mist: selena: can press tunnel button

This commit is contained in:
Vince Weaver 2020-07-29 22:57:54 -04:00
parent 95b2a68db0
commit a4a13d08ae
8 changed files with 95 additions and 20 deletions

View File

@ -36,9 +36,6 @@ For release 1.0
+ NIBEL
-- turn on sprite crop in the viewer part
+ VIEWER
-- have ship up background if ship up
+ MECHE
-- animations for elevator
-- way to click on end puzzle from other angle
@ -50,6 +47,7 @@ Done:
+ DNI
+ MIST_TITLE
+ SHIP
+ VIEWER
================================
TODO Maybe future:
@ -88,7 +86,6 @@ SELENA age:
+ better colors
Channelwood:
+ Implement water valves
+ Windmill animation
+ Switch flip animation
+ Open faucet animation
@ -97,7 +94,7 @@ Channelwood:
+ Animation for book elevator
+ Animation for level1 elevator
+ Animation for level2 elevator
+ Background soud effects
+ Background sound effects
Stoneship age:
@ -112,10 +109,10 @@ Ending:
+ Atrus at end -- hires?
VIEWER
+ Add alternate top-of-steps backgrounds if ship is up
+ ?
CABIN
+ Make match go out gradually when leav
+ Make match go out gradually when leave
+ Make boiler puzzle a bit closer to actual (it has a warm up
time in the real game)
+ Allow looking down from whole ride up the tree, not just at top

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@ -1,5 +1,5 @@
5 HOME
10 PRINT "LOADING MIST V0.97"
10 PRINT "LOADING MIST V0.97.1"
20 PRINT:PRINT
40 PRINT "CONTROLS: "
42 PRINT " MOVE CURSOR : ARROWS OR WASD"

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@ -555,7 +555,7 @@ location30:
.byte SELENA_TUNNEL_PATH ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_N|DIRECTION_SPLIT ; north exit_dir
.byte DIRECTION_W ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
@ -584,7 +584,10 @@ location31:
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH
.byte $ff
.byte DIRECTION_N ; special exit
.byte 17,22 ; special x
.byte 26,34 ; special y
.word tunnel_button_pressed-1 ; special function
; SELENA_TUNNEL_MAIN_TOP -- top of the ladder
location32:

View File

@ -113,6 +113,9 @@ game_loop:
cmp #SELENA_ANTENNA_CLOSE
beq fg_draw_antenna_panel
cmp #SELENA_TUNNEL_MAIN_CLOSE
beq fg_draw_tunnel_note
jmp nothing_special
mist_book_animation:
@ -184,7 +187,10 @@ fg_draw_red_page:
fg_draw_antenna_panel:
jsr draw_antenna_panel
jmp nothing_special
fg_draw_tunnel_note:
jsr draw_tunnel_background
jmp nothing_special

View File

@ -1,7 +1,7 @@
; the sounds
; click button, it goes in, background of yellow/black glows
; click button, it goes in, background of yellow/black glows
; #1 switch in forest, drips in pool -- running water
; #2 switch, chasm with fire -- fire noise
@ -159,10 +159,6 @@ summation:
draw_antenna_panel:
; FIXME: hack for testing
lda #$ff
sta SELENA_BUTTON_STATUS
lda SELENA_ANTENNA_ACTIVE
sta CURRENT_DISPLAY
@ -559,5 +555,78 @@ antenna_display11_sprite:
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
;=========================
; draw tunnel background
;=========================
draw_tunnel_background:
lda #<sound5_tunnel
sta OUTL
lda #>sound5_tunnel
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON5
beq done_draw_tunnel_background
lda #16
sta XPOS
lda #12
sta YPOS
lda #<tunnel_bg_sprite
sta INL
lda #>tunnel_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_tunnel_background:
rts
;=========================
; tunnel button
;=========================
tunnel_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON5
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON5
beq done_tunnel_button_pressed
jsr play_tunnel_noise
done_tunnel_button_pressed:
rts
play_tunnel_noise:
lda #NOTE_C3
sta speaker_frequency
lda #10
sta speaker_duration
jsr speaker_tone
rts
tunnel_bg_sprite:
.byte 9,10
.byte $dd,$dd,$dd,$dd,$dd,$fd,$df,$df,$fd
.byte $dd,$fd,$fd,$fd,$dd,$ff,$dd,$fd,$ff
.byte $ff,$dd,$dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $ff,$ff,$dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $dd,$fd,$fd,$ff,$fd,$ff,$fd,$dd,$dd
.byte $df,$fd,$fd,$ff,$fd,$ff,$fd,$ff,$dd
.byte $8d,$8d,$8f,$8f,$8f,$8f,$8d,$8d,$8d
.byte $22,$22,$22,$82,$82,$02,$22,$22,$22
.byte $88,$80,$88,$88,$88,$88,$80,$88,$11
.byte $08,$88,$11,$11,$11,$88,$08,$88,$11

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@ -241,11 +241,11 @@ TRUNK_STATE = $C9 ; trunk state in stonsehip
TRUNK_HATCH_OPEN = $08
SELENA_BUTTON_STATUS = $CA
SELENA_BUTTON1 = $01
SELENA_BUTTON2 = $02
SELENA_BUTTON3 = $04
SELENA_BUTTON4 = $08
SELENA_BUTTON5 = $10
SELENA_BUTTON1 = $01 ; POOL (water)
SELENA_BUTTON2 = $02 ; CHASM (fire)
SELENA_BUTTON3 = $04 ; CLOCK (ticking)
SELENA_BUTTON4 = $08 ; CRYSTALS (whistle)
SELENA_BUTTON5 = $10 ; TUNNEL (wind)
SELENA_ANTENNA1 = $CB