dos33fsprogs/games/mist/mist_title.s

947 lines
16 KiB
ArmAsm

; Mist Title
; loads a HGR version of the title
; also handles the initial link to mist
; 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:
;===================
; detect model
;===================
jsr detect_appleii_model
;===================
; 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:
;===================
; print config
;===================
; print non-inverse
jsr set_normal
lda #<config_string
sta OUTL
lda #>config_string
sta OUTH
jsr move_and_print
; print detected model
lda APPLEII_MODEL
ora #$80
sta $7d0+8 ; 23,8
; if GS print the extra S
cmp #'G'|$80
bne not_gs
lda #'S'|$80
sta $7d0+9
not_gs:
;===================================
; 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
yes_language_card:
; update status
lda #'6'|$80
sta $7d0+11 ; 23,11
lda #'4'|$80
sta $7d0+12 ; 23,12
; update sound status
lda SOUND_STATUS
ora #SOUND_IN_LC
sta SOUND_STATUS
no_language_card:
;===================================
; Setup Mockingboard
;===================================
PT3_ENABLE_APPLE_IIC = 1
lda #0
sta DONE_PLAYING
sta LOOP
; detect mockingboard
jsr mockingboard_detect
bcc mockingboard_notfound
mockingboard_found:
; print detected location
lda #'S'+$80 ; change NO to slot
sta $7d0+30
lda MB_ADDR_H ; $C4 = 4, want $B4 1100 -> 1011
and #$87
ora #$30
sta $7d0+31 ; 23,31
lda SOUND_STATUS
ora #SOUND_MOCKINGBOARD
sta SOUND_STATUS
;===========================
; detect SSI-263 too
;===========================
detect_ssi:
lda MB_ADDR_H
and #$87 ; slot
jsr detect_ssi263
lda irq_count
beq ssi_not_found
lda #'Y'+$80
sta $7d0+39 ; 23,39
lda #SOUND_SSI263
ora SOUND_STATUS
sta SOUND_STATUS
ssi_not_found:
jsr mockingboard_patch ; patch to work in slots other than 4?
;=======================
; Set up 50Hz interrupt
;========================
jsr mockingboard_init
jsr mockingboard_setup_interrupt
;============================
; Init the Mockingboard
;============================
jsr reset_ay_both
jsr clear_ay_both
;==================
; init song
;==================
lda #<cyan_music_compressed
sta getsrc_smc+1
lda #>cyan_music_compressed
sta getsrc_smc+2
lda #$BA ; decompress to $BA00
jsr decompress_lzsa2_fast
jsr pt3_init_song
jmp done_setup_sound
mockingboard_notfound:
done_setup_sound:
lda APPLEII_MODEL
cmp #'C'
beq link_noise_not_yet
jsr load_linking_noise
link_noise_not_yet:
;==========================
; wait a bit at text title
;==========================
lda #40
jsr wait_a_bit
;===================
; init screen
;===================
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
;===================
; setup location
;===================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
;===================
; Load hires graphics
;===================
reload_everything:
lda #<file
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>file
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
;===================================
; Do Intro Sequence
;===================================
; SKIP: broderbund logo (w music)
; SKIP: cyan logo (with cyan theme)
; wait a bit at MYST screen
lda #50
jsr wait_a_bit
;===================
; init screen
;===================
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
;===================================
; Cyan Logo
;===================================
; missing most of the animation
; also missing (good) music
; play music if mockingboard
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq cyan_title_nomb
cyan_title_mb:
cli
; First
ldx #<cyan1_lzsa
ldy #>cyan1_lzsa
lda #$20
jsr draw_and_wait
; Second
ldx #<cyan2_lzsa
ldy #>cyan2_lzsa
lda #$FF
jsr draw_and_wait
; Third
ldx #<cyan3_lzsa
ldy #>cyan3_lzsa
lda #$FE
jsr draw_and_wait
jsr mockingboard_disable_interrupt ; disable music
jsr clear_ay_both
jmp cyan_title_done
cyan_title_nomb:
; First
ldx #<cyan1_lzsa
ldy #>cyan1_lzsa
lda #5
jsr draw_and_wait
; Second
ldx #<cyan2_lzsa
ldy #>cyan2_lzsa
lda #5
jsr draw_and_wait
; Third
ldx #<cyan3_lzsa
ldy #>cyan3_lzsa
lda #30
jsr draw_and_wait
cyan_title_done:
;===================================
; M Y S T letters
;===================================
; missing the dramatic music
; they should spin in, and letters are made of fire
; M
ldx #<m_title_m_lzsa
ldy #>m_title_m_lzsa
lda #4
jsr draw_and_wait
; Y
ldx #<m_title_y_lzsa
ldy #>m_title_y_lzsa
lda #4
jsr draw_and_wait
; S
ldx #<m_title_s_lzsa
ldy #>m_title_s_lzsa
lda #4
jsr draw_and_wait
; T
ldx #<m_title_t_lzsa
ldy #>m_title_t_lzsa
lda #25
jsr draw_and_wait
;===================================
; FISSURE: I realized the moment...
