dos33fsprogs/games/mist/octagon_bookshelf.s

1607 lines
28 KiB
ArmAsm

;================================
; read a book on the shelf
;================================
read_book:
bit KEYRESET
bit SET_TEXT
ldx XPOS
ldy YPOS
cpy #18
bcc top_shelf
cpy #32
bcc middle_shelf
bcs bottom_shelf
top_shelf:
cpx #12
bcc read_burnt_book
cpx #20
bcc read_channelwood
cpx #28
bcc read_burnt_book
bcs read_stoneship
middle_shelf:
cpx #13
bcc read_burnt_book ; blt
cpx #18
bcc read_selenitic ; blt
cpx #28
bcc read_burnt_book ; blt
bcs read_fireplace
bottom_shelf:
cpx #8
bcc read_burnt_book
cpx #15
bcc read_mechanical
bcs read_burnt_book
read_burnt_book:
jmp all_done_book
read_fireplace:
lda #OCTAGON_GRID_BOOK
sta LOCATION
jsr change_location
bit SET_TEXT
; reset which page we are on
lda #127
sta GRID_PAGE
lda #$1
sta grid_left_h
sta grid_right_h
lda #$27
sta grid_left_to
lda #$28
sta grid_right_to
rts
read_selenitic:
lda #<selenitic_book_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
iny
lda #>selenitic_book_lzsa
jmp load_the_book
read_stoneship:
lda #<stoneship_book_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
iny
lda #>stoneship_book_lzsa
jmp load_the_book
read_mechanical:
lda #<mechanical_book_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
iny
lda #>mechanical_book_lzsa
jmp load_the_book
read_channelwood:
lda #<channelwood_book_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
iny
lda #>channelwood_book_lzsa
load_the_book:
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
jsr gr_copy_to_current
jsr page_flip
wait_done_book:
lda KEYPRESS
bpl wait_done_book
bit KEYRESET
all_done_book:
bit SET_GR
jsr change_location
rts
;===============================
; draw fireplace grid pattern
;===============================
; draw random patterns
; base them on memory starting at $2000?
; 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255
; 14
draw_book_grid:
lda GRID_PAGE
cmp #157
beq draw_page_num
draw_book_grid_left:
ldy #8 ; Y is VTAB of current line
fp_book_outer_loop:
lda gr_offsets,Y
sta fp_book_smc+1
lda gr_offsets+1,Y
clc
adc DRAW_PAGE
sta fp_book_smc+2 ; point to begin of line
lda GRID_PAGE
asl
asl
asl
sta fp_book_lookup_smc+1
fp_book_lookup_smc:
lda $F000,Y ; use random part of memory?
sta TEMPY
ldx #5
fp_book_inner_loop:
ror TEMPY ; rotate value out through carry
bcc fp_space
lda #' '|$80 ; draw black space
jmp fp_book_smc
fp_space:
lda #' '&$3f ; draw white space
fp_book_smc:
sta $400,X ; store char
inx
inx ; skip to next
cpx #17
bne fp_book_inner_loop
iny ; skip to next line
iny
iny
iny
cpy #32
bne fp_book_outer_loop
draw_book_grid_right:
ldy #8 ; Y is VTAB of current line
fp_book_outer_loopr:
lda gr_offsets,Y
sta fp_book_smcr+1
lda gr_offsets+1,Y
clc
adc DRAW_PAGE
sta fp_book_smcr+2 ; point to begin of line
lda GRID_PAGE
asl
asl
asl
sta fp_book_lookup_smcr+1
fp_book_lookup_smcr:
lda $F100,Y ; use random part of memory?
sta TEMPY
ldx #25
fp_book_inner_loopr:
ror TEMPY ; rotate value out through carry
bcc fp_spacer
lda #' '|$80 ; draw black space
jmp fp_book_smcr
fp_spacer:
lda #' '&$3f ; draw white space
fp_book_smcr:
sta $400,X ; store char
inx
inx ; skip to next
cpx #37
bne fp_book_inner_loopr
iny ; skip to next line
iny
iny
iny
cpy #32
bne fp_book_outer_loopr
; draw page number
draw_page_num:
; line 32? $450?
