;======================= ;======================= ; starbase_init ;======================= ;======================= ; call once before entering starbase for first time starbase_init: lda #0 sta WHICH_ROOM sta BG_SCROLL sta LASER_OUT sta BLAST_OUT sta CHARGER_COUNT sta GUN_STATE sta GUN_FIRE sta NUM_DOORS sta ACTION_TRIGGERED sta ACTION_COUNT lda #1 sta DIRECTION ; right lda #100 sta GUN_CHARGE ;==================== ; reset doors lda #DOOR_STATUS_LOCKED sta c4_r0_door0_status ;=============== ; set up aliens jsr clear_aliens lda #1 sta ALIEN_OUT lda #2 sta alien0_room lda #27 sta alien0_x lda #18 sta alien0_y lda #A_STANDING sta alien0_state lda #0 sta alien0_direction ; set up physicist lda #1 sta HAVE_GUN lda #0 sta ASTRONAUT_X lda #10 sta ASTRONAUT_Y lda #P_STANDING sta ASTRONAUT_STATE rts ;=========================== ;=========================== ; enter new room in jail ;=========================== ;=========================== starbase_setup_room: ;================================= ; setup vars lda #0 sta GAIT sta GAME_OVER sta NUM_DOORS ;============================ ; init shields jsr init_shields ; jsr alien_room_init lda #0 sta FRAMEL ; reset frame count for action timer sta FRAMEH sta ACTION_COUNT ; cancel if we leave room mid-action ;============================== ; setup per-room variables ;============================== lda WHICH_ROOM bne room1 ;====================== ; Room0 with ramp room0: ; set up doors lda #2 sta NUM_DOORS lda #door_c4_r0 sta setup_door_table_loop_smc+2 jsr setup_door_table ; set up room limits lda #(-3+128) ; stop at wall sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set left exit lda #0 sta cel_smc+1 ; set right exit lda #1 sta cer_smc+1 lda #10 sta ASTRONAUT_Y ; load background lda #>(jail_rle) sta GBASH lda #<(jail_rle) jmp room_setup_done ;=========================== ; hallway with weird ceiling room1: cmp #1 bne room2 ; set up doors lda #3 sta NUM_DOORS lda #door_c4_r1 sta setup_door_table_loop_smc+2 jsr setup_door_table lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #2 sta cer_smc+1 ; set left exit lda #0 sta cel_smc+1 lda #30 sta ASTRONAUT_Y ; load background lda #>(hallway_rle) sta GBASH lda #<(hallway_rle) jmp room_setup_done ;===================== ; room with big window room2: cmp #2 bne room3 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #3 sta cer_smc+1 ; set left exit lda #1 sta cel_smc+1 lda #30 sta ASTRONAUT_Y ; load background lda #>(window_rle) sta GBASH lda #<(window_rle) jmp room_setup_done ;======================= ;room with ship room3: cmp #3 bne room_setup_done lda #1 sta NUM_DOORS lda #door_c4_r3 sta setup_door_table_loop_smc+2 jsr setup_door_table lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #4 sta cer_smc+1 ; set left exit lda #2 sta cel_smc+1 lda #30 sta ASTRONAUT_Y ; load background lda #>(ship_rle) sta GBASH lda #<(ship_rle) ; fall through room_setup_done: ; load bg image sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; setup walk collision jsr recalc_walk_collision ootw_room_already_set: ;=========================== ; Enable graphics bit LORES bit SET_GR bit FULLGR ;============================================ ; Setup pages (is this necessary?) ; FIXME: use code from c3 which clears better lda #0 sta DRAW_PAGE lda #1 sta DISP_PAGE ;============================ ;============================ ; starbase Loop ;============================ ;============================ starbase_loop: ;================================ ;================================ ; copy background to current page ;================================ ;================================ jsr gr_copy_to_current ;================================== ; draw background action ;================================== lda WHICH_JAIL beq bg_room0 cmp #3 beq bg_room3 bne c4_no_bg_action bg_room0: ; Room #0, draw pulsing recharger lda FRAMEL and #$c lsr tay lda #0 sta XPOS lda #26 sta YPOS lda recharge_bg_progression,Y sta INL lda recharge_bg_progression+1,Y sta INH jsr put_sprite lda FRAMEL and #$18 lsr lsr tay jmp c4_no_bg_action bg_room3: ; Room #3, draw clamp if applicable lda c4_r3_door0_status ; door status cmp #DOOR_STATUS_EXPLODED beq bg3_blink ; draw clamp at 22,5 lda #22 sta XPOS lda #4 sta YPOS lda #clamp_sprite sta INH jsr put_sprite jmp c4_no_bg_action bg3_blink: lda FRAMEL and #$08 beq bg3_blink_off ; 9x16 bg3_blink_on: lda #$56 bne bg3_blink_done bg3_blink_off: lda #$52 bg3_blink_done: sta $c28+9 c4_no_bg_action: ;=============================== ; check keyboard ;=============================== jsr handle_keypress ;=============================== ; move astronaut ;=============================== jsr move_astronaut ;=================== ; check room limits ;=================== lda ASTRONAUT_STATE cmp #P_FALLING_DOWN beq done_room_limits cmp #P_IMPALED beq done_room_limits jsr check_screen_limit done_room_limits: ;=============== ; draw astronaut ;=============== ; only have slope in room0 lda WHICH_ROOM bne just_draw_astronaut ; adjust y for slope lda ASTRONAUT_X cmp #11 bcc asstr_above ; blt cmp #22 bcs asstr_below ; bge sec sbc #11 and #$fe ; our sprite code only draws even y adc #11 jmp asstr_adjust_y asstr_below: lda #22 jmp asstr_adjust_y asstr_above: lda #10 asstr_adjust_y: sta ASTRONAUT_Y jsr recalc_walk_collision just_draw_astronaut: jsr draw_astronaut after_draw_astronaut: ;=============== ; draw alien ;=============== lda ALIEN_OUT beq no_draw_alien jsr move_alien jsr draw_alien no_draw_alien: ;================ ; handle gun ;================ jsr handle_gun ;================ ; handle doors ;================ jsr handle_doors ;================ ; draw doors ;================ jsr draw_doors ;======================== ; draw foreground cover ;======================== lda WHICH_ROOM beq c4_room0_cover ; cmp #4 ; beq c4_room4_cover jmp c4_no_fg_cover c4_room0_cover: lda #0 sta XPOS lda #6 sta YPOS lda #causeway_door_cover sta INH jsr put_sprite ; jmp c4_no_fg_cover c4_no_fg_cover: ;======================== ; handle cinematic action ;======================== lda WHICH_ROOM ; only on causeway1 cmp #2 bne no_action_movie lda FRAMEH cmp #1 bne action_no_trigger lda ACTION_TRIGGERED ; already triggered bne action_no_trigger action_trigger: lda #1 sta ACTION_COUNT sta ACTION_TRIGGERED action_no_trigger: lda ACTION_COUNT beq no_action_movie ; jsr action_sequence no_action_movie: ;=============== ; page flip ;=============== jsr page_flip ;================ ; inc frame count inc FRAMEL bne city_frame_no_oflo inc FRAMEH city_frame_no_oflo: ;========================= ; exit hack ;========================= lda WHICH_ROOM cmp #4 bne regular_exit_check