; Bunker/Sub part of Selena Age ; Ein U-Boot holt uns dann hier raus ; Und du bist der Kapitaen ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" sub_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 ;================= ; init vars ; 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 ;==================================== lda LOCATION cmp #SUB_BOOK_OPEN beq mist_book_animation jmp nothing_special mist_book_animation: jsr draw_mist_animation 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 ;=================================== ; goto selena ; go back out bunker door ;=================================== goto_selena: lda #$ff sta LEVEL_OVER lda #SELENA_BUNKER ; outside bunker door sta LOCATION lda #DIRECTION_N sta DIRECTION lda #LOAD_SELENA sta WHICH_LOAD rts ;=============================== ; draw mist book animation ;=============================== draw_mist_animation: ; handle animated linking book lda ANIMATE_FRAME cmp #6 bcc mist_book_good ; blt lda #0 sta ANIMATE_FRAME mist_book_good: asl tay lda mist_movie,Y sta INL lda mist_movie+1,Y sta INH lda #24 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$f bne done_animate_mist_book inc ANIMATE_FRAME done_animate_mist_book: jmp nothing_special ;========================== ; includes ;========================== ; level graphics .include "graphics_sub/sub_graphics.inc" ; puzzles .include "sub_puzzle.s" ; linking books .include "link_book_mist.s" ; level data .include "leveldata_sub.inc" ; sound .include "simple_sounds.s"