dos33fsprogs/games/peasant/ending.s

699 lines
10 KiB
ArmAsm

; Peasant's Quest Ending
; The credits scenes
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "music.inc"
ending:
jsr hgr_make_tables
jsr hgr2
lda #0
sta FRAME
; update score
jsr update_score
;=====================
; re-start music
;=====================
; only if mockingboard enabled
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq skip_end_music
; re-load intro theme from disk
lda $C083
lda $C083
; actually load it
lda #LOAD_MUSIC
sta WHICH_LOAD
jsr load_file
lda #0
sta DONE_PLAYING
lda #1
sta LOOP
jsr mockingboard_init
jsr reset_ay_both
jsr mockingboard_setup_interrupt
; lda #$09 ; don't end after 4
; sta PT3_LOC+$C9+$4
; 2??
; lda #$3 ; set LOOP to 2
; sta PT3_LOC+$66
jsr pt3_init_song
cli
skip_end_music:
;=====================
;=====================
; boat scene
;=====================
;=====================
boat:
lda #<lake_e_boat_zx02
sta zx_src_l+1
lda #>lake_e_boat_zx02
sta zx_src_h+1
lda #$40
jsr zx02_full_decomp
jsr update_top
; draw rectangle
lda #$80 ; color is black2
sta VGI_RCOLOR
lda #12
sta VGI_RX1
lda #98
sta VGI_RY1
lda #202
sta VGI_RXRUN
lda #20
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #214
sta VGI_RX1
lda #98
sta VGI_RY1
lda #45
sta VGI_RXRUN
lda #20
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #<boat_string
sta OUTL
lda #>boat_string
sta OUTH
jsr disp_put_string
;======================
; animate catching fish
lda #1
sta CURSOR_X
lda #52
sta CURSOR_Y
lda #0
sta BABY_COUNT
boat_loop:
; play sound effect
lda BABY_COUNT
cmp #7
bcc no_sound
cmp #11
bcs no_sound
cmp #10
beq bloop
click:
lda #NOTE_C3
sta speaker_frequency
lda #6
sta speaker_duration
jsr speaker_beep
jmp no_sound
bloop:
lda #10
sta speaker_duration
lda #NOTE_C4
sta speaker_frequency
jsr speaker_beep
lda #10
sta speaker_duration
lda #NOTE_D4
sta speaker_frequency
jsr speaker_beep
lda #10
sta speaker_duration
lda #NOTE_E4
sta speaker_frequency
jsr speaker_beep
lda #10
sta speaker_duration
lda #NOTE_D4
sta speaker_frequency
jsr speaker_beep
lda #10
sta speaker_duration
lda #NOTE_C4
sta speaker_frequency
jsr speaker_beep
jmp no_sound
no_sound:
ldy BABY_COUNT
lda boat_progress_l,Y
sta INL
lda boat_progress_h,Y
sta INH
jsr hgr_draw_sprite
lda #4
jsr wait_a_bit
; jsr wait_until_keypress
inc BABY_COUNT
lda BABY_COUNT
cmp #14
bne boat_loop
;=======================
;=======================
; waterfall
;=======================
;=======================
waterfall:
lda #0
sta FRAME
lda #<waterfall_zx02
sta zx_src_l+1
lda #>waterfall_zx02
sta zx_src_h+1
lda #$40
jsr zx02_full_decomp
jsr update_top
; draw rectangle
lda #$80 ; color is black2
sta VGI_RCOLOR
lda #44
sta VGI_RX1
lda #48
sta VGI_RY1
lda #192
sta VGI_RXRUN
lda #20
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #<waterfall_string
sta OUTL
lda #>waterfall_string
sta OUTH
jsr disp_put_string
;=========================
; animate baby
ldx #0
stx BABY_COUNT
lda #14
sta h1414_smc_len+1
; initial bg save
lda #0
sta CURSOR_X
sta CURSOR_Y
jsr save_bg_14x14
baby_loop:
;====================
; also animate waterfall
