monkey: updating the screen

This commit is contained in:
Vince Weaver 2020-09-13 00:32:52 -04:00
parent 798c5229ca
commit dd04a20ff4
8 changed files with 214 additions and 212 deletions

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@ -29,7 +29,9 @@ monkey.o: monkey.s zp.inc hardware.inc common_defines.inc \
draw_pointer.s \
common_sprites.inc \
keyboard.s joystick.s \
leveldata_monkey.inc
leveldata_monkey.inc \
monkey_actions.s \
guy.brush
ca65 -o monkey.o monkey.s -l monkey.lst
graphics/graphics.inc:

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@ -21,3 +21,6 @@ LOAD_MONKEY = 1
; Monkey
MONKEY_LOOKOUT = 0
MONKEY_POSTER = 1
MONKEY_DOCK = 2
MONKEY_BAR = 3

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@ -3,11 +3,105 @@
;===============================================
locations:
.word location0
.word location0,location1,location2,location3
; MONKEY_LOOKOUT -- lookout tower
location0:
.word lookout_lzsa ; background
.byte 18,40 ; walking range X
.byte 16,48 ; walking range Y
.byte 4 ; num areas
.byte 3
.byte 12,15 ; x
.byte 18,28 ; y
.word lookout_string ; name
.word lookout_action-1 ; action
.byte 32,40 ; x
.byte 0,20 ; y
.word path_string ; name
.word path_action-1 ; action
.byte 28,36 ; x
.byte 32,40 ; y
.word stairs_string ; name
.word stairs_action-1 ; action
; MONKEY_POSTER -- house with poster
location1:
.word lookout_lzsa ; background
.byte 18,40 ; walking range X
.byte 16,48 ; walking range Y
.byte 4 ; num areas
.byte 3
.byte 12,15 ; x
.byte 18,28 ; y
.word lookout_string ; name
.word lookout_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word path_string ; name
.word path_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word stairs_string ; name
.word stairs_action-1 ; action
; MONKEY_DOCK -- dock
location2:
.word lookout_lzsa ; background
.byte 18,40 ; walking range X
.byte 16,48 ; walking range Y
.byte 4 ; num areas
.byte 3
.byte 12,15 ; x
.byte 18,28 ; y
.word lookout_string ; name
.word lookout_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word path_string ; name
.word path_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word stairs_string ; name
.word stairs_action-1 ; action
; MONKEY_BAR -- scumm bar
location3:
.word lookout_lzsa ; background
.byte 18,40 ; walking range X
.byte 16,48 ; walking range Y
.byte 4 ; num areas
.byte 3
.byte 12,15 ; x
.byte 18,28 ; y
.word lookout_string ; name
.word lookout_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word path_string ; name
.word path_action-1 ; action
.byte 12,15 ; x
.byte 18,28 ; y
.word stairs_string ; name
.word stairs_action-1 ; action
string_data:
lookout_string: .byte "LOOKOUT",0
path_string: .byte "PATH",0
stairs_string: .byte "STAIRS",0

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@ -28,6 +28,12 @@ monkey_start:
lda #>locations
sta LOCATIONS_H
lda #29
sta GUYBRUSH_X
lda #18
sta GUYBRUSH_Y
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
@ -42,8 +48,6 @@ monkey_start:
lda #MONKEY_LOOKOUT
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jsr change_location
@ -70,7 +74,7 @@ game_loop:
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
; draw background sprites
;====================================
lda LOCATION
@ -171,6 +175,34 @@ viewer_done:
nothing_special:
;====================================
; draw guybrush
;====================================
lda GUYBRUSH_X
sta XPOS
lda GUYBRUSH_Y
sta YPOS
lda #<guybrush_back_sprite
sta INL
lda #>guybrush_back_sprite
sta INH
jsr put_sprite_crop
;====================================
; draw foreground sprites
;====================================
;====================================
; update bottom bar
;====================================
jsr update_bottom
;====================================
; draw pointer
;====================================
@ -209,6 +241,70 @@ room_frame_no_oflo:
really_exit:
jmp end_level
;====================================
;====================================
; update bottom of screen
;====================================
;====================================
update_bottom:
ldx #0
bottom_loop:
lda bottom_strings,X
sta OUTL
lda bottom_strings+1,X
sta OUTH
jsr move_and_print
inx
inx
cpx #18
bne bottom_loop
rts
;0123456789012345678901234567890123456789
;
;GIVE PICK UP USE
;OPEN LOOK AT PUSH
;CLOSE TALK TO PULL
bottom_strings:
.word bottom_give
.word bottom_open
.word bottom_close
.word bottom_pick_up
.word bottom_look_at
.word bottom_talk_to
.word bottom_use
.word bottom_push
.word bottom_pull
bottom_give: .byte 0,21,"GIVE ",0
bottom_open: .byte 0,22,"OPEN ",0
bottom_close: .byte 0,23,"CLOSE",0
bottom_pick_up: .byte 6,21,"PICK UP",0
bottom_look_at: .byte 6,22,"LOOK AT",0
bottom_talk_to: .byte 6,23,"TALK TO",0
bottom_use: .byte 15,21,"USE ",0
bottom_push: .byte 15,22,"PUSH",0
bottom_pull: .byte 15,23,"PULL",0
;==========================
; includes
;==========================
@ -232,3 +328,6 @@ really_exit:
.include "decompress_fast_v2.s"
.include "draw_pointer.s"
.include "common_sprites.inc"
.include "guy.brush"
.include "monkey_actions.s"

