dos33fsprogs/games/mist/selena_sound_puzzle.s

1406 lines
24 KiB
ArmAsm

; the sounds
; click button, it goes in, background of yellow/black glows
; #1 switch in forest, drips in pool -- running water
; #2 switch, chasm with fire -- fire noise
; #3 switch, by clocks, -- ticking and ringing
; #4 switch, crystals -- flute
; #5 switch, entrance to tunnel -- wind
; the puzzle in the panel
; line up pointer with dish
; buttons blink when close to point proper dir
; when source selected, only makes noise from that source
; on display, display is degrees wide (217->187 = 30 degrees, so 12 images?)
; #1 pool -- 153.4
; #2 chasm -- 130.3
; #3 clock -- 55.6
; #4 crystals -- 15.0
; #5 tunnel -- 212.2
; press sum button, goes to each in turn (on display and numbers, not yellow)
; 15, 153, 212, 130, 55
; crystals, pool, tunnel, chasm, clock
; flute, water, wind, flame, tick
; press with wrong, it flips between in right order, just doesn't
; display the sound effect name
; variables
; SELENA_BUTTON_STATUS (bitmask)
; SELENA_ANTENNA_ACTIVE 0..4
; SELENA_ANTENNA1-5 (value 0..11 for each)
; SELENA_LOCK1-5
; SELENA_SUB ????
;=======================================
;=======================================
; handle touching antenna panel
;=======================================
;=======================================
touch_antenna_panel:
; don't click things if already animating
lda ANIMATE_FRAME
beq actually_handle_touch
rts
actually_handle_touch:
lda CURSOR_Y
cmp #32
bcs antenna_bottom_row ; bge
lda CURSOR_X
cmp #9
bcc antenna_nothing
cmp #13
bcc decrement_angle
cmp #18
bcc increment_angle
cmp #20
bcc antenna_nothing ; gap
cmp #26
bcc summation
antenna_nothing:
rts
antenna_bottom_row:
lda CURSOR_X
cmp #11
bcc antenna_0
cmp #16
bcc antenna_1
cmp #21
bcc antenna_2
cmp #25
bcc antenna_3
lda #4
bne done_bottom_row ; bra
antenna_0:
lda #0
beq done_bottom_row ; bra
antenna_1:
lda #1
bne done_bottom_row ; bra
antenna_2:
lda #2
bne done_bottom_row ; bra
antenna_3:
lda #3
done_bottom_row:
sta SELENA_ANTENNA_ACTIVE
rts
increment_angle:
lda SELENA_ANTENNA_ACTIVE
tay
lda SELENA_ANTENNA1,Y
clc
adc #1
cmp #12
bne done_increment_angle
lda #0
done_increment_angle:
sta SELENA_ANTENNA1,Y
rts
decrement_angle:
lda SELENA_ANTENNA_ACTIVE
tay
lda SELENA_ANTENNA1,Y
sec
sbc #1
bpl done_decrement_angle
lda #11
done_decrement_angle:
sta SELENA_ANTENNA1,Y
rts
summation:
; start animation
lda #1
sta ANIMATE_FRAME
sta FRAMEL
jsr click_speaker
rts
;=======================================
;=======================================
; draw the antenna panel
;=======================================
;=======================================
draw_antenna_panel:
lda SELENA_ANTENNA_ACTIVE
sta CURRENT_DISPLAY
;=======================
; handle animation
lda ANIMATE_FRAME
beq not_animating
; display them in order
tay
