; Mechanical Engineer (meche) island ; by deater (Vince Weaver) ; Zero Page .include "zp.inc" .include "hardware.inc" .include "common_defines.inc" .include "common_routines.inc" meche_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 jsr adjust_basement_door jsr check_puzzle_solved 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 #MECHE_OPEN_BOOK beq animate_meche_book cmp #MECHE_ELEVATOR_ROTATE beq animate_elevator_rotate cmp #MECHE_ROTATE_CONTROLS beq animate_rotate_controls cmp #MECHE_EXIT_PUZZLE beq animate_meche_puzzle cmp #MECHE_MIST_OPEN beq animate_mist_book cmp #MECHE_BLUE_SECRET_ROOM beq fg_draw_blue_page cmp #MECHE_RED_SECRET_ROOM beq fg_draw_red_page jmp nothing_special animate_meche_book: ; handle animated linking book lda ANIMATE_FRAME asl tay lda meche_movie,Y sta INL lda meche_movie+1,Y sta INH lda #22 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$f bne done_animate_book inc ANIMATE_FRAME lda ANIMATE_FRAME cmp #11 bne done_animate_book lda #0 sta ANIMATE_FRAME done_animate_book: jmp nothing_special animate_elevator_rotate: jsr draw_elevator_panel jmp nothing_special animate_rotate_controls: jsr draw_rotation_controls jmp nothing_special animate_meche_puzzle: jsr draw_exit_puzzle_sprites jmp nothing_special animate_mist_book: lda ANIMATE_FRAME cmp #6 bcc mist_book_good ; blt lda #0 sta ANIMATE_FRAME mist_book_good: asl tay lda mist_movie,Y sta INL lda mist_movie+1,Y sta INH lda #24 sta XPOS lda #12 sta YPOS jsr put_sprite_crop lda FRAMEL and #$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 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 ;============================= draw_red_page: lda RED_PAGES_TAKEN and #MECHE_PAGE bne no_draw_page lda #22 sta XPOS lda #14 sta YPOS lda #red_page_sprite sta INH jmp put_sprite_crop ; tail call draw_blue_page: lda BLUE_PAGES_TAKEN and #MECHE_PAGE bne no_draw_page lda #15 sta XPOS lda #34 sta YPOS lda #blue_page_sprite sta INH jmp put_sprite_crop ; tail call no_draw_page: rts ;========================== ; includes ;========================== ; puzzles .include "meche_rotation.s" ; graphics .include "graphics_meche/meche_graphics.inc" ; linking books .include "link_book_meche.s" .include "link_book_mist.s" .include "handle_pages.s" ; level data .include "leveldata_meche.inc"