lemm: add level7

This commit is contained in:
Vince Weaver 2022-03-28 23:22:33 -04:00
parent 7ee84a675f
commit 9e6f6f3966
15 changed files with 396 additions and 23 deletions

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@ -19,7 +19,7 @@ all: lemm.dsk
lemm.dsk: QBOOT QLOAD LEMM \
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 LEVEL7
cp $(EMPTY_DISK) lemm.dsk
$(DOS33_RAW) lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) lemm.dsk 0 2 QBOOT 1 1
@ -32,6 +32,7 @@ lemm.dsk: QBOOT QLOAD LEMM \
$(DOS33_RAW) lemm.dsk 19 0 LEVEL4 0 0
$(DOS33_RAW) lemm.dsk 22 0 LEVEL5 0 0
$(DOS33_RAW) lemm.dsk 25 0 LEVEL6 0 0
$(DOS33_RAW) lemm.dsk 28 0 LEVEL7 0 0
###
@ -216,6 +217,17 @@ level6.o: level6.s zp.inc hardware.inc qload.inc lemm.inc \
ca65 -o level6.o level6.s -l level6.lst
####
LEVEL7: level7.o
ld65 -o LEVEL7 level7.o -C ../../linker_scripts/apple2_9000.inc
level7.o: level7.s zp.inc hardware.inc qload.inc lemm.inc \
release_lemming.s \
graphics/graphics_level7.inc
ca65 -o level7.o level7.s -l level7.lst
####
@ -236,6 +248,7 @@ graphics/graphics_test.inc:
clean:
rm -f *~ *.o *.lst HELLO LEMM LEMM_TEST generate_common \
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 LEVEL6 \
LEVEL1 LEVEL2 LEVEL3 LEVEL4 LEVEL5 \
LEVEL6 LEVEL7 \
lemm.inc qload.inc

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@ -12,6 +12,7 @@ all: graphics_test.inc \
graphics_level4.inc \
graphics_level5.inc \
graphics_level6.inc \
graphics_level7.inc \
sprites.inc
###
@ -61,6 +62,13 @@ graphics_level6.inc: \
echo "level6_lzsa: .incbin \"level6.lzsa\"" > graphics_level6.inc
echo "level6_preview_lzsa: .incbin \"level6_preview.lzsa\"" >> graphics_level6.inc
graphics_level7.inc: \
level7.lzsa \
level7_preview.lzsa
echo "level7_lzsa: .incbin \"level7.lzsa\"" > graphics_level7.inc
echo "level7_preview_lzsa: .incbin \"level7_preview.lzsa\"" >> graphics_level7.inc
###
@ -412,6 +420,24 @@ level6_preview.lzsa: level6_preview.hgr
level6_preview.hgr: level6_preview.png
$(PNG2HGR) level6_preview.png > level6_preview.hgr
####
level7.lzsa: level7.hgr
$(LZSA) -r -f2 level7.hgr level7.lzsa
level7.hgr: level7.png
$(PNG2HGR) level7.png > level7.hgr
###
level7_preview.lzsa: level7_preview.hgr
$(LZSA) -r -f2 level7_preview.hgr level7_preview.lzsa
level7_preview.hgr: level7_preview.png
$(PNG2HGR) level7_preview.png > level7_preview.hgr
###
clean:

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@ -264,7 +264,7 @@ no_keypress:
button_jump_l:
.byte $0
.byte <(make_nop-1)
.byte <(make_climber-1)
.byte <(make_floater-1)
.byte <(make_exploding-1)
@ -275,7 +275,7 @@ button_jump_l:
.byte <(make_digger-1)
button_jump_h:
.byte $0
.byte >(make_nop-1)
.byte >(make_climber-1)
.byte >(make_floater-1)
.byte >(make_exploding-1)
@ -286,6 +286,8 @@ button_jump_h:
.byte >(make_digger-1)
make_nop:
jmp done_keypress
;========================

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@ -235,7 +235,7 @@ zurg:
cmp #'1'+$80
bcc oof
cmp #'7'+$80
cmp #'8'+$80
bcs oof
and #$7f

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@ -215,7 +215,7 @@ l1_door_is_open:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l1_timer_not_yet
jsr update_time

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@ -215,7 +215,7 @@ l2_door_is_open:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l2_timer_not_yet
jsr update_time

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@ -215,7 +215,7 @@ l3_door_is_open:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l3_timer_not_yet
jsr update_time

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@ -216,7 +216,7 @@ l4_door_is_open:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l4_timer_not_yet
jsr update_time

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@ -198,7 +198,7 @@ l5_door_is_open:
; jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l5_timer_not_yet
jsr update_time

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@ -216,7 +216,7 @@ l4_door_is_open:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
cmp #50
bcc l4_timer_not_yet
jsr update_time