dey
lda animate_order,Y
sta CURRENT_DISPLAY
; see if should increment
lda FRAMEL
and #$7f
bne not_animating
; increment
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #6
bne animate_click
lda #0
sta ANIMATE_FRAME
jmp not_animating
animate_click:
jsr click_speaker
not_animating:
;======================
; draw lit button
draw_lit_button:
lda ANIMATE_FRAME ; don't draw button if animating
bne draw_screen
lda CURRENT_DISPLAY
tay
lda antenna_icon_xs,Y
sta XPOS
lda #34
sta YPOS
tya
asl
tay
lda antenna_icons,Y
sta INL
lda antenna_icons+1,Y
sta INH
jsr put_sprite_crop
;======================
; draw screen
draw_screen:
lda CURRENT_DISPLAY
tay
lda SELENA_ANTENNA1,Y
tay
lda antenna_display_ys,Y
sta YPOS
lda #15
sta XPOS
tya
asl
tay
lda antenna_display,Y
sta INL
lda antenna_display+1,Y
sta INH
jsr put_sprite_crop
;==========================
; print angle
; line 21 is at #$650
lda #$50
sta OUTL
lda #$7
clc
adc DRAW_PAGE
sta OUTH
lda CURRENT_DISPLAY
tay
lda SELENA_ANTENNA1,Y
tay
asl
asl ; multiply by 4
tax
ldy #17
lda antenna_angles,X
ora #$80
sta (OUTL),Y
iny
lda antenna_angles+1,X
ora #$80
sta (OUTL),Y
iny
lda antenna_angles+2,X
ora #$80
sta (OUTL),Y
iny
iny ; skip decimal point
lda antenna_angles+3,X
ora #$80
sta (OUTL),Y
;===============================
; draw sound effect text
lda CURRENT_DISPLAY
beq test_position1
cmp #1
beq test_position2
cmp #2
beq test_position3
cmp #3
beq test_position4
test_position5:
lda SELENA_ANTENNA5
cmp #7
bne antenna_default_sound
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON5
beq antenna_default_sound
lda #<sound5_tunnel
sta OUTL
lda #>sound5_tunnel
jmp antenna_print_sound
test_position1:
lda SELENA_ANTENNA1
cmp #5
bne antenna_default_sound
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON1
beq antenna_default_sound
lda #<sound1_water
sta OUTL
lda #>sound1_water
jmp antenna_print_sound
test_position2:
lda SELENA_ANTENNA2
cmp #4
bne antenna_default_sound
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON2
beq antenna_default_sound
lda #<sound2_flame
sta OUTL
lda #>sound2_flame
jmp antenna_print_sound
test_position3:
lda SELENA_ANTENNA3
cmp #2
bne antenna_default_sound
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON3
beq antenna_default_sound
lda #<sound3_clocks
sta OUTL
lda #>sound3_clocks
jmp antenna_print_sound
test_position4:
lda SELENA_ANTENNA4
cmp #1
bne antenna_default_sound
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON4
beq antenna_default_sound
lda #<sound4_crystals
sta OUTL
lda #>sound4_crystals
jmp antenna_print_sound
antenna_default_sound:
lda #<sound0_static
sta OUTL
lda #>sound0_static
antenna_print_sound:
sta OUTH
jsr move_and_print
rts
animate_order:
.byte 3,0,4,1,2
sound_names:
sound0_static:
.byte 16,21,"[STATIC]",0
sound1_water:
.byte 12,21,"[RUNNING WATER]",0
sound2_flame:
