dos33fsprogs/games/duke/duke_level2.s

238 lines
3.5 KiB
ArmAsm

; Duke Level2 -- Living Dangerously
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
duke_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit TEXTGR
jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
sta DUKE_WALKING
sta DUKE_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta DUKE_XL
sta DUKE_FALLING
sta DUKE_SHOOTING
sta KICK_UP_DUST
sta DOOR_ACTIVATED
lda #<enemy_data
sta ENEMY_DATAL
lda #>enemy_data
sta ENEMY_DATAH
lda #2 ; draw twice (both pages)
sta UPDATE_STATUS
lda #4
sta DRAW_PAGE
lda #18
sta DUKE_X
lda #0
sta DUKE_Y
lda #1
sta DUKE_DIRECTION
jsr update_status_bar
;====================================
; load level2 background
;====================================
lda #<level2_bg_lzsa
sta LZSA_SRC_LO
lda #>level2_bg_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
;====================================
; load level2 tilemap
;====================================
lda #<level2_data_lzsa
sta LZSA_SRC_LO
lda #>level2_data_lzsa
sta LZSA_SRC_HI
lda #$90 ; load to page $9000
jsr decompress_lzsa2_fast
;====================================
; copy in tilemap subset
;====================================
lda #10
sta TILEMAP_X
lda #8
sta TILEMAP_Y
jsr copy_tilemap_subset
;====================================
;====================================
; Main LOGO loop
;====================================
;====================================
jsr setup_music
lda SOUND_STATUS
bmi skip_music
cli ; start music
skip_music:
duke_loop:
; copy over background
jsr gr_copy_to_current
; draw tilemap
jsr draw_tilemap
; draw enemies
jsr draw_enemies
; draw laser
jsr draw_laser
; draw duke
jsr draw_duke
; handle door opening
jsr check_open_door
; draw a status bar
jsr draw_status_bar
jsr page_flip
jsr handle_keypress
jsr move_duke
; jsr move_enemies
jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
;===========================
; check end of level
;===========================
lda LEVEL_OVER
beq do_duke_loop
jmp done_with_duke
do_duke_loop:
; delay
; lda #200
; jsr WAIT
jmp duke_loop
done_with_duke:
bit KEYRESET ; clear keypress
; FIXME: point to next level
lda #LOAD_TITLE
sta WHICH_LOAD
sei ; stop music
rts ; exit back
;==========================
; includes
;==========================
; level graphics
.include "graphics/level2_graphics.inc"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "decompress_fast_v2.s"
.include "status_bar.s"
.include "keyboard.s"
.include "joystick.s"
.include "text_drawbox.s"
.include "print_help.s"
.include "quit_yn.s"
.include "level_end.s"
.include "draw_duke.s"
.include "duke_l2_sprites.inc"
.include "move_duke.s"
.include "handle_laser.s"
.include "draw_tilemap.s"
.include "enemies_level2.s"
.include "actions_level2.s"
.include "item_level2.s"
.include "sound_effects.s"
.include "speaker_tone.s"
level2_data_lzsa:
.incbin "maps/level2_map.lzsa"
.include "duke_music.s"