297
games/lemm/level7.s Normal file
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@ -0,0 +1,297 @@
.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 #8
sta DOOR_X
lda #72
sta DOOR_Y
lda #11
sta INIT_X
lda #83
sta INIT_Y
; flame locations
lda #27 ;
sta l_flame_x_smc+1
lda #92
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #31 ;
sta r_flame_x_smc+1
; door exit location
lda #27 ;
sta exit_x1_smc+1
lda #30
sta exit_x2_smc+1
lda #90
sta exit_y1_smc+1
lda #125
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level7_preview_lzsa
sta level_preview_l_smc+1
lda #>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
lda #$20 ; BCD
sta PERCENT_NEEDED
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music13_parts_l
sta chunk_l_smc+1
lda #>music13_parts_l
sta chunk_l_smc+2
lda #<music13_parts_h
sta chunk_h_smc+1
lda #>music13_parts_h
sta chunk_h_smc+2
lda #$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 #<level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level7_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level7_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>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
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l7_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l7_no_load_chunk:
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
lda TIMER_COUNT
cmp #50
bcc l7_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l7_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l7_level_over
jmp l7_main_loop
l7_level_over:
rts
.include "graphics/graphics_level7.inc"
music13_parts_h:
.byte >lemm13_part1_lzsa,>lemm13_part2_lzsa,>lemm13_part3_lzsa
.byte >lemm13_part4_lzsa,>lemm13_part5_lzsa,>lemm13_part6_lzsa
.byte $00
music13_parts_l:
.byte <lemm13_part1_lzsa,<lemm13_part2_lzsa,<lemm13_part3_lzsa
.byte <lemm13_part4_lzsa,<lemm13_part5_lzsa,<lemm13_part6_lzsa
lemm13_part1_lzsa:
.incbin "music/lemm13.part1.lzsa"
lemm13_part2_lzsa:
.incbin "music/lemm13.part2.lzsa"
lemm13_part3_lzsa:
.incbin "music/lemm13.part3.lzsa"
lemm13_part4_lzsa:
.incbin "music/lemm13.part4.lzsa"
lemm13_part5_lzsa:
.incbin "music/lemm13.part5.lzsa"
lemm13_part6_lzsa:
.incbin "music/lemm13.part6.lzsa"
;lemm13_part7_lzsa: ; only one frame, and that crashes things
;.incbin "music/lemm13.part7.lzsa"
level7_intro_text:
.byte 0, 8,"LEVEL 7",0
.byte 8, 8,"AS LONG AS YOU TRY YOUR BEST",0
.byte 9,12,"NUMBER OF LEMMINGS 80",0
.byte 12,14,"90% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 99",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0

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@ -20,8 +20,10 @@ all: lemm5.part1.lzsa lemm5.part2.lzsa lemm5.part3.lzsa \
lemm11.part7.lzsa \
lemm12.part1.lzsa lemm12.part2.lzsa lemm12.part3.lzsa \
lemm12.part4.lzsa lemm12.part5.lzsa lemm12.part6.lzsa \
lemm12.part7.lzsa lemm12.part8.lzsa
lemm12.part7.lzsa lemm12.part8.lzsa \
lemm13.part1.lzsa lemm13.part2.lzsa lemm13.part3.lzsa \
lemm13.part4.lzsa lemm13.part5.lzsa lemm13.part6.lzsa \
lemm13.part7.lzsa
lemm5.raw: lemm5.ym
@ -216,6 +218,39 @@ lemm12.part8.lzsa: lemm12.part8
####
lemm13.part1: lemm13.raw
$(RAW_INTERLEAVE) -m 11 -c 512 ./lemm13
lemm13.part1.lzsa: lemm13.part1
$(LZSA) -r -f2 lemm13.part1 lemm13.part1.lzsa
lemm13.part2.lzsa: lemm13.part2
$(LZSA) -r -f2 lemm13.part2 lemm13.part2.lzsa
lemm13.part3.lzsa: lemm13.part3
$(LZSA) -r -f2 lemm13.part3 lemm13.part3.lzsa
lemm13.part4.lzsa: lemm13.part4
$(LZSA) -r -f2 lemm13.part4 lemm13.part4.lzsa
lemm13.part5.lzsa: lemm13.part5
$(LZSA) -r -f2 lemm13.part5 lemm13.part5.lzsa
lemm13.part6.lzsa: lemm13.part6
$(LZSA) -r -f2 lemm13.part6 lemm13.part6.lzsa
lemm13.part7.lzsa: lemm13.part7
$(LZSA) -r -f2 lemm13.part7 lemm13.part7.lzsa
lemm13.part8.lzsa: lemm13.part8
$(LZSA) -r -f2 lemm13.part8 lemm13.part8.lzsa
####

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@ -160,28 +160,28 @@ error_string:
.endif
which_disk_array:
.byte 1,1,1,1 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 1,1,1,1 ; LEVEL4, LEVEL5, LEVEL6
.byte 1,1,1,1 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 1,1,1,1 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 1,1,1,1 ;
load_address_array:
.byte $60,$90,$90,$90 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte $90,$90,$90,$90 ; LEVEL4, LEVEL5, LEVEL6
.byte $60,$90,$90,$90 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte $90,$90,$90,$90 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte $90,$90,$90,$90 ;
track_array:
.byte 3,10,13,16 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 19,22,25,28 ; LEVEL4, LEVEL5, LEVEL6
.byte 3,10,13,16 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 19,22,25,28 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 31,31,31,31 ;
sector_array:
.byte 0, 0, 0, 0 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 0, 0, 0, 0 ; LEVEL4, LEVEL5, LEVEL6
.byte 0, 0, 0, 0 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 0, 0, 0, 0 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 0, 0, 0, 0 ;
length_array:
.byte 48, 46, 46, 46 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 46, 46, 46, 32 ; LEVEL4, LEVEL5, LEVEL6
.byte 48, 46, 46, 46 ; LEMM, LEVEL1, LEVEL2, LEVEL3
.byte 46, 46, 46, 46 ; LEVEL4, LEVEL5, LEVEL6, LEVEL7
.byte 32, 32, 32, 32 ;