; The Planetarium / Dentist Office ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" dentist_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 ; 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 #NIBEL_BLUE_ROOM ; beq fg_draw_blue_page ; cmp #NIBEL_RED_TABLE_OPEN ; beq fg_draw_red_page ; cmp #NIBEL_BLUE_HOUSE_VIEWER ; beq animate_viewer 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 ;=========================== ;=========================== ; back to mist ;=========================== ;=========================== back_to_mist: lda #MIST_STEPS_4TH_LANDING sta LOCATION lda #DIRECTION_W sta DIRECTION lda #LOAD_MIST sta WHICH_LOAD set_level_over: lda #$ff sta LEVEL_OVER rts ;=========================== ;=========================== ; pull down panel ;=========================== ;=========================== pull_down_panel: lda #DENTIST_PANEL sta LOCATION jmp change_location ;========================== ; includes ;========================== ; level graphics .include "graphics_dentist/dentist_graphics.inc" ; puzzles .include "dentist_panel.s" ; level data .include "leveldata_dentist.inc"