; Riven then Captured ; by deater (Vince Weaver) .include "../zp.inc" .include "../hardware.inc" .include "../qload.inc" .include "disk00_defines.inc" RIVEN_FRAMES = 4 NUM_OVERLAYS = 6 captured_start: ;=================== ; Setup graphics ;=================== bit SET_GR bit HIRES bit FULLGR bit PAGE1 lda #0 sta SCENE_COUNT bit KEYRESET ;=============================== ;=============================== ; Riven Logo Loop ;=============================== ;=============================== riven_logo_loop: ; decompress graphics ldx SCENE_COUNT lda riven_l,X sta ZX0_src lda riven_h,X sta ZX0_src+1 lda #$20 ; hgr page1 jsr full_decomp ; wait a bit before continuing ldx #30 jsr wait_a_bit inc SCENE_COUNT lda SCENE_COUNT cmp #RIVEN_FRAMES bne riven_logo_loop ;=================== ; Setup lo-res graphics ;=================== bit SET_GR bit LORES bit FULLGR bit PAGE1 lda #0 sta SCENE_COUNT lda #4 sta DRAW_PAGE bit KEYRESET ;=============================== ;=============================== ; captured! ;=============================== ;=============================== lda #0 sta WHICH_OVERLAY captured_loop: jsr draw_scene jsr flip_pages inc WHICH_OVERLAY lda WHICH_OVERLAY cmp #NUM_OVERLAYS beq done_captured ldx #2 jsr wait_a_bit jmp captured_loop done_captured: ;=================== ; play sound effect ; if applicable ;=============================== ; load sound into language card ;=============================== lda SOUND_STATUS and #SOUND_IN_LC beq do_not_load_audio ; load sounds into LC ; read ram, write ram, use $d000 bank1 bit $C08B bit $C08B lda #capture_audio sta ZX0_src+1 lda #$D0 ; decompress to $D000 jsr full_decomp ; read rom, nowrite, use $d000 bank1 bit $C08A do_not_load_audio: ; only play sound if language card lda SOUND_STATUS and #SOUND_IN_LC bne do_play_audio ; wait a bit instead ldx #20 jsr wait_50xms do_play_audio: ; switch in language card ; read/write RAM $d000 bank 1 bit $C08B bit $C08B ; call the btc player lda #$00 sta BTC_L lda #$D0 sta BTC_H ldx #45 ; length jsr play_audio ; read ROM/no-write bit $c08A ; restore language card done_play_audio: ;====================== ; done, move on to next ;====================== bit KEYRESET lda #LOAD_CAPTURED sta WHICH_LOAD lda #$1 sta LEVEL_OVER rts .include "flip_pages.s" .include "draw_scene.s" .include "../audio.s" captured_graphics: .include "graphics_captured/captured_graphics.inc" riven_l: .byte riven01_zx02 .byte >riven02_zx02 .byte >riven03_zx02 .byte >riven04_zx02 frames_l: .byte trap_overlay0 .byte >trap_overlay1 .byte >trap_overlay2 .byte >trap_overlay3 .byte >trap_overlay4 .byte >trap_overlay5 capture_audio: .incbin "audio/capture.btc.zx02"