.byte 13,21,"[ROARING FIRE]",0
sound3_clocks:
.byte 12,21,"[CLOCK TICKING]",0
sound4_crystals:
.byte 10,21,"[FLUTE-LIKE WHISTLE]",0
sound5_tunnel:
.byte 13,21,"[RUSHING WIND]",0
antenna_angles:
.byte "0000" ; 0 = 0
.byte "0150" ; 1 = 30 15.0 crystal
.byte "0556" ; 2 = 60 55.6 clock
.byte "0900" ; 3 = 90
.byte "1303" ; 4 = 120 130.3 chasm
.byte "1534" ; 5 = 150 153.4 pool
.byte "1800" ; 6 = 180
.byte "2122" ; 7 = 210 212.2 tunnel
.byte "2400" ; 8 = 240
.byte "2700" ; 9 = 270
.byte "3000" ; 10 = 300
.byte "3300" ; 11 = 330
antenna_icon_xs:
.byte 8,13,18,23,27
antenna_icons:
.word icon_water_sprite
.word icon_flame_sprite
.word icon_clock_sprite
.word icon_crystal_sprite
.word icon_tunnel_sprite
icon_water_sprite:
.byte 4,3
.byte $dd,$dd,$d0,$dd
.byte $dd,$dd,$d0,$dd
.byte $0d,$d0,$0d,$d0
icon_flame_sprite:
.byte 4,3
.byte $dd,$dd,$d0,$dd
.byte $d0,$0d,$dd,$d0
.byte $dd,$dd,$d0,$0d
icon_clock_sprite:
.byte 4,3
.byte $d0,$dd,$0d,$dd
.byte $00,$dd,$dd,$0d
.byte $00,$d0,$dd,$0d
icon_crystal_sprite:
.byte 3,3
.byte $dd,$0d,$dd
.byte $dd,$00,$dd
.byte $dd,$d0,$dd
icon_tunnel_sprite:
.byte 4,3
.byte $d0,$0d,$dd,$0d
.byte $dd,$00,$00,$dd
.byte $0d,$00,$00,$0d
antenna_display_ys:
.byte 4+6, 0+6, 0+6
.byte 4+6, 2+6, 6+6
.byte 10+6, 2+6, 8+6
.byte 10+6,10+6,10+6
antenna_display:
.word antenna_display0_sprite
.word antenna_display1_sprite
.word antenna_display2_sprite
.word antenna_display3_sprite
.word antenna_display4_sprite
.word antenna_display5_sprite
.word antenna_display6_sprite
.word antenna_display7_sprite
.word antenna_display8_sprite
.word antenna_display9_sprite
.word antenna_display10_sprite
.word antenna_display11_sprite
antenna_display0_sprite:
.byte 9,5
.byte $66,$66,$66,$66,$66,$66,$56,$66,$66
.byte $66,$b6,$66,$66,$66,$66,$55,$56,$86
.byte $66,$bb,$66,$66,$99,$56,$85,$88,$88
.byte $66,$bb,$55,$66,$85,$88,$88,$88,$88
.byte $86,$8b,$85,$88,$88,$88,$88,$88,$88
antenna_display1_sprite:
.byte 9,7
.byte $66,$66,$66,$66,$66,$bb,$66,$66,$66
.byte $66,$66,$66,$66,$66,$bb,$66,$66,$66
.byte $86,$66,$66,$33,$56,$bb,$66,$66,$bb
.byte $88,$86,$56,$55,$55,$bb,$66,$66,$bb
.byte $88,$55,$55,$55,$55,$bb,$66,$66,$5b
.byte $55,$55,$55,$55,$55,$55,$66,$66,$55
.byte $55,$55,$55,$85,$88,$65,$66,$66,$65
antenna_display2_sprite:
.byte 9,7
.byte $66,$66,$66,$55,$55,$66,$56,$55,$66
.byte $66,$66,$66,$44,$45,$66,$77,$77,$66
.byte $66,$66,$66,$44,$44,$66,$55,$57,$66
.byte $66,$66,$66,$44,$44,$66,$55,$55,$66
.byte $66,$56,$66,$44,$d4,$77,$55,$55,$56
.byte $56,$88,$86,$44,$11,$77,$55,$55,$55
.byte $88,$88,$88,$87,$71,$87,$88,$88,$88
antenna_display3_sprite:
.byte 9,5
.byte $56,$66,$66,$66,$66,$66,$66,$66,$66
.byte $55,$57,$76,$66,$66,$66,$66,$66,$66
.byte $55,$55,$57,$66,$77,$66,$66,$86,$66
.byte $85,$55,$55,$57,$55,$57,$56,$88,$88
.byte $88,$88,$85,$85,$85,$88,$85,$55,$55
antenna_display4_sprite:
