lemm: update levels to be playable

This commit is contained in:
Vince Weaver 2022-04-19 21:36:44 -04:00
parent c6fa85acf0
commit 6c06f149ec
5 changed files with 634 additions and 3 deletions

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@ -40,7 +40,7 @@ lemm.dsk: QBOOT QLOAD LEMM \
hr_lemm.dsk: QBOOT QLOAD HR_LEMM \
HR_LEVEL1 HR_LEVEL2 HR_LEVEL3 HR_LEVEL4 HR_LEVEL5 \
LEVEL6 LEVEL7 LEVEL8 LEVEL9 LEVEL10
HR_LEVEL6 HR_LEVEL7 LEVEL8 LEVEL9 LEVEL10
cp $(EMPTY_DISK) hr_lemm.dsk
$(DOS33_RAW) hr_lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) hr_lemm.dsk 0 2 QBOOT 1 1
@ -52,8 +52,8 @@ hr_lemm.dsk: QBOOT QLOAD HR_LEMM \
$(DOS33_RAW) hr_lemm.dsk 12 0 HR_LEVEL3 0 0
$(DOS33_RAW) hr_lemm.dsk 15 0 HR_LEVEL4 0 0
$(DOS33_RAW) hr_lemm.dsk 18 0 HR_LEVEL5 0 0
$(DOS33_RAW) hr_lemm.dsk 21 0 LEVEL6 0 0
$(DOS33_RAW) hr_lemm.dsk 24 0 LEVEL7 0 0
$(DOS33_RAW) hr_lemm.dsk 21 0 HR_LEVEL6 0 0
$(DOS33_RAW) hr_lemm.dsk 24 0 HR_LEVEL7 0 0
$(DOS33_RAW) hr_lemm.dsk 27 0 LEVEL8 0 0
$(DOS33_RAW) hr_lemm.dsk 30 0 LEVEL9 0 0
$(DOS33_RAW) hr_lemm.dsk 33 0 LEVEL10 0 0
@ -400,6 +400,27 @@ hr_level5.o: hr_level5.s zp.inc hardware.inc qload.inc lemm.inc \
hr_graphics/graphics_hr_level5.inc
ca65 -o hr_level5.o hr_level5.s -l hr_level5.lst
####
HR_LEVEL6: hr_level6.o
ld65 -o HR_LEVEL6 hr_level6.o -C ../../linker_scripts/apple2_9000.inc
hr_level6.o: hr_level6.s zp.inc hardware.inc qload.inc lemm.inc \
release_lemming.s \
hr_graphics/graphics_hr_level6.inc
ca65 -o hr_level6.o hr_level6.s -l hr_level6.lst
####
HR_LEVEL7: hr_level7.o
ld65 -o HR_LEVEL7 hr_level7.o -C ../../linker_scripts/apple2_9000.inc
hr_level7.o: hr_level7.s zp.inc hardware.inc qload.inc lemm.inc \
release_lemming.s \
hr_graphics/graphics_hr_level7.inc
ca65 -o hr_level7.o hr_level7.s -l hr_level7.lst

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games/lemm/hr_level6.s Normal file
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@ -0,0 +1,305 @@
; Floppy Expansion Take 1
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 6 ; level 6
do_level6:
;======================
; set up initial stuff
;======================
lda #10
sta CLIMBER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
sta DIGGER_COUNT
sta FLOATER_COUNT
lda #0
sta DOOR_X
lda #0
sta DOOR_Y
lda #3
sta INIT_X
lda #8
sta INIT_Y
; flame locations
lda #33
sta l_flame_x_smc+1
lda #106
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #37
sta r_flame_x_smc+1
; door exit location
lda #33 ;
sta exit_x1_smc+1
lda #37
sta exit_x2_smc+1
lda #95
sta exit_y1_smc+1
lda #130
sta exit_y2_smc+1
lda #$10 ; BCD
sta PERCENT_NEEDED
sta PERCENT_ADD
;==============
; set up intro
;==============
lda #<hr_level6_preview_lzsa
sta level_preview_l_smc+1
lda #>hr_level6_preview_lzsa
sta level_preview_h_smc+1
lda #<level6_intro_text
sta intro_text_smc_l+1
lda #>level6_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music8_parts_l
sta chunk_l_smc+1
lda #>music8_parts_l
sta chunk_l_smc+2
lda #<music8_parts_h
sta chunk_h_smc+1
lda #>music8_parts_h
sta chunk_h_smc+2
lda #$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 #<hr_level6_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level6_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<hr_level6_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level6_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 #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l6_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
;=========================
; open door
;=========================
lda DOOR_OPEN
bne l6_door_is_open
jsr draw_door
l6_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;======================
; animate flames
;======================
jsr draw_flames
jsr update_timer
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
; wait a bit
lda #$f0
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l6_level_over
jmp l6_main_loop
l6_level_over:
rts
.include "update_timer.s"
.include "hr_graphics/graphics_hr_level6.inc"
music8_parts_h:
.byte >lemm8_part1_lzsa,>lemm8_part2_lzsa,>lemm8_part3_lzsa
.byte >lemm8_part4_lzsa,>lemm8_part5_lzsa,>lemm8_part6_lzsa
.byte $00
music8_parts_l:
.byte <lemm8_part1_lzsa,<lemm8_part2_lzsa,<lemm8_part3_lzsa
.byte <lemm8_part4_lzsa,<lemm8_part5_lzsa,<lemm8_part6_lzsa
lemm8_part1_lzsa:
.incbin "music/lemm8.part1.lzsa"
lemm8_part2_lzsa:
.incbin "music/lemm8.part2.lzsa"
lemm8_part3_lzsa:
.incbin "music/lemm8.part3.lzsa"
lemm8_part4_lzsa:
.incbin "music/lemm8.part4.lzsa"
lemm8_part5_lzsa:
.incbin "music/lemm8.part5.lzsa"
lemm8_part6_lzsa:
.incbin "music/lemm8.part6.lzsa"
level6_intro_text:
.byte 0, 8,"LEVEL 6",0
.byte 9, 8,"DON'T COPY THAT FLOPPY...",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% 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

