mist: nibel: start hooking up the achenar's weird shack

This commit is contained in:
Vince Weaver 2020-08-16 20:47:11 -04:00
parent cb6abe307c
commit b5024bf0d0
10 changed files with 149 additions and 9 deletions

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@ -473,7 +473,13 @@ NIBEL_BLUE_PATH_2P25 = 19
NIBEL_BLUE_PATH_2P5 = 20
NIBEL_BLUE_PATH_2P75 = 21
NIBEL_BLUE_HOUSE_DOOR = 22
NIBEL_BLUE_HOUSE_DOOR_OPEN = 23
NIBEL_BLUE_HOUSE_DOOR_OPEN= 23
NIBEL_SHACK_OUTSIDE = 24
NIBEL_SHACK_HALLWAY = 25
NIBEL_SHACK_EXIT = 26
NIBEL_SHACK_CENTER = 27
NIBEL_SHACK_ENTRANCE = 28
NIBEL_SHACK_ENTRANCE_OPEN= 29
DENTIST_OUTSIDE = 0
DENTIST_OUTSIDE_OPEN = 1

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@ -26,7 +26,9 @@ nibel_graphics.inc: \
red_door_e.lzsa red_door_closed_w.lzsa red_door_open_w.lzsa \
red_room_table_s.lzsa red_room_table_open_s.lzsa \
red_room_bed_w.lzsa red_room_bed_open_w.lzsa \
right_letter.lzsa
right_letter.lzsa \
shack_outside_n.lzsa shack_outside_s.lzsa \
shack_hallway_n.lzsa shack_hallway_s.lzsa
echo "elevator2_open_top_lzsa: .incbin \"elevator2_open_top.lzsa\"" > nibel_graphics.inc
echo "elevator2_closed_top_lzsa: .incbin \"elevator2_closed_top.lzsa\"" >> nibel_graphics.inc
echo "outside_elevator2_e_lzsa: .incbin \"outside_elevator2_e.lzsa\"" >> nibel_graphics.inc
@ -69,6 +71,10 @@ nibel_graphics.inc: \
echo "red_room_bed_w_lzsa: .incbin \"red_room_bed_w.lzsa\"" >> nibel_graphics.inc
echo "red_room_bed_open_w_lzsa: .incbin \"red_room_bed_open_w.lzsa\"" >> nibel_graphics.inc
echo "right_letter_lzsa: .incbin \"right_letter.lzsa\"" >> nibel_graphics.inc
echo "shack_outside_n_lzsa: .incbin \"shack_outside_n.lzsa\"" >> nibel_graphics.inc
echo "shack_outside_s_lzsa: .incbin \"shack_outside_s.lzsa\"" >> nibel_graphics.inc
echo "shack_hallway_n_lzsa: .incbin \"shack_hallway_n.lzsa\"" >> nibel_graphics.inc
echo "shack_hallway_s_lzsa: .incbin \"shack_hallway_s.lzsa\"" >> nibel_graphics.inc

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@ -9,6 +9,8 @@ locations:
.word location12,location13,location14,location15
.word location16,location17,location18,location19
.word location20,location21,location22,location23
.word location24,location25,location26,location27
.word location28,location29
; NIBEL_IN_ELEV2_TOP_CLOSED -- inside elevator2 at top, door closed
location0:
@ -140,7 +142,10 @@ location6:
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
.byte DIRECTION_N ; special exit
.byte 23,35 ; special x
.byte 6,42 ; special y
.word goto_shack_outside-1 ; special function
; NIBEL_BLUE_ROOM -- blue house
location7:
@ -411,7 +416,10 @@ location21:
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
.byte DIRECTION_S ; special exit
.byte 5,16 ; special x
.byte 6,42 ; special y
.word goto_shack_outside-1 ; special function
; NIBEL_BLUE_HOUSE_DOOR -- door outside blue house
location22:
@ -430,7 +438,7 @@ location22:
.byte BG_NORTH|BG_SOUTH
.byte $ff
; NIBEL_BLUE_PATH_2P75 -- blue house door, open
; NIBEL_BLUE_HOUSE_DOOR_OPEN -- blue house door, open
location23:
.byte NIBEL_BLUE_PATH3 ; north exit
.byte NIBEL_BLUE_ROOM ; south exit
@ -444,10 +452,111 @@ location23:
.word blue_house_door_open_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff ; special function
; NIBEL_SHACK_OUTSIDE -- outside the weird shack
location24:
.byte NIBEL_SHACK_HALLWAY ; north exit
.byte NIBEL_BLUE_PATH3 ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_outside_n_lzsa ; north bg
.word shack_outside_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte DIRECTION_S ; special exit
.byte 23,35 ; special x
.byte 6,42 ; special y
.word goto_wall-1 ; special function
; NIBEL_SHACK_HALLWAY -- outside the weird shack, in the hallway
location25:
.byte NIBEL_SHACK_EXIT ; north exit
.byte NIBEL_SHACK_OUTSIDE ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_hallway_n_lzsa ; north bg
.word shack_hallway_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
; NIBEL_SHACK_EXIT -- exit of the weird shack
location26:
.byte NIBEL_SHACK_CENTER ; north exit
.byte NIBEL_SHACK_HALLWAY ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_hallway_n_lzsa ; north bg
.word shack_hallway_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
; NIBEL_SHACK_CENTER -- center of the weird shack
location27:
.byte NIBEL_SHACK_ENTRANCE ; north exit
.byte NIBEL_SHACK_EXIT ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_hallway_n_lzsa ; north bg
.word shack_hallway_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
; NIBEL_SHACK_ENTRANCE -- entranceway of the weird shack
location28:
.byte NIBEL_SHACK_ENTRANCE_OPEN ; north exit
.byte NIBEL_SHACK_CENTER ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_hallway_n_lzsa ; north bg
.word shack_hallway_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff
; NIBEL_SHACK_ENTRANCE_OPEN -- entranceway of the weird shack, door open
location29:
.byte NIBEL_BLUE_PATH_2P25 ; north exit
.byte NIBEL_SHACK_CENTER ; south exit
.byte $ff ; east exit
.byte $ff ; west exit
.byte DIRECTION_N ; north exit_dir
.byte DIRECTION_S ; south exit_dir
.byte $ff ; east exit_dir
.byte $ff ; west exit_dir
.word shack_hallway_n_lzsa ; north bg
.word shack_hallway_s_lzsa ; south bg
.word $0000 ; east bg
.word $0000 ; west bg
.byte BG_NORTH|BG_SOUTH
.byte $ff

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@ -1,20 +1,39 @@
goto_shack_outside:
lda #NIBEL_SHACK_OUTSIDE
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jmp change_location
goto_wall:
lda #NIBEL_BLUE_PATH_2P75
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jmp change_location
;=============================
;=============================
; elevator2 handle pulled
;=============================
;=============================
; FIXME: check for water power
; FIXME: animate
elevator2_handle:
; click speaker
bit SPEAKER
; check for water power
; check for water power?
; in theory can't get here unless there is water power
; so assume it is still active
lda #ARBOR_INSIDE_ELEV2_CLOSED
sta LOCATION