE -a 0xd00 TITLE
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C6
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C7
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C8
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C9
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C10
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C11
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C12
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C13
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C14 $(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C14
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C15 $(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C15
$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 ENDING $(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 ENDING
@ -130,6 +139,119 @@ ootw_c5.o: ootw_c5.s \
ootw_graphics/l5cave/ootw_c5_cave.inc ootw_graphics/l5cave/ootw_c5_cave.inc
ca65 -o ootw_c5.o ootw_c5.s -l ootw_c5.lst ca65 -o ootw_c5.o ootw_c5.s -l ootw_c5.lst
###
OOTW_C6: ootw_c6.o
ld65 -o OOTW_C6 ootw_c6.o -C ../linker_scripts/apple2_1700.inc
ootw_c6.o: ootw_c6.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c6.o ootw_c6.s -l ootw_c6.lst
###
OOTW_C7: ootw_c7.o
ld65 -o OOTW_C7 ootw_c7.o -C ../linker_scripts/apple2_1700.inc
ootw_c7.o: ootw_c7.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c7.o ootw_c7.s -l ootw_c7.lst
###
OOTW_C8: ootw_c8.o
ld65 -o OOTW_C8 ootw_c8.o -C ../linker_scripts/apple2_1700.inc
ootw_c8.o: ootw_c8.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c8.o ootw_c8.s -l ootw_c8.lst
###
OOTW_C9: ootw_c9.o
ld65 -o OOTW_C9 ootw_c9.o -C ../linker_scripts/apple2_1700.inc
ootw_c9.o: ootw_c9.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c9.o ootw_c9.s -l ootw_c9.lst
###
OOTW_C10: ootw_c10.o
ld65 -o OOTW_C10 ootw_c10.o -C ../linker_scripts/apple2_1700.inc
ootw_c10.o: ootw_c10.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c10.o ootw_c10.s -l ootw_c10.lst
###
OOTW_C11: ootw_c11.o
ld65 -o OOTW_C11 ootw_c11.o -C ../linker_scripts/apple2_1700.inc
ootw_c11.o: ootw_c11.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c11.o ootw_c11.s -l ootw_c11.lst
###
OOTW_C12: ootw_c12.o
ld65 -o OOTW_C12 ootw_c12.o -C ../linker_scripts/apple2_1700.inc
ootw_c12.o: ootw_c12.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c12.o ootw_c12.s -l ootw_c12.lst
###
OOTW_C13: ootw_c13.o
ld65 -o OOTW_C13 ootw_c13.o -C ../linker_scripts/apple2_1700.inc
ootw_c13.o: ootw_c13.s \
gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
keyboard.s gr_run_sequence.s physicist.s \
collision.s door.s gun.s blast.s shield.s \
ootw_graphics/sprites/physicist.inc \
ootw_graphics/l14arena/ootw_c14_arena.inc
ca65 -o ootw_c13.o ootw_c13.s -l ootw_c13.lst
### ###
OOTW_C14: ootw_c14.o OOTW_C14: ootw_c14.o

525
ootw/ootw_c10.s Normal file
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@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-10 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c10:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c10_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c10_level_init
;===========================
; c10_new_room
;===========================
; enter new room on level 14
c10_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c10_setup_room_and_play
;====================================
; we exited the room
;====================================
c10_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c10_defeated:
lda WHICH_ROOM
cmp #$ff
bne c10_new_room
; point to next level
; and exit to the level loader
lda #11
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c10_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c10_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c10_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: GRND",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

525
ootw/ootw_c11.s Normal file
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@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-11 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c11:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c11_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c11_level_init
;===========================
; c11_new_room
;===========================
; enter new room on level 14
c11_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c11_setup_room_and_play
;====================================
; we exited the room
;====================================
c11_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c11_defeated:
lda WHICH_ROOM
cmp #$ff
bne c11_new_room
; point to next level
; and exit to the level loader
lda #12
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c11_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c11_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c11_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: ABVE",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

525
ootw/ootw_c12.s Normal file
View File

@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-12 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c12:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c12_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c12_level_init
;===========================
; c12_new_room
;===========================
; enter new room on level 14
c12_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c12_setup_room_and_play
;====================================
; we exited the room
;====================================
c12_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c12_defeated:
lda WHICH_ROOM
cmp #$ff
bne c12_new_room
; point to next level
; and exit to the level loader
lda #13
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c12_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c12_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c12_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: THRW",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

525
ootw/ootw_c13.s Normal file
View File

@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-13 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c13:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c13_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c13_level_init
;===========================
; c13_new_room
;===========================
; enter new room on level 14
c13_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c13_setup_room_and_play
;====================================
; we exited the room
;====================================
c13_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c13_defeated:
lda WHICH_ROOM
cmp #$ff
bne c13_new_room
; point to next level
; and exit to the level loader
lda #14
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c13_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c13_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c13_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: ARMS",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