.byte 9,6
.byte $66,$66,$66,$66,$96,$96,$96,$66,$66
.byte $66,$66,$66,$66,$59,$56,$59,$66,$66
.byte $11,$11,$11,$11,$11,$44,$94,$91,$11
.byte $11,$11,$11,$11,$11,$54,$44,$99,$11
.byte $11,$88,$88,$11,$11,$55,$54,$54,$51
.byte $81,$88,$88,$88,$85,$85,$85,$85,$85
antenna_display5_sprite:
.byte 9,4
.byte $11,$66,$66,$66,$66,$66,$66,$66,$66
.byte $11,$66,$66,$88,$88,$88,$88,$86,$66
.byte $51,$55,$86,$88,$88,$88,$88,$88,$88
.byte $85,$88,$88,$88,$88,$88,$88,$88,$88
antenna_display6_sprite:
.byte 9,2
.byte $88,$66,$66,$66,$66,$66,$66,$66,$66
.byte $88,$88,$66,$66,$66,$66,$66,$66,$66
antenna_display7_sprite:
.byte 9,6
.byte $66,$66,$36,$66,$56,$66,$66,$66,$66
.byte $66,$66,$3b,$66,$55,$66,$66,$66,$66
.byte $66,$56,$53,$56,$44,$66,$66,$66,$66
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
antenna_display8_sprite:
.byte 9,3
.byte $88,$88,$88,$88,$88,$88,$55,$86,$58
.byte $88,$88,$88,$88,$88,$88,$55,$55,$55
.byte $88,$88,$88,$88,$88,$58,$55,$55,$55
antenna_display9_sprite:
.byte 9,2
.byte $86,$66,$66,$66,$66,$66,$66,$66,$66
.byte $88,$86,$86,$86,$66,$66,$66,$86,$88
antenna_display10_sprite:
.byte 9,2
.byte $86,$86,$66,$66,$66,$66,$66,$66,$66
.byte $88,$88,$88,$88,$88,$88,$86,$86,$86
antenna_display11_sprite:
.byte 9,2
.byte $55,$86,$86,$86,$86,$86,$86,$86,$66
.byte $88,$88,$88,$88,$88,$88,$88,$88,$88
;===========================
; draw water background #1
;===========================
draw_water_background:
lda DIRECTION
and #$f
cmp #DIRECTION_W
bne done_draw_water_background
bit TEXTGR ; we do this because we aren't a standalone
; location
lda #<sound1_water
sta OUTL
lda #>sound1_water
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON1
beq done_draw_water_background
lda #17
sta XPOS
lda #10
sta YPOS
lda #<water_bg_sprite
sta INL
lda #>water_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_water_background:
rts
;===========================
; draw chasm background #2
;===========================
draw_chasm_background:
lda DIRECTION
and #$f
cmp #DIRECTION_S
bne done_draw_chasm_background
bit TEXTGR ; we do this because we aren't a standalone
; location
lda #<sound2_flame
sta OUTL
lda #>sound2_flame
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON2
beq done_draw_chasm_background
lda #17
sta XPOS
lda #6
sta YPOS
lda #<chasm_bg_sprite
sta INL
lda #>chasm_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_chasm_background:
rts
;===========================
; draw clock background #3
;===========================
draw_clock_background:
lda #<sound3_clocks
sta OUTL
lda #>sound3_clocks
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON3
beq done_draw_clock_background
lda #17
sta XPOS
lda #6
sta YPOS
lda #<clock_bg_sprite
sta INL
lda #>clock_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_clock_background:
rts
;===========================
