.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 #0 sta FLOATER_COUNT sta EXPLODER_COUNT sta STOPPER_COUNT sta BUILDER_COUNT sta BASHER_COUNT sta DIGGER_COUNT lda #10 sta CLIMBER_COUNT lda #1 sta MINER_COUNT lda #5 sta DOOR_X lda #10 sta DOOR_Y lda #8 sta INIT_X lda #22 sta INIT_Y ; flame locations lda #29 ; sta l_flame_x_smc+1 lda #23 sta l_flame_y_smc+1 sta r_flame_y_smc+1 lda #33 ; sta r_flame_x_smc+1 ; door exit location lda #29 ; sta exit_x1_smc+1 lda #33 sta exit_x2_smc+1 lda #20 sta exit_y1_smc+1 lda #45 sta exit_y2_smc+1 ;============== ; set up intro ;============== lda #level4_preview_lzsa sta level_preview_h_smc+1 lda #level4_intro_text sta intro_text_smc_h+1 lda #$00 ; BCD sta PERCENT_NEEDED ; means 100% lda #$10 sta PERCENT_ADD ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music8_parts_l sta chunk_l_smc+2 lda #music8_parts_h sta chunk_h_smc+2 lda #$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 #level4_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #level4_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 #$00 sta TIME_SECONDS sta TIMER_COUNT ; 1/50 jsr init_level jsr update_remaining_all ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;=================== ;=================== ; Main Loop ;=================== ;=================== l4_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music l4_no_load_chunk: lda DOOR_OPEN bne l4_door_is_open jsr draw_door l4_door_is_open: ;====================== ; release lemmings ;====================== jsr release_lemming ;===================== ; animate flames ;===================== jsr draw_flames ;==================== ; draw level animation ;==================== jsr draw_bubbles ;==================== ; update timer ;==================== jsr update_timer ; main drawing loop jsr erase_lemming jsr erase_pointer jsr move_lemmings ;========================= ; extra check if in water jsr collision_check_hazzard jsr draw_lemming jsr handle_keypress jsr draw_pointer lda #$ff jsr wait inc FRAMEL lda LEVEL_OVER bne l4_level_over jmp l4_main_loop l4_level_over: rts .include "update_timer.s" .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 bubble0_sprite,>bubble1_sprite .byte >bubble2_sprite,>bubble3_sprite .byte >bubble4_sprite,>bubble5_sprite .byte >bubble6_sprite,>bubble7_sprite