mist: hook up selena

This commit is contained in:
Vince Weaver 2020-03-15 14:25:51 -04:00
parent f9e2a8871c
commit a1d9678117
15 changed files with 76 additions and 156 deletions

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@ -48,7 +48,7 @@ MIST: mist.o
mist.o: mist.s zp.inc hardware.inc \
graphics_island/mist_graphics.inc \
common_sprites.inc \
leveldata_island.inc \
leveldata_mist.inc \
clock_bridge_puzzle.s clock_sprites.inc \
link_book_mist.s \
letter_cat.s \
@ -85,7 +85,6 @@ selena.o: selena.s zp.inc hardware.inc \
graphics_selena/selena_graphics.inc \
common_sprites.inc \
leveldata_selena.inc \
link_book_selena.s \
keyboard.s \
draw_pointer.s \
speaker_beeps.s \

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@ -1,3 +1,46 @@
;======================
; open the spaeshipt door
open_ss_door:
; check if voltage is 59
; change to open door image
ldy #LOCATION_NORTH_BG
lda #<spaceship_door_open_n_lzsa
sta location38,Y
lda #>spaceship_door_open_n_lzsa
sta location38+1,Y
; change to load new level if through
ldy #LOCATION_SPECIAL_FUNC
lda #<(go_to_selena-1)
sta location38,Y
lda #>(go_to_selena-1)
sta location38+1,Y
jsr change_location
done_ss_door:
rts
;======================
; go to selena
go_to_selena:
lda #3 ; Selena
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
;======================
; open the generator_door

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@ -49,7 +49,8 @@ mist_graphics.inc: \
green_steps1_n.lzsa green_steps1_s.lzsa \
gen_door_closed_n.lzsa gen_door_open_n.lzsa gen_door_s.lzsa \
green_steps6_n.lzsa green_steps6_w.lzsa \
pad_n.lzsa pad_e.lzsa
pad_n.lzsa pad_e.lzsa \
spaceship_door_n.lzsa spaceship_door_open_n.lzsa
echo "m_link_book_lzsa: .incbin \"m_link_book.lzsa\"" > mist_graphics.inc
echo "dock_n_lzsa: .incbin \"dock_n.lzsa\"" >> mist_graphics.inc
echo "dock_s_lzsa: .incbin \"dock_s.lzsa\"" >> mist_graphics.inc
@ -133,6 +134,8 @@ mist_graphics.inc: \
echo "green_steps6_w_lzsa: .incbin \"green_steps6_w.lzsa\"" >> mist_graphics.inc
echo "pad_n_lzsa: .incbin \"pad_n.lzsa\"" >> mist_graphics.inc
echo "pad_e_lzsa: .incbin \"pad_e.lzsa\"" >> mist_graphics.inc
echo "spaceship_door_n_lzsa: .incbin \"spaceship_door_n.lzsa\"" >> mist_graphics.inc
echo "spaceship_door_open_n_lzsa: .incbin \"spaceship_door_open_n.lzsa\"" >> mist_graphics.inc
%.gr: %.png

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@ -81,3 +81,5 @@ green_steps6_n_lzsa: .incbin "green_steps6_n.lzsa"
green_steps6_w_lzsa: .incbin "green_steps6_w.lzsa"
pad_n_lzsa: .incbin "pad_n.lzsa"
pad_e_lzsa: .incbin "pad_e.lzsa"
spaceship_door_n_lzsa: .incbin "spaceship_door_n.lzsa"
spaceship_door_open_n_lzsa: .incbin "spaceship_door_open_n.lzsa"

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@ -42,7 +42,7 @@ locations:
.word location24,location25,location26,location27
.word location28,location29,location30,location31
.word location32,location33,location34,location35
.word location36,location37
.word location36,location37,location38
; myst linking book
location0:
@ -446,11 +446,11 @@ location21:
; spaceship switch
location22:
.byte 16 ; north exit
.byte 38 ; north exit
.byte $ff ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_E ; north exit_dir
.byte DIRECTION_N ; north exit_dir
.byte $ff ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
@ -604,7 +604,7 @@ location30:
.byte DIRECTION_E ; special exit
.byte 17,23 ; special x
.byte 14,24 ; special y
.word exit_level-1 ; special function
.word go_to_meche-1 ; special function
; chair view
location31:
@ -732,9 +732,23 @@ location37:
.byte BG_NORTH | BG_EAST
.byte $ff
; rocket close in
location38:
.byte 16 ; north exit
.byte $ff ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_E ; north exit_dir
.byte $ff ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word spaceship_door_n_lzsa ; north bg
.word $0000 ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH
.byte DIRECTION_N ; special exit
.byte 15,25 ; special x
.byte 8,46 ; special y
.word open_ss_door-1 ; special function

