mist: add initial stoneship access

This commit is contained in:
Vince Weaver 2020-03-26 14:17:10 -04:00
parent 46dc8b5e4d
commit 282ebdd475
14 changed files with 288 additions and 16 deletions

View File

@ -8,7 +8,7 @@ B2D = ../bmp2dhr/b2d
all: mist.dsk
mist.dsk: HELLO LOADER MIST_TITLE MIST OCTAGON MECHE SELENA VIEWER
mist.dsk: HELLO LOADER MIST_TITLE MIST OCTAGON MECHE SELENA VIEWER STONEY
cp empty.dsk mist.dsk
$(DOS33) -y mist.dsk SAVE A HELLO
$(DOS33) -y mist.dsk BSAVE -a 0x1000 LOADER
@ -18,6 +18,7 @@ mist.dsk: HELLO LOADER MIST_TITLE MIST OCTAGON MECHE SELENA VIEWER
$(DOS33) -y mist.dsk BSAVE -a 0x1400 MECHE
$(DOS33) -y mist.dsk BSAVE -a 0x1400 SELENA
$(DOS33) -y mist.dsk BSAVE -a 0x1400 VIEWER
$(DOS33) -y mist.dsk BSAVE -a 0x1400 STONEY
$(DOS33) -y mist.dsk BSAVE -a 0x9000 ./audio/link_noise.btc LINK_NOISE.BTC
###
@ -137,6 +138,22 @@ viewer.o: viewer.s zp.inc hardware.inc common_defines.inc \
gr_copy.s audio.s text_print.s decompress_fast_v2.s
ca65 -o viewer.o viewer.s -l viewer.lst
####
STONEY: stoney.o
ld65 -o STONEY stoney.o -C ../linker_scripts/apple2_1400.inc
stoney.o: stoney.s zp.inc hardware.inc common_defines.inc \
graphics_stoney/stoney_graphics.inc \
common_sprites.inc \
page_sprites.inc \
leveldata_stoney.inc \
keyboard.s \
draw_pointer.s \
gr_copy.s audio.s text_print.s decompress_fast_v2.s
ca65 -o stoney.o stoney.s -l stoney.lst
####

View File

@ -52,7 +52,7 @@ LOAD_MECHE = $2
LOAD_SELENA = $3
LOAD_OCTAGON = $4
LOAD_VIEWER = $5
LOAD_STONEDSHIP = $6
LOAD_STONEY = $6
LOAD_CHANNEL = $7
LOAD_ENDING = $8
@ -186,3 +186,12 @@ SELENA_BOOK_OPEN = 10
VIEWER_STEPS = 0
VIEWER_POOL = 1
; Stoney Ship
STONEY_SHIP_STERN = 0
STONEY_SHIP_BOW = 1
STONEY_SHIP_DOOR_OPEN = 2
STONEY_SHIP_CHAIR = 3
STONEY_SHIP_BOOK_CLOSED = 4
STONEY_SHIP_BOOK_OPEN = 5

View File

@ -0,0 +1,33 @@
#include ../Makefile.inc
PNG2RLE = ../../gr-utils/png2rle
PNG2GR = ../../gr-utils/png2gr
LZSA = ~/research/lzsa/lzsa/lzsa
all: stoney_graphics.inc
####
stoney_graphics.inc: \
ship_entry_n.lzsa ship_entry_s.lzsa \
ship_bow_s.lzsa ship_bow_go_n.lzsa \
book_chair_s.lzsa
echo "ship_entry_n_lzsa: .incbin \"ship_entry_n.lzsa\"" > stoney_graphics.inc
echo "ship_entry_s_lzsa: .incbin \"ship_entry_s.lzsa\"" >> stoney_graphics.inc
echo "ship_bow_s_lzsa: .incbin \"ship_bow_s.lzsa\"" >> stoney_graphics.inc
echo "ship_bow_go_n_lzsa: .incbin \"ship_bow_go_n.lzsa\"" >> stoney_graphics.inc
echo "book_chair_s_lzsa: .incbin \"book_chair_s.lzsa\"" >> stoney_graphics.inc
%.gr: %.png
$(PNG2GR) $< $@
%.lzsa: %.gr
$(LZSA) -r -f2 $< $@
####
clean:
rm -f *~ *.o *.lst *.gr *.lzsa viewer_graphics.inc

