peasant: finish updating intro to new infrastructure

This commit is contained in:
Vince Weaver 2021-12-30 00:46:21 -05:00
parent 14270a87ed
commit d16f9523fc
9 changed files with 88 additions and 76 deletions

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@ -213,6 +213,7 @@ intro.o: intro.s zp.inc qload.inc music.inc \
sprites/peasant_sprites.inc \
sprites/bubble_sprites_e.inc \
sprites/bubble_sprites_w.inc \
sprites/river_bubble_sprites.inc \
text/intro.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \

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@ -46,7 +46,7 @@ mockingboard_notfound:
; Cottage
;========================
jsr cottage
jsr intro_cottage
lda ESC_PRESSED
bne escape_handler
@ -55,7 +55,7 @@ mockingboard_notfound:
; Lake West
;========================
jsr lake_west
jsr intro_lake_west
lda ESC_PRESSED
bne escape_handler
@ -64,7 +64,7 @@ mockingboard_notfound:
; Lake East
;========================
jsr lake_east
jsr intro_lake_east
lda ESC_PRESSED
bne escape_handler
@ -73,7 +73,7 @@ mockingboard_notfound:
; River
;========================
jsr river
jsr intro_river
lda ESC_PRESSED
bne escape_handler
@ -82,7 +82,7 @@ mockingboard_notfound:
; Knight
;========================
jsr knight
jsr intro_knight
;========================
; Start actual game

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@ -2,7 +2,7 @@
; More specifically, the Dashing Residence
cottage:
intro_cottage:
;========================
; Cottage

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@ -3,7 +3,7 @@
;************************
; Knight
;************************
knight:
intro_knight:
lda #0
sta FRAME
@ -20,23 +20,7 @@ knight:
sta PEASANT_DIR
;=====================
; load bg
lda #<(knight_lzsa)
sta getsrc_smc+1
lda #>(knight_lzsa)
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
;==================
; print title line
jsr intro_print_title
;=========================
; load priority to $400
; indirectly as we can't trash screen holes
@ -54,13 +38,33 @@ knight:
jsr gr_copy_to_page1
;=====================
; load bg
lda #<(knight_lzsa)
sta getsrc_smc+1
lda #>(knight_lzsa)
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
jsr hgr_copy
;==================
; print title line
jsr intro_print_title
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
; lda PEASANT_X
; sta CURSOR_X
; lda PEASANT_Y
; sta CURSOR_Y
;=======================
; walking

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@ -3,7 +3,7 @@
;========================
; Lake East
;========================
lake_east:
intro_lake_east:
lda #0
sta FRAME

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@ -6,7 +6,7 @@
;========================
; Lake West
;========================
lake_west:
intro_lake_west:
lda #0
sta FRAME

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@ -3,7 +3,7 @@
;************************
; River
;************************
river:
intro_river:
lda #0
sta FRAME
@ -19,25 +19,7 @@ river:
lda #PEASANT_DIR_UP
sta PEASANT_DIR
;====================
; load bg
lda #<(river_lzsa)
sta getsrc_smc+1
lda #>(river_lzsa)
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
;================
; print title
jsr intro_print_title
;========================
; load priority to $400
; indirectly as we can't trash screen holes
@ -54,13 +36,34 @@ river:
jsr gr_copy_to_page1
;====================
; load bg
lda #<(river_lzsa)
sta getsrc_smc+1
lda #>(river_lzsa)
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
jsr hgr_copy
;================
; print title
jsr intro_print_title
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
; lda PEASANT_X
; sta CURSOR_X
; lda PEASANT_Y
; sta CURSOR_Y
;=======================
; walking
@ -209,7 +212,7 @@ update_bubbles_r:
lda #166
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
jsr hgr_draw_sprite ;_1x5
; bubble 2
@ -231,7 +234,7 @@ update_bubbles_r:
lda #154
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
jsr hgr_draw_sprite ;_1x5
; bubble 3
@ -252,7 +255,7 @@ update_bubbles_r:
lda #160
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
jsr hgr_draw_sprite ;_1x5
rts
@ -264,24 +267,23 @@ bubble_progress_r:
.word bubble_r_sprite1
.include "sprites/river_bubble_sprites.inc"
.if 0
bubble_r_sprite0:
.byte $AA
.byte $FF
.byte $AA
.byte $FF
.byte $AA
.byte 1,5
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
.byte $FF ; 1111 1111 1 11 11 11 WWWWWWW
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
.byte $FF ; 1111 1111 1 11 11 11 WWWWWWW
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
bubble_r_sprite1:
.byte $FF
.byte $AA
.byte $AA
.byte $AA
.byte $FF
.byte 1,5
.byte $FF ; 1111 1111 1 11 11 11 WWWWWWW
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
.byte $AA ; 1010 1010 0 10 10 10 BBBBBBB
.byte $FF ; 1111 1111 1 11 11 11 WWWWWWW
.endif

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@ -3,7 +3,8 @@ HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: inventory_sprites.inc ending_sprites.inc trogdor_sprites.inc \
boat_sprites.inc peasant_sprites.inc ned_sprites.inc \
peasant_robe_sprites.inc kerrek_sprites.inc \
waterfall_sprites.inc bubble_sprites_w.inc bubble_sprites_e.inc
waterfall_sprites.inc bubble_sprites_w.inc bubble_sprites_e.inc \
river_bubble_sprites.inc
peasant_sprites.inc: peasant_sprites.png
$(HGR_SPRITE) -l peasant_right1_sprite peasant_sprites.png 35 1 35 29 > peasant_sprites.inc
@ -172,9 +173,13 @@ bubble_sprites_e.inc: bubble_sprites_e.png
$(HGR_SPRITE) -s -l bubble_e_sprite4 bubble_sprites_e.png 7 29 13 34 >> bubble_sprites_e.inc
$(HGR_SPRITE) -s -l bubble_e_sprite5 bubble_sprites_e.png 7 36 13 41 >> bubble_sprites_e.inc
river_bubble_sprites.inc: river_bubble_sprites.png
$(HGR_SPRITE) -s -l bubble_r_sprite0 river_bubble_sprites.png 7 1 13 6 > river_bubble_sprites.inc
$(HGR_SPRITE) -s -l bubble_r_sprite1 river_bubble_sprites.png 7 8 13 13 >> river_bubble_sprites.inc
clean:
rm -f *~ peasant_sprites.inc inventory_sprites.inc \
ending_sprites.inc trogdor_sprites.inc ned_sprites.inc \
peasant_robe_sprites.inc kerrek_sprites.inc \
waterfall_sprites.inc bubble_sprites_w.inc \
bubble_sprites_e.inc
bubble_sprites_e.inc river_bubble_sprites.inc

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