lda #$50
sta OUTL
lda #$4
clc
adc DRAW_PAGE
sta OUTH ; point OUTL:OUTH to hundreds place
print_left_page:
ldy #4
lda grid_left_h ; store hundreds, skipping if 0
beq glhz
ora #$30
sta (OUTL),Y
iny
glhz:
lda grid_left_to ; store tens, skipping if 0
lsr
lsr
lsr
lsr
cpy #4 ; if still 4, need leading 0 check
bne glhzy
cmp #0
beq gltz
glhzy:
ora #$30
sta (OUTL),Y
iny
gltz:
lda grid_left_to ; store ones
and #$f
ora #$30
sta (OUTL),Y
iny
lda #' '
sta (OUTL),Y ; write some blanks to erase any
iny ; trailing values
sta (OUTL),Y
print_right_page:
ldy #24
lda grid_right_h ; store hundreds, skipping if 0
beq glhzr
ora #$30
sta (OUTL),Y
iny
glhzr:
lda grid_right_to ; store tens, skipping if 0
lsr
lsr
lsr
lsr
cpy #24 ; if still 20, need leading 0 check
bne glhzyr
cmp #0
beq gltzr
glhzyr:
ora #$30
sta (OUTL),Y
iny
gltzr:
lda grid_right_to ; store ones
and #$f
ora #$30
sta (OUTL),Y
iny
lda #' '
sta (OUTL),Y ; write some blanks to erase any
iny ; trailing values
sta (OUTL),Y
rts
;==========================
; turn the grid book page
turn_page:
lda CURSOR_X
cmp #20
bcs increment_page
decrement_page:
ldx GRID_PAGE
cpx #1
beq done_decrement_page ; don't go lower than 1
dex
dex
stx GRID_PAGE
; use decimal mode to decrement
sed
sec
lda grid_left_to
sbc #$2
sta grid_left_to
lda grid_left_h
sbc #$0
sta grid_left_h
sec
lda grid_right_to
sbc #$2
sta grid_right_to
lda grid_right_h
sbc #$0
sta grid_right_h
cld
done_decrement_page:
rts
increment_page:
ldx GRID_PAGE
cpx #253 ; don't go above 253/254
beq done_increment_page
inx
inx
stx GRID_PAGE
; use decimal mode to increment
sed
clc
lda grid_left_to
adc #$2
sta grid_left_to
lda grid_left_h
adc #$0
sta grid_left_h
clc
lda grid_right_to
adc #$2
sta grid_right_to
lda grid_right_h
adc #$0
sta grid_right_h
cld
done_increment_page:
rts
grid_left_h: .byte $1
grid_left_to: .byte $27
grid_right_h: .byte $1
grid_right_to: .byte $28
;=========================
; change rotation
;=========================
; in theory should use a lighter/darker background
; in some of the far views depending if view is outside
change_rotation:
ldx #LOCATION_NORTH_BG
ldy #LOCATION_SOUTH_BG
lda TOWER_ROTATION
cmp #ROTATION_GEARS
beq rotate_gears
cmp #ROTATION_DOCK
beq rotate_dock
cmp #ROTATION_TREE
beq rotate_tree
cmp #ROTATION_SPACESHIP
beq rotate_spaceship
rotate_blank:
; change key view
lda #<tower_key_view_blank_n_lzsa
sta location26,X
lda #>tower_key_view_blank_n_lzsa
sta location26+1,X
; change outside view
lda #<tower_book_view_blank_s_lzsa
sta location21,Y
lda #>tower_book_view_blank_s_lzsa
sta location21+1,Y
rts
rotate_gears:
; change key view
lda #<tower_key_view_gears_hint_n_lzsa
sta location26,X
lda #>tower_key_view_gears_hint_n_lzsa
sta location26+1,X
lda GEAR_OPEN
bne rotate_gear_open
rotate_gear_closed:
; change outside view
lda #<tower_book_view_gears_closed_s_lzsa
sta location21,Y
lda #>tower_book_view_gears_closed_s_lzsa
sta location21+1,Y
rts
rotate_gear_open:
; change outside view
lda #<tower_book_view_gears_open_s_lzsa
sta location21,Y
lda #>tower_book_view_gears_open_s_lzsa
sta location21+1,Y
rts
rotate_dock:
; change key view
lda #<tower_key_view_dock_hint_n_lzsa
sta location26,X
lda #>tower_key_view_dock_hint_n_lzsa
sta location26+1,X
lda SHIP_RAISED
beq rotate_ship_down
rotate_ship_up:
; change outside view
lda #<tower_book_view_ship_up_s_lzsa
sta location21,Y
lda #>tower_book_view_ship_up_s_lzsa
sta location21+1,Y
rts
rotate_ship_down:
; change outside view
lda #<tower_book_view_ship_down_s_lzsa
sta location21,Y