lda CURSOR_X
pha
lda CURSOR_Y
pha
lda #36
sta CURSOR_X
lda #93
sta CURSOR_Y
lda FRAME
and #$4
beq do_foam1
do_foam0:
lda #<foam0
sta INL
lda #>foam0
jmp do_foam
do_foam1:
lda #<foam1
sta INL
lda #>foam1
do_foam:
sta INH
jsr hgr_draw_sprite
pla
sta CURSOR_Y
pla
sta CURSOR_X
;====================
; actually draw baby
ldx BABY_COUNT
lda baby_progress,X
bmi done_baby
cmp FRAME
bne same_baby
lda BABY_COUNT
clc
adc #4 ; point to next
sta BABY_COUNT
; make sprite length smaller after fall
lda FRAME
cmp #41
bcs same_baby
lda #8
sta h1414_smc_len+1
same_baby:
jsr restore_bg_14x14
ldx BABY_COUNT
lda baby_progress+2,X
sta CURSOR_X
lda baby_progress+3,X
sta CURSOR_Y
; save background so we can restore when move
jsr save_bg_14x14
ldx BABY_COUNT
lda baby_progress+1,X
bmi no_draw_baby
tax
lda baby_pointers_l,X
sta INL
lda baby_pointers_h,X
sta INH
jsr hgr_draw_sprite_14x14
no_draw_baby:
lda #150
jsr wait
inc FRAME
jmp baby_loop
done_baby:
;
;===========================
; jsr wait_until_keypress
;=========================
;=========================
; jhonka
;=========================
;=========================
jhonka:
lda #<jhonka_zx02
sta zx_src_l+1
lda #>jhonka_zx02
sta zx_src_h+1
lda #$40
jsr zx02_full_decomp
jsr update_top
; draw rectangle
lda #$80 ; color is black2
sta VGI_RCOLOR
lda #44
sta VGI_RX1
lda #58
sta VGI_RY1
lda #180
sta VGI_RXRUN
lda #12
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #<jhonka_string
sta OUTL
lda #>jhonka_string
sta OUTH
jsr disp_put_string
;=================
; animate jhonka
; repeats 12 times
lda #19
sta CURSOR_X
lda #83
sta CURSOR_Y
lda #13
sta BABY_COUNT
animation_loop:
lda #<jhonka1
sta INL
lda #>jhonka1
sta INH
jsr hgr_draw_sprite
lda #2
jsr wait_a_bit
lda #<jhonka2
sta INL
lda #>jhonka2
sta INH
jsr hgr_draw_sprite
lda #2
jsr wait_a_bit
dec BABY_COUNT
bne animation_loop
;========================
;========================
; cottage
;========================
;========================
cottage:
lda #<cottage_zx02
sta zx_src_l+1
lda #>cottage_zx02
sta zx_src_h+1
lda #$40
jsr zx02_full_decomp
jsr update_top
; draw rectangle
lda #$80 ; color is black2
sta VGI_RCOLOR
lda #40
sta VGI_RX1
lda #48
sta VGI_RY1
lda #192
sta VGI_RXRUN
lda #32
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #<cottage_string
sta OUTL
lda #>cottage_string
sta OUTH
jsr disp_put_string
lda #42
jsr wait_a_bit
;====================
; second message
lda #11
sta VGI_RX1
lda #48
sta VGI_RY1
lda #192
sta VGI_RXRUN
lda #32
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #203
sta VGI_RX1
lda #48
sta VGI_RY1
lda #60
sta VGI_RXRUN
lda #32
sta VGI_RYRUN
jsr vgi_simple_rectangle
lda #<cottage_string2
sta OUTL
lda #>cottage_string2
sta OUTH
jsr disp_put_string
lda #42
jsr wait_a_bit
;========================
;========================
; final screen
;========================
;========================
final_screen:
lda #<the_end_zx02
sta zx_src_l+1
lda #>the_end_zx02
sta zx_src_h+1
lda #$40
jsr zx02_full_decomp
jsr update_top
jsr wait_until_keypress
game_over:
; stop music
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq stuck_forever
