peasant: split off title from main exe

This commit is contained in:
Vince Weaver 2021-08-11 21:45:31 -04:00
parent 2bd8125bba
commit e242680690
8 changed files with 102 additions and 57 deletions

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@ -8,7 +8,7 @@ EMPTY_DISK = ../../empty_disk
all: peasant.dsk
peasant.dsk: QBOOT QLOAD INTRO PEASANT
peasant.dsk: QBOOT QLOAD INTRO TITLE PEASANT
cp $(EMPTY_DISK)/empty.dsk peasant.dsk
# $(DOS33) -y peasant.dsk BSAVE -a 0x6000 PEASANT
$(DOS33_RAW) peasant.dsk 0 0 QBOOT 0 1
@ -16,7 +16,8 @@ peasant.dsk: QBOOT QLOAD INTRO PEASANT
$(DOS33_RAW) peasant.dsk 0 4 QBOOT 2 1
$(DOS33_RAW) peasant.dsk 1 0 QLOAD 0 0
$(DOS33_RAW) peasant.dsk 3 0 INTRO 0 0
$(DOS33_RAW) peasant.dsk 10 0 PEASANT 0 0
$(DOS33_RAW) peasant.dsk 10 0 TITLE 0 0
$(DOS33_RAW) peasant.dsk 17 0 PEASANT 0 0
###
@ -52,6 +53,15 @@ intro.o: intro.s decompress_fast_v2.s hgr_overlay.s \
###
TITLE: title.o
ld65 -o TITLE title.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
title.o: title.s graphics_title/title_graphics.inc \
title.s directions.s
ca65 -o title.o title.s -l title.lst
###
PEASANT: peasant.o
ld65 -o PEASANT peasant.o -C $(LINKER_SCRIPTS)/apple2_6000.inc

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@ -9,8 +9,6 @@ all: graphics.inc
graphics.inc: \
peasant_title.lzsa \
tips.lzsa \
cottage.lzsa \
lake_e.lzsa \
lake_w.lzsa \
@ -18,9 +16,7 @@ graphics.inc: \
knight.lzsa \
trogdor.lzsa \
game_over.lzsa
echo "title_lzsa: .incbin \"peasant_title.lzsa\"" > graphics.inc
echo "tips_lzsa: .incbin \"tips.lzsa\"" >> graphics.inc
echo "cottage_lzsa: .incbin \"cottage.lzsa\"" >> graphics.inc
echo "cottage_lzsa: .incbin \"cottage.lzsa\"" > graphics.inc
echo "lake_w_lzsa: .incbin \"lake_w.lzsa\"" >> graphics.inc
echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics.inc
echo "river_lzsa: .incbin \"river.lzsa\"" >> graphics.inc
@ -116,5 +112,5 @@ game_over.hgr: game_over.png
clean:
rm -f *~ outline.inc *.lzsa *.gr *.hgr
rm -f *~ graphics.inc *.lzsa *.gr *.hgr

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@ -5,43 +5,16 @@
; with apologies to everyone
.include "hardware.inc"
NIBCOUNT = $09
GBASL = $26
GBASH = $27
CURSOR_X = $62
CURSOR_Y = $63
HGR_COLOR = $E4
P0 = $F1
P1 = $F2
P2 = $F3
P3 = $F4
P4 = $F5
P5 = $F6
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
.include "zp.inc"
hgr_display:
peasant_quest:
jsr HGR2 ; Hi-res graphics, no text at bottom
; Y=0, A=0 after this called
;************************
; Title
;************************
jsr title
;************************
; Tips
;************************
jsr directions
;************************
; Cottage
@ -88,8 +61,6 @@ forever:
.include "decompress_fast_v2.s"
.include "wait_keypress.s"
.include "title.s"
.include "directions.s"
.include "cottage.s"
.include "lake_w.s"
.include "lake_e.s"

