dos33fsprogs/games/lemm/level4.s

393 lines
5.5 KiB
ArmAsm

.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 4 ; level 4
do_level4:
;======================
; set up initial stuff
;======================
lda #0
sta FLOATER_COUNT
sta EXPLODER_COUNT
sta STOPPER_COUNT
sta BUILDER_COUNT
sta BASHER_COUNT
sta DIGGER_COUNT
lda #10
sta CLIMBER_COUNT
lda #1
sta MINER_COUNT
lda #5
sta DOOR_X
lda #10
sta DOOR_Y
lda #8
sta INIT_X
lda #22
sta INIT_Y
; flame locations
lda #29 ;
sta l_flame_x_smc+1
lda #23
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #33 ;
sta r_flame_x_smc+1
; door exit location
lda #29 ;
sta exit_x1_smc+1
lda #33
sta exit_x2_smc+1
lda #20
sta exit_y1_smc+1
lda #45
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level4_preview_lzsa
sta level_preview_l_smc+1
lda #>level4_preview_lzsa
sta level_preview_h_smc+1
lda #<level4_intro_text
sta intro_text_smc_l+1
lda #>level4_intro_text
sta intro_text_smc_h+1
lda #$00 ; BCD
sta PERCENT_NEEDED ; means 100%
lda #$10
sta PERCENT_ADD
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music8_parts_l
sta chunk_l_smc+1
lda #>music8_parts_l
sta chunk_l_smc+2
lda #<music8_parts_h
sta chunk_h_smc+1
lda #>music8_parts_h
sta chunk_h_smc+2
lda #$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 #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #$FF
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #10
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
jsr update_remaining_all
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l4_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l4_no_load_chunk:
lda DOOR_OPEN
bne l4_door_is_open
jsr draw_door
l4_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
;====================
; draw level animation
;====================
jsr draw_bubbles
;====================
; update timer
;====================
jsr update_timer
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
;=========================
; extra check if in water
jsr collision_check_hazzard
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l4_level_over
jmp l4_main_loop
l4_level_over:
rts
.include "update_timer.s"
.include "graphics/graphics_level4.inc"
music8_parts_h:
.byte >lemm9_part1_lzsa,>lemm9_part2_lzsa,>lemm9_part3_lzsa
.byte >lemm9_part4_lzsa,>lemm9_part5_lzsa,>lemm9_part6_lzsa
.byte >lemm9_part7_lzsa
.byte $00
music8_parts_l:
.byte <lemm9_part1_lzsa,<lemm9_part2_lzsa,<lemm9_part3_lzsa
.byte <lemm9_part4_lzsa,<lemm9_part5_lzsa,<lemm9_part6_lzsa
.byte <lemm9_part7_lzsa
lemm9_part1_lzsa:
.incbin "music/lemm9.part1.lzsa"
lemm9_part2_lzsa:
.incbin "music/lemm9.part2.lzsa"
lemm9_part3_lzsa:
.incbin "music/lemm9.part3.lzsa"
lemm9_part4_lzsa:
.incbin "music/lemm9.part4.lzsa"
lemm9_part5_lzsa:
.incbin "music/lemm9.part5.lzsa"
lemm9_part6_lzsa:
.incbin "music/lemm9.part6.lzsa"
lemm9_part7_lzsa:
.incbin "music/lemm9.part7.lzsa"
level4_intro_text:
.byte 0, 8,"LEVEL 4",0
.byte 9, 8,"NOW USE MINERS AND CLIMBERS",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"100% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 1",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONTINUE",0
;===============
; draw bubbles
;===============
draw_bubbles:
; bubble 1
lda FRAMEL
and #$7
tay
lda bubble_sprites_l,Y
sta INL
lda bubble_sprites_h,Y
sta INH
lda #4 ; 4, 14, 24, 34
sta XPOS
lda #137
sta YPOS
jsr hgr_draw_sprite
; bubble 2
lda FRAMEL
clc
adc #4
and #$7
tay
lda bubble_sprites_l,Y
sta INL
lda bubble_sprites_h,Y
sta INH
lda #24 ; 4, 14, 24, 34
sta XPOS
lda #137
sta YPOS
jmp hgr_draw_sprite ; tail call
; rts
.include "graphics/l4_animation.inc"
bubble_sprites_l:
.byte <bubble0_sprite,<bubble1_sprite
.byte <bubble2_sprite,<bubble3_sprite
.byte <bubble4_sprite,<bubble5_sprite
.byte <bubble6_sprite,<bubble7_sprite
bubble_sprites_h:
.byte >bubble0_sprite,>bubble1_sprite
.byte >bubble2_sprite,>bubble3_sprite
.byte >bubble4_sprite,>bubble5_sprite
.byte >bubble6_sprite,>bubble7_sprite