View File

@ -31,13 +31,17 @@ c5_check_done:
cmp #$ff cmp #$ff
beq quit_level beq quit_level
; only exit if done level
; FIXME: or quit pressed?
lda WHICH_JAIL lda WHICH_JAIL
cmp #11 cmp #$ff
bne c5_new_cave bne c5_new_cave
; point to next level
; and exit to the level loader
lda #6
sta WHICH_LOAD
rts
;=========================== ;===========================
; quit_level ; quit_level

View File

@ -49,11 +49,11 @@ ootw_cave:
cave0: cave0:
lda #(0+128) lda #(0+128)
sta LEFT_LIMIT sta LEFT_LIMIT
lda #(38+128) lda #(39+128)
sta RIGHT_LIMIT sta RIGHT_LIMIT
; set right exit ; set right exit
lda #1 lda #$ff
sta cer_smc+1 sta cer_smc+1
; set left exit ; set left exit

525
ootw/ootw_c6.s Normal file
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@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-6 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c6:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c6_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c6_level_init
;===========================
; c6_new_room
;===========================
; enter new room on level 14
c6_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c6_setup_room_and_play
;====================================
; we exited the room
;====================================
c6_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c6_defeated:
lda WHICH_ROOM
cmp #$ff
bne c6_new_room
; point to next level
; and exit to the level loader
lda #7
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c6_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c6_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c6_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: CEIL",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

525
ootw/ootw_c7.s Normal file
View File

@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-7 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c7:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c7_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c7_level_init
;===========================
; c7_new_room
;===========================
; enter new room on level 7
c7_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c7_setup_room_and_play
;====================================
; we exited the room
;====================================
c7_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c7_defeated:
lda WHICH_ROOM
cmp #$ff
bne c7_new_room
; point to next level
; and exit to the level loader
lda #8
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c7_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c7_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c7_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: RUNC",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

525
ootw/ootw_c8.s Normal file
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@ -0,0 +1,525 @@
; Ootw for Apple II Lores
; Checkpoint-8 (????)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c8:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c8_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c8_level_init
;===========================
; c8_new_room
;===========================
; enter new room on level 14
c8_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c8_setup_room_and_play
;====================================
; we exited the room
;====================================
c8_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c8_defeated:
lda WHICH_ROOM
cmp #$ff
bne c8_new_room
; point to next level
; and exit to the level loader
lda #9
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c8_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c8_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c8_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: ROLL",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"

