; The Stone Ship level ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" stoney_start: ;=================== ; init screen jsr TEXT jsr HOME bit KEYRESET bit SET_GR bit PAGE0 bit LORES bit FULLGR ;================= ; set up location ;================= lda #locations sta LOCATIONS_H lda #0 sta DRAW_PAGE sta LEVEL_OVER ; resets if you leave sta BATTERY_CHARGE ; init cursor lda #20 sta CURSOR_X sta CURSOR_Y ; set up initial location jsr change_location lda #1 sta CURSOR_VISIBLE ; visible at first lda #0 sta ANIMATE_FRAME game_loop: ;================= ; reset things ;================= lda #0 sta IN_SPECIAL sta IN_RIGHT sta IN_LEFT ;==================================== ; copy background to current page ;==================================== jsr gr_copy_to_current ;==================================== ; handle special-case forground logic ;==================================== lda LOCATION cmp #STONEY_BOOK_TABLE_OPEN beq animate_mist_book cmp #STONEY_RED_DRESSER_OPEN beq fg_draw_red_page cmp #STONEY_BLUE_ROOM beq fg_draw_blue_page cmp #STONEY_UMBRELLA beq draw_umbrella_light cmp #STONEY_LIGHTHOUSE_UPSTAIRS beq draw_crank_handle cmp #STONEY_LIGHTHOUSE_BATTERY beq draw_battery_level cmp #STONEY_BOOK_TABLE beq animate_magic_table jmp nothing_special animate_magic_table: jsr do_animate_magic_table jmp nothing_special animate_mist_book: lda ANIMATE_FRAME cmp #6 bcc mist_book_good ; blt lda #0 sta ANIMATE_FRAME mist_book_good: asl tay lda mist_movie,Y sta INL lda mist_movie+1,Y sta INH lda #24 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$f bne done_animate_mist_book inc ANIMATE_FRAME done_animate_mist_book: jmp nothing_special fg_draw_red_page: jsr draw_red_page jmp nothing_special fg_draw_blue_page: jsr draw_blue_page jmp nothing_special draw_umbrella_light: jsr do_draw_umbrella_light jmp nothing_special draw_crank_handle: jsr do_draw_crank_handle jmp nothing_special draw_battery_level: jsr do_draw_battery_level jmp nothing_special nothing_special: ;==================================== ; draw pointer ;==================================== jsr draw_pointer ;==================================== ; page flip ;==================================== jsr page_flip ;==================================== ; handle keypress/joystick ;==================================== jsr handle_keypress ;==================================== ; inc frame count ;==================================== inc FRAMEL bne room_frame_no_oflo inc FRAMEH room_frame_no_oflo: ;==================================== ; check level over ;==================================== lda LEVEL_OVER bne really_exit jmp game_loop really_exit: jmp end_level stoney_take_red_page: lda #STONEY_PAGE jmp take_red_page stoney_take_blue_page: lda #STONEY_PAGE jmp take_blue_page ;============================= ; handle pages ;============================= draw_red_page: lda RED_PAGES_TAKEN and #STONEY_PAGE bne no_draw_page lda #14 sta XPOS lda #36 sta YPOS lda #red_page_sprite sta INH jmp put_sprite_crop ; tail call draw_blue_page: lda DIRECTION cmp #DIRECTION_W bne no_draw_page lda BLUE_PAGES_TAKEN and #STONEY_PAGE bne no_draw_page lda #18 sta XPOS lda #30 sta YPOS lda #blue_page_sprite sta INH jmp put_sprite_crop ; tail call no_draw_page: rts ;====================== ; handle half message stoney_half_message: lda #STONEY_BLUE_HALFMESSAGE sta LOCATION jsr change_location bit SET_TEXT ; set text mode rts ;========================== ; includes ;========================== ; level graphics .include "graphics_stoney/stoney_graphics.inc" ; linking books .include "link_book_mist.s" ; puzzles .include "stoney_puzzles.s" .include "handle_pages.s" ; level data .include "leveldata_stoney.inc"