; draw crystal background #4
;===========================
draw_crystal_background:
lda #<sound4_crystals
sta OUTL
lda #>sound4_crystals
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON4
beq done_draw_crystal_background
lda #16
sta XPOS
lda #10
sta YPOS
lda #<crystal_bg_sprite
sta INL
lda #>crystal_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_crystal_background:
rts
;===========================
; draw tunnel background #5
;===========================
draw_tunnel_background:
lda #<sound5_tunnel
sta OUTL
lda #>sound5_tunnel
sta OUTH
jsr move_and_print
lda SELENA_BUTTON_STATUS
and #SELENA_BUTTON5
beq done_draw_tunnel_background
lda #16
sta XPOS
lda #12
sta YPOS
lda #<tunnel_bg_sprite
sta INL
lda #>tunnel_bg_sprite
sta INH
jsr put_sprite_crop
done_draw_tunnel_background:
rts
;=========================
; water button #1
;=========================
water_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON1
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON1
beq done_water_button_pressed
jsr play_water_noise
done_water_button_pressed:
rts
;=========================
; chasm button #2
;=========================
chasm_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON2
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON2
beq done_chasm_button_pressed
jsr play_chasm_noise
done_chasm_button_pressed:
rts
;=========================
; clock button #3
;=========================
clock_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON3
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON3
beq done_tunnel_button_pressed
jsr play_clock_noise
done_clock_button_pressed:
rts
;=========================
; crystal button #4
;=========================
crystal_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON4
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON4
beq done_crystal_button_pressed
jsr play_crystal_noise
done_crystal_button_pressed:
rts
;=========================
; tunnel button
;=========================
tunnel_button_pressed:
lda SELENA_BUTTON_STATUS
eor #SELENA_BUTTON5
sta SELENA_BUTTON_STATUS
and #SELENA_BUTTON5
beq done_tunnel_button_pressed
jsr play_tunnel_noise
done_tunnel_button_pressed:
rts
;===============================
; play the noises
;===============================
; water #1
play_water_noise:
; lda #NOTE_E3
; sta speaker_frequency
; lda #15
; sta speaker_duration
; jsr speaker_tone
rts
; fire #2
play_chasm_noise:
; lda #NOTE_D3
; sta speaker_frequency
; lda #15
; sta speaker_duration
; jsr speaker_tone
rts
; clock #3
play_clock_noise:
; ldx #5
;clock_noise_loop:
; jsr click_speaker
; lda #200
; jsr WAIT
; dex
; bne clock_noise_loop
rts
; whistle #4
play_crystal_noise:
; lda #NOTE_E3
; sta speaker_frequency
; lda #10
; sta speaker_duration
; jsr speaker_tone
; lda #NOTE_E4
; sta speaker_frequency