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 KiB

View File

@ -31,7 +31,11 @@ location0:
.word dock_e_lzsa ; east bg
.word dock_w_lzsa ; west bg
.byte BG_EAST|BG_NORTH|BG_SOUTH|BG_WEST ; all bgs
.byte $ff ; special exit
.byte DIRECTION_E ; special exit
.byte 9,29 ; special x
.byte 2,46 ; special y
.word enter_stoneyship-1 ; special function
; MIST_DOCK_SWITCH -- by dock switch
location1:

49
mist/leveldata_stoney.inc Normal file
View File

@ -0,0 +1,49 @@
;===============================================
; level data for Viewer Room
;===============================================
locations:
.word location0, location1
; STONEY_SHIP_STERN -- back of the ship
location0:
.byte STONEY_SHIP_BOW ; north exit
.byte STONEY_SHIP_DOOR_OPEN ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word ship_entry_n_lzsa ; north bg
.word ship_entry_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
; .byte DIRECTION_E ; special exit
; .byte 12,25 ; special x
; .byte 26,46 ; special y
; .word controls_pressed-1 ; special function
; Ship Bow -- bow of the ship
location1:
.byte $ff ; north exit
.byte STONEY_SHIP_STERN ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte $ff ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word ship_bow_go_n_lzsa ; north bg
.word ship_bow_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH | BG_SOUTH
.byte DIRECTION_N ; special exit
.byte 9,29 ; special x
.byte 2,46 ; special y
.word back_to_mist-1 ; special function

View File

@ -41,6 +41,7 @@ location1:
.word viewer_e_lzsa ; east bg
.word viewer_w_lzsa ; west bg
.byte BG_EAST|BG_WEST
.byte $ff
; .byte DIRECTION_E ; special exit
; .byte 12,25 ; special x
; .byte 26,46 ; special y

View File

@ -157,7 +157,7 @@ copy_filename_done:
filenames:
.word intro_filename
.word mist_filename,meche_filename,selena_filename,octagon_filename
.word viewer_filename,ending_filename
.word viewer_filename,stoney_filename,channel_filename,ending_filename
intro_filename:
.byte "MIST_TITLE",0
@ -171,6 +171,10 @@ octagon_filename:
.byte "OCTAGON",0
viewer_filename:
.byte "VIEWER",0
stoney_filename:
.byte "STONEY",0
channel_filename:
.byte "CHANNEL",0
ending_filename:
.byte "ENDING",0

View File

@ -157,12 +157,7 @@ go_to_meche:
lda #DIRECTION_E
sta DIRECTION
lda #$ff
sta LEVEL_OVER
rts
jmp set_level_over
pad_special:
lda #MIST_TOWER2_PATH
@ -214,10 +209,7 @@ enter_octagon:
lda #LOAD_OCTAGON
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
jmp set_level_over
enter_viewer:
@ -227,14 +219,25 @@ enter_viewer:
lda #LOAD_VIEWER
sta WHICH_LOAD
jmp set_level_over
enter_stoneyship:
lda #STONEY_SHIP_STERN
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_STONEY
sta WHICH_LOAD
set_level_over:
lda #$ff
sta LEVEL_OVER
rts
;==========================
; includes
;==========================

152
mist/stoney.s Normal file
View File

@ -0,0 +1,152 @@
; The Stone Ship level
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
viewer_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
; FIXME
; handle gear visibility
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
; cmp #MECHE_OPEN_BOOK
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_ARRIVAL_DOCK ; the dock
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
rts
;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
.include "graphics_stoney/stoney_graphics.inc"
; puzzles
.include "common_sprites.inc"
.include "page_sprites.inc"
.include "leveldata_stoney.inc"