mist: selena: hook up chasm button

This commit is contained in:
Vince Weaver 2020-07-30 01:05:10 -04:00
parent e3560cd29b
commit 7c2d19aefc
10 changed files with 77 additions and 4 deletions

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@ -13,6 +13,16 @@ For release 1.0
-- load "red page" sound into LC and play it?
+ SELENA
-- new locations
- chasm east
- water pool
- water path2 n/s
- chasm path2 n/s?
- crystal path2 n/s?
- tunnel lights 1/2/3
- submarine message
- near book n/s
-- maybe another location on dock to ship
-- sounds/door puzzle
-- load 1s clip of sounds (4k each) into language card?

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@ -26,7 +26,7 @@ selena_graphics.inc: \
water_note_e.lzsa water_note_w.lzsa water_note_s.lzsa \
tower_view_n.lzsa tower_view_s.lzsa tower_view_e.lzsa tower_view_w.lzsa \
chasm_path_e.lzsa chasm_path_w.lzsa \
chasm_e.lzsa chasm_s.lzsa chasm_n.lzsa \
chasm_e.lzsa chasm_w.lzsa chasm_s.lzsa chasm_n.lzsa \
clock_path_e.lzsa clock_path_w.lzsa \
clock_n.lzsa clock_s.lzsa clock_e.lzsa clock_w.lzsa \
clock_note_s.lzsa \
@ -89,6 +89,7 @@ selena_graphics.inc: \
echo "chasm_path_e_lzsa: .incbin \"chasm_path_e.lzsa\"" >> selena_graphics.inc
echo "chasm_path_w_lzsa: .incbin \"chasm_path_w.lzsa\"" >> selena_graphics.inc
echo "chasm_e_lzsa: .incbin \"chasm_e.lzsa\"" >> selena_graphics.inc
echo "chasm_w_lzsa: .incbin \"chasm_w.lzsa\"" >> selena_graphics.inc
echo "chasm_n_lzsa: .incbin \"chasm_n.lzsa\"" >> selena_graphics.inc
echo "chasm_s_lzsa: .incbin \"chasm_s.lzsa\"" >> selena_graphics.inc
echo "clock_path_e_lzsa: .incbin \"clock_path_e.lzsa\"" >> selena_graphics.inc

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@ -320,9 +320,13 @@ location16:
.word chasm_n_lzsa ; north bg
.word chasm_s_lzsa ; south bg
.word chasm_e_lzsa ; east bg
.word $0000 ; west bg
.byte BG_SOUTH|BG_EAST|BG_NORTH
.byte $ff
.word chasm_w_lzsa ; west bg
.byte BG_SOUTH|BG_EAST|BG_NORTH|BG_WEST
.byte DIRECTION_S ; special exit
.byte 17,24 ; special x
.byte 18,26 ; special y
.word chasm_button_pressed-1 ; special function
; SELENA_CLOCK_PATH -- path on way to clock
location17:

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@ -113,6 +113,9 @@ game_loop:
cmp #SELENA_ANTENNA_CLOSE
beq fg_draw_antenna_panel
cmp #SELENA_CHASM
beq fg_draw_chasm_note
cmp #SELENA_TUNNEL_MAIN_CLOSE
beq fg_draw_tunnel_note
@ -194,6 +197,10 @@ fg_draw_water_note:
jsr draw_water_background
jmp nothing_special
fg_draw_chasm_note:
jsr draw_chasm_background
jmp nothing_special
fg_draw_tunnel_note:
jsr draw_tunnel_background
jmp nothing_special

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@ -591,6 +591,44 @@ done_draw_water_background:
rts
;===========================
; draw chasm background #2
;===========================
draw_chasm_background:
lda DIRECTION
and #$f
cmp #DIRECTION_S
bne done_draw_chasm_background
bit TEXTGR ; we do this because we aren't a standalone
; location
lda #<sound2_flame
sta OUTL
lda #>sound2_flame
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON2
beq done_draw_chasm_background
lda #17
sta XPOS
lda #6
sta YPOS
lda #<chasm_bg_sprite
sta INL
lda #>chasm_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_chasm_background:
rts
;===========================
; draw tunnel background #5
;===========================
@ -804,6 +842,19 @@ water_bg_sprite:
.byte $32,$82,$12,$12,$12,$82,$32
.byte $33,$88,$91,$81,$81,$98,$33
chasm_bg_sprite:
.byte 7,9
.byte $dd,$df,$fd,$dd,$fd,$dd,$dd
.byte $dd,$df,$fd,$dd,$fd,$df,$dd
.byte $ff,$df,$fd,$dd,$fd,$df,$dd
.byte $dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $dd,$dd,$df,$fd,$df,$df,$fd
.byte $dd,$dd,$dd,$df,$fd,$ff,$dd
.byte $8d,$8d,$8d,$8d,$8d,$8d,$8f
.byte $22,$32,$32,$32,$32,$32,$22
.byte $33,$98,$11,$11,$11,$98,$33
tunnel_bg_sprite:
.byte 9,10
.byte $dd,$dd,$dd,$dd,$dd,$fd,$df,$df,$fd