; The Ship on Mist Island ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" ship_start: ;=================== ; init screen jsr TEXT jsr HOME bit KEYRESET bit SET_GR bit PAGE0 bit LORES bit FULLGR ;================= ; set up location ;================= lda #locations sta LOCATIONS_H lda #0 sta DRAW_PAGE sta LEVEL_OVER ; init cursor lda #20 sta CURSOR_X sta CURSOR_Y ; set up initial location jsr change_location lda #1 sta CURSOR_VISIBLE ; visible at first lda #0 sta ANIMATE_FRAME game_loop: ;================= ; reset things ;================= lda #0 sta IN_SPECIAL sta IN_RIGHT sta IN_LEFT ;==================================== ; copy background to current page ;==================================== jsr gr_copy_to_current ;==================================== ; handle special-case forground logic ;==================================== ; FIXME: fix gear being open/closed as viewed from ship lda LOCATION cmp #SHIP_BOOK_OPEN beq animate_stoney_book jmp nothing_special animate_stoney_book: jsr do_animate_stoney_book jmp nothing_special nothing_special: ;==================================== ; draw pointer ;==================================== jsr draw_pointer ;==================================== ; page flip ;==================================== jsr page_flip ;==================================== ; handle keypress/joystick ;==================================== jsr handle_keypress ;==================================== ; inc frame count ;==================================== inc FRAMEL bne room_frame_no_oflo inc FRAMEH room_frame_no_oflo: ;==================================== ; check level over ;==================================== lda LEVEL_OVER bne really_exit jmp game_loop really_exit: jmp end_level do_animate_stoney_book: ; handle animated linking book lda ANIMATE_FRAME asl tay lda stoney_movie,Y sta INL lda stoney_movie+1,Y sta INH lda #22 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$f bne done_animate_book inc ANIMATE_FRAME lda ANIMATE_FRAME cmp #16 bne done_animate_book lda #0 sta ANIMATE_FRAME done_animate_book: rts back_to_mist: lda #$ff sta LEVEL_OVER lda #MIST_ARRIVAL_DOCK ; the dock sta LOCATION lda #DIRECTION_N sta DIRECTION lda #LOAD_MIST sta WHICH_LOAD rts ;========================== ; includes ;========================== ; level graphics .include "graphics_ship/ship_graphics.inc" ; linking books .include "link_book_stoney.s" ; puzzles ; .include "handle_pages.s" ; level data .include "leveldata_ship.inc"