dos33fsprogs/games/lemm/hr_level5.s

385 lines
5.4 KiB
ArmAsm

; Homestar Runner Expansion L5
.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 5 ; level 5
do_level5:
;======================
; set up initial stuff
;======================
lda #10
sta CLIMBER_COUNT
sta FLOATER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta MINER_COUNT
sta DIGGER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
lda #30
sta DOOR_X
lda #2
sta DOOR_Y
lda #33
sta INIT_X
lda #13
sta INIT_Y
; flame locations
lda #3 ;
sta l_flame_x_smc+1
lda #59
sta l_flame_y_smc+1
lda #15 ;
sta r_flame_x_smc+1
lda #102 ;
sta r_flame_y_smc+1
; door exit location
lda #7 ;
sta exit_x1_smc+1
lda #10
sta exit_x2_smc+1
lda #110
sta exit_y1_smc+1
lda #140
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<hr_level5_preview_lzsa
sta level_preview_l_smc+1
lda #>hr_level5_preview_lzsa
sta level_preview_h_smc+1
lda #<level5_intro_text
sta intro_text_smc_l+1
lda #>level5_intro_text
sta intro_text_smc_h+1
lda #$20 ; BCD
sta PERCENT_NEEDED
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music5_parts_l
sta chunk_l_smc+1
lda #>music5_parts_l
sta chunk_l_smc+2
lda #<music5_parts_h
sta chunk_h_smc+1
lda #>music5_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<hr_level5_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level5_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<hr_level5_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>hr_level5_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #$FF
sta OVER_LEMMING
lda #20
sta CURSOR_X
lda #50
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #10
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l5_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l5_no_load_chunk:
lda DOOR_OPEN
bne l5_door_is_open
jsr draw_door
l5_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
;=====================
; draw level animation
;=====================
jsr flame_thrower
;====================
; update timer
;====================
jsr update_timer
;====================
; main drawing loop
;====================
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l5_level_over
jmp l5_main_loop
l5_level_over:
rts
.include "update_timer.s"
.include "hr_graphics/graphics_hr_level5.inc"
music5_parts_h:
.byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa
.byte $00
music5_parts_l:
.byte <lemm5_part1_lzsa,<lemm5_part2_lzsa,<lemm5_part3_lzsa
lemm5_part1_lzsa:
.incbin "hr_music/lemm5.part1.lzsa"
lemm5_part2_lzsa:
.incbin "hr_music/lemm5.part2.lzsa"
lemm5_part3_lzsa:
.incbin "hr_music/lemm5.part3.lzsa"
level5_intro_text:
.byte 0, 8,"LEVEL 5",0
.byte 8, 8,"BURNINATING THE COUNTRYSIDE",0
.byte 9,12,"NUMBER OF LEMMINGS 50",0
.byte 12,14,"20% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 50",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0
.include "graphics/l6_animation.inc"
;======================
; flame thrower
;======================
flame_thrower:
; erase old
; X a->x, savey1->savey2
lda #51
sta SAVED_Y1
lda #66
sta SAVED_Y2
lda #7
ldx #15
jsr hgr_partial_restore
; draw new
lda FRAMEL
and #$7
tay
lda flame_sprites_l,Y
sta INL
lda flame_sprites_h,Y
sta INH
lda flame_sprites_x,Y
sta XPOS
lda flame_sprites_y,Y
sta YPOS
jsr hgr_draw_sprite
rts
flame_sprites_l:
.byte <flame0_sprite,<flame1_sprite
.byte <flame2_sprite,<flame3_sprite
.byte <flame4_sprite,<flame5_sprite
.byte <flame6_sprite,<flame7_sprite
flame_sprites_h:
.byte >flame0_sprite,>flame1_sprite
.byte >flame2_sprite,>flame3_sprite
.byte >flame4_sprite,>flame5_sprite
.byte >flame6_sprite,>flame7_sprite
flame_sprites_x:
; .byte 16,14
; .byte 13,13
; .byte 12,12
; .byte 10,12
.byte 12,10
.byte 9,9
.byte 8,8
.byte 6,8
; 15x56
flame_sprites_y:
; .byte 27,26
; .byte 24,25
; .byte 26,23
; .byte 21,21
.byte 57,56
.byte 54,55
.byte 56,53
.byte 51,51