; stuff regarding the church ; if x<4 goto MONKEY_MANSION_PATH at ; if x>35 goto MONKEY_CHURCH at church_check_exit: lda GUYBRUSH_X cmp #4 bcc church_to_mansion_path cmp #35 bcs church_to_town bcc church_no_exit church_to_mansion_path: lda #MONKEY_MANSION_PATH sta LOCATION lda #26 sta GUYBRUSH_X sta DESTINATION_X lda #24 sta GUYBRUSH_Y sta DESTINATION_Y jsr change_location jmp church_no_exit church_to_town: lda #MONKEY_TOWN sta LOCATION lda #1 sta GUYBRUSH_X sta DESTINATION_X lda #20 sta GUYBRUSH_Y lda #30 sta DESTINATION_Y lda #GUYBRUSH_SMALL sta GUYBRUSH_SIZE jsr change_location jmp church_no_exit church_no_exit: rts ;========================== ;========================== ; church adjust destination ;========================== ;========================== church_adjust_destination: ; just make Y always 32 ch_check_y: ; if x < 28, Y must be between 16 and 18 ; if x < 35, Y must be between 8 and 28 ch_y_too_small: lda #32 sta DESTINATION_Y done_ch_adjust: rts ;======================= ;======================= ; draw church foreground ;======================= ;======================= draw_church_foreground: lda GUYBRUSH_X cmp #19 bcc draw_church_left_sprite cmp #24 bcs draw_church_right_sprite bcc draw_church_no_sprite draw_church_right_sprite: lda #25 sta XPOS lda #church_right_sprite jmp draw_church_sprite draw_church_left_sprite: lda #9 sta XPOS lda #church_left_sprite draw_church_sprite: sta INH lda #32 sta YPOS jsr put_sprite_crop draw_church_no_sprite: rts church_right_sprite: .byte 14,2 .byte $30,$33,$AA,$AA,$55,$00,$AA,$AA,$AA,$05,$55,$55,$55,$55 .byte $bb,$b3,$33,$55,$55,$50,$00,$AA,$AA,$00,$d2,$25,$55,$55 church_left_sprite: .byte 8,2 .byte $0A,$50,$77,$57,$07,$77,$00,$AA .byte $00,$55,$07,$55,$00,$07,$00,$55 ;============================= ;============================= ; church check bounds ;============================= ;============================= church_check_bounds: rts ;============================= alley_action: alley_nothing: lda #VERB_WALK sta CURRENT_VERB rts church_door_action: church_door_nothing: lda #VERB_WALK sta CURRENT_VERB rts