305
games/lemm/hr_level7.s Normal file
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@ -0,0 +1,305 @@
; Floppy Expansion For Realz This Time
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 7 ; level 7
do_level7:
;======================
; set up initial stuff
;======================
lda #10
sta CLIMBER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
sta DIGGER_COUNT
sta FLOATER_COUNT
lda #1
sta DOOR_X
lda #0
sta DOOR_Y
lda #4
sta INIT_X
lda #8
sta INIT_Y
; flame locations
lda #29
sta l_flame_x_smc+1
lda #71
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #33
sta r_flame_x_smc+1
; door exit location
lda #29 ;
sta exit_x1_smc+1
lda #33
sta exit_x2_smc+1
lda #61
sta exit_y1_smc+1
lda #90
sta exit_y2_smc+1
lda #$10 ; BCD
sta PERCENT_NEEDED
sta PERCENT_ADD
;==============
; set up intro
;==============
lda #<hr_level7_preview_lzsa
sta level_preview_l_smc+1
lda #>hr_level7_preview_lzsa
sta level_preview_h_smc+1
lda #<level7_intro_text
sta intro_text_smc_l+1
lda #>level7_intro_text
sta intro_text_smc_h+1
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music8_parts_l
sta chunk_l_smc+1
lda #>music8_parts_l
sta chunk_l_smc+2
lda #<music8_parts_h
sta chunk_h_smc+1
lda #>music8_parts_h
sta chunk_h_smc+2
lda #$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 #<hr_level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level7_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<hr_level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level7_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 #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l7_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
;=========================
; open door
;=========================
lda DOOR_OPEN
bne l7_door_is_open
jsr draw_door
l7_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;======================
; animate flames
;======================
jsr draw_flames
jsr update_timer
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
; wait a bit
lda #$f0
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l7_level_over
jmp l7_main_loop
l7_level_over:
rts
.include "update_timer.s"
.include "hr_graphics/graphics_hr_level7.inc"
music8_parts_h:
.byte >lemm8_part1_lzsa,>lemm8_part2_lzsa,>lemm8_part3_lzsa
.byte >lemm8_part4_lzsa,>lemm8_part5_lzsa,>lemm8_part6_lzsa
.byte $00
music8_parts_l:
.byte <lemm8_part1_lzsa,<lemm8_part2_lzsa,<lemm8_part3_lzsa
.byte <lemm8_part4_lzsa,<lemm8_part5_lzsa,<lemm8_part6_lzsa
lemm8_part1_lzsa:
.incbin "music/lemm8.part1.lzsa"
lemm8_part2_lzsa:
.incbin "music/lemm8.part2.lzsa"
lemm8_part3_lzsa:
.incbin "music/lemm8.part3.lzsa"
lemm8_part4_lzsa:
.incbin "music/lemm8.part4.lzsa"
lemm8_part5_lzsa:
.incbin "music/lemm8.part5.lzsa"
lemm8_part6_lzsa:
.incbin "music/lemm8.part6.lzsa"
level7_intro_text:
.byte 0, 8,"LEVEL 7",0
.byte 9, 8,"DON'T COPY THAT FLOPPY...",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"10% 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