peasant: update some documentation

This commit is contained in:
Vince Weaver 2021-09-19 00:12:44 -04:00
parent f77b683740
commit 845edde669
6 changed files with 85 additions and 17 deletions

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@ -21,15 +21,15 @@ peasant.dsk: QBOOT QLOAD VID_LOGO TITLE INTRO COPY_CHECK \
$(DOS33_RAW) peasant.dsk 8 0 INTRO 0 0 $(DOS33_RAW) peasant.dsk 8 0 INTRO 0 0
$(DOS33_RAW) peasant.dsk 12 0 COPY_CHECK 0 0 $(DOS33_RAW) peasant.dsk 12 0 COPY_CHECK 0 0
$(DOS33_RAW) peasant.dsk 14 0 PEASANT1 0 0 $(DOS33_RAW) peasant.dsk 14 0 PEASANT1 0 0
# $(DOS33_RAW) peasant.dsk 19 0 PEASANT2 0 0 $(DOS33_RAW) peasant.dsk 19 0 PEASANT2 0 0
$(DOS33_RAW) peasant.dsk 19 0 TROGDOR 0 0 $(DOS33_RAW) peasant.dsk 19 0 TROGDOR 0 0
# $(DOS33_RAW) peasant.dsk 19 0 ENDING 0 0 $(DOS33_RAW) peasant.dsk 24 0 PEASANT3 0 0
# $(DOS33_RAW) peasant.dsk 24 0 PEASANT3 0 0
$(DOS33_RAW) peasant.dsk 24 0 ENDING 0 0 $(DOS33_RAW) peasant.dsk 24 0 ENDING 0 0
$(DOS33_RAW) peasant.dsk 29 0 PEASANT4 0 0 $(DOS33_RAW) peasant.dsk 29 0 PEASANT4 0 0
peasant_side2.dsk: TROGDOR ENDING peasant_side2.dsk: WBOOT2 TROGDOR ENDING
cp $(EMPTY_DISK)/empty.dsk peasant_side2.dsk cp $(EMPTY_DISK)/empty.dsk peasant_side2.dsk
$(DOS33_RAW) peasant_side2.dsk 0 0 WBOOT2 0 1
$(DOS33_RAW) peasant_side2.dsk 19 0 TROGDOR 0 0 $(DOS33_RAW) peasant_side2.dsk 19 0 TROGDOR 0 0
$(DOS33_RAW) peasant_side2.dsk 24 0 ENDING 0 0 $(DOS33_RAW) peasant_side2.dsk 24 0 ENDING 0 0
@ -57,6 +57,18 @@ QLOAD: qload.o
qload.o: qload.s qboot.inc qload.o: qload.s qboot.inc
ca65 -o qload.o qload.s -l qload.lst ca65 -o qload.o qload.s -l qload.lst
###
WBOOT2: wrong_boot2.o
ld65 -o WBOOT2 wrong_boot2.o -C ../../linker_scripts/apple2_800.inc
wrong_boot2.o: wrong_boot2.s
ca65 -o wrong_boot2.o wrong_boot2.s -l wrong_boot2.lst
###
### ###
VID_LOGO: vid_logo.o VID_LOGO: vid_logo.o

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@ -21,9 +21,6 @@ Trogdor:
- Trogdor's speech - Trogdor's speech
Ending: Ending:
- Fish animation
- Jhonka animation
- Waterfall animation
- Smoother baby animation? Use page-flipping? - Smoother baby animation? Use page-flipping?
Modify sprite routine to auto-shift colors so we can have more Modify sprite routine to auto-shift colors so we can have more
of an arc on baby trajectory? of an arc on baby trajectory?

