lemm: make level2 winnable

This commit is contained in:
Vince Weaver 2022-03-17 21:33:58 -04:00
parent e505806d00
commit ef5a65bd48
12 changed files with 503 additions and 23 deletions

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@ -19,7 +19,7 @@ all: lemm.dsk
lemm.dsk: QBOOT QLOAD LEMM \
LEVEL1 LEVEL5
LEVEL1 LEVEL2 LEVEL5
cp $(EMPTY_DISK) lemm.dsk
$(DOS33_RAW) lemm.dsk 0 0 QBOOT 0 1
$(DOS33_RAW) lemm.dsk 0 2 QBOOT 1 1
@ -27,6 +27,7 @@ lemm.dsk: QBOOT QLOAD LEMM \
$(DOS33_RAW) lemm.dsk 1 0 QLOAD 0 0
$(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 18 0 LEVEL5 0 0
@ -121,8 +122,14 @@ lemm.inc: generate_common LEMM
./generate_common -a 0x6000 -s update_lemmings_out lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s level_preview_h_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s level_preview_l_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s r_flame_x_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s r_flame_y_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s l_flame_x_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s l_flame_y_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s exit_x1_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s exit_x2_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s exit_y1_smc lemm.lst >> lemm.inc
./generate_common -a 0x6000 -s exit_y2_smc lemm.lst >> lemm.inc
####
@ -135,6 +142,16 @@ level1.o: level1.s zp.inc hardware.inc qload.inc lemm.inc \
####
LEVEL2: level2.o
ld65 -o LEVEL2 level2.o -C ../../linker_scripts/apple2_a000.inc
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
####
LEVEL5: level5.o
ld65 -o LEVEL5 level5.o -C ../../linker_scripts/apple2_a000.inc

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@ -14,26 +14,34 @@ draw_door:
lda door_h,Y
sta INH
ldx #9 ; 63
ldx DOOR_X ; 63
stx XPOS
lda #36
lda DOOR_Y
sta YPOS
jsr hgr_draw_sprite
jsr hgr_sprite_page_toggle
ldx #9 ; 63
lda FRAMEL
lsr
and #$3
tay
lda door_l,Y
sta INL
lda door_h,Y
sta INH
ldx DOOR_X ; 63
stx XPOS
lda #36
lda DOOR_Y
sta YPOS
jsr hgr_draw_sprite
jsr hgr_sprite_page_toggle
lda FRAMEL
cmp #7
bne not_door_done
@ -74,9 +82,9 @@ draw_door_5:
lda bdoor_h,Y
sta INH
ldx #9 ; 63
ldx DOOR_X ; 63
stx XPOS
lda #24
lda DOOR_Y
sta YPOS
jsr hgr_draw_sprite

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@ -1,4 +1,6 @@
;=======================
; draw exit flames
;=======================
draw_flames:
@ -12,8 +14,10 @@ draw_flames:
lda lflame_h,Y
sta INH
l_flame_x_smc:
ldx #31 ; 217
stx XPOS
l_flame_y_smc:
lda #108
sta YPOS
@ -30,8 +34,10 @@ draw_flames:
lda rflame_h,Y
sta INH
r_flame_x_smc:
ldx #35 ; 245
stx XPOS
r_flame_y_smc:
lda #108
sta YPOS

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@ -28,10 +28,10 @@ graphics_level1.inc: \
echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
graphics_level2.inc: \
level2.lzsa
# level1_preview.lzsa
level2.lzsa \
level2_preview.lzsa
echo "level2_lzsa: .incbin \"level2.lzsa\"" > graphics_level2.inc
# echo "level1_preview_lzsa: .incbin \"level1_preview.lzsa\"" >> graphics_level1.inc
echo "level2_preview_lzsa: .incbin \"level2_preview.lzsa\"" >> graphics_level2.inc
graphics_level5.inc: \
@ -159,6 +159,14 @@ level2.hgr: level2.png
###
level2_preview.lzsa: level2_preview.hgr
$(LZSA) -r -f2 level2_preview.hgr level2_preview.lzsa
level2_preview.hgr: level2_preview.png
$(PNG2HGR) level2_preview.png > level2_preview.hgr
###
level5.lzsa: level5.hgr
$(LZSA) -r -f2 level5.hgr level5.lzsa

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@ -227,7 +227,15 @@ zurg:
lda #25
jsr wait_a_bit
; see if we pressed a number
cmp #'2'+$80
bne oof
lda #2
sta WHICH_LEVEL
oof:
;=======================
; do level
@ -249,7 +257,11 @@ play_level:
bne level_lost
level_won:
; inc WHICH_LEVEL
inc WHICH_LEVEL
lda WHICH_LEVEL
cmp #3
bcc level_lost
lda #5
sta WHICH_LEVEL
@ -365,9 +377,6 @@ config_string:
letsgo:
.incbin "sounds/letsgo.btc.lz4"
; .include "level1.s"
; .include "level5.s"
start_level = $a000

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@ -7,6 +7,48 @@
do_level1:
;==============
; set up stuff
;==============
lda #9
sta DOOR_X
lda #36
sta DOOR_Y
lda #12
sta INIT_X
lda #45
sta INIT_Y
; flame locations
lda #31 ; 217
sta l_flame_x_smc+1
lda #108
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #35 ; 245
sta r_flame_x_smc+1
; door exit location
lda #31 ;
sta exit_x1_smc+1
lda #35
sta exit_x2_smc+1
lda #116
sta exit_y1_smc+1
lda #127
sta exit_y2_smc+1
;==============
; set up intro
;==============

