lemm: add level8

This commit is contained in:
Vince Weaver 2022-03-29 21:52:34 -04:00
parent 9e6f6f3966
commit 1df80cc9c4
10 changed files with 443 additions and 18 deletions

View File

@ -19,20 +19,22 @@ all: lemm.dsk
lemm.dsk: QBOOT QLOAD LEMM \
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 LEVEL7
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 LEVEL7 LEVEL8
cp $(EMPTY_DISK) lemm.dsk
$(DOS33_RAW) lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) lemm.dsk 0 2 QBOOT 1 1
$(DOS33_RAW) lemm.dsk 0 4 QBOOT 2 1
$(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 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
$(DOS33_RAW) lemm.dsk 25 0 LEVEL6 0 0
$(DOS33_RAW) lemm.dsk 28 0 LEVEL7 0 0
$(DOS33_RAW) lemm.dsk 6 0 LEVEL1 0 0
$(DOS33_RAW) lemm.dsk 9 0 LEVEL2 0 0
$(DOS33_RAW) lemm.dsk 12 0 LEVEL3 0 0
$(DOS33_RAW) lemm.dsk 15 0 LEVEL4 0 0
$(DOS33_RAW) lemm.dsk 18 0 LEVEL5 0 0
$(DOS33_RAW) lemm.dsk 21 0 LEVEL6 0 0
$(DOS33_RAW) lemm.dsk 24 0 LEVEL7 0 0
$(DOS33_RAW) lemm.dsk 27 0 LEVEL8 0 0
###
@ -227,6 +229,17 @@ level7.o: level7.s zp.inc hardware.inc qload.inc lemm.inc \
graphics/graphics_level7.inc
ca65 -o level7.o level7.s -l level7.lst
####
LEVEL8: level8.o
ld65 -o LEVEL8 level8.o -C ../../linker_scripts/apple2_9000.inc
level8.o: level8.s zp.inc hardware.inc qload.inc lemm.inc \
release_lemming.s \
graphics/graphics_level8.inc
ca65 -o level8.o level8.s -l level8.lst
@ -249,6 +262,6 @@ graphics/graphics_test.inc:
clean:
rm -f *~ *.o *.lst HELLO LEMM LEMM_TEST generate_common \
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 \
LEVEL6 LEVEL7 \
LEVEL6 LEVEL7 LEVEL8 LEVEL9 LEVEL10 \
lemm.inc qload.inc

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@ -13,7 +13,11 @@ all: graphics_test.inc \
graphics_level5.inc \
graphics_level6.inc \
graphics_level7.inc \
graphics_level8.inc \
sprites.inc
# graphics_level9.inc \
# graphics_level10.inc
###
@ -68,6 +72,25 @@ graphics_level7.inc: \
echo "level7_lzsa: .incbin \"level7.lzsa\"" > graphics_level7.inc
echo "level7_preview_lzsa: .incbin \"level7_preview.lzsa\"" >> graphics_level7.inc
graphics_level8.inc: \
level8.lzsa \
level8_preview.lzsa
echo "level8_lzsa: .incbin \"level8.lzsa\"" > graphics_level8.inc
echo "level8_preview_lzsa: .incbin \"level8_preview.lzsa\"" >> graphics_level8.inc
graphics_level9.inc: \
level9.lzsa \
level9_preview.lzsa
echo "level9_lzsa: .incbin \"level9.lzsa\"" > graphics_level9.inc
echo "level9_preview_lzsa: .incbin \"level9_preview.lzsa\"" >> graphics_level9.inc
graphics_level10.inc: \
level10.lzsa \
level10_preview.lzsa
echo "level10_lzsa: .incbin \"level10.lzsa\"" > graphics_level10.inc
echo "level10_preview_lzsa: .incbin \"level10_preview.lzsa\"" >> graphics_level10.inc
###
@ -437,6 +460,58 @@ level7_preview.lzsa: level7_preview.hgr
level7_preview.hgr: level7_preview.png
$(PNG2HGR) level7_preview.png > level7_preview.hgr
####
level8.lzsa: level8.hgr
$(LZSA) -r -f2 level8.hgr level8.lzsa
level8.hgr: level8.png
$(PNG2HGR) level8.png > level8.hgr
###
level8_preview.lzsa: level8_preview.hgr
$(LZSA) -r -f2 level8_preview.hgr level8_preview.lzsa
level8_preview.hgr: level8_preview.png
$(PNG2HGR) level8_preview.png > level8_preview.hgr
####
level9.lzsa: level9.hgr
$(LZSA) -r -f2 level9.hgr level9.lzsa
level9.hgr: level9.png
$(PNG2HGR) level9.png > level9.hgr
###
level9_preview.lzsa: level9_preview.hgr
$(LZSA) -r -f2 level9_preview.hgr level9_preview.lzsa
level9_preview.hgr: level9_preview.png
$(PNG2HGR) level9_preview.png > level9_preview.hgr
####
level10.lzsa: level10.hgr
$(LZSA) -r -f2 level10.hgr level10.lzsa
level10.hgr: level10.png
$(PNG2HGR) level10.png > level10.hgr
###
level10_preview.lzsa: level10_preview.hgr
$(LZSA) -r -f2 level10_preview.hgr level10_preview.lzsa
level10_preview.hgr: level10_preview.png
$(PNG2HGR) level10_preview.png > level10_preview.hgr
###

