mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-25 05:29:34 +00:00
ootw: add placeholders for all levels
This commit is contained in:
parent
63a0701fe4
commit
01a66c60b2
124
ootw/Makefile
124
ootw/Makefile
@ -21,10 +21,19 @@ ootw.dsk: HELLO TITLE INTRO OOTW_C1 OOTW_C2 OOTW_C3 OOTW_C4 OOTW_C5
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# $(DOS33) -y ootw.dsk BSAVE -a 0x2000 COMPRESS-TEST
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ootw_side2.dsk: HELLO TITLE ENDING \
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OOTW_C14 OOTW_C15
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OOTW_C6 OOTW_C7 OOTW_C8 OOTW_C9 \
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OOTW_C10 OOTW_C11 OOTW_C12 OOTW_C13 OOTW_C14 OOTW_C15
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cp empty.dsk ootw_side2.dsk
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$(DOS33) -y ootw_side2.dsk SAVE A HELLO HELLO
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0xd00 TITLE
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C6
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C7
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C8
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C9
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C10
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C11
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C12
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C13
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C14
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 OOTW_C15
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$(DOS33) -y ootw_side2.dsk BSAVE -a 0x1700 ENDING
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@ -130,6 +139,119 @@ ootw_c5.o: ootw_c5.s \
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ootw_graphics/l5cave/ootw_c5_cave.inc
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ca65 -o ootw_c5.o ootw_c5.s -l ootw_c5.lst
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###
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OOTW_C6: ootw_c6.o
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ld65 -o OOTW_C6 ootw_c6.o -C ../linker_scripts/apple2_1700.inc
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ootw_c6.o: ootw_c6.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c6.o ootw_c6.s -l ootw_c6.lst
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###
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OOTW_C7: ootw_c7.o
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ld65 -o OOTW_C7 ootw_c7.o -C ../linker_scripts/apple2_1700.inc
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ootw_c7.o: ootw_c7.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c7.o ootw_c7.s -l ootw_c7.lst
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###
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OOTW_C8: ootw_c8.o
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ld65 -o OOTW_C8 ootw_c8.o -C ../linker_scripts/apple2_1700.inc
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ootw_c8.o: ootw_c8.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c8.o ootw_c8.s -l ootw_c8.lst
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###
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OOTW_C9: ootw_c9.o
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ld65 -o OOTW_C9 ootw_c9.o -C ../linker_scripts/apple2_1700.inc
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ootw_c9.o: ootw_c9.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c9.o ootw_c9.s -l ootw_c9.lst
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###
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OOTW_C10: ootw_c10.o
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ld65 -o OOTW_C10 ootw_c10.o -C ../linker_scripts/apple2_1700.inc
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ootw_c10.o: ootw_c10.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c10.o ootw_c10.s -l ootw_c10.lst
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###
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OOTW_C11: ootw_c11.o
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ld65 -o OOTW_C11 ootw_c11.o -C ../linker_scripts/apple2_1700.inc
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ootw_c11.o: ootw_c11.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c11.o ootw_c11.s -l ootw_c11.lst
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###
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OOTW_C12: ootw_c12.o
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ld65 -o OOTW_C12 ootw_c12.o -C ../linker_scripts/apple2_1700.inc
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ootw_c12.o: ootw_c12.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c12.o ootw_c12.s -l ootw_c12.lst
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###
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OOTW_C13: ootw_c13.o
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ld65 -o OOTW_C13 ootw_c13.o -C ../linker_scripts/apple2_1700.inc
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ootw_c13.o: ootw_c13.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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collision.s door.s gun.s blast.s shield.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l14arena/ootw_c14_arena.inc
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ca65 -o ootw_c13.o ootw_c13.s -l ootw_c13.lst
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###
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OOTW_C14: ootw_c14.o
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525
ootw/ootw_c10.s
Normal file
525
ootw/ootw_c10.s
Normal file
@ -0,0 +1,525 @@
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; Ootw for Apple II Lores
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; Checkpoint-10 (???)
