; That Cabin in the woods ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" cabin_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 ; 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 ;==================================== jsr draw_marker_switch lda LOCATION cmp #CABIN_TREE_BOOK_OPEN beq animate_channel_book cmp #CABIN_SAFE bne check_next jsr draw_safe_combination jmp nothing_special check_next: jmp nothing_special animate_channel_book: lda ANIMATE_FRAME cmp #11 bcc channel_book_good lda #0 sta ANIMATE_FRAME channel_book_good: ; handle animated linking book lda ANIMATE_FRAME asl tay lda channel_movie,Y sta INL lda channel_movie+1,Y sta INH lda #22 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$f bne done_animate_book inc ANIMATE_FRAME done_animate_book: jmp nothing_special nothing_special: ;==================================== ; draw pointer ;==================================== jsr draw_pointer ;==================================== ; page flip ;==================================== jsr page_flip ;==================================== ; handle keypress/joystick ;==================================== jsr handle_keypress ;==================================== ; inc frame count ;==================================== inc FRAMEL bne room_frame_no_oflo inc FRAMEH room_frame_no_oflo: ;==================================== ; check level over ;==================================== lda LEVEL_OVER bne really_exit jmp game_loop really_exit: jmp end_level enter_clock: lda #DIRECTION_S sta DIRECTION lda #MIST_CLOCK jmp exit_to_mist handle_clearing: lda DIRECTION cmp #DIRECTION_W beq enter_path ; else going east lda CURSOR_X cmp #22 bcc enter_cabin cmp #27 bcc marker_switch enter_tree_path: lda #DIRECTION_E sta DIRECTION lda #CABIN_TREE_PATH sta LOCATION jmp change_location marker_switch: lda #MARKER_TREE jmp click_marker_switch enter_cabin: lda #DIRECTION_E sta DIRECTION lda LOCATION cmp #CABIN_OPEN bne open_the_door lda #CABIN_ENTRANCE bne done_enter_cabin ; bra open_the_door: lda #CABIN_OPEN done_enter_cabin: sta LOCATION jmp change_location enter_path: lda #DIRECTION_N sta DIRECTION lda #MIST_TREE_CORRIDOR_5 jmp exit_to_mist exit_to_mist: sta LOCATION lda #$ff sta LEVEL_OVER lda #LOAD_MIST sta WHICH_LOAD rts ;========================== ; includes ;========================== ; level graphics .include "graphics_cabin/cabin_graphics.inc" .include "number_sprites.inc" ; puzzles .include "marker_switch.s" .include "cabin_boiler_puzzle.s" ; level data .include "leveldata_cabin.inc" ; linking books .include "link_book_channel.s"