peasant: add the priority layer to intro sequence

fix bug where rather dashing was a bit stripey at times
This commit is contained in:
Vince Weaver 2021-10-02 14:43:58 -04:00
parent 6489f529f4
commit f80140d330
9 changed files with 107 additions and 2 deletions

View File

@ -164,6 +164,7 @@ INTRO: intro.o
intro.o: intro.s zp.inc qload.inc music.inc \
graphics/graphics_intro.inc sprites/peasant_sprite.inc \
graphics/priority_intro.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_7x28_sprite.s hgr_1x5_sprite.s hgr_save_restore.s \
hgr_partial_save.s \

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@ -11,6 +11,7 @@ all: graphics_intro.inc \
graphics_peasant3.inc \
graphics_peasant4.inc \
priority_peasant1.inc \
priority_intro.inc \
priority_peasant2.inc \
priority_peasant3.inc \
priority_peasant4.inc
@ -29,7 +30,7 @@ graphics_intro.inc: \
echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics_intro.inc
echo "river_lzsa: .incbin \"river.lzsa\"" >> graphics_intro.inc
echo "knight_lzsa: .incbin \"knight.lzsa\"" >> graphics_intro.inc
echo "waterfall_lzsa: .incbin \"waterfall.lzsa\"" >> graphics_intro.inc
# echo "waterfall_lzsa: .incbin \"waterfall.lzsa\"" >> graphics_intro.inc
###
@ -90,7 +91,14 @@ graphics_peasant4.inc: \
echo "crooked_tree_lzsa: .incbin \"crooked_tree.lzsa\"" >> graphics_peasant4.inc
###########
###########
priority_intro.inc: \
todo_priority.lzsa
echo "cottage_priority_lzsa: .incbin \"todo_priority.lzsa\"" > priority_intro.inc
echo "lake_w_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
echo "lake_e_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
echo "river_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
echo "knight_priority_lzsa: .incbin \"todo_priority.lzsa\"" >> priority_intro.inc
priority_peasant1.inc: \
waterfall_priority.lzsa \

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@ -188,8 +188,11 @@ mockingboard_notfound2:
.include "hgr_1x5_sprite.s"
.include "gr_copy.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "graphics/graphics_intro.inc"
.include "graphics/priority_intro.inc"

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@ -34,6 +34,24 @@ cottage:
jsr decompress_lzsa2_fast
; load priority to $400
; indirectly as we can't trash screen holes
lda #<cottage_priority_lzsa
sta getsrc_smc+1
lda #>cottage_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
;===================
; print title

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@ -42,6 +42,23 @@ knight:
; jsr hgr_save
; load priority to $400
; indirectly as we can't trash screen holes
lda #<knight_priority_lzsa
sta getsrc_smc+1
lda #>knight_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
;====================
; save background

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@ -19,6 +19,8 @@ lake_east:
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
;=====================
; load bg
lda #<(lake_e_lzsa)
sta getsrc_smc+1
@ -29,6 +31,23 @@ lake_east:
jsr decompress_lzsa2_fast
; load priority to $400
; indirectly as we can't trash screen holes
lda #<lake_e_priority_lzsa
sta getsrc_smc+1
lda #>lake_e_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
lda #<peasant_text
sta OUTL
lda #>peasant_text

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@ -40,6 +40,23 @@ lake_west:
; jsr hgr_save
; load priority to $400
; indirectly as we can't trash screen holes
lda #<lake_w_priority_lzsa
sta getsrc_smc+1
lda #>lake_w_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
;====================
; save background

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@ -42,6 +42,23 @@ river:
; jsr hgr_save
; load priority to $400
; indirectly as we can't trash screen holes
lda #<river_priority_lzsa
sta getsrc_smc+1
lda #>river_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
;====================
; save background

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@ -8,6 +8,11 @@ HGR
Backgrounds
AGI-like? They abandoned it. Would save space
Priority backgrounds, like AGI
+ load at $400, lo-res
+ Can't use screen holes tricky (original Apple II 4k of RAM
so need to put slot info in first 4k)
Sprites
easier in blocks 0f 7
still have to rotate 1 pixel for odd columns