; Peasant's Quest Intro Sequence ; by Vince `deater` Weaver vince@deater.net ; with apologies to everyone .include "hardware.inc" .include "zp.inc" .include "qload.inc" .include "music.inc" peasant_quest_intro: lda #0 sta ESC_PRESSED jsr hgr_make_tables jsr hgr2 ;******************************* ; restart music, only drum loop ;****************************** lda SOUND_STATUS and #SOUND_MOCKINGBOARD beq mockingboard_notfound ; hack! modify the PT3 file to ignore the latter half lda #$ff ; end after 4 patterns sta PT3_LOC+$C9+$4 lda #$0 ; set LOOP to 0 sta PT3_LOC+$66 jsr pt3_init_song cli mockingboard_notfound: ;************************ ; Cottage ;************************ jsr cottage lda ESC_PRESSED bne escape_handler ;************************ ; Lake West ;************************ jsr lake_west lda ESC_PRESSED bne escape_handler ;************************ ; Lake East ;************************ jsr lake_east lda ESC_PRESSED bne escape_handler ;************************ ; River ;************************ jsr river lda ESC_PRESSED bne escape_handler ;************************ ; Knight ;************************ jsr knight ;************************ ; Start actual game ;************************ jsr draw_peasant ; wait a bit lda #10 jsr wait_a_bit escape_handler: ;========================== ; disable music lda SOUND_STATUS and #SOUND_MOCKINGBOARD beq mockingboard_notfound2 sei ; turn off music jsr clear_ay_both ; clear AY state jsr mockingboard_disable_interrupt mockingboard_notfound2: ;============================= ; start new game ;============================= start_new_game: lda #LOAD_PEASANT2 sta WHICH_LOAD ;========================= ; init peasant position ; draw at 18,108 lda #18 sta PEASANT_X lda #108 sta PEASANT_Y lda #PEASANT_DIR_RIGHT sta PEASANT_DIR lda #0 sta PEASANT_XADD sta PEASANT_YADD lda #0 sta SCORE_HUNDREDS lda #$00 sta SCORE_TENSONES lda #4 sta MAP_X lda #1 sta MAP_Y lda #$00 sta INVENTORY_1 sta INVENTORY_2 lda #INV3_SHIRT sta INVENTORY_3 ; 1100 1011 lda #$00 sta INVENTORY_1_GONE ; 0001 1101 lda #$00 sta INVENTORY_2_GONE ; lda #$0 sta INVENTORY_3_GONE rts ;.include "decompress_fast_v2.s" .include "wait_keypress.s" .include "intro_cottage.s" .include "intro_lake_w.s" .include "intro_lake_e.s" .include "intro_river.s" .include "intro_knight.s" .include "draw_peasant.s" ;.include "hgr_font.s" ;.include "draw_box.s" ;.include "hgr_rectangle.s" ;.include "hgr_1x28_sprite.s" ;.include "hgr_partial_save.s" ;.include "hgr_input.s" ;.include "hgr_tables.s" ;.include "hgr_text_box.s" ;.include "hgr_hgr2.s" .include "hgr_1x5_sprite.s" .include "gr_copy.s" .include "wait.s" .include "wait_a_bit.s" .include "graphics/graphics_intro.inc" .include "graphics/priority_intro.inc"