; The interminable sub puzzle ; "We all live in a ramming submarine.." -- K. Boykin ; by deater (Vince Weaver) sub_selena_open: lda #SUB_CLOSE_OPEN sta LOCATION jmp change_location sub_selena_close: lda #SUB_CLOSE sta LOCATION jmp change_location sub_door_selena_open: lda #SUB_INSIDE_BACK_OPEN sta LOCATION jmp change_location sub_door_close: lda #SUB_INSIDE_BACK sta LOCATION jmp change_location ;===================== ; sub controls ;===================== ;====================== ; sub turn right ;====================== sub_turn_right: inc SUB_DIRECTION lda SUB_DIRECTION cmp #8 bne no_turn_right_oflo lda #0 sta SUB_DIRECTION no_turn_right_oflo: rts ;====================== ; sub turn left ;====================== sub_turn_left: dec SUB_DIRECTION lda SUB_DIRECTION bpl no_turn_left_oflo lda #7 sta SUB_DIRECTION no_turn_left_oflo: rts ;=============================== ; sub controls moving ;=============================== sub_controls_moving: lda CURSOR_X cmp #11 bcc sub_button_pressed lda CURSOR_Y cmp #28 bcc sub_forward_pressed cmp #34 bcs sub_backtrack_pressed lda CURSOR_X cmp #18 bcc sub_turn_left bcs sub_turn_right sub_button_pressed: ; prints/plays noise again? ; not necessary for us? done_sub_controls_moving: rts sub_forward_pressed: rts sub_backtrack_pressed: rts ;==================== ; toward_book sub_controls_move_toward_book: ; disable exit button ldy #LOCATION_SPECIAL_EXIT lda #$ff sta location6,Y ; SUB_INSIDE_BACK ; change so we use split mode when looking E ldy #LOCATION_EAST_EXIT_DIR lda #DIRECTION_E|DIRECTION_SPLIT sta location6,Y ; SUB INSIDE_BACK ; any controls take us to moving sta DIRECTION lda #SUB_INSIDE_FRONT_MOVING sta LOCATION jmp change_location ;==================== ; toward_selena sub_controls_move_toward_selena: ; disable exit button ldy #LOCATION_SPECIAL_EXIT lda #$ff sta location6,Y ; SUB_INSIDE_BACK ; change so we use split mode when looking E ldy #LOCATION_EAST_EXIT_DIR lda #DIRECTION_E|DIRECTION_SPLIT sta location6,Y ; SUB INSIDE_BACK ; any controls take us to moving sta DIRECTION ; change destination of front of sub ldy #LOCATION_EAST_EXIT lda #SUB_INSIDE_FRONT_MOVING sta location7,Y ; SUB_INSIDE_BACK_OPEN sta location6,Y ; SUN_INSIDE_BACK lda #SUB_INSIDE_FRONT_MOVING sta LOCATION jmp change_location ;=============================== ; sub controls arrival at destination ;=============================== sub_controls_arrival: ; re-enable exit button ldy #LOCATION_SPECIAL_EXIT lda #DIRECTION_S sta location6,Y ; SUB_INSIDE_BACK ; change so we use normal (not split) mode when looking forward ldy #LOCATION_EAST_EXIT_DIR lda #DIRECTION_E sta location6,Y ; SUB INSIDE_BACK sta DIRECTION lda CURSOR_Y cmp #32 bcc sub_forward ; blt ; "backward" taks us back to selena sub_backward: ; change destination of open door ldy #LOCATION_SOUTH_EXIT lda #SUB_CLOSE_OPEN sta location7,Y ; SUB_INSIDE_BACK_OPEN ldy #LOCATION_SOUTH_EXIT_DIR lda #DIRECTION_N sta location7,Y ; SUB_INSIDE_BACK_OPEN ; change destination of front of sub ldy #LOCATION_EAST_EXIT lda #SUB_INSIDE_FRONT_SELENA sta