;===================================
; touch linking book as fissure pulses
bit TEXTGR ; split text/gr
fissure_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq fissure_no_speech
lda ssi263_slot
jsr ssi263_speech_init
lda #<myst_fissure
sta SPEECH_PTRL
lda #>myst_fissure
sta SPEECH_PTRH
jsr ssi263_speak
fissure_no_speech:
ldx #<fissure_lzsa
ldy #>fissure_lzsa
lda #150
jsr draw_and_wait
;===================================
; FISSURE_BOOK_SMALL: starry expanse...
;===================================
starry_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq starry_no_speech
lda #<myst_starry
sta SPEECH_PTRL
lda #>myst_starry
sta SPEECH_PTRH
jsr ssi263_speak
starry_no_speech:
ldx #<fissure_book_small_lzsa
ldy #>fissure_book_small_lzsa
lda #115
jsr draw_and_wait
;===================================
; FISSURE_BOOK_BIG: I have tried to speculate...
;===================================
speculate_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq speculate_no_speech
lda #<myst_speculate
sta SPEECH_PTRL
lda #>myst_speculate
sta SPEECH_PTRH
jsr ssi263_speak
speculate_no_speech:
ldx #<fissure_book_big_lzsa
ldy #>fissure_book_big_lzsa
lda #150
jsr draw_and_wait
;===================================
; FALLING_LEFT: Still, the question...
;===================================
unsettling_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq unsettling_no_speech
lda #<myst_unsettling
sta SPEECH_PTRL
lda #>myst_unsettling
sta SPEECH_PTRH
jsr ssi263_speak
unsettling_no_speech:
ldx #<falling_left_lzsa
ldy #>falling_left_lzsa
lda #128
jsr draw_and_wait
;===================================
; FALLING_RIGHT: I know my aprehensions...
;===================================
allayed_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq allayed_no_speech
lda #<myst_allayed
sta SPEECH_PTRL
lda #>myst_allayed
sta SPEECH_PTRH
jsr ssi263_speak
allayed_no_speech:
ldx #<falling_right_lzsa
ldy #>falling_right_lzsa
lda #143
jsr draw_and_wait
;===================================
; BOOK_AIR : The ending...
;===================================
written_speech:
lda SOUND_STATUS
and #SOUND_SSI263
beq written_no_speech
lda #<myst_written
sta SPEECH_PTRL
lda #>myst_written
sta SPEECH_PTRH
jsr ssi263_speak
written_no_speech:
ldx #<book_air_lzsa
ldy #>book_air_lzsa
lda #15
jsr draw_and_wait
;===================================
; BOOK_SPARKS : has not yet...
;===================================
ldx #<book_sparks_lzsa
ldy #>book_sparks_lzsa
lda #15
jsr draw_and_wait
;===================================
; BOOK_GLOW : been written...
;===================================
ldx #<book_glow_lzsa
ldy #>book_glow_lzsa
lda #15
jsr draw_and_wait
;===================================
; BOOK_GROUND :
;===================================
ldx #<book_ground_lzsa
ldy #>book_ground_lzsa
lda #50
jsr draw_and_wait
;================================
; shut off speech if still going
;================================
lda SOUND_STATUS
and #SOUND_SSI263
beq no_not_speeking
jsr ssi263_speech_shutdown
no_not_speeking:
done_intro:
; restore to full screen (no text)
bit FULLGR
bit LORES
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
lda #0
sta LEVEL_OVER
;============================
; init vars
jsr init_state
;============================
; set up initial location
lda #TITLE_BOOK_GROUND
sta LOCATION ; start at first room
lda #DIRECTION_N
sta DIRECTION
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 animated linking book
lda LOCATION
cmp #TITLE_BOOK_OPEN
bne nothing_special
lda ANIMATE_FRAME
cmp #32 ; if done animating, skip
bcs nothing_special
animate_ocean:
cmp #26
bcs animate_actual
and #1
beq even_ocean
odd_ocean:
lda #<dock_animate_sprite1
sta INL
lda #>dock_animate_sprite1
jmp draw_animation
even_ocean:
lda #<dock_animate_sprite2
sta INL
lda #>dock_animate_sprite2
jmp draw_animation
animate_actual:
sec
sbc #26
asl
tay
; slow down animation
lda #$3f
sta if_smc+1
lda dock_animation_sprites,Y
sta INL
lda dock_animation_sprites+1,Y
draw_animation:
