dos33fsprogs/games/mist/meche.s

395 lines
5.8 KiB
ArmAsm

; Mechanical Engineer (meche) island
; by deater (Vince Weaver) <vince@deater.net>
; 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_L
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
cmp #MECHE_RED_ROOM_EAST
beq fg_draw_crystals
cmp #MECHE_BLUE_ROOM_SOUTH
beq fg_animate_snake
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
fg_draw_crystals:
jsr draw_crystals
jmp nothing_special
fg_animate_snake:
jsr draw_snake
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
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 DIRECTION
cmp #DIRECTION_N
bne done_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 INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
done_draw_red_page:
rts
;========================
; draw blue page
;========================
; also handle jolt
draw_blue_page:
lda DIRECTION
cmp #DIRECTION_W
beq actually_draw_blue_page
; else, jolting
lda ANIMATE_FRAME
beq not_done_jolt
lda FRAMEL
and #$f
bne not_done_jolt
lda #0
sta ANIMATE_FRAME
ldy #LOCATION_NORTH_BG
lda #<blue_secret_room_n_lzsa
sta location39,Y ; MECHE_BLUE_SECRET_ROOM
lda #>blue_secret_room_n_lzsa
sta location39+1,Y ; MECHE_BLUE_SECRET_ROOM
jsr change_direction
not_done_jolt:
rts
actually_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 INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
;==============================
; Take red page
; or read achenar letter
;==============================
meche_take_red_page:
lda DIRECTION
cmp #DIRECTION_N
beq actually_take_red_page
; otherwise go to read letter
lda #MECHE_ACHENAR_LETTER
sta LOCATION
jsr change_location
bit SET_TEXT
rts
actually_take_red_page:
lda #MECHE_PAGE
jmp take_red_page
;=============================
; Take blue page
; or jolt the chair
;=============================
meche_take_blue_page:
lda DIRECTION
cmp #DIRECTION_W
beq actually_take_blue_page
; if not, jolt time
lda #1
sta ANIMATE_FRAME
lda #0
sta FRAMEL
ldy #LOCATION_NORTH_BG
lda #<blue_secret_room_jolt_n_lzsa
sta location39,Y ; MECHE_BLUE_SECRET_ROOM
lda #>blue_secret_room_jolt_n_lzsa
sta location39+1,Y ; MECHE_BLUE_SECRET_ROOM
jmp change_direction
actually_take_blue_page:
lda #MECHE_PAGE
jmp take_blue_page
;==========================
; includes
;==========================
; puzzles
.include "meche_rotation.s"
; graphics
.include "graphics_meche/meche_graphics.inc"
; sound
.include "simple_sounds.s"
; linking books
.include "link_book_meche.s"
.include "link_book_mist.s"
.include "handle_pages.s"
; level data
.include "leveldata_meche.inc"