; lda #10
; sta speaker_duration
; jsr speaker_tone
rts
; tunnel #5
play_tunnel_noise:
; lda #NOTE_C3
; sta speaker_frequency
; lda #15
; sta speaker_duration
; jsr speaker_tone
rts
water_bg_sprite:
.byte 7,11
.byte $dd,$dd,$dd,$ff,$dd,$dd,$dd
.byte $dd,$dd,$dd,$ff,$ff,$dd,$dd
.byte $dd,$dd,$dd,$df,$df,$dd,$dd
.byte $dd,$dd,$dd,$ff,$dd,$dd,$dd
.byte $dd,$dd,$dd,$ff,$ff,$dd,$dd
.byte $dd,$dd,$dd,$df,$df,$dd,$dd
.byte $df,$fd,$df,$fd,$df,$fd,$df
.byte $dd,$dd,$dd,$dd,$dd,$dd,$dd
.byte $8d,$8d,$8d,$8d,$8d,$8d,$8d
.byte $32,$82,$12,$12,$12,$82,$32
.byte $33,$88,$91,$81,$81,$98,$33
chasm_bg_sprite:
.byte 7,9
.byte $dd,$df,$fd,$dd,$fd,$dd,$dd
.byte $dd,$df,$fd,$dd,$fd,$df,$dd
.byte $ff,$df,$fd,$dd,$fd,$df,$dd
.byte $dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $dd,$dd,$df,$fd,$df,$df,$fd
.byte $dd,$dd,$dd,$df,$fd,$ff,$dd
.byte $8d,$8d,$8d,$8d,$8d,$8d,$8f
.byte $22,$32,$32,$32,$32,$32,$22
.byte $33,$98,$11,$11,$11,$98,$33
clock_bg_sprite:
.byte 6,10
.byte $fd,$dd,$dd,$dd,$dd,$dd
.byte $fd,$dd,$dd,$fd,$dd,$dd
.byte $ff,$fd,$dd,$dd,$dd,$dd
.byte $ff,$ff,$dd,$dd,$dd,$fd
.byte $ff,$ff,$dd,$fd,$dd,$dd
.byte $ff,$ff,$ff,$df,$dd,$dd
.byte $dd,$df,$dd,$dd,$dd,$df
.byte $8d,$8d,$8d,$8d,$8d,$8d
.byte $82,$82,$82,$82,$82,$82
.byte $88,$08,$11,$11,$11,$08
crystal_bg_sprite:
.byte 9,11
.byte $dd,$dd,$dd,$fd,$df,$fd,$dd,$dd,$dd
.byte $dd,$dd,$fd,$df,$fd,$df,$fd,$dd,$dd
.byte $dd,$dd,$ff,$dd,$ff,$dd,$ff,$dd,$dd
.byte $dd,$dd,$ff,$dd,$ff,$dd,$ff,$dd,$dd
.byte $fd,$dd,$ff,$dd,$ff,$dd,$ff,$dd,$fd
.byte $dd,$df,$dd,$df,$dd,$df,$dd,$df,$dd
.byte $dd,$dd,$dd,$dd,$dd,$dd,$dd,$dd,$dd
.byte $28,$28,$28,$28,$28,$28,$28,$28,$28
.byte $88,$88,$88,$08,$08,$08,$88,$88,$88
.byte $88,$88,$00,$18,$18,$18,$00,$88,$88
.byte $88,$88,$00,$88,$81,$88,$00,$88,$88
tunnel_bg_sprite:
.byte 9,10
.byte $dd,$dd,$dd,$dd,$dd,$fd,$df,$df,$fd
.byte $dd,$fd,$fd,$fd,$dd,$ff,$dd,$fd,$ff
.byte $ff,$dd,$dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $ff,$ff,$dd,$ff,$dd,$ff,$dd,$dd,$dd
.byte $dd,$fd,$fd,$ff,$fd,$ff,$fd,$dd,$dd
.byte $df,$fd,$fd,$ff,$fd,$ff,$fd,$ff,$dd
.byte $8d,$8d,$8f,$8f,$8f,$8f,$8d,$8d,$8d
.byte $22,$22,$22,$82,$82,$02,$22,$22,$22
.byte $88,$80,$88,$88,$88,$88,$80,$88,$22
.byte $08,$88,$11,$11,$11,$88,$08,$88,$22
; control panel
; 5 sliders, 10 positions
; 0 - wind (tunnel)
; 1 - slide whistle
; 2 - train whistle
; 3 - missile launch
; 4 - electric sparks
; 5 - flute noise (crystals)
; 6 - flame (chasm)
; 7 - clocks (clocks)
; 8 - clanking metal
; 9 - water (pool)
;
; solution = 5 - 9 - 0 - 6 - 7
LOCK_SOLUTION_1 = 5 ; flute
LOCK_SOLUTION_2 = 9 ; water
LOCK_SOLUTION_3 = 0 ; wind
LOCK_SOLUTION_4 = 6 ; flame
LOCK_SOLUTION_5 = 7 ; clocks
; if it's right and press button, plays each sound in turn
; while lights up button, then opens door and puts
; you in front of it.
; if it's wrong ---> ?