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; by Vince "DEATER" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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;============================
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; ENTRY POINT FOR LEVEL
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;============================
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ootw_c10:
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; Initializing when entering level for first time
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;========================================================
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; RESTART: called when restarting level (after game over)
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;========================================================
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ootw_c10_restart:
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;===================================
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; re-initialize level state
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;===================================
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jsr ootw_c10_level_init
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;===========================
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; c10_new_room
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;===========================
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; enter new room on level 14
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c10_new_room:
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lda #0
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sta GAME_OVER
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;====================================
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; Initialize room based on WHICH_ROOM
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; and then play until we exit
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;====================================
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jsr ootw_c10_setup_room_and_play
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;====================================
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; we exited the room
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;====================================
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c10_check_done:
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lda GAME_OVER ; if died or quit, jump to quit level
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cmp #$ff
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beq quit_level
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;=====================================================
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; Check to see which room to enter next
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; If it's a special value, means we succesfully beat the level
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c10_defeated:
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lda WHICH_ROOM
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cmp #$ff
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bne c10_new_room
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; point to next level
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; and exit to the level loader
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lda #11
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sta WHICH_LOAD
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rts
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT ; text mode
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jsr HOME ; clear screen
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lda KEYRESET ; clear keyboard state
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lda #0 ; set to PAGE0
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sta DRAW_PAGE
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lda #<end_message ; print the end message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS ; wait for keypress
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bpl wait_loop
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lda KEYRESET ; clear strobe
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lda #0
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sta GAME_OVER
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jmp ootw_c10_restart ; restart level
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;=========================================
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;=========================================
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; Ootw Checkpoint 14 -- Tank Arena
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;=========================================
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;=========================================
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; call once before entering for first time
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ootw_c10_level_init:
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lda #0
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sta WHICH_ROOM
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sta NUM_DOORS
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #0
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sta PHYSICIST_X
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lda #10
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sta PHYSICIST_Y
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lda #P_STANDING
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sta PHYSICIST_STATE
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rts
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;===========================
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;===========================
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; enter new room
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;===========================
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;===========================
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ootw_c10_setup_room_and_play:
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;==============================
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; each room init
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;==============================
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; setup per-room variables
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lda WHICH_ROOM
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bne room1
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jsr init_shields
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;===============================
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; Room0 -- the arena
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;===============================
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room:
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lda #(2+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #$ff ; exit level if exit this way
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #28
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sta PHYSICIST_Y
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; load background
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lda #>(arena_rle)
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sta GBASH
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lda #<(arena_rle)
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jmp room_setup_done
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; ????
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room1:
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; cmp #1
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; bne room2
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; lda #(-4+128)
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; sta LEFT_LIMIT
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; lda #(39+128)
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; sta RIGHT_LIMIT
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; set right exit
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; lda #2
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; sta cer_smc+1