sei
jsr clear_ay_both
stuck_forever:
jmp stuck_forever
.include "hgr_2x14_sprite_mask.s"
.include "hgr_sprite.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "speaker_beeps.inc"
.include "graphics_end/ending_graphics.inc"
.include "sprites/ending_sprites.inc"
boat_string:
.byte 2,100
.byte " Peasant's Quest",13
.byte "Written by Matt, Jonathan, and Mike",0
waterfall_string:
.byte 7,50
.byte " Programmed by Jonathan",13
.byte "Apple ][ support by Deater",0
jhonka_string:
.byte 7,60
.byte "Graphics by Mike and Matt",0
cottage_string:
.byte 6,50
.byte " Quality Assurance Types:",13
.byte " Neal Stamper,",13
.byte "Don Chapman, and John Radle",0
cottage_string2:
.byte 2,58
.byte "Nice work on winning and everything.",0
baby_pointers_l:
.byte <baby0_sprite ; head left
.byte <baby1_sprite ; head down
.byte <baby2_sprite ; head right
.byte <baby3_sprite ; head up
.byte <baby4_sprite ; splash head
.byte <baby5_sprite ; splash ring
.byte <baby6_sprite ; baby ring
.byte <baby7_sprite ; baby ring2
.byte <baby8_sprite ; baby ring3
.byte <baby9_sprite ; baby high
.byte <baby10_sprite ; baby low
baby_pointers_h:
.byte >baby0_sprite
.byte >baby1_sprite
.byte >baby2_sprite
.byte >baby3_sprite
.byte >baby4_sprite
.byte >baby5_sprite
.byte >baby6_sprite
.byte >baby7_sprite
.byte >baby8_sprite
.byte >baby9_sprite
.byte >baby10_sprite
baby_progress:
.byte 18, $FF, 0, 0 ; nothing at first?
.byte 20, 2, 37, 44 ; frame 28, head right 266,53
.byte 22, 3, 37, 50 ; frame 30, head up 266,53
.byte 24, 0, 37, 56 ; frame 32, head left 266,53
.byte 26, 1, 37, 61 ; frame 34, head down 266,53
.byte 28, 2, 37, 67 ; frame 36, head right, 266,56
.byte 30, 3, 37, 73 ; frame 38, head up, 266,73
.byte 32, 0, 37, 79 ; frame 40, head left, 259,79
.byte 34, 1, 37, 85 ; frame 42, head down, 259,85
.byte 36, 2, 37, 97 ; frame 44, head right, 259,97
.byte 38, 3, 37, 98 ; frame 46, head up, 259, 98
.byte 41, 4, 37, 113 ; frame 48, baby in water, 259, 113
.byte 42, 5, 37, 113 ; frame 51, splash
.byte 56, $FF, 37, 113 ; frame 52, nothing
.byte 58, 5, 34, 120 ; frame 66, splash, 238,120
.byte 60, 6, 34, 120 ; frame 68, head coming out 238,120
.byte 65, 7, 34, 120 ; frame 70, head more out 238,120
.byte 67, 8, 34, 121 ; frame 75, head down, 238,120
.byte 71, 9, 33, 122 ; frame 77, frame 79, moving left same
.byte 75, 10,32, 122 ; frame 81, frame 83, moving left up
.byte 79, 9, 31, 123 ; 12 frames up
.byte 83, 10,30, 123
.byte 87, 9, 29, 124
.byte 91,10,28, 124
.byte 95,9, 27, 125
.byte 99,10,26, 125
.byte 103,9, 25, 126
.byte 107,10,24, 126
.byte 111,9, 23, 127
.byte 115,10,22, 127 ; 154,127 end
.byte 119,9, 21, 128 ; 154,127 end
.byte 123,10,20, 128 ; 154,127 end
.byte $FF,$FF,0,0
boat_progress_l:
.byte <boat0,<boat1
.byte <boat0,<boat1
.byte <boat0,<boat1
.byte <boat2,<boat3,<boat3
.byte <boat4,<boat5,<boat6,<boat7,<boat7
boat_progress_h:
.byte >boat0,>boat1
.byte >boat0,>boat1
.byte >boat0,>boat1
.byte >boat2,>boat3,>boat3
.byte >boat4,>boat5,>boat6,>boat7,>boat7
update_top:
; put peasant text
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
jsr print_score
rts