mist: sub: split off sub puzzle

*sigh* I guess we're doing this
This commit is contained in:
Vince Weaver 2020-08-03 12:35:49 -04:00
parent 9682c64710
commit 1f85384836
4 changed files with 301 additions and 168 deletions

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@ -221,6 +221,7 @@ sub.o: sub.s zp.inc hardware.inc common_defines.inc \
end_level.s \
keyboard.s \
draw_pointer.s \
sub_puzzle.s \
gr_copy.s audio.s text_print.s decompress_fast_v2.s
ca65 -o sub.o sub.s -l sub.lst

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@ -51,6 +51,8 @@ For release 1.0
-- animations for elevator
-- way to click on end puzzle from other angle
-- way to turn around in basement
+ SUB
-- can walk around outside of sub
Done:
+ CABIN

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@ -194,170 +194,6 @@ done_animate_mist_book:
jmp nothing_special
sub_selena_open:
lda #SUB_CLOSE_OPEN
sta LOCATION
jmp change_location
sub_selena_close:
lda #SUB_CLOSE
sta LOCATION
jmp change_location
sub_door_selena_open:
lda #SUB_INSIDE_BACK_OPEN
sta LOCATION
jmp change_location
sub_door_close:
lda #SUB_INSIDE_BACK
sta LOCATION
jmp change_location
;=====================
; sub controls
;=====================
;====================
; toward_book
sub_controls_move_toward_book:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;====================
; toward_selena
sub_controls_move_toward_selena:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_MOVING
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;===============================
; moving
sub_controls_moving:
; re-enable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location6,Y ; SUB_INSIDE_BACK
; change so we use normal (not split) mode when looking forward
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E
sta location6,Y ; SUB INSIDE_BACK
sta DIRECTION
lda CURSOR_Y
cmp #32
bcc sub_forward ; blt
; "backward" taks us back to selena
sub_backward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_CLOSE_OPEN
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_N
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_SELENA
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_selena_s_lzsa
sta location7,Y
lda #>inside_sub_back_selena_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_SELENA
sta LOCATION
jmp change_location
; "forward" takes us to book
sub_forward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_OUTSIDE_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_S
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_book_s_lzsa
sta location7,Y
lda #>inside_sub_back_book_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_BOOK
sta LOCATION
jmp change_location
; 1 2 3
;123456789012345678901234567890123456789
; FOR THE SAKE OF ARGUMENT IMAGINE YOU
; JUST SPENT 45 MINUTES NAVIGATING AN
; OBSCURE MAZE BASED ON A CLUE YOU WERE
; SUPPOSED TO NOTICE IN MECHANICAL AGE
;==========================
; includes
;==========================
@ -366,6 +202,7 @@ sub_forward:
.include "graphics_sub/sub_graphics.inc"
; puzzles
.include "sub_puzzle.s"
; linking books
.include "link_book_mist.s"
@ -379,7 +216,4 @@ sub_forward:
; sub solution
; N, W, N, E, E
; S, S, W, SW, W
; NW, NE, N, SE