lda #>tower_book_view_ship_down_s_lzsa
sta location21+1,Y
rts
rotate_tree:
; change key view
lda #<tower_key_view_tree_hint_n_lzsa
sta location26,X
lda #>tower_key_view_tree_hint_n_lzsa
sta location26+1,X
; change outside view
lda #<tower_book_view_tree_s_lzsa
sta location21,Y
lda #>tower_book_view_tree_s_lzsa
sta location21+1,Y
rts
rotate_spaceship:
; change key view
lda #<tower_key_view_rocket_hint_n_lzsa
sta location26,X
lda #>tower_key_view_rocket_hint_n_lzsa
sta location26+1,X
; change outside view
lda #<tower_book_view_rocket_s_lzsa
sta location21,Y
lda #>tower_book_view_rocket_s_lzsa
sta location21+1,Y
rts
;=========================
;=========================
; elevator button pressed
;=========================
;=========================
elevator_button:
; disable button temporarily
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location18,Y
; see which floor we are on
ldy #LOCATION_SOUTH_EXIT
lda location18,Y
cmp #OCTAGON_ELEVATOR_OUT
bne elevator_goto_library_level
elevator_goto_tower_level:
; disable exit so we can't get off while running
lda #$ff
sta location18,Y
; we want to go up the tower
; animation starts at frame 5
lda #5
sta ANIMATE_FRAME
rts
elevator_goto_library_level:
; we want to move back to the library
; disable exit so we can't get off while running
lda #$ff
sta location18,Y
jsr change_location
lda #(5|128)
sta ANIMATE_FRAME
rts
;===================================
;===================================
; open bookshelf (by touching frame)
;===================================
;===================================
open_bookshelf:
; if already open, make noise
ldy #LOCATION_NORTH_EXIT
lda location8,Y
cmp #OCTAGON_BOOKSHELF_CLOSE
beq actually_open_shelf
; already open, so beep in protest
jsr short_beep
rts
actually_open_shelf:
; disable entering tunnel until complete
; otherwise animate left still running
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location1,Y ; OCTAGON_TEMPLE_CENTER
; change background of bookshelf N
ldy #LOCATION_NORTH_BG
lda #<bookshelf_open_n_lzsa
sta location8,Y ; OCTAGON_BOOKSHELF
lda #>bookshelf_open_n_lzsa
sta location8+1,Y ; OCTAGON_BOOKSHELF
; change background of door N
lda #<temple_door_closed_n_lzsa
sta location0,Y ; OCTAGON_TEMPLE_DOORWAY
lda #>temple_door_closed_n_lzsa
sta location0+1,Y ; OCTAGON_TEMPLE_DOORWAY
; change background of center room S
ldy #LOCATION_SOUTH_BG
lda #<temple_center_closed_s_lzsa
sta location1,Y ; OCTAGON_TEMPLE_CENTER
lda #>temple_center_closed_s_lzsa
sta location1+1,Y ; OCTAGON_TEMPLE_CENTER
; change background of door S
lda #<temple_door_closed_s_lzsa
sta location0,Y ; OCTAGON_TEMPLE_DOORWAY
lda #>temple_door_closed_s_lzsa
sta location0+1,Y ; OCTAGON_TEMPLE_DOORWAY
; disable exit to S
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location0,Y ; OCTAGON_TEMPLE_DOORWAY
; enable exit to N
ldy #LOCATION_NORTH_EXIT
lda #OCTAGON_TOWER_HALL1
sta location8,Y ; OCTAGON_BOOKSHELF
; start animation
lda #1
sta ANIMATE_FRAME
rts
;===================================
;===================================
; close bookshelf (by touching frame)
;===================================
;===================================
close_bookshelf:
; if already closed, make noise
ldy #LOCATION_NORTH_EXIT
lda location8,Y
cmp #OCTAGON_BOOKSHELF_CLOSE
bne actually_close_shelf
jsr short_beep
rts
actually_close_shelf:
; disable special until animation done
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location1,Y
; change background of bookshelf N
ldy #LOCATION_NORTH_BG