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@ -235,7 +235,7 @@ zurg:
cmp #'1'+$80
bcc oof
cmp #'8'+$80
cmp #'9'+$80
bcs oof
and #$7f

305
games/lemm/level8.s Normal file
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@ -0,0 +1,305 @@
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
; technically it's level 10
.byte 8 ; level 8
do_level8:
;======================
; set up initial stuff
;======================
lda #15
sta DOOR_X
lda #4
sta DOOR_Y
lda #18
sta INIT_X
lda #14
sta INIT_Y
; flame locations
lda #9 ;
sta l_flame_x_smc+1
lda #117
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #13 ;
sta r_flame_x_smc+1
; door exit location
lda #9 ;
sta exit_x1_smc+1
lda #13
sta exit_x2_smc+1
lda #112
sta exit_y1_smc+1
lda #142
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level8_preview_lzsa
sta level_preview_l_smc+1
lda #>level8_preview_lzsa
sta level_preview_h_smc+1
lda #<level8_intro_text
sta intro_text_smc_l+1
lda #>level8_intro_text
sta intro_text_smc_h+1
lda #$50 ; BCD
sta PERCENT_NEEDED
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music15_parts_l
sta chunk_l_smc+1
lda #>music15_parts_l
sta chunk_l_smc+2
lda #<music15_parts_h
sta chunk_h_smc+1
lda #>music15_parts_h
sta chunk_h_smc+2
lda #$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 #<level8_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level8_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level8_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level8_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #$FF
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #10
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l8_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l8_no_load_chunk:
lda DOOR_OPEN
bne l8_door_is_open
jsr draw_door
l8_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
lda TIMER_COUNT
cmp #50
bcc l8_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l8_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l8_level_over
jmp l8_main_loop
l8_level_over:
rts
.include "graphics/graphics_level8.inc"
music15_parts_h:
.byte >lemm15_part1_lzsa,>lemm15_part2_lzsa,>lemm15_part3_lzsa
.byte >lemm15_part4_lzsa,>lemm15_part5_lzsa,>lemm15_part6_lzsa
.byte >lemm15_part7_lzsa,>lemm15_part8_lzsa,>lemm15_part9_lzsa
.byte $00
music15_parts_l:
.byte <lemm15_part1_lzsa,<lemm15_part2_lzsa,<lemm15_part3_lzsa
.byte <lemm15_part4_lzsa,<lemm15_part5_lzsa,<lemm15_part6_lzsa
.byte <lemm15_part7_lzsa,<lemm15_part8_lzsa,<lemm15_part9_lzsa
lemm15_part1_lzsa:
.incbin "music/lemm15.part1.lzsa"
lemm15_part2_lzsa:
.incbin "music/lemm15.part2.lzsa"
lemm15_part3_lzsa:
.incbin "music/lemm15.part3.lzsa"
lemm15_part4_lzsa:
.incbin "music/lemm15.part4.lzsa"
lemm15_part5_lzsa:
.incbin "music/lemm15.part5.lzsa"
lemm15_part6_lzsa:
.incbin "music/lemm15.part6.lzsa"
lemm15_part7_lzsa:
.incbin "music/lemm15.part7.lzsa"
lemm15_part8_lzsa:
.incbin "music/lemm15.part8.lzsa"
lemm15_part9_lzsa:
.incbin "music/lemm15.part9.lzsa"
; actually level10
level8_intro_text:
.byte 0, 8,"LEVEL 8",0
.byte 8, 8,"SMILE IF YOU LOVE LEMMINGS",0
.byte 9,12,"NUMBER OF LEMMINGS 20",0
.byte 12,14,"50% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0