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@ -190,8 +190,8 @@ error_string:
which_disk_array: which_disk_array:
.byte 1,1,1,1 ; VID_LOGO, TITLE, INTRO. COPY_CHECK .byte 1,1,1,1 ; VID_LOGO, TITLE, INTRO. COPY_CHECK
.byte 1,1,1,1 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4 .byte 1,1,1,1 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte 2,1,2,2 ; .byte 2,2,1,1 ; TROGDOR, ENDING
.byte 1,1,1,3 ; .byte 1,1,1,1 ;
.byte 1 ; .byte 1 ;
.byte 1,1,1,1,1 ; .byte 1,1,1,1,1 ;
.byte $f ; .byte $f ;
@ -199,7 +199,7 @@ which_disk_array:
load_address_array: load_address_array:
.byte $60,$60,$60,$60 ; VID_LOGO, TITLE, INTRO, COPY_CHECK .byte $60,$60,$60,$60 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
.byte $60,$60,$60,$60 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4 .byte $60,$60,$60,$60 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte $40,$40,$40,$40 ; .byte $60,$60,$40,$40 ; TROGDOR, ENDING
.byte $40,$40,$40,$40 ; .byte $40,$40,$40,$40 ;
.byte $08 ; .byte $08 ;
.byte $0A,$0A,$0A,$0A ; .byte $0A,$0A,$0A,$0A ;
@ -209,7 +209,7 @@ load_address_array:
track_array: track_array:
.byte 3, 5, 8,12 ; VID_LOGO, TITLE, INTRO, COPY_CHECK .byte 3, 5, 8,12 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
.byte 14,19,24,29 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4 .byte 14,19,24,29 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte 27,26,10,20 ; .byte 24,29,10,20 ; TROGDOR, ENDING
.byte 30,32,28,30 ; .byte 30,32,28,30 ;
.byte 0 ; .byte 0 ;
.byte 0, 0, 0, 0, 0 ; .byte 0, 0, 0, 0, 0 ;
@ -218,7 +218,7 @@ track_array:
sector_array: sector_array:
.byte 0, 0, 0, 0 ; VID_LOGO, TITLE, INTRO, COPY_CHECK .byte 0, 0, 0, 0 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
.byte 0, 0, 0, 0 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4 .byte 0, 0, 0, 0 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte 0, 0, 0, 0 ; .byte 0, 0, 0, 0 ; TROGDOR, ENDING
.byte 0,13, 0, 1 ; .byte 0,13, 0, 1 ;
.byte 6 ; .byte 6 ;
.byte 11,12,13,14,15 ; .byte 11,12,13,14,15 ;
@ -227,7 +227,7 @@ sector_array:
length_array: length_array:
.byte 28, 50, 60, 20 ; VID_LOGO, TITLE, INTRO, COPY_CHECK .byte 28, 50, 60, 20 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
.byte 80, 80, 80, 80 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4 .byte 80, 80, 80, 80 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte 61, 31,159,109 ; .byte 80, 80,159,109 ; TROGDOR, ENDING
.byte 20, 33, 27, 78 ; .byte 20, 33, 27, 78 ;
.byte 3 ; .byte 3 ;
.byte 1,1,1,1,1 ; .byte 1,1,1,1,1 ;

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@ -1,4 +1,4 @@
; Peasant's Quest Ending ; Peasant's Quest Trgodor scene
; From when the sword hits Trogdor on ; From when the sword hits Trogdor on
@ -300,10 +300,9 @@ game_over:
; go to end credits
; FIXME lda #LOAD_ENDING
lda #LOAD_PEASANT3
sta WHICH_LOAD sta WHICH_LOAD
rts rts

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@ -0,0 +1,58 @@
.byte 1 ; number of sectors for ROM to load
wboot_entry:
ldx $2B ; load slot into X
; possibly unnecessary, already there?
lda $C088,X ; turn off drive motor
; put $CX00 in $10:$11, where X is slot
; allows rebooting later
txa
lsr
lsr
lsr
lsr
ora #$c0
sta $11
lda #$00
sta $10
; make sure we are in 40col mode
; with monitor I/O working
jsr $FE89 ; SETKBD (simulate keypress?)
jsr $FE93 ; SETVID (simulate video output?)
jsr $FB2F ; INIT (clear screen/etc)
jsr $FE84 ; SETNORM (set normal video)
jsr $FC58 ; HOME (clear screen)
; print our message
ldx #$00 ; loop either 256 chars or until hit zero
loop:
lda message,X
beq done
ora #$80
jsr $FDED ; COUT
inx
bne loop
done:
; wait for keypress
jsr $fd0c ; RDKEY
; resboot from current disk (set earlier)
jmp ($0010)
message:
.byte $0D,$0D,$0D,$0D,$0D
.byte " PEASANT'S QUEST - DISK 2",$0D,$0D,$0D
.byte " PLEASE INSERT DISK 1",$0D,$0D
.byte " PRESS ANY KEY TO REBOOT",$0D
.byte $00

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@ -199,6 +199,8 @@ LOAD_PEASANT1 = 4
LOAD_PEASANT2 = 5 LOAD_PEASANT2 = 5
LOAD_PEASANT3 = 6 LOAD_PEASANT3 = 6
LOAD_PEASANT4 = 7 LOAD_PEASANT4 = 7
LOAD_TROGDOR = 8
LOAD_ENDING = 9
VGI_RCOLOR = P0 VGI_RCOLOR = P0
VGI_RX1 = P1 VGI_RX1 = P1