; Homestar Runner Expansion Level 1 .include "zp.inc" .include "hardware.inc" .include "qload.inc" .include "lemm.inc" .include "lemming_status.inc" .byte 1 ; level 1 do_level1: ;============== ; set up stuff ;============== lda #20 sta CLIMBER_COUNT sta FLOATER_COUNT sta EXPLODER_COUNT sta STOPPER_COUNT sta BUILDER_COUNT sta BASHER_COUNT sta MINER_COUNT sta DIGGER_COUNT lda #3 sta DOOR_X lda #2 sta DOOR_Y lda #6 sta INIT_X lda #12 sta INIT_Y ; flame locations lda #18 sta l_flame_x_smc+1 lda #108 sta l_flame_y_smc+1 sta r_flame_y_smc+1 lda #21 sta r_flame_x_smc+1 ; door exit location lda #17 ; sta exit_x1_smc+1 lda #21 sta exit_x2_smc+1 lda #97 sta exit_y1_smc+1 lda #130 sta exit_y2_smc+1 lda #$10 ; BCD sta PERCENT_NEEDED sta PERCENT_ADD ;============== ; set up intro ;============== lda #hr_level1_preview_lzsa sta level_preview_h_smc+1 lda #level1_intro_text sta intro_text_smc_h+1 ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music5_parts_l sta chunk_l_smc+2 lda #music5_parts_h sta chunk_h_smc+2 lda #$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 #hr_level1_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #hr_level1_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$40 jsr decompress_lzsa2_fast ;======================= ; Setup cursor ;======================= lda #$FF sta OVER_LEMMING lda #10 sta CURSOR_X lda #100 sta CURSOR_Y ;======================= ; init vars ;======================= lda #10 sta LEMMINGS_TO_RELEASE ; set up time lda #$5 sta TIME_MINUTES lda #$00 sta TIME_SECONDS sta TIMER_COUNT ; ?? jsr init_level jsr update_remaining_all ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;=================== ;=================== ; Main Loop ;=================== ;=================== l1_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music ;========================= ; open door ;========================= lda DOOR_OPEN bne l1_door_is_open jsr draw_door l1_door_is_open: ;====================== ; release lemmings ;====================== jsr release_lemming ;===================== ; animate flames ;===================== jsr draw_flames jsr update_timer ; main drawing loop jsr erase_lemming jsr erase_pointer jsr move_lemmings jsr draw_lemming jsr handle_keypress jsr draw_pointer lda #$f0 jsr wait inc FRAMEL lda LEVEL_OVER bne l1_level_over jmp l1_main_loop l1_level_over: rts .include "update_timer.s" .include "hr_graphics/graphics_hr_level1.inc" music5_parts_h: .byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa .byte >lemm5_part4_lzsa,>lemm5_part5_lzsa,$00 music5_parts_l: .byte