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ootw: possible to end level1 and progress to level2
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@ -6,6 +6,10 @@ KNOWN BUGS:
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TODO:
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+ sprites that don't draw off edge of screen
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+ Revamp movement
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movement -- note these are hard due to limitations of the Apple II keyboard
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+ running: Missing one running frame
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+ ability to jump
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@ -44,10 +48,9 @@ rope_room:
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cutscenes:
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+ death by beast
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+ aliens shooting beast
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+ aliens shooting physicist
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Level/Checkpoint #2:
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+ Intro movie
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+ Swing in the cage
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+ Ability to pick up gun, with all that entails
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+ Elevator ride, view of city?
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17
ootw/ootw.s
17
ootw/ootw.s
@ -1,4 +1,4 @@
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; Ootw for Apple II Lores
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; Ootw Level 1 for Apple II Lores
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; by Vince "Deater" Weaver <vince@deater.net>
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@ -47,8 +47,21 @@ ootw:
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;===========================
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; quit_level
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;===========================
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lda GAME_OVER ; see why we quit
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cmp #$ff
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beq l1_quit_or_died
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quit_level:
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;====================
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; go to next level
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l1_defeated:
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lda #2 ; go to next level
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sta WHICH_LOAD
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rts
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;========================
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; print death message
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; then restart
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l1_quit_or_died:
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jsr TEXT
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jsr HOME
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lda KEYRESET ; clear strobe
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@ -23,9 +23,6 @@ ootw_c2:
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lda #1
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sta DIRECTION
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lda #40
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sta BOULDER_Y
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;=======================
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; Enter the game
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;=======================
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18
ootw/ootw_graphics/l2intro/Makefile
Normal file
18
ootw/ootw_graphics/l2intro/Makefile
Normal file
@ -0,0 +1,18 @@
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include ../../../Makefile.inc
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PNG2RLE = ../../../gr-utils/png2rle
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PNG2LZ4 = ../../../gr-utils/png2lz4
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all: ootw_l2intro.inc
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#####
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ootw_l2intro.inc: $(PNG2RLE) \
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ootw2_cage.png
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$(PNG2RLE) asm ootw2_cage.png intro_cage_rle > ootw_l2intro.inc
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#####
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clean:
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rm -f *~ *.o *.lst *.lzz *.inc
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Before Width: | Height: | Size: 386 B After Width: | Height: | Size: 386 B |
@ -102,6 +102,14 @@ levelend_not_first:
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dec LEVELEND_PROGRESS
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dec LEVELEND_PROGRESS
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bne not_beginning_of_end
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beginning_of_end:
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lda #5
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sta GAME_OVER
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jmp l1_game_over_check
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not_beginning_of_end:
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ldx LEVELEND_PROGRESS
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lda endl1_progression,X
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sta GBASL
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@ -168,12 +176,19 @@ level1_ending:
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mesa_frame_no_oflo:
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; check if done this level
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lda GAME_OVER
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;========================================
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;========================================
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; check if at edge of screen or game over
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;========================================
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;========================================
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l1_game_over_check:
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lda GAME_OVER ; if not game over, skip ahead
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beq not_done_mesa
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cmp #$ff ; check if dead
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cmp #$ff ; check if died, if so exit
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beq done_mesa
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cmp #$5 ; check if defeated, if so exit
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beq done_mesa
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;====================
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@ -244,11 +259,11 @@ done_mesa:
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;=====================
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; long(er) wait
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; waits approximately ?? ms
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; waits approximately 10ms * X
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long_wait:
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lda #64
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jsr WAIT ; delay
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jsr WAIT ; delay 1/2(26+27A+5A^2) us, 11,117
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dex
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bne long_wait
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rts
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