; Peasant's Quest ; Peasantry Part 2 (second line of map) WHICH_PEASANTRY=1 ; by Vince `deater` Weaver vince@deater.net ; with apologies to everyone .include "hardware.inc" .include "zp.inc" .include "qload.inc" peasant_quest: lda #0 sta GAME_OVER jsr hgr_make_tables jsr HGR2 ; Hi-res graphics, no text at bottom ; Y=0, A=0 after this called lda #0 sta FRAME ; update map location jsr update_map_location ;============================= ;============================= ; new screen location ;============================= ;============================= new_location: lda #0 sta GAME_OVER ;===================== ; load bg ; we are PEASANT2 so locations 5...9 map to 0...4 lda MAP_LOCATION sec sbc #5 tax lda map_backgrounds_low,X sta getsrc_smc+1 lda map_backgrounds_hi,X sta getsrc_smc+2 lda #$40 jsr decompress_lzsa2_fast ; we are PEASANT2 so locations 5...9 map to 0...4 lda MAP_LOCATION sec sbc #5 tax lda map_priority_low,X sta getsrc_smc+1 lda map_priority_hi,X sta getsrc_smc+2 lda #$20 jsr decompress_lzsa2_fast jsr gr_copy_to_page1 ; put peasant text lda #peasant_text sta OUTH jsr hgr_put_string ; put score lda #score_text sta OUTH jsr hgr_put_string ;==================== ; save background lda PEASANT_X sta CURSOR_X lda PEASANT_Y sta CURSOR_Y ;======================= ; draw initial peasant jsr save_bg_7x28 jsr draw_peasant game_loop: jsr move_peasant inc FRAME jsr check_keyboard lda GAME_OVER bmi oops_new_location bne game_over ; delay lda #200 jsr WAIT jmp game_loop oops_new_location: jmp new_location ;************************ ; exit level ;************************ game_over: rts peasant_text: .byte 25,2,"Peasant's Quest",0 score_text: .byte 0,2,"Score: 0 of 150",0 .include "decompress_fast_v2.s" .include "wait_keypress.s" .include "draw_peasant.s" .include "hgr_font.s" .include "draw_box.s" .include "hgr_rectangle.s" .include "hgr_7x28_sprite_mask.s" .include "hgr_1x5_sprite.s" ;.include "hgr_save_restore.s" .include "hgr_partial_save.s" .include "hgr_input.s" .include "hgr_tables.s" .include "hgr_text_box.s" .include "clear_bottom.s" .include "gr_copy.s" .include "new_map_location.s" .include "peasant_move.s" .include "parse_input.s" .include "keyboard.s" .include "wait_a_bit.s" .include "graphics/graphics_peasant2.inc" .include "graphics/priority_peasant2.inc" .include "version.inc" help_message: .byte 0,43,24, 0,253,82 .byte 8,41,"I don't understand. Type",13 .byte "HELP for assistances.",0 fake_error1: .byte 0,43,24, 0,253,82 .byte 8,41,"?SYNTAX ERROR IN 1020",13 .byte "]",127,0 fake_error2: .byte 0,43,24, 0,253,82 .byte 8,41,"?UNDEF'D STATEMENT ERROR",13 .byte "]",127,0 map_backgrounds_low: ; .byte todo_lzsa ; 0 ; .byte >todo_lzsa ; 1 ; .byte >todo_lzsa ; 2 ; .byte >todo_lzsa ; 3 ; .byte >waterfall_lzsa ; 4 -- waterfall .byte >haystack_lzsa ; 5 -- haystack .byte >puddle_lzsa ; 6 -- puddle .byte >archery_lzsa ; 7 -- archery .byte >river_lzsa ; 8 -- river .byte >knight_lzsa ; 9 -- knight ; .byte >todo_lzsa ; 10 ; .byte >cottage_lzsa ; 11 -- cottage ; .byte >lake_w_lzsa ; 12 -- lake west ; .byte >lake_e_lzsa ; 13 -- lake east ; .byte >inn_lzsa ; 14 -- inn ; .byte >todo_lzsa ; 15 ; .byte >todo_lzsa ; 16 ; .byte >todo_lzsa ; 17 ; .byte >lady_cottage_lzsa ; 18 -- cottage lady ; .byte >crooked_tree_lzsa ; 19 -- crooked tree map_priority_low: .byte haystack_priority_lzsa ; 5 -- haystack .byte >puddle_priority_lzsa ; 6 -- puddle .byte >archery_priority_lzsa ; 7 -- archery .byte >river_priority_lzsa ; 8 -- river .byte >knight_priority_lzsa ; 9 -- knight