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@ -1,20 +1,22 @@
; Loader for MIST
;.include "zp.inc"
.include "zp.inc"
LOAD_TEXT_TITLE = 16 ; ???
LOAD_FIRST_SECTOR = 22 ; ???
tmpsec = $3C
WHICH_LOAD=$80
WHICH_SLOT=$DA
CURRENT_DISK=$DC
OUTL = $FE
OUTH = $FF
;WHICH_LOAD=$80
;WHICH_SLOT=$DA
;CURRENT_DISK=$DC
;OUTL = $FE
;OUTH = $FF
LOAD_INTRO = 0
LOAD_PEASANT = 1
;LOAD_INTRO = 0
;LOAD_TITLE = 1
;LOAD_PEASANT = 2
;LOAD_ENDING = 3
.include "hardware.inc"
@ -40,7 +42,7 @@ qload_start:
jsr $6000
lda #LOAD_PEASANT ; load peasant
lda #LOAD_TITLE ; load title
sta WHICH_LOAD
main_game_loop:
@ -192,7 +194,7 @@ error_string:
which_disk_array:
.byte 1,1,3,3 ; INTRO, PEASANT
.byte 1,1,1,1 ; INTRO, TITLE, PEASANT. ENDING
.byte 1,1,3,2 ;
.byte 2,1,2,2 ;
.byte 1,1,1,3 ;
@ -201,7 +203,7 @@ which_disk_array:
.byte $f ;
load_address_array:
.byte $60,$60,$40,$40 ; INTRO, PEASANT
.byte $60,$60,$60,$60 ; INTRO, TITLE, PEASANT, ENDING
.byte $40,$40,$40,$40 ;
.byte $40,$40,$40,$40 ;
.byte $40,$40,$40,$40 ;
@ -211,7 +213,7 @@ load_address_array:
.byte $08 ;
track_array:
.byte 3,10, 1,21 ; INTRO, PEASANT
.byte 3,10,17,24 ; INTRO, TITLE, PEASANT, ENDING
.byte 18,31,11, 1 ;
.byte 27,26,10,20 ;
.byte 30,32,28,30 ;
@ -220,7 +222,7 @@ track_array:
.byte 0 ;
sector_array:
.byte 0, 0, 0, 0 ; INTRO, PEASANT
.byte 0, 0, 0, 0 ; INTRO, TITLE, PEASANT, ENDING
.byte 0, 8, 0, 0 ;
.byte 0, 0, 0, 0 ;
.byte 0,13, 0, 1 ;
@ -229,7 +231,7 @@ sector_array:
.byte 0 ;
length_array:
.byte 88, 88,157,145 ; INTRO, PEASANT
.byte 88, 88,88,88 ; INTRO, TITLE, PEASANT, ENDING
.byte 128, 20,158,135 ;
.byte 61, 31,159,109 ;
.byte 20, 33, 27, 78 ;

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@ -1,10 +1,20 @@
; o/~ Burnintating the Peasants o/~
; o/~ It's the Title Screen, Yes it's the Title Screen o/~
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
title:
jsr HGR2 ; Hi-res graphics, no text at bottom
; Y=0, A=0 after this called
;************************
; Title
;************************
title:
do_title:
lda #<(title_lzsa)
sta getsrc_smc+1
lda #>(title_lzsa)
@ -16,4 +26,28 @@ title:
jsr wait_until_keypress
;************************
; Tips
;************************
jsr directions
lda #LOAD_PEASANT
sta WHICH_LOAD
rts
.include "decompress_fast_v2.s"
.include "wait_keypress.s"
.include "directions.s"
.include "hgr_font.s"
.include "graphics_title/title_graphics.inc"

32
games/peasant/zp.inc Normal file
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@ -0,0 +1,32 @@
NIBCOUNT = $09
GBASL = $26
GBASH = $27
CURSOR_X = $62
CURSOR_Y = $63
WHICH_LOAD=$80
WHICH_SLOT = $DA
CURRENT_DISK = $DC
HGR_COLOR = $E4
P0 = $F1
P1 = $F2
P2 = $F3
P3 = $F4
P4 = $F5
P5 = $F6
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
LOAD_INTRO = 0
LOAD_TITLE = 1
LOAD_PEASANT = 2
LOAD_ENDING = 3