; Ootw Checkpoint2 -- Running around the Jail ootw_jail: ;============================== ; setup per-room variables lda WHICH_JAIL bne jail1 jail0: lda #(18+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #1 sta jer_smc+1 ; set left exit lda #0 sta jel_smc+1 lda #22 sta PHYSICIST_Y ; load background lda #>(cage_fell_rle) sta GBASH lda #<(cage_fell_rle) sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call jmp jail_setup_done jail1: lda WHICH_JAIL cmp #1 bne jail2 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #2 sta jer_smc+1 ; set left exit lda #0 sta jel_smc+1 lda #30 sta PHYSICIST_Y ; load background lda #>(jail2_rle) sta GBASH lda #<(jail2_rle) sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call jmp jail_setup_done jail2: lda WHICH_JAIL cmp #2 bne jail3 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #3 sta jer_smc+1 ; set left exit lda #1 sta jel_smc+1 ; load background lda #>(jail3_rle) sta GBASH lda #<(jail3_rle) sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call jmp jail_setup_done jail3: lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #4 sta jer_smc+1 ; set left exit lda #2 sta jel_smc+1 ; load background lda #>(jail4_rle) sta GBASH lda #<(jail4_rle) sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call jail_setup_done: ootw_jail_already_set: ;=========================== ; Enable graphics bit LORES bit SET_GR bit FULLGR ;=========================== ; Setup pages (is this necessary?) lda #0 sta DRAW_PAGE lda #1 sta DISP_PAGE ;================================= ; copy to screen jsr gr_copy_to_current jsr page_flip ;================================= ; setup vars lda #0 sta GAIT sta GAME_OVER ;============================ ; Cage Loop ;============================ jail_loop: ;================================ ; copy background to current page jsr gr_copy_to_current ;================================== ; draw background action ; FIXME ;=============================== ; check keyboard jsr handle_keypress ;=============================== ; move physicist jsr move_physicist ;=============== ; check room limits jsr check_screen_limit ;=============== ; draw physicist jsr draw_physicist ;======================== ; draw foreground action ; FIXME ;=============== ; page flip jsr page_flip ;================ ; inc frame count inc FRAMEL bne jail_frame_no_oflo inc FRAMEH jail_frame_no_oflo: ;========================== ; check if done this level lda GAME_OVER beq still_in_jail cmp #$ff ; if $ff, we died beq done_jail ;=============================== ; check if exited room to right cmp #1 beq jail_exit_left ;================= ; exit to right jail_exit_right: lda PHYSICIST_X cmp #35 bcs jail_right_yes_exit ; bge jail_right_stop_not_exit: lda #0 sta PHYSICIST_STATE jmp still_in_jail jail_right_yes_exit: lda #0 sta PHYSICIST_X jer_smc: lda #$0 ; smc+1 = exit location sta WHICH_CAVE jmp done_jail ;===================== ; exit to left jail_exit_left: lda PHYSICIST_X bmi jail_left_yes_exit ; off screen so negative jail_left_stop_not_exit: lda #0 sta PHYSICIST_STATE lda LEFT_LIMIT sec sbc #$7f sta PHYSICIST_X jmp still_in_jail jail_left_yes_exit: lda #37 sta PHYSICIST_X jel_smc: lda #0 ; smc+1 sta WHICH_CAVE jmp done_jail ; loop forever still_in_jail: lda #0 sta GAME_OVER jmp jail_loop done_jail: rts