mist: selena: hook up chasm button
10
mist/TODO
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@ -13,6 +13,16 @@ For release 1.0
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-- load "red page" sound into LC and play it?
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+ SELENA
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-- new locations
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- chasm east
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- water pool
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- water path2 n/s
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- chasm path2 n/s?
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- crystal path2 n/s?
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- tunnel lights 1/2/3
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- submarine message
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- near book n/s
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-- maybe another location on dock to ship
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-- sounds/door puzzle
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-- load 1s clip of sounds (4k each) into language card?
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@ -26,7 +26,7 @@ selena_graphics.inc: \
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water_note_e.lzsa water_note_w.lzsa water_note_s.lzsa \
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tower_view_n.lzsa tower_view_s.lzsa tower_view_e.lzsa tower_view_w.lzsa \
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chasm_path_e.lzsa chasm_path_w.lzsa \
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chasm_e.lzsa chasm_s.lzsa chasm_n.lzsa \
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chasm_e.lzsa chasm_w.lzsa chasm_s.lzsa chasm_n.lzsa \
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clock_path_e.lzsa clock_path_w.lzsa \
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clock_n.lzsa clock_s.lzsa clock_e.lzsa clock_w.lzsa \
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clock_note_s.lzsa \
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@ -89,6 +89,7 @@ selena_graphics.inc: \
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echo "chasm_path_e_lzsa: .incbin \"chasm_path_e.lzsa\"" >> selena_graphics.inc
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echo "chasm_path_w_lzsa: .incbin \"chasm_path_w.lzsa\"" >> selena_graphics.inc
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echo "chasm_e_lzsa: .incbin \"chasm_e.lzsa\"" >> selena_graphics.inc
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echo "chasm_w_lzsa: .incbin \"chasm_w.lzsa\"" >> selena_graphics.inc
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echo "chasm_n_lzsa: .incbin \"chasm_n.lzsa\"" >> selena_graphics.inc
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echo "chasm_s_lzsa: .incbin \"chasm_s.lzsa\"" >> selena_graphics.inc
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echo "clock_path_e_lzsa: .incbin \"clock_path_e.lzsa\"" >> selena_graphics.inc
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 12 KiB |
BIN
mist/graphics_selena/chasm_w.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 723 B After Width: | Height: | Size: 838 B |
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 11 KiB |
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@ -320,9 +320,13 @@ location16:
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.word chasm_n_lzsa ; north bg
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.word chasm_s_lzsa ; south bg
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.word chasm_e_lzsa ; east bg
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.word $0000 ; west bg
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.byte BG_SOUTH|BG_EAST|BG_NORTH
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.byte $ff
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.word chasm_w_lzsa ; west bg
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.byte BG_SOUTH|BG_EAST|BG_NORTH|BG_WEST
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.byte DIRECTION_S ; special exit
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.byte 17,24 ; special x
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.byte 18,26 ; special y
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.word chasm_button_pressed-1 ; special function
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; SELENA_CLOCK_PATH -- path on way to clock
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location17:
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@ -113,6 +113,9 @@ game_loop:
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cmp #SELENA_ANTENNA_CLOSE
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beq fg_draw_antenna_panel
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cmp #SELENA_CHASM
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beq fg_draw_chasm_note
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cmp #SELENA_TUNNEL_MAIN_CLOSE
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beq fg_draw_tunnel_note
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@ -194,6 +197,10 @@ fg_draw_water_note:
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jsr draw_water_background
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jmp nothing_special
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fg_draw_chasm_note:
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jsr draw_chasm_background
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jmp nothing_special
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fg_draw_tunnel_note:
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jsr draw_tunnel_background
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jmp nothing_special
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@ -591,6 +591,44 @@ done_draw_water_background:
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rts
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;===========================
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; draw chasm background #2
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;===========================
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draw_chasm_background:
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lda DIRECTION
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and #$f
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cmp #DIRECTION_S
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bne done_draw_chasm_background
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bit TEXTGR ; we do this because we aren't a standalone
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; location
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lda #<sound2_flame
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sta OUTL
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lda #>sound2_flame
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sta OUTH
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jsr move_and_print
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lda SELENA_BUTTON_STATUS
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and #SELENA_BUTTON2
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beq done_draw_chasm_background
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lda #17
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sta XPOS
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lda #6
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sta YPOS
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lda #<chasm_bg_sprite
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sta INL
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lda #>chasm_bg_sprite
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sta INH
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jsr put_sprite_crop
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done_draw_chasm_background:
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rts
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;===========================
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; draw tunnel background #5
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;===========================
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@ -804,6 +842,19 @@ water_bg_sprite:
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.byte $32,$82,$12,$12,$12,$82,$32
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.byte $33,$88,$91,$81,$81,$98,$33
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chasm_bg_sprite:
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.byte 7,9
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.byte $dd,$df,$fd,$dd,$fd,$dd,$dd
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.byte $dd,$df,$fd,$dd,$fd,$df,$dd
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.byte $ff,$df,$fd,$dd,$fd,$df,$dd
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.byte $dd,$ff,$dd,$ff,$dd,$dd,$dd
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.byte $dd,$dd,$df,$fd,$df,$df,$fd
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.byte $dd,$dd,$dd,$df,$fd,$ff,$dd
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.byte $8d,$8d,$8d,$8d,$8d,$8d,$8f
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.byte $22,$32,$32,$32,$32,$32,$22
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.byte $33,$98,$11,$11,$11,$98,$33
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tunnel_bg_sprite:
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.byte 9,10
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.byte $dd,$dd,$dd,$dd,$dd,$fd,$df,$df,$fd
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