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mist: arbor: can drop back down into channelwood
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@ -248,7 +248,7 @@ arbor.o: arbor.s zp.inc hardware.inc common_defines.inc \
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common_routines.inc \
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graphics_arbor/arbor_graphics.inc \
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leveldata_arbor.inc \
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channel_switches.s
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arbor_switches.s
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ca65 -o arbor.o arbor.s -l arbor.lst
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####
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@ -128,8 +128,8 @@ really_exit:
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; level graphics
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.include "graphics_arbor/arbor_graphics.inc"
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; puzzles
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.include "arbor_switches.s"
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; level data
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.include "leveldata_arbor.inc"
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38
mist/arbor_switches.s
Normal file
38
mist/arbor_switches.s
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@ -0,0 +1,38 @@
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;=============================
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; elevator1 handle pulled
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; FIXME: check for water power
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; FIXME: animate
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elev1_handle:
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; click speaker
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bit SPEAKER
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; check for water power
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; go to bottom floor, which involves moving to CHANNEL level
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lda #CHANNEL_IN_ELEV1_CLOSED
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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lda #LOAD_CHANNEL
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sta WHICH_LOAD
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lda #$ff
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sta LEVEL_OVER
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rts
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;=========================
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; close elevator1 door
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elev1_close_door:
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lda #ARBOR_INSIDE_ELEV1
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sta LOCATION
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jmp change_location
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@ -3,7 +3,7 @@
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;===============================================
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locations:
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.word location0, location1
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.word location0, location1, location2, location3
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; ARBOR_INSIDE_ELEV1 -- arrival in elevator1
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location0:
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@ -20,7 +20,10 @@ location0:
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.word $0000 ; east bg
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.word inside_elevator1_closed_w_lzsa ; west bg
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.byte BG_WEST
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.byte $ff
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.byte DIRECTION_W ; special exit
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.byte 26,34 ; special x
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.byte 28,36 ; special y
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.word elev1_handle-1 ; special function
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; ARBOR_INSIDE_ELEV1_OPEN -- arrival in elevator1, door open
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location1:
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@ -37,7 +40,10 @@ location1:
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.word $0000 ; east bg
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.word inside_elevator1_open_w_lzsa ; west bg
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.byte BG_WEST
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.byte $ff
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.byte DIRECTION_W ; special exit
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.byte 10,17 ; special x
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.byte 6,46 ; special y
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.word elev1_close_door-1 ; special function
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; ARBOR_ARRIVAL_CLOSED -- just outside elevator, closed
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location2:
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