296
mist/sub_puzzle.s Normal file
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@ -0,0 +1,296 @@
; The interminable sub puzzle
; "We all live in a ramming submarine.." -- K. Boykin
; by deater (Vince Weaver) <vince@deater.net>
sub_selena_open:
lda #SUB_CLOSE_OPEN
sta LOCATION
jmp change_location
sub_selena_close:
lda #SUB_CLOSE
sta LOCATION
jmp change_location
sub_door_selena_open:
lda #SUB_INSIDE_BACK_OPEN
sta LOCATION
jmp change_location
sub_door_close:
lda #SUB_INSIDE_BACK
sta LOCATION
jmp change_location
;=====================
; sub controls
;=====================
;====================
; toward_book
sub_controls_move_toward_book:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;====================
; toward_selena
sub_controls_move_toward_selena:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_MOVING
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;===============================
; moving
sub_controls_moving:
; re-enable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location6,Y ; SUB_INSIDE_BACK
; change so we use normal (not split) mode when looking forward
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E
sta location6,Y ; SUB INSIDE_BACK
sta DIRECTION
lda CURSOR_Y
cmp #32
bcc sub_forward ; blt
; "backward" taks us back to selena
sub_backward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_CLOSE_OPEN
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_N
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_SELENA
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_selena_s_lzsa
sta location7,Y
lda #>inside_sub_back_selena_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_SELENA
sta LOCATION
jmp change_location
; "forward" takes us to book
sub_forward:
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_OUTSIDE_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_S
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_book_s_lzsa
sta location7,Y
lda #>inside_sub_back_book_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_INSIDE_FRONT_BOOK
sta LOCATION
jmp change_location
; further research shows that the re-use of directions in mechanical
; was sort of co-incidental and they always intended for the sub
; puzzle to be stand-alone
;
; 1 2 3
;123456789012345678901234567890123456789
; FOR THE SAKE OF ARGUMENT IMAGINE YOU
; JUST SPENT 45 MINUTES NAVIGATING AN
; OBSCURE MAZE BASED ON A CLUE YOU WERE
; SUPPOSED TO NOTICE IN MECHANICAL AGE
; sub solution
; N, W, N, E, E
; S, S, W, SW, W
; NW, NE, N, SE
; N -- PLINK
; S -- BONK
; E -- PWING
; W -- BREETT
; PLINK means you are there?
; forward goes forward
; backtrack takes you to previous locations? has a stack?
; 37 locations in maze?
; red button plays noise again
; red barrier if you can't go a direction, plays burrrrrrrrr
; noise if you can't go
; if on wrong path, plays no noise at all?
; some paths take you to a direction not the one you left in
; let's not do that to keep things simple
; buttons dark if can't press them
NOISE_NONE = $00
NOISE_N = $01
; each location
; 8 exits, 1 sound, 1 backtrack
; 39 locations = 390 bytes???
;
sub_loc0: ; entrance
sub_loc1: ; N(loc2) [backtrack takes us to entrance][N ]
; N NE E SE S SW W NW backtrack noise
.byte 2,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_N
sub_loc2: ; W(loc3) S(loc1) [W ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc3: ; N(loc4) E(loc2) [N ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc4: ; E(loc5) S(loc3) N(loc16) [E ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc5: ; E(loc6) W(loc4) N(loc17) [E ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc6: ; S(loc7) W(loc5) NE(loc18) [S bonk]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc7: ; S(loc8) N(loc6) E(loc20) [S bonk]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc8: ; W(loc9) N(loc7) SE(loc22) [W]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc9: ; SW(loc10) N(loc8) [SW]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc10: ; W(loc11) NE(loc9) E(loc25) S(loc26) [W]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc11: ; NW(loc12) E(loc10) S(loc27) SW(loc29) [NW]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc12: ; NE(loc13) SE(loc11) W(loc32) [NE]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc13: ; N(loc14) SW(loc12) NW(loc35) [N]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc14: ; SE(loc15) S(loc13) [SE]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc15: ; exit
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc16: ; S(loc4) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc17: ; S(loc5) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc18: ; SE[SW](loc6) N (loc19) [N plink]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc19: ; S(loc18) [ no noise]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc20: ; W(loc7) SW(loc21) [SW]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc21: ; NE(loc20) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc22: ; NW(loc8) SW(loc24) N(loc23) [SW]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc23: ; S(loc22) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc24: ; NE(loc22) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc25: ; W(loc10) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc26: ; N(loc10) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc27: ; N(loc11) S(loc28) [S]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc28: ; W(loc27) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc29: ; NE(loc11) S(loc30) W(loc31) [S]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc30: ; N(loc29) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc31: ; E(loc29) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc32: ; E(loc12) S(loc33) N(loc34) [S]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc33: ; N(loc32) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc34: ; S(loc32) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc35: ; SE(loc13) N(loc36) W(loc37) [W]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc36: ; S(loc35) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
sub_loc37: ; E(loc35) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0, NOISE_NONE
; N, W, N, E, E
; S, S, W, SW, W
; NW, NE, N, SE