.include "zp.inc" .include "hardware.inc" .include "qload.inc" .include "lemm.inc" .include "lemming_status.inc" .byte 7 ; level 7 do_level7: ;====================== ; set up initial 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 #8 sta DOOR_X lda #72 sta DOOR_Y lda #11 sta INIT_X lda #83 sta INIT_Y ; flame locations lda #27 ; sta l_flame_x_smc+1 lda #92 sta l_flame_y_smc+1 sta r_flame_y_smc+1 lda #31 ; sta r_flame_x_smc+1 ; door exit location lda #27 ; sta exit_x1_smc+1 lda #30 sta exit_x2_smc+1 lda #90 sta exit_y1_smc+1 lda #125 sta exit_y2_smc+1 ;============== ; set up intro ;============== lda #level7_preview_lzsa sta level_preview_h_smc+1 lda #level7_intro_text sta intro_text_smc_h+1 lda #$20 ; BCD sta PERCENT_NEEDED lda #$10 sta PERCENT_ADD ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music13_parts_l sta chunk_l_smc+2 lda #music13_parts_h sta chunk_h_smc+2 lda #$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 #level7_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #level7_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 #$00 sta TIME_SECONDS sta TIMER_COUNT ; 1/50 jsr init_level jsr update_remaining_all ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;=================== ;=================== ; Main Loop ;=================== ;=================== l7_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music l7_no_load_chunk: lda DOOR_OPEN bne l7_door_is_open jsr draw_door l7_door_is_open: ;====================== ; release lemmings ;====================== jsr release_lemming ;===================== ; animate flames ;===================== jsr draw_flames ;===================== ; update timer ;===================== jsr update_timer ;===================== ; draw level animation ;===================== jsr draw_spinners ;=================== ; main drawing loop ;=================== jsr erase_lemming jsr erase_pointer jsr move_lemmings ;========================= ; extra check if hit slicer jsr collision_check_hazzard2 jsr draw_lemming jsr handle_keypress jsr draw_pointer lda #$ff jsr wait inc FRAMEL lda LEVEL_OVER bne l7_level_over jmp l7_main_loop l7_level_over: rts .include "update_timer.s" .include "graphics/graphics_level7.inc" music13_parts_h: .byte >lemm13_part1_lzsa,>lemm13_part2_lzsa,>lemm13_part3_lzsa .byte >lemm13_part4_lzsa,>lemm13_part5_lzsa,>lemm13_part6_lzsa .byte $00 music13_parts_l: .byte spinner0_sprite,>spinner1_sprite .byte >spinner2_sprite,>spinner3_sprite .byte >spinner4_sprite,>spinner5_sprite .byte >spinner6_sprite,>spinner7_sprite