.include "zp.inc" .include "hardware.inc" .include "qload.inc" .include "lemm.inc" .include "lemming_status.inc" .byte 4 ; level 4 do_level4: ;====================== ; set up initial stuff ;====================== lda #3 sta DOOR_X lda #5 sta DOOR_Y lda #7 sta INIT_X lda #15 sta INIT_Y lda #29 ; 196 sta l_flame_x_smc+1 lda #122 sta l_flame_y_smc+1 sta r_flame_y_smc+1 lda #33 ; 245 sta r_flame_x_smc+1 ; exit location (1c 8b) lda #29 ; sta exit_x1_smc+1 lda #33 sta exit_x2_smc+1 lda #121 sta exit_y1_smc+1 lda #144 sta exit_y2_smc+1 ;============== ; set up intro ;============== lda #level4_preview_lzsa sta level_preview_h_smc+1 ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music8_parts_l sta chunk_l_smc+2 lda #music8_parts_h sta chunk_h_smc+2 lda #$D0 sta CHUNK_NEXT_LOAD ; Load at $D0 jsr load_song_chunk lda #$D0 ; music starts at $d000 sta CHUNK_NEXT_PLAY sta BASE_FRAME_H lda #1 sta LOOP sta CURRENT_CHUNK ;======================= ; show title screen ;======================= jsr intro_level ;======================= ; Load Graphics ;======================= lda #$20 sta HGR_PAGE jsr hgr_make_tables bit SET_GR bit PAGE0 bit HIRES bit FULLGR lda #level4_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #level4_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$40 jsr decompress_lzsa2_fast ;======================= ; Setup cursor ;======================= lda #0 sta OVER_LEMMING lda #10 sta CURSOR_X lda #100 sta CURSOR_Y ;======================= ; Init Lemmings ;======================= lda #0 sta lemming_out sta lemming_exploding lda INIT_X sta lemming_x lda INIT_Y sta lemming_y lda #1 sta lemming_direction lda #LEMMING_FALLING sta lemming_status ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;======================= ; start music ;======================= ; cli ;======================= ; init vars ;======================= lda #0 sta LEVEL_OVER sta DOOR_OPEN sta FRAMEL sta LOAD_NEXT_CHUNK sta JOYSTICK_ENABLED sta LEMMINGS_OUT jsr update_lemmings_out lda #1 sta LEMMINGS_TO_RELEASE ; jsr save_bg_14x14 ; save initial bg ; set up time lda #$5 sta TIME_MINUTES lda #$00 sta TIME_SECONDS sta TIMER_COUNT ;=================== ;=================== ; Main Loop ;=================== ;=================== l4_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music l4_no_load_chunk: lda DOOR_OPEN bne l4_door_is_open jsr draw_door l4_door_is_open: ;====================== ; release lemmings ;====================== lda LEMMINGS_TO_RELEASE beq l4_done_release_lemmings lda DOOR_OPEN beq l4_done_release_lemmings lda FRAMEL and #$f bne l4_done_release_lemmings inc LEMMINGS_OUT jsr update_lemmings_out lda #1 sta lemming_out dec LEMMINGS_TO_RELEASE l4_done_release_lemmings: jsr draw_flames lda TIMER_COUNT cmp #$50 bcc l4_timer_not_yet jsr update_time lda #$0 sta TIMER_COUNT l4_timer_not_yet: ; main drawing loop jsr erase_lemming jsr erase_pointer jsr move_lemmings jsr draw_lemming jsr handle_keypress jsr draw_pointer lda #$ff jsr wait inc FRAMEL lda LEVEL_OVER bne l4_level_over jmp l4_main_loop l4_level_over: ; bit SET_TEXT jsr disable_music jsr outro_level1 rts .include "graphics/graphics_level4.inc" music8_parts_h: .byte >lemm9_part1_lzsa,>lemm9_part2_lzsa,>lemm9_part3_lzsa .byte >lemm9_part4_lzsa,>lemm9_part5_lzsa,>lemm9_part6_lzsa .byte >lemm9_part7_lzsa .byte $00 music8_parts_l: .byte