327
games/lemm/level2.s Normal file
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@ -0,0 +1,327 @@
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
do_level2:
;======================
; 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 #<level2_preview_lzsa
sta level_preview_l_smc+1
lda #>level2_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 #<level2_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level2_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level2_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level2_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_level2.inc"
music8_parts_h:
.byte >lemm8_part1_lzsa,>lemm8_part2_lzsa,>lemm8_part3_lzsa
.byte >lemm8_part4_lzsa,>lemm8_part5_lzsa,>lemm8_part6_lzsa
.byte $00
music8_parts_l:
.byte <lemm8_part1_lzsa,<lemm8_part2_lzsa,<lemm8_part3_lzsa
.byte <lemm8_part4_lzsa,<lemm8_part5_lzsa,<lemm8_part6_lzsa
lemm8_part1_lzsa:
.incbin "music/lemm8.part1.lzsa"
lemm8_part2_lzsa:
.incbin "music/lemm8.part2.lzsa"
lemm8_part3_lzsa:
.incbin "music/lemm8.part3.lzsa"
lemm8_part4_lzsa:
.incbin "music/lemm8.part4.lzsa"
lemm8_part5_lzsa:
.incbin "music/lemm8.part5.lzsa"
lemm8_part6_lzsa:
.incbin "music/lemm8.part6.lzsa"

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@ -6,6 +6,14 @@
do_level5:
;==============
; set up stuff
;==============
lda #9
sta DOOR_X
lda #24
sta DOOR_Y
;==============
; set up intro
;==============

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@ -140,16 +140,25 @@ done_digging:
done_move_lemming:
; see if beat level
; see if at exit
lda lemming_y
exit_y1_smc:
cmp #116
bcc not_done_level
exit_y2_smc:
cmp #127
bcs not_done_level
lda lemming_x
exit_x1_smc:
cmp #31
bcc not_done_level
exit_x2_smc:
cmp #35
bcs not_done_level
; done level

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@ -8,10 +8,12 @@ all: lemm5.part1.lzsa lemm5.part2.lzsa lemm5.part3.lzsa \
lemm6.part1.lzsa lemm6.part2.lzsa lemm6.part3.lzsa \
lemm6.part4.lzsa lemm6.part5.lzsa lemm6.part6.lzsa \
lemm6.part7.lzsa lemm6.part8.lzsa lemm6.part9.lzsa \
lemm6.part10.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
# lemm5.part6.lzsa \
# lemm5.part7.lzsa lemm5.part8.lzsa
lemm5.raw: lemm5.ym
$(YM5_TO_RAW) ./lemm5.ym > lemm5.raw
@ -19,6 +21,15 @@ lemm5.raw: lemm5.ym
lemm6.raw: lemm6.ym
$(YM5_TO_RAW) ./lemm6.ym > lemm6.raw
lemm8.raw: lemm8.ym
$(YM5_TO_RAW) ./lemm8.ym > lemm8.raw
lemm9.raw: lemm9.ym
$(YM5_TO_RAW) ./lemm9.ym > lemm9.raw
lemm10.raw: lemm10.ym
$(YM5_TO_RAW) ./lemm10.ym > lemm10.raw
####
lemm5.part1: lemm5.raw
@ -74,6 +85,35 @@ lemm6.part9.lzsa: lemm6.part9
lemm6.part10.lzsa: lemm6.part10
$(LZSA) -r -f2 lemm6.part10 lemm6.part10.lzsa
####
lemm8.part1: lemm8.raw
$(RAW_INTERLEAVE) -m 11 -c 512 ./lemm8
lemm8.part1.lzsa: lemm8.part1
$(LZSA) -r -f2 lemm8.part1 lemm8.part1.lzsa
lemm8.part2.lzsa: lemm8.part2
$(LZSA) -r -f2 lemm8.part2 lemm8.part2.lzsa
lemm8.part3.lzsa: lemm8.part3
$(LZSA) -r -f2 lemm8.part3 lemm8.part3.lzsa
lemm8.part4.lzsa: lemm8.part4
$(LZSA) -r -f2 lemm8.part4 lemm8.part4.lzsa
lemm8.part5.lzsa: lemm8.part5
$(LZSA) -r -f2 lemm8.part5 lemm8.part5.lzsa
lemm8.part6.lzsa: lemm8.part6
$(LZSA) -r -f2 lemm8.part6 lemm8.part6.lzsa
lemm8.part7.lzsa: lemm8.part7
$(LZSA) -r -f2 lemm8.part7 lemm8.part7.lzsa
####
clean:
rm -f *.lzsa *.part1 *.part2 *.part3 *.part4 *.part5 *.part6 *.part7 *.part8 *.part9 *.part10

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@ -75,6 +75,12 @@ WHICH_LEVEL = $88
APPLEII_MODEL = $8B
DOOR_X = $90 ; location of door
DOOR_Y = $91
INIT_X = $92 ; initial lemming position
INIT_Y = $93
; done game puzzle state