; Homestar Runner Expansion L5 .include "zp.inc" .include "hardware.inc" .include "qload.inc" .include "lemm.inc" .include "lemming_status.inc" .byte 5 ; level 5 do_level5: ;====================== ; set up initial stuff ;====================== lda #10 sta CLIMBER_COUNT sta FLOATER_COUNT sta BUILDER_COUNT sta BASHER_COUNT sta MINER_COUNT sta DIGGER_COUNT sta EXPLODER_COUNT sta STOPPER_COUNT lda #30 sta DOOR_X lda #2 sta DOOR_Y lda #33 sta INIT_X lda #13 sta INIT_Y ; flame locations lda #3 ; sta l_flame_x_smc+1 lda #59 sta l_flame_y_smc+1 lda #15 ; sta r_flame_x_smc+1 lda #102 ; sta r_flame_y_smc+1 ; door exit location lda #7 ; sta exit_x1_smc+1 lda #10 sta exit_x2_smc+1 lda #110 sta exit_y1_smc+1 lda #140 sta exit_y2_smc+1 ;============== ; set up intro ;============== lda #hr_level5_preview_lzsa sta level_preview_h_smc+1 lda #level5_intro_text sta intro_text_smc_h+1 lda #$20 ; BCD sta PERCENT_NEEDED lda #$10 sta PERCENT_ADD ;============== ; set up music ;============== lda #0 sta CURRENT_CHUNK sta DONE_PLAYING sta BASE_FRAME_L sta BUTTON_LOCATION ; set up first song lda #music5_parts_l sta chunk_l_smc+2 lda #music5_parts_h sta chunk_h_smc+2 lda #$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 #hr_level5_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$20 jsr decompress_lzsa2_fast lda #hr_level5_lzsa sta getsrc_smc+2 ; LZSA_SRC_HI lda #$40 jsr decompress_lzsa2_fast ;======================= ; Setup cursor ;======================= lda #$FF sta OVER_LEMMING lda #20 sta CURSOR_X lda #50 sta CURSOR_Y ;======================= ; init vars ;======================= lda #10 sta LEMMINGS_TO_RELEASE ; set up time lda #$5 sta TIME_MINUTES lda #$00 sta TIME_SECONDS sta TIMER_COUNT ; 1/50 jsr init_level jsr update_remaining_all ;======================= ; Play "Let's Go" ;======================= jsr play_letsgo ;=================== ;=================== ; Main Loop ;=================== ;=================== l5_main_loop: ;========================= ; load next chunk of music ; if necessary ;========================= jsr load_music l5_no_load_chunk: lda DOOR_OPEN bne l5_door_is_open jsr draw_door l5_door_is_open: ;====================== ; release lemmings ;====================== jsr release_lemming ;===================== ; animate flames ;===================== jsr draw_flames ;===================== ; draw level animation ;===================== jsr flame_thrower ;==================== ; update timer ;==================== jsr update_timer ;==================== ; main drawing loop ;==================== jsr erase_lemming jsr erase_pointer jsr move_lemmings jsr draw_lemming jsr handle_keypress jsr draw_pointer lda #$ff jsr wait inc FRAMEL lda LEVEL_OVER bne l5_level_over jmp l5_main_loop l5_level_over: rts .include "update_timer.s" .include "hr_graphics/graphics_hr_level5.inc" music5_parts_h: .byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa .byte $00 music5_parts_l: .byte x, savey1->savey2 lda #51 sta SAVED_Y1 lda #66 sta SAVED_Y2 lda #7 ldx #15 jsr hgr_partial_restore ; draw new lda FRAMEL and #$7 tay lda flame_sprites_l,Y sta INL lda flame_sprites_h,Y sta INH lda flame_sprites_x,Y sta XPOS lda flame_sprites_y,Y sta YPOS jsr hgr_draw_sprite rts flame_sprites_l: .byte flame0_sprite,>flame1_sprite .byte >flame2_sprite,>flame3_sprite .byte >flame4_sprite,>flame5_sprite .byte >flame6_sprite,>flame7_sprite flame_sprites_x: ; .byte 16,14 ; .byte 13,13 ; .byte 12,12 ; .byte 10,12 .byte 12,10 .byte 9,9 .byte 8,8 .byte 6,8 ; 15x56 flame_sprites_y: ; .byte 27,26 ; .byte 24,25 ; .byte 26,23 ; .byte 21,21 .byte 57,56 .byte 54,55 .byte 56,53 .byte 51,51