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@ -23,7 +23,10 @@ all: lemm5.part1.lzsa lemm5.part2.lzsa lemm5.part3.lzsa \
lemm12.part7.lzsa lemm12.part8.lzsa \
lemm13.part1.lzsa lemm13.part2.lzsa lemm13.part3.lzsa \
lemm13.part4.lzsa lemm13.part5.lzsa lemm13.part6.lzsa \
lemm13.part7.lzsa
lemm13.part7.lzsa \
lemm15.part1.lzsa lemm15.part2.lzsa lemm15.part3.lzsa \
lemm15.part4.lzsa lemm15.part5.lzsa lemm15.part6.lzsa \
lemm15.part7.lzsa lemm15.part8.lzsa lemm15.part9.lzsa
lemm5.raw: lemm5.ym
@ -248,8 +251,37 @@ lemm13.part8.lzsa: lemm13.part8
$(LZSA) -r -f2 lemm13.part8 lemm13.part8.lzsa
####
lemm15.part1: lemm15.raw
$(RAW_INTERLEAVE) -m 11 -c 512 ./lemm15
lemm15.part1.lzsa: lemm15.part1
$(LZSA) -r -f2 lemm15.part1 lemm15.part1.lzsa
lemm15.part2.lzsa: lemm15.part2
$(LZSA) -r -f2 lemm15.part2 lemm15.part2.lzsa
lemm15.part3.lzsa: lemm15.part3
$(LZSA) -r -f2 lemm15.part3 lemm15.part3.lzsa
lemm15.part4.lzsa: lemm15.part4
$(LZSA) -r -f2 lemm15.part4 lemm15.part4.lzsa
lemm15.part5.lzsa: lemm15.part5
$(LZSA) -r -f2 lemm15.part5 lemm15.part5.lzsa
lemm15.part6.lzsa: lemm15.part6
$(LZSA) -r -f2 lemm15.part6 lemm15.part6.lzsa
lemm15.part7.lzsa: lemm15.part7
$(LZSA) -r -f2 lemm15.part7 lemm15.part7.lzsa
lemm15.part8.lzsa: lemm15.part8
$(LZSA) -r -f2 lemm15.part8 lemm15.part8.lzsa
lemm15.part9.lzsa: lemm15.part9
$(LZSA) -r -f2 lemm15.part9 lemm15.part9.lzsa
####

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@ -162,27 +162,27 @@ error_string:
which_disk_array:
.byte 1,1,1,1 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 1,1,1,1 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 1,1,1,1 ;
.byte 1,1,1,1 ; LEVEL8, LEVEL9, LEVEL10
load_address_array:
.byte $60,$90,$90,$90 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte $90,$90,$90,$90 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte $90,$90,$90,$90 ;
.byte $90,$90,$90,$90 ; LEVEL8, LEVEL9, LEVEL10
track_array:
.byte 3,10,13,16 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 19,22,25,28 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 31,31,31,31 ;
.byte 3, 6, 9,12 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 15,18,21,24 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 27,30,33,33 ; LEVEL8, LEVEL9, LEVEL10
sector_array:
.byte 0, 0, 0, 0 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 0, 0, 0, 0 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 0, 0, 0, 0 ;
.byte 0, 0, 0, 0 ; LEVEL8, LEVEL9, LEVEL10
length_array:
.byte 48, 46, 46, 46 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 46, 46, 46, 46 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 32, 32, 32, 32 ;
.byte 46, 46, 46, 46 ; LEVEL8, LEVEL9, LEVEL10
.include "wait.s"