lda #<bookshelf_n_lzsa
sta location8,Y
lda #>bookshelf_n_lzsa
sta location8+1,Y
; change background of door N
lda #<temple_door_n_lzsa
sta location0,Y
lda #>temple_door_n_lzsa
sta location0+1,Y
; change background of center room S
ldy #LOCATION_SOUTH_BG
lda #<temple_center_s_lzsa
sta location1,Y
lda #>temple_center_s_lzsa
sta location1+1,Y
; change background of door S
lda #<temple_door_s_lzsa
sta location0,Y
lda #>temple_door_s_lzsa
sta location0+1,Y
; re-enable exit to S
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location0,Y
; disable exit to N
ldy #LOCATION_NORTH_EXIT
lda #OCTAGON_BOOKSHELF_CLOSE
sta location8,Y
; start animation
lda #1
sta ANIMATE_FRAME
rts
;=============================
; swirl the shelf picture frame
;=============================
shelf_swirl:
lda ANIMATE_FRAME
asl
tay
lda shelf_swirl_sprites,Y
sta INL
lda shelf_swirl_sprites+1,Y
sta INH
lda #17
advance_swirl:
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_swirl_no_inc
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #6
bne shelf_swirl_no_inc
; reset animation, switch to bookshelf animation
lda LOCATION
cmp #OCTAGON_FRAME_SHELF
bne not_shelf
lda #1
bne done_shelf
not_shelf:
lda #10
done_shelf:
sta ANIMATE_FRAME
lda #OCTAGON_TEMPLE_CENTER
sta LOCATION
jsr change_location_save_animate
; change location trashes animate frame
shelf_swirl_no_inc:
rts
;=============================
; swirl the door picture frame
;=============================
door_swirl:
lda ANIMATE_FRAME
asl
tay
lda door_swirl_sprites,Y
sta INL
lda door_swirl_sprites+1,Y
sta INH
lda #16
jmp advance_swirl
;=============================
; animate_shelf_open
;=============================
animate_shelf_open:
lda ANIMATE_FRAME
cmp #5
bcs animate_shelf_close ; bge
asl
tay
lda shelf_open_sprites,Y
sta INL
lda shelf_open_sprites+1,Y
sta INH
lda #15
advance_shelf_open:
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_open_no_inc
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #4
beq update_final_shelf_bg
cmp #5
bne shelf_open_no_inc
; reset animation/bg
disable_shelf_animate:
lda #0
sta ANIMATE_FRAME
; re-enable clicking
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_ANY
sta location1,Y ; OCTAGON_TEMPLE_CENTER
shelf_open_no_inc:
rts
; 0 1 2 3 4 5 open
;10 9 8 7 6 5 close
animate_shelf_close:
lda ANIMATE_FRAME
sec
sbc #5
asl
tay
lda shelf_open_sprites,Y
sta INL
lda shelf_open_sprites+1,Y
sta INH
lda #15
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_close_no_dec
dec ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #6
beq update_final_shelf_bg
cmp #5
bne shelf_close_no_dec
; reset animation
lda #0
sta ANIMATE_FRAME
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_ANY
sta location1,Y
shelf_close_no_dec:
rts
update_final_shelf_bg:
ldy #LOCATION_NORTH_EXIT
lda location8,Y ; OCTAGON_BOOKSHELF
cmp #OCTAGON_BOOKSHELF_CLOSE
bne finally_open_shelf
ldy #LOCATION_NORTH_BG
lda #<temple_center_n_lzsa
sta location1,Y ; OCTAGON_CENTER
lda #>temple_center_n_lzsa
jmp all_done_open_shelf
finally_open_shelf:
ldy #LOCATION_NORTH_BG
lda #<temple_center_open_n_lzsa
sta location1,Y ; OCTAGON_CENTER
lda #>temple_center_open_n_lzsa
all_done_open_shelf:
sta location1+1,Y
jmp change_location_save_animate
;===============================================
;===============================================
; animate elevator ride
;===============================================
;===============================================
animate_elevator_ride:
lda ANIMATE_FRAME
bpl elevator_going_up
