; Ootw Checkpoint2 -- Using the elevator ootw_elevator: ;=========================== ; Enable graphics bit LORES bit SET_GR bit FULLGR ;=========================== ; Setup pages (is this necessary?) lda #0 sta DRAW_PAGE lda #1 sta DISP_PAGE ;============================= ; load background image jsr elevator_load_background ;============================== ; setup physicist lda #16 sta PHYSICIST_Y ;============================== ; setup per-room variables lda WHICH_JAIL cmp #4 bne elevator5 elevator4: lda #(-4+128) sta LEFT_LIMIT lda #(30+128) sta RIGHT_LIMIT ; set right exit lda #3 sta eel_smc+1 jmp elevator_setup_done elevator5: cmp #5 bne elevator6 lda #(-4+128) sta LEFT_LIMIT lda #(30+128) sta RIGHT_LIMIT elevator6: elevator_setup_done: ;================================= ; copy to screen jsr gr_copy_to_current jsr page_flip ;================================= ; setup vars lda #0 sta GAIT sta GAME_OVER ;============================ ; Elevator Loop ;============================ elevator_loop: ;================================ ; copy background to current page jsr gr_copy_to_current ;================================ ; draw elevator lda #17 sta XPOS lda #32 sta YPOS lda #elevator_sprite sta INH jsr put_sprite_crop ;=============================== ; check keyboard jsr handle_keypress ;=============================== ; move physicist jsr move_physicist ;=============== ; check room limits jsr check_screen_limit ;=============== ; draw physicist jsr draw_physicist ;================ ; draw foreground ;=============== ; page flip jsr page_flip ;================ ; inc frame count inc FRAMEL bne elevator_frame_no_oflo inc FRAMEH elevator_frame_no_oflo: ; check if done this level lda GAME_OVER beq still_in_elevator cmp #$ff ; if $ff, we died beq done_elevator ;=============================== ; check if exited room to right cmp #1 beq elevator_exit_left ; exit to right elevator_exit_right: lda #0 sta PHYSICIST_X eer_smc: lda #$0 sta WHICH_CAVE jmp done_elevator elevator_exit_left: lda #37 sta PHYSICIST_X eel_smc: lda #0 sta WHICH_CAVE jmp done_elevator ; loop forever still_in_elevator: jmp elevator_loop done_elevator: rts ;=============================== ; load proper background to $c00 ;=============================== elevator_load_background: ldy #0 elevator_background_loop: lda gr_offsets_l,Y sta line0_left_loop+1 sta line0_center_loop+1 sta line0_right_loop+1 lda gr_offsets_h,Y clc adc #$8 sta line0_left_loop+2 sta line0_center_loop+2 sta line0_right_loop+2 lda elevator_fb_l,Y ldx #0 line0_left_loop: sta $c00,X inx cpx #17 bne line0_left_loop lda elevator_fb_c,Y line0_center_loop: sta $c00,X inx cpx #25 bne line0_center_loop lda #$88 line0_right_loop: sta $c00,X inx cpx #40 bne line0_right_loop iny cpy #24 bne elevator_background_loop rts elevator_fb_l: .byte $88,$88,$88,$88,$88,$88,$88 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00 .byte $88,$88,$88,$88,$88,$88,$88,$88 elevator_fb_c: .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 elevator_sprite: .byte $8,$1 .byte $25,$25,$25,$25,$25,$25,$25,$25 ; low/high nothing ; high/low xBxxxxxx ; low/high xxBBBxxx ; high low xxxxxxBx