dos33fsprogs/games/keen/title.s

524 lines
7.4 KiB
ArmAsm

; Keen1 Title
; loads a HGR version of the title
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
div7_table = $9C00
mod7_table = $9D00
hposn_high = $9E00
hposn_low = $9F00
keen_title_start:
;===================
; init screen
;===================
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE1
bit HIRES
bit FULLGR
;===================
; machine workarounds
;===================
; mostly IIgs
;===================
; thanks to 4am who provided this code from Total Replay
lda ROM_MACHINEID
cmp #$06
bne not_a_iigs
sec
jsr $FE1F ; check for IIgs
bcs not_a_iigs
; gr/text page2 handling broken on early IIgs models
; this enables the workaround
jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
cli ; enable VBL interrupts
; also set background color to black instead of blue
lda NEWVIDEO
and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
; bit 6 = 0 -> IIgs 128K memory map same as IIe
; bit 5 = 0 -> IIgs DHGR is color, not mono
; bits 0-4 unchanged
sta NEWVIDEO
lda #$F0
sta TBCOLOR ; white text on black background
lda #$00
sta CLOCKCTL ; black border
sta CLOCKCTL ; set twice for VidHD
not_a_iigs:
;===================
; Load hires graphics
;===================
reload_everything:
lda #<new_title
sta ZX0_src
lda #>new_title
sta ZX0_src+1
lda #$20 ; decompress to hgr page1
jsr full_decomp
;===================================
; detect if we have a language card
; and load sound into it if possible
;===================================
; lda #0
; sta SOUND_STATUS ; clear out, sound enabled
; jsr detect_language_card
; bcs no_language_card
; update sound status
; lda SOUND_STATUS
; ora #SOUND_IN_LC
; sta SOUND_STATUS
; load sounds into LC
; read ram, write ram, use $d000 bank1
; bit $C08B
; bit $C08B
; lda #<linking_noise_compressed
; sta getsrc_smc+1
; lda #>linking_noise_compressed
; sta getsrc_smc+2
; lda #$D0 ; decompress to $D000
; jsr decompress_lzsa2_fast
;blah:
; read rom, nowrite, use $d000 bank1
; bit $C08A
no_language_card:
;===================================
; Setup Mockingboard
;===================================
; lda #0
; sta DONE_PLAYING
; sta LOOP
; detect mockingboard
; jsr mockingboard_detect
; bcc mockingboard_notfound
mockingboard_found:
;; jsr mockingboard_patch ; patch to work in slots other than 4?
; lda SOUND_STATUS
; ora #SOUND_MOCKINGBOARD
; sta SOUND_STATUS
;=======================
; Set up 50Hz interrupt
;========================
; jsr mockingboard_init
; jsr mockingboard_setup_interrupt
;============================
; Init the Mockingboard
;============================
; jsr reset_ay_both
; jsr clear_ay_both
;==================
; init song
;==================
; jsr pt3_init_song
; jmp done_setup_sound
mockingboard_notfound:
done_setup_sound:
;===================================
; init
;===================================
lda #$0
sta HGR_PAGE
jsr hgr_make_tables
;===================================
; Do Intro Sequence
;===================================
; wait a bit at LOAD screen
lda #100
jsr wait_a_bit
;===================================
; Draw title message
;===================================
lda #<title_sprite
sta INL
lda #>title_sprite
sta INH
lda #8
sta SPRITE_X
lda #48
sta SPRITE_Y
lda #$20
sta DRAW_PAGE
jsr hgr_draw_sprite
;===========================
; title loop
;==========================
lda #0
sta WHICH_CURSOR
sta FRAMEL
sta FRAMEH
sta MENU_OPTION
title_loop:
lda KEYPRESS
bpl done_title_keyboard
bit KEYRESET
and #$7f ; clear high bit