8
monkey/monkey_actions.s Normal file
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@ -0,0 +1,8 @@
lookout_action:
rts
path_action:
rts
stairs_action:
rts

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@ -72,214 +72,10 @@ PATTERN_H = $7F
; when loading/storing from disk
WHICH_LOAD = $80 ; which file to load
DIRECTION = $81 ; direction we are pointing
DIRECTION_N = $1
DIRECTION_S = $2
DIRECTION_E = $4
DIRECTION_W = $8
DIRECTION_ANY=$f
DIRECTION_ONLY_POINT = $40 ; do not change pointer to grab
DIRECTION_SPLIT = $80 ; split text/graphics
LOCATION = $81 ; location on the map
LOCATION = $82 ; location on the map
RED_PAGES_TAKEN = $83 ; red pages that have been picked up
OCTAGON_PAGE = $01
MECHE_PAGE = $02
SELENA_PAGE = $04
STONEY_PAGE = $08
CHANNEL_PAGE = $10
FINAL_PAGE = $20
BLUE_PAGES_TAKEN= $84 ; blue pages that have been picked up
CLOCK_BRIDGE = $85 ; is the clock island bridge raised
GEAR_OPEN = $86 ; is the big gear open
MARKER_SWITCHES = $87 ; state of the marker switches
MARKER_DOCK = $01
MARKER_GEARS = $02
MARKER_SPACESHIP = $04
MARKER_GENERATOR = $08
MARKER_CLOCK = $10
MARKER_TREE = $20
MARKER_POOL = $40
MARKER_DENTIST = $80
CLOCK_HOUR = $88 ; hour on the mist clock
CLOCK_MINUTE = $89 ; minute on the mist clock
BOILER_LEVEL = $8A ; furnace in the cabin level
FIREPLACE_GRID0 = $8B ; fireplace grid puzzle state
FIREPLACE_GRID1 = $8C
FIREPLACE_GRID2 = $8D
FIREPLACE_GRID3 = $8E
FIREPLACE_GRID4 = $8F
FIREPLACE_GRID5 = $90
CLOCK_COUNT = $91 ; clock puzzle (turns taken)
CLOCK_TOP = $92 ; clock puzzle (top dial)
CLOCK_MIDDLE = $93 ; clock puzzle (middle dial)
CLOCK_BOTTOM = $94 ; clock puzzle (bottom dial)
CLOCK_LAST = $95 ; clock puzzle (last dial turned)
BREAKER_TRIPPED = $96 ; generator (circuit breakers status)
GENERATOR_VOLTS = $97 ; generator (total volts)
ROCKET_VOLTS = $98 ; generator (rocket volts)
SWITCH_TOP_ROW = $99 ; generator (switch top row)
SWITCH_BOTTOM_ROW = $9A ; generator (switch bottom row)
GENERATOR_VOLTS_DISP = $9B ; generator (total volts on display)
ROCKET_VOLTS_DISP = $9C ; generator (rocket volts on display)
ROCKET_HANDLE_STEP = $9D ; organ (which knob is lit) [why zp?]
ROCKET_NOTE1 = $9E ; organ (note slider 1)
ROCKET_NOTE2 = $9F ; organ (note slider 2)
ROCKET_NOTE3 = $A0 ; organ (note slider 3)
ROCKET_NOTE4 = $A1 ; organ (note slider 4)
MECHE_ELEVATOR = $A2 ; fortress elevator state
MECHE_ROTATION = $A3 ; fortress rotation state
; 0..3 = S
; 4..7 = E
; 8..11 = N
; 12..15 = W
MECHE_LEVERS = $A4 ; fortress rotation levers
LEFT_LEVER = 1
RIGHT_LEVER = 2
MECHE_LOCK1 = $A5 ; meche lock symbol1
MECHE_LOCK2 = $A6 ; meche lock symbol2
MECHE_LOCK3 = $A7 ; meche lock symbol3
MECHE_LOCK4 = $A8 ; meche lock symbol4
HOLDING_PAGE = $A9 ; which page in hand
HOLDING_RED_PAGE = $80
HOLDING_BLUE_PAGE = $40
HOLDING_WHITE_PAGE = $C0
;FINAL_PAGE = $20
;CHANNEL_PAGE = $10
;STONEY_PAGE = $08
;SELENA_PAGE = $04
;MECHE_PAGE = $02
;OCTAGON_PAGE = $01
RED_PAGE_COUNT = $AA ; # of red pages in book
BLUE_PAGE_COUNT = $AB ; # of blue pages in book
VIEWER_CHANNEL = $AC ; viewer: current channel