location7,Y ; SUB_INSIDE_BACK_OPEN sta location6,Y ; SUN_INSIDE_BACK ; change background of open door ldy #LOCATION_SOUTH_BG lda #inside_sub_back_selena_s_lzsa sta location7+1,Y ; SUB_INSIDE_BACK_OPEN lda #SUB_INSIDE_FRONT_SELENA sta LOCATION jmp change_location ; "forward" takes us to book sub_forward: ; change destination of open door ldy #LOCATION_SOUTH_EXIT lda #SUB_OUTSIDE_BOOK sta location7,Y ; SUB_INSIDE_BACK_OPEN ldy #LOCATION_SOUTH_EXIT_DIR lda #DIRECTION_S sta location7,Y ; SUB_INSIDE_BACK_OPEN ; change destination of front of sub ldy #LOCATION_EAST_EXIT lda #SUB_INSIDE_FRONT_BOOK sta location7,Y ; SUB_INSIDE_BACK_OPEN sta location6,Y ; SUN_INSIDE_BACK ; change background of open door ldy #LOCATION_SOUTH_BG lda #inside_sub_back_book_s_lzsa sta location7+1,Y ; SUB_INSIDE_BACK_OPEN lda #SUB_INSIDE_FRONT_BOOK sta LOCATION jmp change_location ; further research shows that the re-use of directions in mechanical ; was sort of co-incidental and they always intended for the sub ; puzzle to be stand-alone ; ; 1 2 3 ;123456789012345678901234567890123456789 ; FOR THE SAKE OF ARGUMENT IMAGINE YOU ; JUST SPENT 45 MINUTES NAVIGATING AN ; OBSCURE MAZE BASED ON A CLUE YOU WERE ; SUPPOSED TO NOTICE IN MECHANICAL AGE ; sub solution ; N, W, N, E, E ; S, S, W, SW, W ; NW, NE, N, SE ; N -- PLINK ; S -- BONK ; E -- PWING ; W -- BREETT ; PLINK means you are there? ; forward goes forward ; backtrack takes you to previous locations? has a stack? ; 37 locations in maze? ; red button plays noise again ; red barrier if you can't go a direction, plays burrrrrrrrr ; noise if you can't go ; if on wrong path, plays no noise at all? ; some paths take you to a direction not the one you left in ; let's not do that to keep things simple ; buttons dark if can't press them NOISE_NONE = $00 NOISE_N = $01 NOISE_NE = $02 NOISE_E = $03 NOISE_SE = $04 NOISE_S = $05 NOISE_SW = $06 NOISE_W = $07 NOISE_NW = $08 sub_noises: .word sub_noise_none .word sub_noise_n,sub_noise_ne,sub_noise_e,sub_noise_se .word sub_noise_s,sub_noise_sw,sub_noise_w,sub_noise_nw sub_noise_none: .byte 15,22," ",0 sub_noise_n: .byte 15,22," PLINK ",0 sub_noise_ne: .byte 15,22,"PLINK-PWING",0 sub_noise_e: .byte 15,22," PWING ",0 sub_noise_se: .byte 15,22," BONK-PWING",0 sub_noise_s: .byte 15,22," BONK ",0 sub_noise_sw: .byte 15,22," BONK-BREET",0 sub_noise_w: .byte 15,22," BREET ",0 sub_noise_nw: .byte 15,22,"PLINK-BREET",0 BT_N = $00 BT_NE = $01 BT_E = $02 BT_SE = $03 BT_S = $04 BT_SW = $05 BT_W = $06 BT_NW = $07 ; each location ; 8 exits, 1 sound, 1 backtrack ; 39 locations = 390 bytes??? ; sub_locations: .word sub_loc0, sub_loc1, sub_loc2, sub_loc3, sub_loc4, sub_loc5 .word sub_loc6, sub_loc7, sub_loc8, sub_loc9, sub_loc10,sub_loc11 .word sub_loc12,sub_loc13,sub_loc14,sub_loc15,sub_loc16,sub_loc17 .word sub_loc18,sub_loc19,sub_loc20,sub_loc21,sub_loc22,sub_loc23 .word sub_loc24,sub_loc25,sub_loc26,sub_loc27,sub_loc28,sub_loc29 .word sub_loc30,sub_loc31,sub_loc32,sub_loc33,sub_loc34,sub_loc35 .word sub_loc36,sub_loc37 BACKTRACK_OFFSET = 8 NOISE_OFFSET = 10 ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc0: ; entrance .byte 1,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0,BT_N, NOISE_NONE sub_loc1: ; N(loc2) [backtrack takes us to entrance] [N ] .byte 2,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0,BT_N, NOISE_N sub_loc2: ; W(loc3) S(loc1) [W ] .byte $FF,$FF,$FF,$FF, 1,$FF, 3,$FF, 1,BT_N, NOISE_W sub_loc3: ; N(loc4) E(loc2) [N ] .byte 4,$FF, 2,$FF, $FF,$FF,$FF,$FF, 2,BT_W, NOISE_N sub_loc4: ; E(loc5) S(loc3) N(loc16) [E ] .byte 16,$FF, 5,$FF, 3,$FF,$FF,$FF, 3,BT_N, NOISE_E sub_loc5: ; E(loc6) W(loc4) N(loc17) [E ] .byte 17,$FF, 6,$FF, $FF,$FF, 4,$FF, 4,BT_E, NOISE_E sub_loc6: ; S(loc7) W(loc5) NE(loc18) [S bonk] .byte $FF, 18,$FF,$FF, 7,$FF, 5,$FF, 5,BT_E, NOISE_S ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc7: ; S(loc8) N(loc6) E(loc20) [S bonk] .byte 6,$FF, 20,$FF, 8,$FF,$FF,$FF, 6,BT_S, NOISE_S sub_loc8: ; W(loc9) N(loc7) SE(loc22) [W] .byte 7,$FF,$FF, 22, $FF,$FF, 9,$FF, 7,BT_S, NOISE_W sub_loc9: ; SW(loc10) N(loc8) [SW] .byte 8,$FF,$FF,$FF, $FF, 10,$FF,$FF, 8,BT_W, NOISE_SW sub_loc10: ; W(loc11) NE(loc9) E(loc25) S(loc26) [W] .byte $FF, 9, 25,$FF, 26,$FF, 11,$FF, 9,BT_SW, NOISE_W sub_loc11: ; NW(loc12) E(loc10) S(loc27) SW(loc29) [NW] .byte $FF,$FF, 10,$FF, 27,$FF,$FF, 12, 10,BT_W, NOISE_NW sub_loc12: ; NE(loc13) SE(loc11) W(loc32) [NE] .byte $FF, 13,$FF, 11, $FF,$FF, 32,$FF, 11,BT_NW, NOISE_NE ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc13: ; N(loc14) SW(loc12) NW(loc35) [N] .byte 14,$FF,$FF,$FF, $FF, 12,$FF, 35, 12,BT_NE, NOISE_N sub_loc14: ; SE(loc15) S(loc13) [SE] .byte $FF,$FF,$FF, 15, 13,$FF,$FF,$FF, 13,BT_N, NOISE_SE sub_loc15: ; exit .byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 14,BT_SE, NOISE_NONE sub_loc16: ; S(loc4) [ no noise ] .byte $FF,$FF,$FF,$FF, 4,$FF,$FF,$FF, 4,BT_N, NOISE_NONE sub_loc17: ; S(loc5) [ no noise ] .byte $FF,$FF,$FF,$FF, 5,$FF,$FF,$FF, 5,BT_N, NOISE_NONE ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc18: ; SE[SW](loc6) N (loc19) [N plink] .byte 19,$FF,$FF, 6, $FF,$FF,$FF,$FF, 6,BT_SW, NOISE_N sub_loc19: ; S(loc18) [ no noise] .byte $FF,$FF,$FF,$FF, 18,$FF,$FF,$FF, 18,BT_N, NOISE_NONE sub_loc20: ; W(loc7) SW(loc21) [SW] .byte $FF,$FF,$FF,$FF, $FF, 21, 7,$FF, 7,BT_E, NOISE_SW sub_loc21: ; NE(loc20) [ no noise ] .byte $FF, 20,$FF,$FF, $FF,$FF,$FF,$FF, 20,BT_SW, NOISE_NONE sub_loc22: ; NW(loc8) SW(loc24) N(loc23) [SW] .byte 23,$FF,$FF,$FF, $FF, 24,$FF, 8, 8,BT_SE, NOISE_SW sub_loc23: ; S(loc22) [ no noise ] .byte $FF,$FF,$FF,$FF, 22,$FF,$FF,$FF, 22,BT_N, NOISE_NONE ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc24: ; NE(loc22) [ no noise ] .byte $FF, 22,$FF,$FF, $FF,$FF,$FF,$FF, 22,BT_SW, NOISE_NONE sub_loc25: ; W(loc10) [ no noise ] .byte $FF,$FF,$FF,$FF, $FF,$FF, 10,$FF, 10,BT_E, NOISE_NONE sub_loc26: ; N(loc10) [ no noise ] .byte 10,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 10,BT_S, NOISE_NONE sub_loc27: ; N(loc11) S(loc28) [S] .byte 11,$FF,$FF,$FF, 28,$FF,$FF,$FF, 11,BT_S, NOISE_S sub_loc28: ; W(loc27) [ no noise ] .byte $FF,$FF,$FF,$FF, $FF,$FF, 27,$FF, 27,BT_E, NOISE_NONE sub_loc29: ; NE(loc11) S(loc30) W(loc31) [S] .byte $FF, 11,$FF,$FF, 30,$FF, 31,$FF, 11,BT_SW, NOISE_S ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc30: ; N(loc29) [ no noise ] .byte 29,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 29,BT_S, NOISE_NONE sub_loc31: ; E(loc29) [ no noise ] .byte $FF,$FF, 29,$FF, $FF,$FF,$FF,$FF, 29,BT_W, NOISE_NONE sub_loc32: ; E(loc12) S(loc33) N(loc34) [S] .byte 34,$FF, 12,$FF, 33,$FF,$FF,$FF, 12,BT_W, NOISE_S sub_loc33: ; N(loc32) [ no noise ] .byte 32,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 32,BT_S, NOISE_NONE sub_loc34: ; S(loc32) [ no noise ] .byte $FF,$FF,$FF,$FF, 32,$FF,$FF,$FF, 32,BT_N, NOISE_NONE sub_loc35: ; SE(loc13) N(loc36) W(loc37) [W] .byte 36,$FF,$FF, 13, $FF,$FF, 37,$FF, 13,BT_NW, NOISE_W ; N NE E SE S SW W NW backtrack noise ;============================================================== sub_loc36: ; S(loc35) [ no noise ] .byte $FF,$FF,$FF,$FF, 35,$FF,$FF,$FF, 35,BT_N, NOISE_NONE sub_loc37: ; E(loc35) [ no noise ] .byte $FF,$FF, 35,$FF, $FF,$FF,$FF,$FF, 35,BT_W, NOISE_NONE ;============================ ; draw_sub ;============================ draw_sub: ; draw direction lda SUB_DIRECTION tay lda sub_direction_xs,Y sta XPOS lda #30 sta YPOS tya asl tay lda sub_direction_sprites,Y sta INL lda sub_direction_sprites+1,Y sta INH jsr put_sprite_crop ; draw oustide (possibly animated) ; print sound effect lda SUB_LOCATION asl tay lda sub_locations,Y sta INL lda sub_locations+1,Y sta INH ldy #NOISE_OFFSET lda (INL),Y asl tay lda sub_noises,Y sta OUTL lda sub_noises+1,Y sta OUTH jsr move_and_print rts sub_direction_xs: .byte 29,27,29,27 .byte 29,26,29,26 sub_direction_sprites: .word sub_direction_sprite_n .word sub_direction_sprite_ne .word sub_direction_sprite_e .word sub_direction_sprite_se .word sub_direction_sprite_s .word sub_direction_sprite_sw .word sub_direction_sprite_w .word sub_direction_sprite_nw sub_direction_sprite_n: .byte 4,3 .byte $ff,$F0,$00,$ff .byte $ff,$00,$0f,$ff .byte $0f,$00,$00,$0f sub_direction_sprite_s: .byte 4,3 .byte $f0,$0f,$0f,$0f .byte $00,$0f,$0f,$f0 .byte $0f,$0f,$0f,$00 sub_direction_sprite_e: .byte 4,3 .byte $ff,$0f,$0f,$0f .byte $ff,$0f,$0f,$00 .byte $0f,$0f,$0f,$0f sub_direction_sprite_w: .byte 5,3 .byte $ff,$00,$00,$00,$ff .byte $ff,$f0,$0f,$f0,$ff .byte $0f,$00,$00,$00,$0f sub_direction_sprite_ne: .byte 9,3 .byte $ff,$F0,$00,$ff,$00,$ff,$0f,$0f,$0f .byte $ff,$00,$0f,$ff,$00,$ff,$0f,$0f,$00 .byte $0f,$00,$00,$0f,$00,$0f,$0f,$0f,$0f sub_direction_sprite_se: .byte 9,3 .byte $f0,$0f,$0f,$0f,$00,$ff,$0f,$0f,$0f .byte $00,$0f,$0f,$f0,$00,$ff,$0f,$0f,$00 .byte $0f,$0f,$0f,$00,$00,$0f,$0f,$0f,$0f sub_direction_sprite_nw: .byte 10,3 .byte $ff,$F0,$00,$ff,$ff,$00,$00,$00,$00,$ff .byte $ff,$00,$0f,$ff,$ff,$00,$f0,$0f,$f0,$ff .byte $0f,$00,$00,$0f,$0f,$00,$00,$00,$00,$0f sub_direction_sprite_sw: .byte 10,3 .byte $f0,$0f,$0f,$0f,$ff,$00,$00,$00,$00,$ff .byte $00,$0f,$0f,$f0,$ff,$00,$f0,$0f,$f0,$ff .byte $0f,$0f,$0f,$00,$0f,$00,$00,$00,$00,$0f