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
inc_frame:
lda FRAMEL
if_smc:
and #$f
bne done_inc_frame
inc ANIMATE_FRAME
done_inc_frame:
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
;==========================
; includes
;==========================
.include "init_state.s"
.include "graphics_title/title_graphics.inc"
.include "lc_detect.s"
; puzzles
; linking books
.include "link_book_mist_dock.s"
.include "common_sprites.inc"
.include "leveldata_title.inc"
; pt3 player
.include "pt3_lib_detect_model.s"
.include "pt3_lib_core.s"
.include "pt3_lib_init.s"
.include "pt3_lib_mockingboard_setup.s"
.include "interrupt_handler.s"
.include "pt3_lib_mockingboard_detect.s"
; ssi-263 code
.include "ssi263.inc"
.include "ssi263_simple_speech.s"
.include "ssi263_detect.s"
.include "title_speech.s"
.include "wait_a_bit.s"
file:
.incbin "graphics_title_hgr/mist_title.lzsa"
linking_noise_compressed:
.incbin "audio/link_noise.btc.lzsa"
;====================================
; draw a screen and wait
;====================================
; X = low of lzsa
; Y = high of lzsa
; A = pause delay
draw_and_wait:
pha
stx getsrc_smc+1
sty getsrc_smc+2
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
jsr gr_copy_to_current
jsr page_flip
pla
jsr wait_a_bit
rts
get_mist_book:
; play music if mockingboard
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq skip_start_music
lda #$00
sta DONE_PLAYING
lda #<theme_music_compressed
sta getsrc_smc+1
lda #>theme_music_compressed
sta getsrc_smc+2
lda #$BA ; decompress to $BA00
jsr decompress_lzsa2_fast
; re-enable interrupts as SSI code probably broke things
jsr mockingboard_init
jsr reset_ay_both
; jsr mockingboard_setup_interrupt
; to make it work on IIc?
jsr done_iic_hack
jsr pt3_init_song
cli
skip_start_music:
lda #TITLE_BOOK_CLOSED
sta LOCATION
jmp change_location
;PT3_LOC = theme_music
;
;.align $100
;theme_music:
;.incbin "audio/theme.pt3"
PT3_LOC = $BA00
cyan_music_compressed:
.incbin "audio/cyan.pt3.lzsa"
theme_music_compressed:
.incbin "audio/theme.pt3.lzsa"
.if 0
; click on book, plays theme
; FISSURE: I realized the momemnt
; 1 2 3
; 0123456789012345678901234567890123456789
.byte " I REALIZED, THE MOMENT I FELL INTO THE"
.byte " FISSURE, THAT THE BOOK WOULD NOT BE"
.byte " DESTROYED AS I HAD PLANNED."
; FISSURE_BOOK: _starry expanse (book tiny)
; 0123456789012345678901234567890123456789
.byte " IT CONTINUED FALLING INTO THAT STARRY"
.byte " EXPANSE OF WHICH I HAD ONLY A"
.byte " FLEETING GLIMPSE."
; FALLING_BOOK: (book big) falling by starscape (I have tried to speculate)
; 0123456789012345678901234567890123456789
.byte "I HAVE TRIED TO SPECULATE WHERE IT MIGHT"
.byte " HAVE LANDED, BUT I MUST ADMIT,"
.byte " HOWEVER-- SUCH CONJECTURE IS FUTILE."
; FALLING_LEFT (still, the question) /(left)
; 0123456789012345678901234567890123456789
.byte " STILL, THE QUESTION ABOUT WHOSE HANDS"
.byte " MIGHT SOMEDAY HOLD MY MYST BOOK ARE"
.byte " UNSETTLING TO ME."
; FALLING_RIGHT I know my aprehensions (right)
; 0123456789012345678901234567890123456789
.byte " I KNOW THAT MY APPREHENSIONS MIGHT"
.byte " NEVER BE ALLAYED, AND SO I CLOSE,"
.byte " REALIZING THAT PERHAPS,"
; BOOK_GROUND the ending has not yet been written (falls, blue sparks)
; 0123456789012345678901234567890123456789
.byte " THE ENDING HAS NOT YET BEEN WRITTEN"
.endif
config_string:
; 0123456789012345678901234567890123456789
.byte 0,23,"APPLE II?, 48K, MOCKINGBOARD: NO, SSI: N",0
; MOCKINGBOARD: NONE
; set normal text
set_normal:
lda #$80
sta ps_smc1+1
lda #09 ; ora
sta ps_smc1
rts
; restore inverse text
set_inverse:
lda #$29
sta ps_smc1
lda #$3f
sta ps_smc1+1
rts
load_linking_noise:
; load sound effect into language card
; do this late as IIc mockingboard support messes with language card
; update sound status
lda SOUND_STATUS
and #SOUND_IN_LC
beq skip_load_linking_noise
; 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
; read rom, nowrite, use $d000 bank1
bit $C08A
skip_load_linking_noise:
rts