door_sound_table:
.word sound5_tunnel ; [RUSHING WIND] door0
.word door1_whistle ; [SLIDE WHISTLE] door1
.word door2_train ; [TRAIN WHISTLE] door2
.word door3_missile ; [MISSILE LAUNCH] door3
.word door4_sparks ; [ELECTRIC SPARKS] door4
.word sound4_crystals ; [FLUTE-LIKE WHISTLE] door5
.word sound2_flame ; [ROARING FIRE] door6
.word sound3_clocks ; [CLOCK TICKING] door7
.word door8_metal ; [CLANKING METAL] door8
.word sound1_water ; [RUNNING WATER] door9
door1_whistle:
.byte 12,21,"[SLIDE WHISTLE]",0
door2_train:
.byte 12,21,"[TRAIN WHISTLE]",0
door3_missile:
.byte 12,21,"[MISSILE LAUNCH]",0
door4_sparks:
.byte 11,21,"[ELECTRIC SPARKS]",0
door8_metal:
.byte 12,21,"[CLANKING METAL]",0
;===============================
; draw the buttons on door panel
;===============================
door_draw_buttons:
; print last sound pressed
lda ANIMATE_FRAME ; depend on this being 0 at entry
bne no_need_to_init
lda #0
sta LAST_PLAYED
inc ANIMATE_FRAME
no_need_to_init:
lda LAST_PLAYED
beq no_need_to_print
asl
tay
dey
dey
lda door_sound_table,Y
sta OUTL
lda door_sound_table+1,Y
sta OUTH
jsr move_and_print
no_need_to_print:
ldx #0
draw_door_buttons_outer_loop:
ldy #10 ; 13,10
draw_door_buttons_loop:
; set the output address for current Y
lda gr_offsets,Y
clc
adc #13 ; 13,10
sta door_buttons_smc+1
iny
lda gr_offsets,Y
clc
adc DRAW_PAGE
sta door_buttons_smc+2
iny
; if Y==(RN*2) + 10+2 (pre incremented)
txa
lsr
tax ; X is *2, convert down to load lock value
lda SELENA_LOCK1,X
asl
clc
adc #12
sta TEMP
txa ; convert X back to *2
asl
tax
; see if draw or not
cpy TEMP
bne door_button_none
; we are drawing
lda ROCKET_HANDLE_STEP
beq door_button_plain
sta TEMP
dec TEMP
cpx TEMP
beq door_button_green
door_button_plain:
lda #$48
bne draw_door_button ; bra
door_button_green:
lda #$c8
bne draw_door_button
door_button_none:
lda #$00
draw_door_button:
door_buttons_smc:
sta $400,X
cpy #30
bne draw_door_buttons_loop
inx
inx
cpx #10
bne draw_door_buttons_outer_loop
rts
;============================
; door buttons pressed
;===========================
door_controls_pressed:
lda CURSOR_X
cmp #23
bcs door_button_pressed ; bge
cmp #20 ; need to check this
bcc door_sliders_pressed ; otherwise we increment stuff past
; lock in zero page
rts
door_sliders_pressed:
sec
sbc #10 ; get X to be which slider
lsr
tax
; if (CURSOR_Y-10)/2 > selena_lock, increment
; if (CURSOR_Y-10)/2 < selena_lock, decrement
; cursor_y is 10 .. 28
; subtract 10, is 0 to 18
lda CURSOR_Y
sec
sbc #10
lsr
cmp SELENA_LOCK1,X
beq door_slider_play_tone ; cliked on it, play tone
bpl door_slider_increment ; clicked above, increment
door_slider_decrement:
lda SELENA_LOCK1,X
beq door_slider_play_tone ; don't make smaller than 0
dec SELENA_LOCK1,X
jmp door_slider_play_tone
door_slider_increment:
lda SELENA_LOCK1,X
cmp #9
bcs door_slider_play_tone ; don't make larger than 9
inc SELENA_LOCK1,X
door_slider_play_tone:
lda SELENA_LOCK1,X
clc
adc #1 ; 0 means no display, so offset by 1
sta LAST_PLAYED
rts
door_button_pressed:
;==================================
; turn buttons green one at a time
lda #1
sta ROCKET_HANDLE_STEP
door_button_draw_buttons:
ldx #0
door_buttons_outer_loop:
lda SELENA_LOCK1,X
sta LAST_PLAYED