jmp elevator_going_down
change_location_save_animate:
lda ANIMATE_FRAME
pha
jsr change_location
pla
sta ANIMATE_FRAME
rts
;===============================================
; elevator going up
;===============================================
elevator_going_up:
; we are going up the tower
; close door 5
; draw lib through slats 6
; darkness 7
; 1 cycle of up 8, 9,10,11,12,13,14,15
; 1 cycle of right 16,17,18,19,20,21,22,23
; 1 cycle of up 24,25,26,27,28,29,30,31
; close door, tower background 32,33
; open door, tower
; done
ldy #LOCATION_SOUTH_BG
cmp #5
beq up_close_door
cmp #7
bcc up_draw_lib ; blt
beq up_light_off
cmp #16
bcc up_animate_up
cmp #24
bcc up_animate_right
cmp #32
bcc up_animate_up
cmp #34
bcc up_light_on
bcs up_open_door_tower
up_close_door:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
jsr gr_copy_to_current
jmp up_draw_lib
up_light_off:
; Y already LOCATION_SOUTH_BG
lda #<elevator_dark_s_lzsa
sta location18,Y
lda #>elevator_dark_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
up_draw_lib:
jsr draw_elevator_window_lib
jmp up_increment
up_animate_up:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_up_sprites,Y
sta INL
lda elevator_window_up_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp up_increment
up_animate_right:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_left_sprites,Y
sta INL
lda elevator_window_left_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp up_increment
up_light_on:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
jsr draw_elevator_window_tower
jmp up_increment
up_increment:
lda FRAMEL
and #$f
bne done_up_increment
inc ANIMATE_FRAME
done_up_increment:
rts
up_open_door_tower:
; change bg image
; Y already LOCATION_SOUTH_BG
lda #<elevator_tower_s_lzsa
sta location18,Y
lda #>elevator_tower_s_lzsa
sta location18+1,Y
; change exit
lda #OCTAGON_TOWER_BOOK
common_open_door:
ldy #LOCATION_SOUTH_EXIT
sta location18,Y
; re-enable button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location18,Y
lda #0
sta ANIMATE_FRAME
jmp change_location
;===============================================
; elevator going down
;===============================================
elevator_going_down:
; we want to move back to the library
ldy #LOCATION_SOUTH_BG
and #$7f
cmp #5
beq down_close_door
cmp #7
bcc down_draw_tower ; blt
beq down_light_off
cmp #16
bcc down_animate_down
cmp #24
bcc down_animate_left
cmp #32
bcc down_animate_down
cmp #34
bcc down_light_on
bcs down_open_door_tower
down_close_door:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
jsr gr_copy_to_current
jmp down_draw_tower
down_light_off:
; Y already LOCATION_SOUTH_BG
lda #<elevator_dark_s_lzsa
sta location18,Y
lda #>elevator_dark_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
down_draw_tower:
jsr draw_elevator_window_tower
jmp down_increment
down_animate_down:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_down_sprites,Y
sta INL
lda elevator_window_down_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp down_increment
down_animate_left:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_right_sprites,Y
sta INL
lda elevator_window_right_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp down_increment
down_light_on:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location_save_animate
jsr draw_elevator_window_lib
jmp down_increment
down_increment:
lda FRAMEL
and #$f
bne done_down_increment
inc ANIMATE_FRAME
done_down_increment:
rts
down_open_door_tower:
; change south bg image
ldy #LOCATION_SOUTH_BG
