lemm: add level4

This commit is contained in:
Vince Weaver 2022-03-19 00:36:58 -04:00
parent b9135fe5a3
commit ea4f705e6d
11 changed files with 420 additions and 9 deletions

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@ -19,7 +19,7 @@ all: lemm.dsk
lemm.dsk: QBOOT QLOAD LEMM \
LEVEL1 LEVEL2 LEVEL5
LEVEL1 LEVEL2 LEVEL4 LEVEL5
cp $(EMPTY_DISK) lemm.dsk
$(DOS33_RAW) lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) lemm.dsk 0 2 QBOOT 1 1
@ -28,6 +28,7 @@ lemm.dsk: QBOOT QLOAD LEMM \
$(DOS33_RAW) lemm.dsk 3 0 LEMM 0 0
$(DOS33_RAW) lemm.dsk 10 0 LEVEL1 0 0
$(DOS33_RAW) lemm.dsk 12 0 LEVEL2 0 0
$(DOS33_RAW) lemm.dsk 16 0 LEVEL4 0 0
$(DOS33_RAW) lemm.dsk 18 0 LEVEL5 0 0
@ -149,6 +150,16 @@ level2.o: level2.s zp.inc hardware.inc qload.inc lemm.inc \
graphics/graphics_level2.inc
ca65 -o level2.o level2.s -l level2.lst
####
LEVEL4: level4.o
ld65 -o LEVEL4 level4.o -C ../../linker_scripts/apple2_a000.inc
level4.o: level4.s zp.inc hardware.inc qload.inc lemm.inc \
graphics/graphics_level4.inc
ca65 -o level4.o level4.s -l level4.lst
####

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@ -9,4 +9,5 @@
+ Falling too far and you go splat
+ See if the jerky animation is due to starting at an odd x vs
even x, maybe we should start animation 4 frames in if that's
the case
the case. Or maybe it's the shift for odd frames, make
the shift the other way if walking left/right

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@ -8,7 +8,9 @@ HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
all: graphics_test.inc \
graphics_level1.inc \
graphics_level2.inc \
graphics_level5.inc sprites.inc
graphics_level4.inc \
graphics_level5.inc \
sprites.inc
###
@ -34,6 +36,12 @@ graphics_level2.inc: \
echo "level2_preview_lzsa: .incbin \"level2_preview.lzsa\"" >> graphics_level2.inc
graphics_level4.inc: \
level4.lzsa \
level4_preview.lzsa
echo "level4_lzsa: .incbin \"level4.lzsa\"" > graphics_level4.inc
echo "level4_preview_lzsa: .incbin \"level4_preview.lzsa\"" >> graphics_level4.inc
graphics_level5.inc: \
level5.lzsa \
level5_preview.lzsa
@ -167,6 +175,24 @@ level2_preview.hgr: level2_preview.png
###
level4.lzsa: level4.hgr
$(LZSA) -r -f2 level4.hgr level4.lzsa
level4.hgr: level4.png
$(PNG2HGR) level4.png > level4.hgr
###
level4_preview.lzsa: level4_preview.hgr
$(LZSA) -r -f2 level4_preview.hgr level4_preview.lzsa
level4_preview.hgr: level4_preview.png
$(PNG2HGR) level4_preview.png > level4_preview.hgr
###
level5.lzsa: level5.hgr
$(LZSA) -r -f2 level5.hgr level5.lzsa

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@ -229,10 +229,14 @@ zurg:
; see if we pressed a number
cmp #'2'+$80
bne oof
cmp #'1'+$80
bcc oof
cmp #'6'+$80
bcs oof
lda #2
and #$7f
sec
sbc #'0'
sta WHICH_LEVEL
oof:
@ -378,5 +382,4 @@ letsgo:
.incbin "sounds/letsgo.btc.lz4"
start_level = $a000
start_level = $a001

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@ -5,6 +5,9 @@
.include "lemm.inc"
.include "lemming_status.inc"
.byte 1 ; level 1
do_level1:
;==============

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@ -5,6 +5,8 @@
.include "lemm.inc"
.include "lemming_status.inc"
.byte 2 ; level 2
do_level2:

