.include "zp.inc" .include "hardware.inc" .include "qload.inc" .include "lemm.inc" .include "lemming_status.inc" .byte 2 ; level 2 do_level2: ;====================== ; set up initial stuff ;====================== lda #0 sta CLIMBER_COUNT sta EXPLODER_COUNT sta STOPPER_COUNT sta BUILDER_COUNT sta BASHER_COUNT sta MINER_COUNT sta DIGGER_COUNT lda #10 sta FLOATER_COUNT lda #3 sta DOOR_X lda #4 sta DOOR_Y lda #7 sta INIT_X lda #15 sta INIT_Y ; flame locations 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 ; door exit location lda #29 ; sta exit_x1_smc+1 lda #33 sta exit_x2_smc+1 lda #119 sta exit_y1_smc+1 lda #144 sta exit_y2_smc+1 lda #$10 ; BCD sta PERCENT_NEEDED sta PERCENT_ADD ;============== ; set up intro ;============== lda #level2_preview_lzsa sta level_preview_h_smc+1 lda #level2_intro_text sta intro_text_smc_h+1 ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music8_parts_l sta chunk_l_smc+2 lda #music8_parts_h sta chunk_h_smc+2 lda #$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+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #level2_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 #$00 sta TIME_SECONDS sta TIMER_COUNT ; 1/50 jsr init_level jsr update_remaining_all ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;=================== ;=================== ; Main Loop ;=================== ;=================== l2_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music ;========================= ; open door ;========================= lda DOOR_OPEN bne l2_door_is_open jsr draw_door l2_door_is_open: ;====================== ; release lemmings ;====================== jsr release_lemming ;====================== ; animate flames ;====================== jsr draw_flames jsr update_timer ; main drawing loop jsr erase_lemming jsr erase_pointer jsr move_lemmings jsr draw_lemming jsr handle_keypress jsr draw_pointer ; wait a bit lda #$f0 jsr wait inc FRAMEL lda LEVEL_OVER bne l2_level_over jmp l2_main_loop l2_level_over: rts .include "update_timer.s" .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