lemm: add level3

This commit is contained in:
Vince Weaver 2022-03-19 23:12:07 -04:00
parent c84a7a7495
commit 0b732265f6
6 changed files with 376 additions and 7 deletions

View File

@ -19,7 +19,7 @@ all: lemm.dsk
lemm.dsk: QBOOT QLOAD LEMM \
LEVEL1 LEVEL2 LEVEL4 LEVEL5
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5
cp $(EMPTY_DISK) lemm.dsk
$(DOS33_RAW) lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) lemm.dsk 0 2 QBOOT 1 1
@ -27,9 +27,10 @@ lemm.dsk: QBOOT QLOAD LEMM \
$(DOS33_RAW) lemm.dsk 1 0 QLOAD 0 0
$(DOS33_RAW) lemm.dsk 3 0 LEMM 0 0
$(DOS33_RAW) lemm.dsk 10 0 LEVEL1 0 0
$(DOS33_RAW) lemm.dsk 12 0 LEVEL2 0 0
$(DOS33_RAW) lemm.dsk 16 0 LEVEL4 0 0
$(DOS33_RAW) lemm.dsk 18 0 LEVEL5 0 0
$(DOS33_RAW) lemm.dsk 13 0 LEVEL2 0 0
$(DOS33_RAW) lemm.dsk 16 0 LEVEL3 0 0
$(DOS33_RAW) lemm.dsk 19 0 LEVEL4 0 0
$(DOS33_RAW) lemm.dsk 22 0 LEVEL5 0 0
###
@ -153,6 +154,16 @@ level2.o: level2.s zp.inc hardware.inc qload.inc lemm.inc \
####
LEVEL3: level3.o
ld65 -o LEVEL3 level3.o -C ../../linker_scripts/apple2_9000.inc
level3.o: level3.s zp.inc hardware.inc qload.inc lemm.inc \
graphics/graphics_level3.inc
ca65 -o level3.o level3.s -l level3.lst
####
LEVEL4: level4.o
ld65 -o LEVEL4 level4.o -C ../../linker_scripts/apple2_9000.inc

View File

@ -8,6 +8,7 @@ HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: graphics_test.inc \
graphics_level1.inc \
graphics_level2.inc \
graphics_level3.inc \
graphics_level4.inc \
graphics_level5.inc \
sprites.inc
@ -35,6 +36,13 @@ graphics_level2.inc: \
echo "level2_lzsa: .incbin \"level2.lzsa\"" > graphics_level2.inc
echo "level2_preview_lzsa: .incbin \"level2_preview.lzsa\"" >> graphics_level2.inc
graphics_level3.inc: \
level3.lzsa \
level3_preview.lzsa
echo "level3_lzsa: .incbin \"level3.lzsa\"" > graphics_level3.inc
echo "level3_preview_lzsa: .incbin \"level3_preview.lzsa\"" >> graphics_level3.inc
graphics_level4.inc: \
level4.lzsa \
@ -175,6 +183,23 @@ level2_preview.hgr: level2_preview.png
###
level3.lzsa: level3.hgr
$(LZSA) -r -f2 level3.hgr level3.lzsa
level3.hgr: level3.png
$(PNG2HGR) level3.png > level3.hgr
###
level3_preview.lzsa: level3_preview.hgr
$(LZSA) -r -f2 level3_preview.hgr level3_preview.lzsa
level3_preview.hgr: level3_preview.png
$(PNG2HGR) level3_preview.png > level3_preview.hgr
###
level4.lzsa: level4.hgr
$(LZSA) -r -f2 level4.hgr level4.lzsa