inc LAST_PLAYED ; value we want is 1+value
txa
pha
jsr gr_copy_to_current
lda #25
sta XPOS
lda #24
sta YPOS
lda #<red_button_sprite
sta INL
lda #>red_button_sprite
sta INH
jsr put_sprite_crop
; lda DRAW_PAGE ; draw to visible screen
; eor #$4
; sta DRAW_PAGE
; ldx #0
jsr door_draw_buttons
; pla
; tax
; pha
jsr page_flip
; play sound
; we delay instead
ldx #10
long_fake_sound:
lda #200
jsr WAIT
dex
bne long_fake_sound
pla
tax
inc ROCKET_HANDLE_STEP
inc ROCKET_HANDLE_STEP
check_end:
inx
cpx #5
bne door_buttons_outer_loop
; lda DRAW_PAGE ; flip back to way it was
; eor #$4
; sta DRAW_PAGE
lda #0
sta ROCKET_HANDLE_STEP
sta LAST_PLAYED
; check to see if right code
lda SELENA_LOCK1
cmp #LOCK_SOLUTION_1
bne done_checking_door_code
lda SELENA_LOCK2
cmp #LOCK_SOLUTION_2
bne done_checking_door_code
lda SELENA_LOCK3
cmp #LOCK_SOLUTION_3
bne done_checking_door_code
lda SELENA_LOCK4
cmp #LOCK_SOLUTION_4
bne done_checking_door_code
lda SELENA_LOCK5
cmp #LOCK_SOLUTION_5
bne done_checking_door_code
door_correct_code:
; open door
lda #SELENA_BUNKER_OPEN
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jsr change_location
done_checking_door_code:
rts
red_button_sprite:
.byte 3,2
.byte $19,$11,$19
.byte $91,$11,$91
;================================
; tunnel lights
;================================
; switch up = lights on
; switch down = lights off
; turning one switch also flips other one
;
; technically the bottom of steps gets slightly lighter but we ignore
; also in game the two bottom locations are slightly different
; you also can click the switch from multiple angles but we removed
; that as it made things a lot easier
tunnel_toggle_lights:
lda SELENA_BUTTON_STATUS
eor #SELENA_LIGHTSWITCH
sta SELENA_BUTTON_STATUS
jsr update_tunnel_lights
jmp change_location
;===========================================
; update backgrounds based on light switch
;===========================================
update_tunnel_lights:
lda SELENA_BUTTON_STATUS
bmi tunnel_lights_on
tunnel_lights_off:
ldy #LOCATION_EAST_BG
lda #<tunnel_e_lzsa
sta location31,Y ; SELENA_TUNNEL
lda #>tunnel_e_lzsa
sta location31+1,Y ; SELENA_TUNNEL
lda #<tunnel_basement_lzsa
sta location32,Y ; SELENA_ANTENNA_BASEMENT
lda #>tunnel_basement_lzsa
sta location32+1,Y ; SELENA_ANTENNA_BASEMENT
ldy #LOCATION_WEST_BG
lda #<tunnel_w_lzsa
sta location31,Y ; SELENA_TUNNEL
lda #>tunnel_w_lzsa
sta location31+1,Y ; SELENA_TUNNEL
lda #<tunnel_basement_lzsa
sta location30,Y ; SELENA_TUNNEL_BASEMENT
lda #>tunnel_basement_lzsa
sta location30+1,Y ; SELENA_TUNNEL_BASEMENT
jmp done_tunnel_lights
tunnel_lights_on:
ldy #LOCATION_EAST_BG
lda #<tunnel_middle_lightson_e_lzsa
sta location31,Y ; SELENA_TUNNEL
lda #>tunnel_middle_lightson_e_lzsa
sta location31+1,Y ; SELENA_TUNNEL
lda #<tunnel_lightson_e_lzsa
sta location32,Y ; SELENA_ANTENNA_BASEMENT
lda #>tunnel_lightson_e_lzsa
sta location32+1,Y ; SELENA_ANTENNA_BASEMENT
ldy #LOCATION_WEST_BG
lda #<tunnel_middle_lightson_w_lzsa
sta location31,Y ; SELENA_TUNNEL
lda #>tunnel_middle_lightson_w_lzsa
sta location31+1,Y ; SELENA_TUNNEL
lda #<tunnel_lightson_w_lzsa
sta location30,Y ; SELENA_TUNNEL_BASEMENT
lda #>tunnel_lightson_w_lzsa
sta location30+1,Y ; SELENA_TUNNEL_BASEMENT
done_tunnel_lights:
rts