dos33fsprogs/games/mist/nibel.s

228 lines
3.3 KiB
ArmAsm

; The third level of Channely Wood
; Nibelheim, home in the clouds
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
nibel_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
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 #NIBEL_BLUE_ROOM
beq fg_draw_blue_page
cmp #NIBEL_RED_TABLE_OPEN
beq fg_draw_red_page
cmp #NIBEL_BLUE_HOUSE_VIEWER
beq animate_viewer
cmp #NIBEL_SHACK_ENTRANCE
beq animate_projector
cmp #NIBEL_SHACK_CENTER
beq animate_trap
cmp #NIBEL_BLUE_PATH_2P25
beq animate_gate_s
cmp #NIBEL_BLUE_PATH_2P5
beq animate_gate_n
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
animate_projector:
jsr draw_projection
jmp nothing_special
animate_trap:
jsr draw_trap
jmp nothing_special
animate_gate_s:
jsr update_gate_s
jmp nothing_special
animate_gate_n:
jsr update_gate_n
jmp nothing_special
animate_viewer:
lda ANIMATE_FRAME
beq nothing_special
cmp #6
beq viewer_done
sec
sbc #1
asl
tay
lda current_button_animation
sta OUTL
lda current_button_animation+1
sta OUTH
lda (OUTL),Y
sta INL
iny
lda (OUTL),Y
sta INH
lda #14
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne nothing_special
lda ANIMATE_FRAME
cmp #5
bne short_frame
long_frame:
inc LONG_FRAME
lda LONG_FRAME
cmp #30
bne nothing_special
short_frame:
inc ANIMATE_FRAME
lda #0
sta LONG_FRAME
jmp nothing_special
viewer_done:
lda #0
sta ANIMATE_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
;==========================
; level graphics
.include "graphics_nibel/nibel_graphics.inc"
; puzzles
.include "nibel_switches.s"
; level data
.include "leveldata_nibel.inc"
; book pages
.include "handle_pages.s"