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 893 B

333
games/lemm/level3.s Normal file
View File

@ -0,0 +1,333 @@
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 3 ; level 4
do_level3:
;======================
; set up initial stuff
;======================
lda #15
sta DOOR_X
lda #0
sta DOOR_Y
lda #18
sta INIT_X
lda #11
sta INIT_Y
lda #15 ;
sta l_flame_x_smc+1
lda #122
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #19 ;
sta r_flame_x_smc+1
; exit location
lda #15 ;
sta exit_x1_smc+1
lda #19
sta exit_x2_smc+1
lda #122
sta exit_y1_smc+1
lda #144
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level3_preview_lzsa
sta level_preview_l_smc+1
lda #>level3_preview_lzsa
sta level_preview_h_smc+1
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music11_parts_l
sta chunk_l_smc+1
lda #>music11_parts_l
sta chunk_l_smc+2
lda #<music11_parts_h
sta chunk_h_smc+1
lda #>music11_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level3_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level3_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level3_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level3_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; Init Lemmings
;=======================
lda #0
sta lemming_out
sta lemming_exploding
lda INIT_X
sta lemming_x
lda INIT_Y
sta lemming_y
lda #1
sta lemming_direction
lda #LEMMING_FALLING
sta lemming_status
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;=======================
; start music
;=======================
; cli
;=======================
; init vars
;=======================
lda #0
sta LEVEL_OVER
sta DOOR_OPEN
sta FRAMEL
sta LOAD_NEXT_CHUNK
sta JOYSTICK_ENABLED
sta LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta LEMMINGS_TO_RELEASE
; jsr save_bg_14x14 ; save initial bg
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT
;===================
;===================
; Main Loop
;===================
;===================
l4_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l4_no_load_chunk:
lda DOOR_OPEN
bne l4_door_is_open
jsr draw_door
l4_door_is_open:
;======================
; release lemmings
;======================
lda LEMMINGS_TO_RELEASE
beq l4_done_release_lemmings
lda DOOR_OPEN
beq l4_done_release_lemmings
lda FRAMEL
and #$f
bne l4_done_release_lemmings
inc LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta lemming_out
dec LEMMINGS_TO_RELEASE
l4_done_release_lemmings:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
bcc l4_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l4_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l4_level_over
jmp l4_main_loop
l4_level_over:
; bit SET_TEXT
jsr disable_music
jsr outro_level1
rts
.include "graphics/graphics_level3.inc"
music11_parts_h:
.byte >lemm11_part1_lzsa,>lemm11_part2_lzsa,>lemm11_part3_lzsa
.byte >lemm11_part4_lzsa,>lemm11_part5_lzsa,>lemm11_part6_lzsa
.byte >lemm11_part7_lzsa
.byte $00
music11_parts_l:
.byte <lemm11_part1_lzsa,<lemm11_part2_lzsa,<lemm11_part3_lzsa
.byte <lemm11_part4_lzsa,<lemm11_part5_lzsa,<lemm11_part6_lzsa
.byte <lemm11_part7_lzsa
lemm11_part1_lzsa:
.incbin "music/lemm11.part1.lzsa"
lemm11_part2_lzsa:
.incbin "music/lemm11.part2.lzsa"
lemm11_part3_lzsa:
.incbin "music/lemm11.part3.lzsa"
lemm11_part4_lzsa:
.incbin "music/lemm11.part4.lzsa"
lemm11_part5_lzsa:
.incbin "music/lemm11.part5.lzsa"
lemm11_part6_lzsa:
.incbin "music/lemm11.part6.lzsa"
lemm11_part7_lzsa:
.incbin "music/lemm11.part7.lzsa"

View File

@ -170,9 +170,9 @@ load_address_array:
.byte $A0,$A0,$A0,$A0 ;
track_array:
.byte 3,10,12,14 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 16,18,20,22 ; LEVEL4, LEVEL5
.byte 24,26,28,30 ;
.byte 3,10,13,16 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 19,22,25,28 ; LEVEL4, LEVEL5
.byte 31,31,31,31 ;
sector_array:
.byte 0, 0, 0, 0 ; LEMM, LEVEL1, LEVEL2, LEVEL3