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ootw/ootw_c9.s Normal file
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; Ootw for Apple II Lores
; Checkpoint-9 (???)
; by Vince "DEATER" Weaver <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
;============================
; ENTRY POINT FOR LEVEL
;============================
ootw_c9:
; Initializing when entering level for first time
;========================================================
; RESTART: called when restarting level (after game over)
;========================================================
ootw_c9_restart:
;===================================
; re-initialize level state
;===================================
jsr ootw_c9_level_init
;===========================
; c9_new_room
;===========================
; enter new room on level 14
c9_new_room:
lda #0
sta GAME_OVER
;====================================
; Initialize room based on WHICH_ROOM
; and then play until we exit
;====================================
jsr ootw_c9_setup_room_and_play
;====================================
; we exited the room
;====================================
c9_check_done:
lda GAME_OVER ; if died or quit, jump to quit level
cmp #$ff
beq quit_level
;=====================================================
; Check to see which room to enter next
; If it's a special value, means we succesfully beat the level
c9_defeated:
lda WHICH_ROOM
cmp #$ff
bne c9_new_room
; point to next level
; and exit to the level loader
lda #10
sta WHICH_LOAD
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT ; text mode
jsr HOME ; clear screen
lda KEYRESET ; clear keyboard state
lda #0 ; set to PAGE0
sta DRAW_PAGE
lda #<end_message ; print the end message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS ; wait for keypress
bpl wait_loop
lda KEYRESET ; clear strobe
lda #0
sta GAME_OVER
jmp ootw_c9_restart ; restart level
;=========================================
;=========================================
; Ootw Checkpoint 14 -- Tank Arena
;=========================================
;=========================================
; call once before entering for first time
ootw_c9_level_init:
lda #0
sta WHICH_ROOM
sta NUM_DOORS
lda #1
sta HAVE_GUN
sta DIRECTION ; right
lda #0
sta PHYSICIST_X
lda #10
sta PHYSICIST_Y
lda #P_STANDING
sta PHYSICIST_STATE
rts
;===========================
;===========================
; enter new room
;===========================
;===========================
ootw_c9_setup_room_and_play:
;==============================
; each room init
;==============================
; setup per-room variables
lda WHICH_ROOM
bne room1
jsr init_shields
;===============================
; Room0 -- the arena
;===============================
room:
lda #(2+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #$ff ; exit level if exit this way
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #28
sta PHYSICIST_Y
; load background
lda #>(arena_rle)
sta GBASH
lda #<(arena_rle)
jmp room_setup_done
; ????
room1:
; cmp #1
; bne room2
; lda #(-4+128)
; sta LEFT_LIMIT
; lda #(39+128)
; sta RIGHT_LIMIT
; set right exit
; lda #2
; sta cer_smc+1
; set left exit
; lda #0
; sta cel_smc+1
; lda #8
; sta PHYSICIST_Y
; load background
; lda #>(hallway_rle)
; sta GBASH
; lda #<(hallway_rle)
jmp room_setup_done
room_setup_done:
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=====================
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
;============================
; Room Loop
;============================
;============================
room_loop:
;================================
; copy background to current page
jsr gr_copy_to_current
;==================================
; draw background action
lda WHICH_CAVE
bg_room0:
; cmp #0
; bne c4_no_bg_action
; lda FRAMEL
; and #$c
; lsr
; tay
; lda #11
; sta XPOS
; lda #24
; sta YPOS
; lda recharge_bg_progression,Y
; sta INL
; lda recharge_bg_progression+1,Y
; sta INH
; jsr put_sprite
c5_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move physicist
;===============================
jsr move_physicist
;===============================
; check room limits
;===============================
jsr check_screen_limit
;===============================
; adjust floor
;===============================
; lda PHYSICIST_STATE
; cmp #P_FALLING_DOWN
; beq check_floor0_done
; lda WHICH_CAVE
; cmp #0
; bne check_floor1
; lda #14
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #19
; bcc check_floor0_done
; lda #12
; sta PHYSICIST_Y
; lda PHYSICIST_X
; cmp #28
; bcc check_floor0_done
; lda #10
; sta PHYSICIST_Y
check_floor0_done:
check_floor1:
;=====================================
; draw physicist
;=====================================
jsr draw_physicist
;=====================================
; handle gun
;=====================================
jsr handle_gun
;=====================================
; draw foreground action
;=====================================
; lda WHICH_CAVE
; cmp #0
; bne c5_no_fg_action
c5_draw_rocks:
; lda #1
; sta XPOS
; lda #26
; sta YPOS
; lda #<small_rock
; sta INL
; lda #>small_rock
; sta INH
; jsr put_sprite
; lda #10
; sta XPOS
; lda #18
; sta YPOS
; lda #<medium_rock
; sta INL
; lda #>medium_rock
; sta INH
; jsr put_sprite
; lda #31
; sta XPOS
; lda #14
; sta YPOS
; lda #<large_rock
; sta INL
; lda #>large_rock
; sta INH
; jsr put_sprite
c5_no_fg_action:
;====================
; activate fg objects
;====================
;c2_fg_check_jail1:
; lda WHICH_JAIL
; cmp #1
; bne c2_fg_check_jail2
;
; lda CART_OUT
; bne c2_fg_check_jail2
;
; inc CART_OUT
;================
; move fg objects
;================
c4_move_fg_objects:
; lda CART_OUT
; cmp #1
; bne cart_not_out
; move cart
; lda FRAMEL
; and #$3
; bne cart_not_out
;
; inc CART_X
; lda CART_X
; cmp #39
; bne cart_not_out
; inc CART_OUT
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_room
cmp #$ff ; if $ff, we died
beq done_room
;===============================
; check if exited room to right
cmp #1
beq room_exit_left
;=================
; exit to right
room_right_yes_exit:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_ROOM
jmp done_room
;=====================
; exit to left
room_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #0 ; smc+1
sta WHICH_ROOM
jmp done_room
; loop forever
still_in_room:
lda #0
sta GAME_OVER
jmp room_loop
done_room:
rts
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: SWIM",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
;.include "gr_fast_clear.s"
.include "gr_copy.s"
;.include "gr_copy_offset.s"
.include "gr_putsprite.s"
;.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
;.include "gr_offsets_hl.s"
.include "gr_hlin.s"
.include "keyboard.s"
.include "physicist.s"
.include "alien.s"
.include "dummy_friend.s"
.include "gun.s"
.include "laser.s"
.include "alien_laser.s"
.include "blast.s"
.include "shield.s"
.include "door.s"
.include "collision.s"
; room backgrounds
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
; sprites
.include "ootw_graphics/sprites/physicist.inc"
.include "ootw_graphics/sprites/alien.inc"