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; set left exit
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; lda #0
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; sta cel_smc+1
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; lda #8
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; sta PHYSICIST_Y
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; load background
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; lda #>(hallway_rle)
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; sta GBASH
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; lda #<(hallway_rle)
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jmp room_setup_done
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room_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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;=====================
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; setup walk collision
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jsr recalc_walk_collision
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ootw_room_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Room Loop
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;============================
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;============================
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room_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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lda WHICH_CAVE
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bg_room0:
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; cmp #0
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; bne c4_no_bg_action
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; lda FRAMEL
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; and #$c
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; lsr
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; tay
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; lda #11
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; sta XPOS
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; lda #24
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; sta YPOS
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; lda recharge_bg_progression,Y
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; sta INL
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; lda recharge_bg_progression+1,Y
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; sta INH
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; jsr put_sprite
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c5_no_bg_action:
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============================
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; check room limits
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;===============================
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jsr check_screen_limit
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;===============================
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; adjust floor
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;===============================
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; lda PHYSICIST_STATE
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; cmp #P_FALLING_DOWN
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; beq check_floor0_done
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; lda WHICH_CAVE
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; cmp #0
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; bne check_floor1
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; lda #14
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; sta PHYSICIST_Y
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; lda PHYSICIST_X
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; cmp #19
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; bcc check_floor0_done
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; lda #12
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; sta PHYSICIST_Y
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; lda PHYSICIST_X
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; cmp #28
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; bcc check_floor0_done
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; lda #10
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; sta PHYSICIST_Y
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check_floor0_done:
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check_floor1:
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;=====================================
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; draw physicist
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;=====================================
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jsr draw_physicist
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;=====================================
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; handle gun
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;=====================================
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jsr handle_gun
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;=====================================
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; draw foreground action
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;=====================================
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; lda WHICH_CAVE
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; 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
525
ootw/ootw_c11.s
Normal file
@ -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
525
ootw/ootw_c12.s
Normal 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
525
ootw/ootw_c13.s
Normal 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 #$0 ; smc+1 = exit location
|
||||
sta WHICH_ROOM
|
||||
jmp done_room
|
||||
|
||||
;=====================
|
||||
; exit to left
|
||||
|
||||
room_exit_left:
|
||||
|
||||
lda #37
|
||||
sta PHYSICIST_X
|
||||
cel_smc:
|
||||
lda #0 ; smc+1
|
||||
sta WHICH_ROOM
|
||||
jmp done_room
|
||||
|
||||
; loop forever
|
||||
still_in_room:
|
||||
lda #0
|
||||
sta GAME_OVER
|
||||
|
||||
jmp room_loop
|
||||
|
||||
done_room:
|
||||
rts
|
||||
|
||||
end_message:
|
||||
.byte 8,10,"PRESS RETURN TO CONTINUE",0
|
||||
.byte 11,20,"ACCESS CODE: ARMS",0
|
||||
|
||||
.include "text_print.s"
|
||||
.include "gr_pageflip.s"
|
||||
.include "gr_unrle.s"
|
||||
;.include "gr_fast_clear.s"
|
||||
.include "gr_copy.s"
|
||||
;.include "gr_copy_offset.s"
|
||||
.include "gr_putsprite.s"
|
||||
;.include "gr_putsprite_flipped.s"
|
||||
.include "gr_putsprite_crop.s"
|
||||
.include "gr_offsets.s"
|
||||
;.include "gr_offsets_hl.s"
|
||||
.include "gr_hlin.s"
|
||||
.include "keyboard.s"
|
||||
|
||||
.include "physicist.s"
|
||||
.include "alien.s"
|
||||
.include "dummy_friend.s"
|
||||
|
||||
.include "gun.s"
|
||||
.include "laser.s"
|
||||
.include "alien_laser.s"
|
||||
.include "blast.s"
|
||||
.include "shield.s"
|
||||
|
||||
.include "door.s"
|
||||
.include "collision.s"
|
||||
|
||||
; room backgrounds
|
||||
.include "ootw_graphics/l14arena/ootw_c14_arena.inc"
|
||||
; sprites
|
||||
.include "ootw_graphics/sprites/physicist.inc"
|
||||
.include "ootw_graphics/sprites/alien.inc"
|
||||
|
@ -31,13 +31,17 @@ c5_check_done:
|
||||
cmp #$ff
|
||||
beq quit_level
|
||||
|
||||
; only exit if done level
|
||||
; FIXME: or quit pressed?
|
||||
|
||||
lda WHICH_JAIL
|
||||
cmp #11
|
||||
cmp #$ff
|
||||
bne c5_new_cave
|
||||
|
||||
; point to next level
|
||||
; and exit to the level loader
|
||||
lda #6
|
||||
sta WHICH_LOAD
|
||||
rts
|
||||
|
||||
|
||||
|
||||
;===========================
|
||||
; quit_level
|
||||
|
@ -49,11 +49,11 @@ ootw_cave:
|
||||
cave0:
|
||||
lda #(0+128)
|
||||
sta LEFT_LIMIT
|
||||
lda #(38+128)
|
||||
lda #(39+128)
|
||||
sta RIGHT_LIMIT
|
||||
|
||||
; set right exit
|
||||
lda #1
|
||||
lda #$ff
|
||||
sta cer_smc+1
|
||||
|
||||
; set left exit
|
||||
|
525
ootw/ootw_c6.s
Normal file
525
ootw/ootw_c6.s
Normal file
@ -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
525
ootw/ootw_c7.s
Normal 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
525
ootw/ootw_c8.s
Normal file
@ -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"
|
||||
|
525
ootw/ootw_c9.s
Normal file
525
ootw/ootw_c9.s
Normal file
@ -0,0 +1,525 @@
|
||||
; 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"
|
||||
|
Loading…
Reference in New Issue
Block a user