lda #<elevator_lib_s_lzsa
sta location18,Y
lda #>elevator_lib_s_lzsa
sta location18+1,Y
; change exit
lda #OCTAGON_ELEVATOR_OUT
jmp common_open_door
draw_elevator_window_lib:
lda #<elevator_window_lib_sprite
sta INL
lda #>elevator_window_lib_sprite
draw_window_common:
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
rts
draw_elevator_window_tower:
lda #<elevator_window_tower_sprite
sta INL
lda #>elevator_window_tower_sprite
jmp draw_window_common
;===================================================
;===================================================
; sprites
;===================================================
;===================================================
shelf_swirl_sprites:
.word empty_swirl
.word shelf_swirl1,shelf_swirl2,shelf_swirl3,shelf_swirl4
.word empty_swirl
door_swirl_sprites:
.word empty_swirl
.word door_swirl1,door_swirl2,door_swirl3,door_swirl4
.word empty_swirl
shelf_open_sprites:
.word empty_swirl
.word shelf_open1,shelf_open2,shelf_open3
.word empty_swirl
shelf_close_sprites:
.word empty_swirl
.word shelf_open3,shelf_open2,shelf_open1
.word empty_swirl
empty_swirl:
.byte 1,1
.byte $AA
shelf_swirl1:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$d0,$d0,$08,$80
.byte $00,$00,$80,$0d,$00,$dd,$88
.byte $00,$88,$90,$00,$80,$08,$88
.byte $00,$88,$90,$99,$00,$88,$00
.byte $00,$98,$91,$90,$99,$98,$00
shelf_swirl2:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$08,$08,$80,$00
.byte $90,$09,$08,$08,$90,$00,$88
.byte $88,$00,$88,$00,$89,$00,$88
.byte $88,$00,$00,$08,$00,$80,$08
.byte $00,$99,$90,$90,$90,$90,$00
shelf_swirl3:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$80,$80,$80,$00,$00
.byte $80,$08,$80,$80,$80,$08,$89
.byte $99,$00,$88,$80,$99,$00,$98
.byte $00,$99,$d0,$d0,$09,$00,$99
.byte $00,$90,$90,$90,$90,$99,$00
shelf_swirl4:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$50,$00,$00,$00,$00
.byte $00,$55,$00,$00,$90,$80,$00
.byte $00,$85,$00,$08,$80,$04,$98
.byte $00,$00,$08,$08,$00,$90,$09
.byte $00,$90,$90,$90,$99,$90,$00
door_swirl1:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$07,$77,$70,$00
.byte $00,$00,$00,$04,$47,$47,$00
.byte $00,$00,$dd,$44,$47,$44,$00
.byte $00,$00,$dd,$d4,$d0,$00,$00
door_swirl2:
.byte 7,5
.byte $0d,$0d,$0d,$7d,$0d,$0d,$0d
.byte $00,$00,$d0,$d0,$07,$70,$00
.byte $d0,$0d,$70,$70,$44,$77,$00
.byte $dd,$00,$77,$04,$04,$77,$00
.byte $99,$90,$90,$07,$07,$00,$00
door_swirl3:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$70,$07,$07,$00,$00,$00
.byte $00,$77,$00,$44,$7d,$7d,$d0
.byte $00,$07,$70,$74,$74,$77,$dd
.byte $00,$00,$00,$00,$00,$90,$09
door_swirl4:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$70,$77,$47,$00,$00,$00
.byte $00,$47,$77,$44,$00,$00,$00
.byte $00,$00,$44,$44,$d4,$00,$00
.byte $00,$00,$d0,$dd,$dd,$00,$00
shelf_open1:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $58,$08,$58,$48,$08,$08,$08,$08,$28,$d8
.byte $55,$dd,$55,$41,$30,$30,$00,$00,$11,$dd
.byte $08,$08,$08,$68,$08,$08,$08,$08,$08,$48
.byte $41,$41,$40,$6d,$11,$33,$11,$00,$11,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $55,$44,$88,$30,$30,$00,$00,$60,$60,$00
.byte $95,$94,$9d,$92,$92,$92,$90,$91,$91,$91
shelf_open2:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$77,$77,$77,$77,$79,$99,$00
.byte $58,$08,$58,$48,$08,$08,$08,$08,$28,$d8
.byte $85,$8d,$85,$81,$80,$80,$80,$80,$81,$8d
.byte $10,$10,$00,$d6,$20,$30,$20,$00,$20,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $95,$94,$98,$90,$90,$90,$90,$90,$90,$90