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@ -1,139 +0,0 @@
;=============================
; meche_link_book
;=============================
meche_link_book:
; clear screen
lda #0
sta clear_all_color+1
jsr clear_all
jsr page_flip
; play sound effect?
lda #<audio_link_noise
sta BTC_L
lda #>audio_link_noise
sta BTC_H
ldx #43 ; 45 pages long???
jsr play_audio
lda #3
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
jsr change_location
rts
meche_movie:
.word meche_sprite0,meche_sprite1,meche_sprite2
.word meche_sprite3,meche_sprite4,meche_sprite5
.word meche_sprite6,meche_sprite7,meche_sprite8
.word meche_sprite9,meche_sprite10
meche_sprite0:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$55,$77,$77
.byte $77,$77,$77,$77,$77,$47,$49,$49,$47
.byte $57,$77,$77,$77,$77,$ff,$55,$88,$88
.byte $05,$67,$00,$60,$60,$00,$67,$86,$60
.byte $00,$00,$06,$06,$68,$66,$66,$68,$66
.byte $00,$00,$00,$00,$00,$06,$66,$66,$66
meche_sprite1:
.byte 9,6
.byte $77,$77,$77,$47,$45,$45,$45,$74,$77
.byte $77,$77,$74,$ff,$8f,$ff,$ff,$77,$77
.byte $07,$07,$07,$ff,$08,$0f,$0f,$07,$07
.byte $77,$77,$00,$67,$67,$60,$66,$66,$66
.byte $66,$66,$86,$66,$66,$88,$66,$66,$66
.byte $88,$66,$68,$66,$66,$66,$66,$66,$66
meche_sprite2:
.byte 9,6
.byte $77,$47,$45,$45,$47,$47,$77,$77,$77
.byte $74,$ff,$8f,$5f,$55,$77,$77,$77,$77
.byte $70,$0f,$08,$f5,$08,$77,$77,$67,$67
.byte $77,$77,$00,$67,$67,$66,$66,$66,$66
.byte $77,$66,$66,$66,$66,$88,$66,$66,$66
.byte $66,$66,$66,$66,$66,$88,$66,$66,$66
meche_sprite3:
.byte 9,6
.byte $55,$55,$55,$57,$77,$77,$77,$77,$77
.byte $f5,$ff,$5f,$5f,$77,$77,$77,$77,$77
.byte $88,$0f,$05,$f5,$77,$77,$77,$57,$57
.byte $08,$70,$00,$57,$57,$55,$55,$65,$65
.byte $57,$55,$55,$65,$65,$88,$66,$66,$66
.byte $65,$66,$66,$66,$88,$88,$00,$66,$66
meche_sprite4:
.byte 9,6
.byte $00,$70,$77,$77,$77,$77,$77,$77,$77
.byte $00,$77,$77,$77,$77,$77,$77,$77,$dd
.byte $00,$77,$77,$77,$77,$77,$77,$55,$dd
.byte $57,$57,$57,$57,$57,$76,$57,$66,$6d
.byte $66,$60,$66,$60,$66,$66,$88,$55,$55
.byte $66,$66,$66,$66,$66,$66,$88,$66,$66
meche_sprite5:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$77,$77,$77
.byte $77,$77,$77,$77,$77,$d7,$dd,$dd,$77
.byte $77,$77,$77,$55,$57,$dd,$dd,$dd,$d7
.byte $77,$67,$67,$55,$67,$dd,$dd,$dd,$dd
.byte $66,$66,$66,$65,$66,$6d,$6d,$6d,$66
.byte $56,$56,$56,$56,$56,$56,$66,$66,$66
meche_sprite6:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$77,$77,$77
.byte $77,$77,$77,$77,$d7,$77,$77,$77,$77
.byte $77,$77,$77,$77,$dd,$dd,$77,$77,$77
.byte $77,$77,$88,$dd,$dd,$dd,$67,$66,$66
.byte $77,$67,$88,$dd,$dd,$dd,$66,$66,$66
.byte $56,$65,$88,$dd,$dd,$dd,$66,$66,$66
meche_sprite7:
.byte 9,6
.byte $77,$77,$77,$77,$77,$87,$87,$88,$78
.byte $77,$77,$77,$77,$88,$d8,$77,$77,$77
.byte $77,$77,$77,$77,$88,$dd,$77,$88,$87
.byte $77,$77,$77,$67,$88,$dd,$dd,$88,$88
.byte $67,$67,$66,$66,$88,$dd,$dd,$dd,$dd
.byte $66,$62,$22,$22,$88,$dd,$dd,$dd,$dd
meche_sprite8:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$77,$77,$87
.byte $77,$77,$77,$77,$77,$88,$77,$88,$77
.byte $77,$77,$77,$77,$87,$88,$87,$88,$87
.byte $77,$77,$77,$77,$88,$88,$88,$88,$88
.byte $67,$67,$26,$26,$88,$88,$88,$88,$88
.byte $62,$62,$62,$62,$68,$88,$88,$88,$88
meche_sprite9:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$88,$88,$88
.byte $77,$77,$77,$77,$77,$88,$88,$88,$88
.byte $77,$77,$77,$77,$87,$88,$88,$88,$88
.byte $77,$77,$77,$87,$88,$88,$88,$88,$88
.byte $26,$26,$26,$88,$88,$88,$88,$88,$88
.byte $62,$62,$62,$88,$88,$88,$88,$88,$88
meche_sprite10:
.byte 9,6
.byte $77,$77,$77,$77,$77,$77,$77,$47,$77
.byte $77,$77,$77,$77,$77,$74,$f4,$f4,$88
.byte $77,$77,$77,$77,$57,$57,$ff,$ff,$88
.byte $77,$77,$55,$55,$77,$77,$77,$87,$88
.byte $62,$62,$62,$62,$62,$62,$62,$88,$88
.byte $66,$66,$66,$66,$66,$66,$66,$88,$88

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@ -52,7 +52,7 @@ filbuf = $3D6 ; filbuf: .res 4 ; = bit2tbl+86
;===================================================
loader_start:
lda #3
lda #0
sta WHICH_LOAD
jsr init ; unhook DOS, init nibble table

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@ -181,7 +181,7 @@ really_exit:
exit_level:
go_to_meche:
lda #2
sta WHICH_LOAD
@ -229,7 +229,7 @@ exit_level:
.include "common_sprites.inc"
.include "leveldata_island.inc"
.include "leveldata_mist.inc"

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@ -189,8 +189,6 @@ room_frame_no_oflo:
; linking books
.include "link_book_selena.s"
.include "common_sprites.inc"
.include "leveldata_selena.inc"