lda ASTRONAUT_X cmp #32 bcc regular_exit_check ; blt lda #5 sta WHICH_ROOM rts regular_exit_check: ;========================== ; check if done this level ;========================== lda GAME_OVER beq still_in_city cmp #$ff ; if $ff, we died beq done_city ;=============================== ; check if exited room to right cmp #1 beq city_exit_left ;================= ; exit to right city_right_yes_exit: lda #0 sta ASTRONAUT_X cer_smc: lda #$0 ; smc+1 = exit location sta WHICH_CAVE jmp done_city ;===================== ; exit to left city_exit_left: lda #37 sta ASTRONAUT_X cel_smc: lda #0 ; smc+1 sta WHICH_CAVE jmp done_city ; loop forever still_in_city: lda #0 sta GAME_OVER jmp starbase_loop done_city: rts recharge_bg_progression: .word recharge_bg1 .word recharge_bg2 .word recharge_bg3 .word recharge_bg4 recharge_bg1: .byte 2,10 .byte $6A,$FA .byte $27,$f6 .byte $ff,$7f .byte $6f,$7f .byte $ff,$5f .byte $f5,$5f .byte $62,$f2 .byte $72,$65 .byte $5f,$7f .byte $A2,$a5 recharge_bg2: .byte 2,10 .byte $2A,$6A .byte $76,$65 .byte $5f,$f5 .byte $ff,$77 .byte $22,$f2 .byte $5f,$f6 .byte $2f,$75 .byte $52,$f5 .byte $f2,$52 .byte $A6,$a2 recharge_bg3: .byte 2,10 .byte $fA,$7A .byte $f5,$27 .byte $5f,$ff .byte $2f,$5f .byte $77,$ff .byte $f5,$f6 .byte $25,$52 .byte $5f,$52 .byte $5f,$2f .byte $A7,$a2 recharge_bg4: .byte 2,10 .byte $5A,$2A .byte $55,$76 .byte $f5,$5f .byte $77,$ff .byte $75,$22 .byte $f2,$5f .byte $27,$22 .byte $7f,$5f .byte $6f,$f5 .byte $A7,$a2 ; 0x18 causeway_door_cover: .byte 6,10 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$11,$00,$00,$00 .byte $00,$00,$11,$11,$00,$00 .byte $00,$00,$00,$11,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00 ; 3x3 clamp_sprite: .byte 3,3 .byte $AA,$1A,$9A .byte $00,$00,$00 .byte $AA,$A9,$A1 ; Room 0 doors door_c4_r0: .word door_c4_r0_status .word door_c4_r0_x .word door_c4_r0_y .word door_c4_r0_xmin .word door_c4_r0_xmax door_c4_r0_status: c4_r0_door0_status: .byte DOOR_STATUS_LOCKED c4_r0_door1_status: .byte DOOR_STATUS_LOCKED door_c4_r0_x: c4_r0_door0_x: .byte 6 c4_r0_door1_x: .byte 37 door_c4_r0_y: c4_r0_door0_y: .byte 6 c4_r0_door1_y: .byte 18 door_c4_r0_xmin: c4_r0_door0_xmin: .byte 0 ; 37-4-5 c4_r0_door1_xmin: .byte 28 ; 37-4-5 door_c4_r0_xmax: c4_r0_door0_xmax: .byte 4 ; ?? c4_r0_door1_xmax: .byte 39 ; ?? ; Room 1 doors door_c4_r1: .word door_c4_r1_status .word door_c4_r1_x .word door_c4_r1_y .word door_c4_r1_xmin .word door_c4_r1_xmax door_c4_r1_status: c4_r1_door0_status: .byte DOOR_STATUS_CLOSED c4_r1_door1_status: .byte DOOR_STATUS_CLOSED c4_r1_door2_status: .byte DOOR_STATUS_CLOSED door_c4_r1_x: c4_r1_door0_x: .byte 31 c4_r1_door1_x: .byte 34 c4_r1_door2_x: .byte 37 door_c4_r1_y: c4_r1_door0_y: .byte 26 c4_r1_door1_y: .byte 26 c4_r1_door2_y: .byte 26 door_c4_r1_xmin: c4_r1_door0_xmin: .byte 22 ; 31-4-5 c4_r1_door1_xmin: .byte 25 ; 34-4-5 c4_r1_door2_xmin: .byte 28 ; 37-4-5 door_c4_r1_xmax: c4_r1_door0_xmax: .byte 39 ; ?? c4_r1_door1_xmax: .byte 39 ; ?? c4_r1_door2_xmax: .byte 39 ; ?? door_c4_r3: .word door_c4_r3_status .word door_c4_r3_x .word door_c4_r3_y .word door_c4_r3_xmin .word door_c4_r3_xmax door_c4_r3_status: c4_r3_door0_status: .byte DOOR_STATUS_CLOSED door_c4_r3_x: c4_r3_door0_x: .byte 12 door_c4_r3_xmin: .byte 39 door_c4_r3_xmax: .byte 39 door_c4_r3_y: c4_r3_door0_y: .byte 26