VIEWER_LATCHED = $AD ; viewer: latched channel
TOWER_ROTATION = $AE ; tower rotation: which
ROTATION_GEARS = 2
ROTATION_DOCK = 3
ROTATION_TREE = 4
ROTATION_SPACESHIP = 8
SHIP_RAISED = $AF ; ship raised or not
PUMP_STATE = $B0 ; stoneship pump state
DRAINED_EXIT = $01
DRAINED_TUNNELS = $02
DRAINED_LIGHTHOUSE=$04
BATTERY_CHARGE = $B1 ; stoneship battery charge
COMPASS_STATE = $B2 ; stoneship compass state
COMPASS_DEFAULT = 0 ; cabin lights off
COMPASS_LIGHT_ON= 1 ; proper angle selected
CRANK_ANGLE = $B3 ; stoneship crank angle
WHITE_PAGE_TAKEN= $B4 ; white page taken
CHANNEL_SWITCHES= $B5 ; channelwood switches
CHANNEL_SW_FAUCET = $80
CHANNEL_SW_WINDMILL = $40
CHANNEL_SW_GATE_BOTTOM = $20
CHANNEL_ELEVATOR1_UP = $10
CHANNEL_SW_GATE_TOP = $08
CHANNEL_BOOK_ELEVATOR_UP= $04
CHANNEL_PIPE_EXTENDED = $02
CHANNEL_BRIDGE_UP = $01
CHANNEL_VALVES = $B6 ; channelwood valves
CHANNEL_VALVE1 = $01 ; elevator2
CHANNEL_VALVE2 = $02 ; big tree
CHANNEL_VALVE3 = $04 ; broken
CHANNEL_VALVE4 = $08 ; elevator1
CHANNEL_VALVE5 = $10 ; entry
CHANNEL_VALVE6 = $20 ; bridge
DENTIST_LIGHT = $B7 ; dentist lightswitch
DENTIST_MONTH = $B8 ; dentist panel: month
DENTIST_DAY = $B9 ; dentist panel: day
DENTIST_CENTURY = $BA ; dentist panel: century
DENTIST_YEAR = $BB ; dentist panel: year
DENTIST_HOURS = $BC ; dentist panel: hours
DENTIST_MINUTES = $BD ; dentist panel: minutes
PILLAR_ON = $BE ; pillars: which on/off
PILLAR_EYE = $01
PILLAR_SNAKE = $02
PILLAR_BUG = $04
PILLAR_ANCHOR = $08
PILLAR_ARROW = $10
PILLAR_LEAF = $20
PILLAR_CROSS = $40
PILLAR_EMU = $80
GREEN_BOOK_PROGRESS = $BF ; green book: what's ben seen
DNI_PROGRESS = $C0 ; dni: atrus status
COMPARTMENT_OPEN = $C1 ; dock marker switch compartment
GAME_COMPLETE = $C2 ; game has been completed
SAFE_HUNDREDS = $C3 ; safe combination, hundreds
SAFE_TENS = $C4 ; safe combination, tens
SAFE_ONES = $C5 ; safe combination, ones
TREE_LEVEL = $C6 ; how high is the tree hole
HOLDING_ITEM = $C7
HOLDING_KEY = $04
HOLDING_LIT_MATCH = $02
HOLDING_MATCH = $01
BOILER_VALVE = $C8 ; how many turns of the boiler valve
TRUNK_STATE = $C9 ; trunk state in stonsehip
TRUNK_VALVE_OPEN = $01
TRUNK_WATER_DRAINED = $02
TRUNK_KEY_TAKEN = $04
TRUNK_LID_OPEN = $08
TRUNK_HATCH_OPEN = $10
TRUNK_KEY_ON_FLOOR = $20
SELENA_BUTTON_STATUS = $CA
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_LIGHTSWITCH= $80 ; light in the tunnel
SELENA_ANTENNA1 = $CB ; rotation angle for antenna1
SELENA_ANTENNA2 = $CC ; rotation angle for antenna1
SELENA_ANTENNA3 = $CD ; rotation angle for antenna1
SELENA_ANTENNA4 = $CE ; rotation angle for antenna1
SELENA_ANTENNA5 = $CF ; rotation angle for antenna1
SELENA_LOCK1 = $D0 ; antenna lock slider1
SELENA_LOCK2 = $D1 ; antenna lock slider2
SELENA_LOCK3 = $D2 ; antenna lock slider3
SELENA_LOCK4 = $D3 ; antenna lock slider4
SELENA_LOCK5 = $D4 ; antenna lock slider5
SELENA_ANTENNA_ACTIVE = $D5 ; which antenna currently selected
SUB_LOCATION = $D6
SUB_DIRECTION = $D7
NIBEL_PROJECTOR = $D8 ; which button on projector in nibel
END_OF_SAVE = $D9
GUYBRUSH_X = $82 ; location of protagonist
GUYBRUSH_Y = $83
; done game puzzle state