shelf_open3:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$77,$77,$77,$77,$79,$99,$00
.byte $00,$58,$08,$58,$48,$08,$08,$28,$d8,$00
.byte $80,$85,$8d,$85,$81,$80,$80,$81,$8d,$80
.byte $10,$10,$00,$d6,$20,$30,$20,$00,$20,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $95,$94,$98,$90,$90,$90,$90,$90,$90,$90
elevator_window_lib_sprite:
.byte 5,7
.byte $dd,$dd,$00,$dd,$dd
.byte $0d,$00,$00,$8d,$dd
.byte $00,$80,$00,$00,$08
.byte $80,$08,$00,$f0,$00
.byte $88,$90,$00,$00,$00
.byte $88,$99,$00,$00,$00
.byte $88,$99,$00,$00,$00
elevator_window_tower_sprite:
.byte 5,7
.byte $00,$88,$00,$00,$00
.byte $00,$88,$00,$80,$80
.byte $00,$88,$00,$dd,$00
.byte $dd,$88,$00,$dd,$dd
.byte $dd,$88,$00,$d8,$d8
.byte $dd,$88,$00,$00,$5d
.byte $dd,$88,$00,$d0,$d0
elevator_window_up_sprites:
.word elevator_window_up1_sprite,elevator_window_up1_sprite
.word elevator_window_up1_sprite,elevator_window_up2_sprite
.word elevator_window_up3_sprite,elevator_window_up4_sprite
.word elevator_window_up5_sprite,elevator_window_up5_sprite
elevator_window_down_sprites:
.word elevator_window_up5_sprite,elevator_window_up5_sprite
.word elevator_window_up5_sprite,elevator_window_up4_sprite
.word elevator_window_up3_sprite,elevator_window_up2_sprite
.word elevator_window_up1_sprite,elevator_window_up1_sprite
elevator_window_right_sprites:
.word elevator_window_right1_sprite,elevator_window_right1_sprite
.word elevator_window_right1_sprite,elevator_window_right2_sprite
.word elevator_window_right3_sprite,elevator_window_right4_sprite
.word elevator_window_right5_sprite,elevator_window_right5_sprite
elevator_window_left_sprites:
.word elevator_window_right5_sprite,elevator_window_right5_sprite
.word elevator_window_right5_sprite,elevator_window_right4_sprite
.word elevator_window_right3_sprite,elevator_window_right2_sprite
.word elevator_window_right1_sprite,elevator_window_right1_sprite
elevator_window_right1_sprite:
elevator_window_up1_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_up2_sprite:
.byte 5,7
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
elevator_window_up3_sprite:
.byte 5,7
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
elevator_window_up4_sprite:
.byte 5,7
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
elevator_window_up5_sprite:
.byte 5,7
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
elevator_window_right2_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$77,$00,$55,$55
.byte $55,$77,$00,$55,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_right3_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$77
.byte $55,$55,$00,$55,$77
.byte $75,$75,$00,$75,$77
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $57,$57,$00,$57,$77
.byte $55,$55,$00,$55,$77
elevator_window_right4_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_right5_sprite:
.byte 5,7
.byte $77,$57,$00,$57,$57
.byte $77,$55,$00,$55,$55
.byte $77,$75,$00,$75,$75
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $77,$57,$00,$57,$57
.byte $77,$55,$00,$55,$55
; TOWER ROTATION HINTS
; ROCKET
; 59
; BB
;19-> 59
; 6FC43
; DCCDD
;18-> VOLTS
; TREE
; 7C2C4
; BABAB
;17-> 7,2,4
; GEARS
; 2A40
; BBBB
; 18-> 2:40
; 2C2C1
; BABAB
; 18-> 2,2,1
; 429 81E4C5 2F44FD
; DDD CCCCCC CCDDCC
; 11-> TRY HANDLE BOTTOM
; DOCK
; F34F252 11C 1984 10A04 1D
; CCDCCCD BBA BBBB BBBBB CC
; 7-> OCTOBER 11, 1984 10:04 AM
;
; A1E5129 17C 1207 5A46 1D
; CCCDCDD BBA BBBB BBBB CC
; JANUARY 17, 1207 5:46 AM
;
; EF65D252 23C 9791 6A57 0D
; CCDCCCCD BBA BBBB BBBB DC
; NOVEMBER 23, 9791 6:57 PM