dos33fsprogs/games/mist/mist.s

382 lines
5.3 KiB
ArmAsm

; Mist
; a version of Myst?
; (yes there's a subtle German joke here)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
mist_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
; init the clock bridge
jsr raise_bridge
; init the gear
jsr open_the_gear
; make the ship right
jsr adjust_ship
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
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
;====================================
; handle marker switch drawing
jsr draw_marker_switch
; handle gear opening
lda GEAR_OPEN
beq not_gear_related
jsr check_gear_delete
not_gear_related:
lda LOCATION
; handle circuit breaker
cmp #MIST_TOWER2_TOP
bne check_if_pillars
jsr draw_circuit_breaker
jmp nothing_special
; handle pillars
check_if_pillars:
cmp #MIST_PILLAR_EYE
bcc check_if_compartment_open ; hack, depends on order
cmp #MIST_SPACESHIP_PATH
bcs check_if_compartment_open
jsr draw_pillar
jmp nothing_special
; handle white page
check_if_compartment_open:
cmp #MIST_DOCK_SWITCH
bne check_if_clock
jsr draw_white_page
jmp nothing_special
; handle clock puzzles
check_if_clock:
cmp #MIST_CLOCK_PUZZLE ; clock puzzle
beq location_clock
cmp #MIST_CLOCK
beq location_clock
cmp #MIST_CLOCK_INSIDE
beq location_inside_clock
bne nothing_special
location_clock:
jsr draw_clock_face
jmp nothing_special
location_inside_clock:
jsr draw_clock_inside
jmp nothing_special
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;=================
; do this here (which is inefficient) because
; it lets the switch turn green before the noise
jsr check_change_ship
;====================================
; 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
;=================
; special exits
go_to_meche:
lda #LOAD_MECHE
sta WHICH_LOAD
lda #MECHE_INSIDE_GEAR
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jmp set_level_over
pad_special:
lda #MIST_TOWER2_PATH
sta LOCATION
jsr change_location
rts
leave_tower2:
lda #MIST_TOWER2_TOP
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
jsr change_location
rts
goto_dentist_steps:
lda #MIST_STEPS_DENTIST
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jmp change_location
enter_octagon:
lda #OCTAGON_TEMPLE_DOORWAY
sta LOCATION
lda #LOAD_OCTAGON
sta WHICH_LOAD
jmp set_level_over
goto_dentist:
lda #DENTIST_OUTSIDE
sta LOCATION
lda #LOAD_DENTIST
sta WHICH_LOAD
jmp set_level_over
enter_viewer:
lda #VIEWER_ENTRANCE
sta LOCATION
lda #LOAD_VIEWER
sta WHICH_LOAD
jmp set_level_over
enter_channel_main:
lda #CABIN_OUTSIDE
sta LOCATION
lda #LOAD_CABIN
sta WHICH_LOAD
lda #DIRECTION_E
sta DIRECTION
jmp set_level_over
enter_channel_clock:
lda #CABIN_CLOCK_PATH
sta LOCATION
lda #LOAD_CABIN
sta WHICH_LOAD
lda #DIRECTION_N
sta DIRECTION
jmp set_level_over
enter_stoneyship:
lda #SHIP_STERN
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_SHIP
sta WHICH_LOAD
set_level_over:
lda #$ff
sta LEVEL_OVER
rts
;===========================
; read letter from catherine
read_letter:
lda #MIST_CAT_LETTER
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
jsr change_location
bit SET_TEXT
rts
;===========================
; marker switch clicks
click_switch_gear:
lda #MARKER_GEARS
jmp click_marker_switch
click_switch_spaceship:
lda #MARKER_SPACESHIP
jmp click_marker_switch
click_switch_clock:
lda #MARKER_CLOCK
jmp click_marker_switch
; also handle white page
click_switch_dock:
lda CURSOR_Y
cmp #33
bcc flip_dock_switch
; pick up white page
lda COMPARTMENT_OPEN
bne grab_it
rts
grab_it:
jmp grab_white_page
flip_dock_switch:
lda #MARKER_DOCK
jmp click_marker_switch
;==========================
; includes
;==========================
; graphics data
.include "graphics_mist/mist_graphics.inc"
; puzzles
.include "clock_bridge_puzzle.s"
.include "marker_switch.s"
.include "mist_puzzles.s"
.include "handle_pages.s"
.include "simple_sounds.s"
; level data
.include "leveldata_mist.inc"