dos33fsprogs/games/peasant/intro_cottage.s

272 lines
3.9 KiB
ArmAsm

; THATCHED ROOF COTTAGES
; More specifically, the Dashing Residence
intro_cottage:
;========================
; Cottage
;========================
lda #0
sta FRAME
;=========================
; init peasant position
; draw at 70,117
lda #10
sta PEASANT_X
lda #117
sta PEASANT_Y
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
;=============================
; load priority to $400
; indirectly as we can't trash screen holes
lda #<cottage_priority_zx02
sta zx_src_l+1
lda #>cottage_priority_zx02
sta zx_src_h+1
lda #$20 ; temporarily load to $2000
jsr zx02_full_decomp
; copy to $400
jsr gr_copy_to_page1
;==========================
; load background to $2000 (PAGE1)
lda #<(cottage_zx02)
sta zx_src_l+1
lda #>(cottage_zx02)
sta zx_src_h+1
lda #$20
jsr zx02_full_decomp
jsr hgr_copy
;===================
; print title
jsr intro_print_title
;====================
; save background
; lda PEASANT_X
; sta CURSOR_X
; lda PEASANT_Y
; sta CURSOR_Y
;=======================
; walking
; jsr save_bg_1x28
cottage_walk_loop:
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
jsr restore_bg_1x28
;=======================
; draw peasant
lda FRAME
asl
tax
lda cottage_path,X
bmi done_cottage
sta PEASANT_X
sta CURSOR_X
inx
lda cottage_path,X
sta PEASANT_Y
sta CURSOR_Y
; jsr save_bg_1x28
jsr draw_peasant
;======================
; handle special action
lda FRAME
check_cottage_action1:
cmp #0
bne check_cottage_action2
;========================
; display cottage text 1
lda #<cottage_text1
sta OUTL
lda #>cottage_text1
jmp finish_cottage_action
check_cottage_action2:
cmp #1
bne check_cottage_action3
;=======================
; un-draw the text box
lda #0
ldx #39
jsr hgr_partial_restore
;=======================
; display cottage text 2
lda #<cottage_text2
sta OUTL
lda #>cottage_text2
jmp finish_cottage_action
check_cottage_action3:
cmp #13
bne done_cottage_action
;=========================
; undraw the text box
lda #0
ldx #39
jsr hgr_partial_restore
;=========================
; display cottage text 3
lda #<cottage_text3
sta OUTL
lda #>cottage_text3
finish_cottage_action:
sta OUTH
jsr hgr_text_box
done_cottage_action:
; jsr wait_until_keypress
lda FRAME
bne special2
lda #25
jmp now_wait
special2:
cmp #1
bne regular_wait
lda #12
jmp now_wait
regular_wait:
lda #3
now_wait:
jsr wait_a_bit
lda ESC_PRESSED
bne done_cottage
inc FRAME
jmp cottage_walk_loop
;===================
; done
done_cottage:
rts
; even odd
; 01234567 01234567
;cottage_text1:
; .byte 0,52,24, 0,253,82
; .byte 9,35,"YOU are Rather Dashing, a",13
; .byte "humble peasant living in",13
; .byte "the peasant kingdom of",13
; .byte "Peasantry.",0
; wait a few seconds
;cottage_text2:
; .byte 0,41,15, 0,255,96
; .byte 8,25,"You return home from a",13
; .byte "vacation on Scalding Lake",13
; .byte "only to find that TROGDOR",13
; .byte "THE BURNINATOR has",13
; .byte "burninated your thatched",13
; .byte "roof cottage along with all",13
; .byte "your goods and services.",0
; wait a few seconds, then start walking toward cottage
;cottage_text3:
; .byte 0,28,20, 0,252,86
; .byte 7,33,"With nothing left to lose,",13
; .byte "you swear to get revenge on",13
; .byte "the Wingaling Dragon in the",13
; .byte "name of burninated peasants",13
; .byte "everywhere.",0
; Walk to edge of screen
cottage_path:
.byte 10,117 ; 0 ; 5s, text 1
.byte 10,117 ; 1 ; 3s, text 2
.byte 11,122
.byte 12,127
.byte 13,132
.byte 14,137
.byte 15,142
.byte 16,147
.byte 17,147
.byte 18,147
.byte 19,147
.byte 20,147
.byte 21,147
.byte 22,147
.byte 23,147 ; text 3
.byte 24,147
.byte 25,147
.byte 26,147
.byte 27,147
.byte 28,147
.byte 29,147
.byte 30,147
.byte 31,147
.byte 32,147
.byte 33,147
.byte 34,147
.byte 35,147
.byte 36,147
.byte 37,147
.byte 38,147
.byte $FF,$FF