and #$df ; convert to uppercase
cmp #13 ; exit if enter pressed
beq done_intro
cmp #'H'
bne not_help
jsr print_help
not_help:
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
lda MENU_OPTION
beq done_title_keyboard
jsr erase_marker
dec MENU_OPTION
jsr draw_marker
jmp done_title_keyboard
check_down:
cmp #'S'
beq down_pressed
cmp #$0A ; down key
bne done_title_keyboard
down_pressed:
lda MENU_OPTION
cmp #7
beq done_title_keyboard
jsr erase_marker
inc MENU_OPTION
jsr draw_marker
jmp done_title_keyboard
done_title_keyboard:
inc FRAMEL
bne noframeoflo
inc FRAMEH
noframeoflo:
lda FRAMEL
bne no_adjust_cursor
lda FRAMEH
and #$0f
bne no_adjust_cursor
clc
lda WHICH_CURSOR
adc #1
cmp #3
bne no_cursor_oflo
lda #0
no_cursor_oflo:
sta WHICH_CURSOR
jsr draw_marker
no_adjust_cursor:
jmp title_loop
done_intro:
; restore to full screen (no text)
lda MENU_OPTION
cmp #0
beq new_game ; new game
cmp #1
beq nothing ; continue game
cmp #2
beq do_story
nothing:
jmp title_loop
;=====================
;=====================
; do story
;=====================
;=====================
do_story:
bit FULLGR
bit LORES
lda #LOAD_STORY
sta WHICH_LOAD ; assume new game (mars map)
rts
;=====================
;=====================
; new game
;=====================
;=====================
new_game:
init_vars:
bit FULLGR
bit LORES
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta JOYSTICK_ENABLED
sta LEVEL_OVER
sta SCORE0 ; set score to 0
sta SCORE1
sta SCORE2
sta RAYGUNS ; number of laser blasts
sta KEYCARDS
sta SHIP_PARTS
sta POGO
lda #4 ; number of lives
sta KEENS
;============================
; set up initial location
lda #10
sta MARS_TILEX
lda #34
sta MARS_TILEY
lda #0
sta MARS_X
sta MARS_Y
lda #LOAD_MARS
sta WHICH_LOAD ; assume new game (mars map)
rts
;==========================
; includes
;==========================
.include "gr_pageflip.s"
.include "gr_copy.s"
; .include "wait_a_bit.s"
.include "gr_offsets.s"
.include "zx02_optim.s"
.include "text_help.s"
.include "gr_fast_clear.s"
.include "text_print.s"
.include "hgr_sprite.s"
.include "hgr_tables.s"
; .include "lc_detect.s"
; pt3 player
; .include "pt3_lib_core.s"
; .include "pt3_lib_init.s"
; .include "interrupt_handler.s"
; .include "pt3_lib_mockingboard_detect.s"
; .include "pt3_lib_mockingboard_setup.s"
new_title:
.incbin "graphics/keen1_title.hgr.zx02"
.include "graphics/title_sprites.inc"
;====================================
; wait for keypress or a few seconds
;====================================
wait_a_bit:
bit KEYRESET
tax
keyloop:
lda #200 ; delay a bit
jsr WAIT
lda KEYPRESS
bmi done_keyloop
; bmi keypress_exit
dex
bne keyloop
done_keyloop:
bit KEYRESET
cmp #'H'|$80
bne really_done_keyloop
lda #$04
sta DRAW_PAGE
jsr print_help
bit SET_GR
lda #$20
sta DRAW_PAGE
bit PAGE1
ldx #100
jmp keyloop
really_done_keyloop:
rts
;=============================
; erase
;=============================
erase_marker:
lda #<ball_bg
sta INL
lda #>ball_bg
sta INH
lda #12
sta SPRITE_X
lda MENU_OPTION
asl
asl
asl
clc
adc #55
sta SPRITE_Y
; lda #$20
; sta DRAW_PAGE
jsr hgr_draw_sprite
rts
;=============================
; draw
;=============================
draw_marker:
ldx WHICH_CURSOR
lda cursor_lookup_l,X
sta INL
lda cursor_lookup_h,X
sta INH
lda #12
sta SPRITE_X
lda MENU_OPTION
asl
asl
asl
clc
adc #55
sta SPRITE_Y
; lda #$20
; sta DRAW_PAGE
jsr hgr_draw_sprite
rts
cursor_lookup_h:
.byte >ball0,>ball1,>ball2
cursor_lookup_l:
.byte <ball0,<ball1,<ball2
;PT3_LOC = theme_music
;.align $100
;theme_music:
;.incbin "audio/theme.pt3"