; Ootw Checkpoint2 -- Running around the Jail ootw_jail: ;============================== ; init lda #0 sta ON_ELEVATOR ;============================== ; 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) jmp jail_setup_done jail1: 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) jmp jail_setup_done jail2: 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) jmp jail_setup_done jail3: cmp #3 bne jail4 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #7 sta jer_smc+1 ; set left exit lda #2 sta jel_smc+1 lda #30 sta PHYSICIST_Y ; load background lda #>(jail4_rle) sta GBASH lda #<(jail4_rle) jmp jail_setup_done jail4: cmp #4 bne jail5 lda #(10+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #8 sta jer_smc+1 ; set left exit lda #5 sta jel_smc+1 ; FIXME: different if in from left? lda #8 sta PHYSICIST_Y ; load background lda #>(room_b4_rle) sta GBASH lda #<(room_b4_rle) jmp jail_setup_done jail5: cmp #5 bne jail6 lda #(-4+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #4 sta jer_smc+1 lda #30 sta PHYSICIST_Y ; load background lda #>(room_b3_rle) sta GBASH lda #<(room_b3_rle) jmp jail_setup_done jail6: lda #(17+128) sta LEFT_LIMIT lda #(39+128) sta RIGHT_LIMIT ; set right exit lda #9 sta jer_smc+1 lda #20 sta PHYSICIST_Y ; load background lda #>(room_b2_rle) sta GBASH lda #<(room_b2_rle) jmp jail_setup_done jail_setup_done: sta GBASL lda #$c ; load to page $c00 jsr load_rle_gr ; tail call 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 lda WHICH_JAIL cmp #6 bne c2_no_bg_action ; draw power lda JAIL_POWER_ON beq c2_no_bg_action ; skip if power off already lda #20 sta XPOS lda #0 sta YPOS lda FRAMEL lsr lsr lsr and #$6 tay lda power_line_sprites,Y sta INL lda power_line_sprites+1,Y sta INH jsr put_sprite_crop c2_no_bg_action: ;=============================== ; check keyboard jsr handle_keypress ;=============================== ; move physicist jsr move_physicist ;=============== ; check room limits jsr check_screen_limit ;=============== ; draw physicist jsr draw_physicist ;======================== ; draw foreground action ; FIXME ;=============== ; page flip jsr page_flip ;================ ; inc frame count inc FRAMEL bne jail_frame_no_oflo inc FRAMEH jail_frame_no_oflo: ;========================== ; check if done this level ;========================== lda GAME_OVER beq still_in_jail cmp #$ff ; if $ff, we died beq done_jail ;=============================== ; check if exited room to right cmp #1 beq jail_exit_left ;================= ; exit to right jail_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 #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 power_line_sprites: .word power_line_sprite0 .word power_line_sprite1 .word power_line_sprite2 .word power_line_sprite3 power_line_sprite0: .byte 1,8 ; XXXoXXXoXXXoXXXo .byte $77,$67,$77,$67,$77,$67,$77,$07 power_line_sprite1: .byte 1,8 ; XXoXXXoXXXoXXXoX .byte $77,$76,$77,$76,$77,$76,$77,$06 power_line_sprite2: .byte 1,8 ; XoXXXoXXXoXXXoXX .byte $67,$77,$67,$77,$67,$77,$67,$07 power_line_sprite3: .byte 1,8 ; oXXXoXXXoXXXoXXX .byte $76,$77,$76,$77,$76,$77,$76,$07