333
games/lemm/level4.s Normal file
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@ -0,0 +1,333 @@
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 4 ; level 4
do_level4:
;======================
; set up initial stuff
;======================
lda #3
sta DOOR_X
lda #5
sta DOOR_Y
lda #7
sta INIT_X
lda #15
sta INIT_Y
lda #29 ; 196
sta l_flame_x_smc+1
lda #122
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #33 ; 245
sta r_flame_x_smc+1
; exit location (1c 8b)
lda #29 ;
sta exit_x1_smc+1
lda #33
sta exit_x2_smc+1
lda #121
sta exit_y1_smc+1
lda #144
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level4_preview_lzsa
sta level_preview_l_smc+1
lda #>level4_preview_lzsa
sta level_preview_h_smc+1
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music8_parts_l
sta chunk_l_smc+1
lda #>music8_parts_l
sta chunk_l_smc+2
lda #<music8_parts_h
sta chunk_h_smc+1
lda #>music8_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; Init Lemmings
;=======================
lda #0
sta lemming_out
sta lemming_exploding
lda INIT_X
sta lemming_x
lda INIT_Y
sta lemming_y
lda #1
sta lemming_direction
lda #LEMMING_FALLING
sta lemming_status
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;=======================
; start music
;=======================
; cli
;=======================
; init vars
;=======================
lda #0
sta LEVEL_OVER
sta DOOR_OPEN
sta FRAMEL
sta LOAD_NEXT_CHUNK
sta JOYSTICK_ENABLED
sta LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta LEMMINGS_TO_RELEASE
; jsr save_bg_14x14 ; save initial bg
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT
;===================
;===================
; Main Loop
;===================
;===================
l2_main_loop:
lda LOAD_NEXT_CHUNK ; see if we need to load next chunk
beq l2_no_load_chunk ; outside IRQ to avoid glitch in music
jsr load_song_chunk
lda #0 ; reset
sta LOAD_NEXT_CHUNK
l2_no_load_chunk:
lda DOOR_OPEN
bne l2_door_is_open
jsr draw_door
l2_door_is_open:
;======================
; release lemmings
;======================
lda LEMMINGS_TO_RELEASE
beq l2_done_release_lemmings
lda DOOR_OPEN
beq l2_done_release_lemmings
lda FRAMEL
and #$f
bne l2_done_release_lemmings
inc LEMMINGS_OUT
jsr update_lemmings_out
lda #1
sta lemming_out
dec LEMMINGS_TO_RELEASE
l2_done_release_lemmings:
jsr draw_flames
lda TIMER_COUNT
cmp #$50
bcc l2_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l2_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l2_level_over
jmp l2_main_loop
l2_level_over:
; bit SET_TEXT
jsr disable_music
jsr outro_level1
rts
.include "graphics/graphics_level4.inc"
music8_parts_h:
.byte >lemm9_part1_lzsa,>lemm9_part2_lzsa,>lemm9_part3_lzsa
.byte >lemm9_part4_lzsa,>lemm9_part5_lzsa,>lemm9_part6_lzsa
.byte >lemm9_part7_lzsa
.byte $00
music8_parts_l:
.byte <lemm9_part1_lzsa,<lemm9_part2_lzsa,<lemm9_part3_lzsa
.byte <lemm9_part4_lzsa,<lemm9_part5_lzsa,<lemm9_part6_lzsa
.byte <lemm9_part7_lzsa
lemm9_part1_lzsa:
.incbin "music/lemm9.part1.lzsa"
lemm9_part2_lzsa:
.incbin "music/lemm9.part2.lzsa"
lemm9_part3_lzsa:
.incbin "music/lemm9.part3.lzsa"
lemm9_part4_lzsa:
.incbin "music/lemm9.part4.lzsa"
lemm9_part5_lzsa:
.incbin "music/lemm9.part5.lzsa"
lemm9_part6_lzsa:
.incbin "music/lemm9.part6.lzsa"
lemm9_part7_lzsa:
.incbin "music/lemm9.part7.lzsa"

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@ -4,6 +4,8 @@
.include "lemming_status.inc"
.include "qload.inc"
.byte 5 ; level 5
do_level5:
;==============

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@ -11,7 +11,10 @@ all: lemm5.part1.lzsa lemm5.part2.lzsa lemm5.part3.lzsa \
lemm6.part10.lzsa \
lemm8.part1.lzsa lemm8.part2.lzsa lemm8.part3.lzsa \
lemm8.part4.lzsa lemm8.part5.lzsa lemm8.part6.lzsa \
lemm8.part7.lzsa
lemm8.part7.lzsa \
lemm9.part1.lzsa lemm9.part2.lzsa lemm9.part3.lzsa \
lemm9.part4.lzsa lemm9.part5.lzsa lemm9.part6.lzsa \
lemm9.part7.lzsa
@ -111,6 +114,33 @@ lemm8.part6.lzsa: lemm8.part6
lemm8.part7.lzsa: lemm8.part7
$(LZSA) -r -f2 lemm8.part7 lemm8.part7.lzsa
####
lemm9.part1: lemm9.raw
$(RAW_INTERLEAVE) -m 11 -c 512 ./lemm9
lemm9.part1.lzsa: lemm9.part1
$(LZSA) -r -f2 lemm9.part1 lemm9.part1.lzsa
lemm9.part2.lzsa: lemm9.part2
$(LZSA) -r -f2 lemm9.part2 lemm9.part2.lzsa
lemm9.part3.lzsa: lemm9.part3
$(LZSA) -r -f2 lemm9.part3 lemm9.part3.lzsa
lemm9.part4.lzsa: lemm9.part4
$(LZSA) -r -f2 lemm9.part4 lemm9.part4.lzsa
lemm9.part5.lzsa: lemm9.part5
$(LZSA) -r -f2 lemm9.part5 lemm9.part5.lzsa
lemm9.part6.lzsa: lemm9.part6
$(LZSA) -r -f2 lemm9.part6 lemm9.part6.lzsa
lemm9.part7.lzsa: lemm9.part7
$(LZSA) -r -f2 lemm9.part7 lemm9.part7.lzsa
####