; Cavern scene (with the slugs) ootw_cavern: ;=========================== ; Enable graphics bit LORES bit SET_GR bit FULLGR ;=========================== ; Clear both bottoms lda #$4 sta DRAW_PAGE jsr clear_bottom lda #$0 sta DRAW_PAGE jsr clear_bottom lda #0 sta DRAW_PAGE lda #1 sta DISP_PAGE ;============================= ; Load background to $c00 lda #$0c sta BASH lda #$00 sta BASL ; load image off-screen $c00 lda #>(cavern_rle) sta GBASH lda #<(cavern_rle) sta GBASL jsr load_rle_gr ;============================= ; Load quake background to $1000 lda #$10 sta BASH lda #$00 sta BASL ; load image off-screen $c00 lda #>(quake_rle) sta GBASH lda #<(quake_rle) sta GBASL jsr load_rle_gr ;================================= ; copy to both pages $400/$800 jsr gr_copy_to_current jsr page_flip jsr gr_copy_to_current ;================================= ; setup vars lda #0 sta GAIT sta GAME_OVER ;============================ ; Cavern Loop (not a palindrome) ;============================ cavern_loop: ; check keyboard jsr handle_keypress_cavern ;========================== ; check for earthquake earthquake_handler: lda FRAMEH and #3 bne earth_mover lda FRAMEL cmp #$ff bne earth_mover earthquake_init: lda #200 sta EQUAKE_PROGRESS lda #0 sta BOULDER_Y jsr random16 lda SEEDL and #$1f clc adc #4 sta BOULDER_X earth_mover: lda EQUAKE_PROGRESS beq earth_still and #$8 bne earth_calm lda #2 bne earth_decrement earth_calm: lda #0 earth_decrement: sta EARTH_OFFSET dec EQUAKE_PROGRESS jmp earth_done earth_still: lda #0 sta EARTH_OFFSET earth_done: ;================================ ; copy background to current page lda EARTH_OFFSET bne shake_shake no_shake: jsr gr_copy_to_current jmp done_shake shake_shake: jsr gr_copy_to_current_40 done_shake: ;=============== ; draw physicist jsr draw_physicist ;=============== ; draw slugs jsr draw_slugs ;====================== ; draw falling boulders lda BOULDER_Y cmp #38 bpl no_boulder lda #boulder sta INH lda BOULDER_X sta XPOS lda BOULDER_Y sta YPOS jsr put_sprite lda FRAMEL and #$3 bne no_boulder inc BOULDER_Y inc BOULDER_Y no_boulder: ;======================= ; page flip jsr page_flip ;======================== ; inc frame count inc FRAMEL bne frame_no_oflo_c inc FRAMEH frame_no_oflo_c: ; pause? ; see if game over lda GAME_OVER cmp #$ff beq done_cavern ; see if left level cmp #1 bne still_in_cavern lda #37 sta PHYSICIST_X jmp ootw_pool still_in_cavern: ; loop forever jmp cavern_loop done_cavern: rts ;====================================== ; handle keypress (cavern) ;====================================== handle_keypress_cavern: lda KEYPRESS ; 4 bmi keypress_cavern ; 3 rts keypress_cavern: ; -1 and #$7f ; clear high bit check_quit_c: cmp #'Q' beq quit_c cmp #27 bne check_left_c quit_c: lda #$ff sta GAME_OVER rts check_left_c: cmp #'A' beq left_c cmp #$8 ; left arrow bne check_right_c left_c: lda #0 sta CROUCHING lda DIRECTION bne face_left_c dec PHYSICIST_X bpl just_fine_left_c too_far_left_c: lda #1 sta GAME_OVER rts just_fine_left_c: inc GAIT inc GAIT jmp done_keypress_c face_left_c: lda #0 sta DIRECTION sta GAIT jmp done_keypress_c check_right_c: cmp #'D' beq right_c cmp #$15 bne check_down_c right_c: lda #0 sta CROUCHING lda DIRECTION beq face_right_c inc PHYSICIST_X lda PHYSICIST_X cmp #37 bne just_fine_right_c too_far_right_c: dec PHYSICIST_X just_fine_right_c: inc GAIT inc GAIT jmp done_keypress_c face_right_c: lda #0 sta GAIT lda #1 sta DIRECTION jmp done_keypress_c check_down_c: cmp #'S' beq down_c cmp #$0A bne check_space_c down_c: lda #48 sta CROUCHING lda #0 sta GAIT jmp done_keypress_c check_space_c: cmp #' ' beq space_c cmp #$15 bne unknown_c space_c: lda #15 sta KICKING lda #0 sta GAIT unknown_c: done_keypress_c: bit KEYRESET ; clear the keyboard strobe ; 4 no_keypress_c: rts ; 6 ;================================== ; draw slugs ;================================== slugg0_out: .byte 1 slugg0_x: .byte 30 slugg0_dir: .byte $ff slugg0_gait: .byte 0 ; ___ _-_ draw_slugs: lda slugg0_out beq slug_done ; don't draw if not there inc slugg0_gait lda slugg0_gait and #$3f cmp #$00 bne slug_no_move slug_move: lda slugg0_x clc adc slugg0_dir sta slugg0_x cmp #37 beq remove_slug cmp #0 beq remove_slug slug_no_move: lda slugg0_gait and #$20 beq slug_squinched slug_flat: lda #slug1 sta INH bne slug_selected slug_squinched: lda #slug2 sta INH slug_selected: lda slugg0_x sta XPOS lda #34 sec sbc EARTH_OFFSET sta YPOS lda DIRECTION bmi slug_right slug_left: jsr put_sprite jmp slug_done slug_right: jsr put_sprite_flipped slug_done: rts remove_slug: lda #0 sta slugg0_out rts ;========================================================= ; gr_copy_to_current, 40x48 version ;========================================================= ; copy 0x1000 to DRAW_PAGE gr_copy_to_current_40: lda DRAW_PAGE ; 3 clc ; 2 adc #$4 ; 2 sta gr_copy_line_40+5 ; 4 sta gr_copy_line_40+11 ; 4 adc #$1 ; 2 sta gr_copy_line_40+17 ; 4 sta gr_copy_line_40+23 ; 4 adc #$1 ; 2 sta gr_copy_line_40+29 ; 4 sta gr_copy_line_40+35 ; 4 adc #$1 ; 2 sta gr_copy_line_40+41 ; 4 sta gr_copy_line_40+47 ; 4 ;=========== ; 45 ldy #119 ; for early ones, copy 120 bytes ; 2 gr_copy_line_40: lda $1000,Y ; load a byte (self modified) ; 4 sta $400,Y ; store a byte (self modified) ; 5 lda $1080,Y ; load a byte (self modified) ; 4 sta $480,Y ; store a byte (self modified) ; 5 lda $1100,Y ; load a byte (self modified) ; 4 sta $500,Y ; store a byte (self modified) ; 5 lda $1180,Y ; load a byte (self modified) ; 4 sta $580,Y ; store a byte (self modified) ; 5 lda $1200,Y ; load a byte (self modified) ; 4 sta $600,Y ; store a byte (self modified) ; 5 lda $1280,Y ; load a byte (self modified) ; 4 sta $680,Y ; store a byte (self modified) ; 5 lda $1300,Y ; load a byte (self modified) ; 4 sta $700,Y ; store a byte (self modified) ; 5 lda $1380,Y ; load a byte (self modified) ; 4 sta $780,Y ; store a byte (self modified) ; 5 dey ; decrement pointer ; 2 bpl gr_copy_line_40 ; ; 2nt/3 rts ; 6