dos33fsprogs/games/peasant/trogdor.s

367 lines
5.6 KiB
ArmAsm

; Peasant's Quest Trgodor scene
; The inner sanctum
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "inventory.inc"
.include "parse_input.inc"
LOCATION_BASE = LOCATION_TROGDOR_LAIR ; 23
trogdor:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; needed?
jsr hgr2 ; needed?
; decompress dialog to $D000
lda #<trogdor_text_zx02
sta zx_src_l+1
lda #>trogdor_text_zx02
sta zx_src_h+1
lda #$d0
jsr zx02_full_decomp
; update score
jsr update_score
;=============================
;=============================
; new screen location
;=============================
;=============================
new_location:
lda #0
sta LEVEL_OVER
sta FRAME
;==========================
; load updated verb table
; setup default verb table
jsr setup_default_verb_table
; local verb table
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda verb_tables_low,X
sta INL
lda verb_tables_hi,X
sta INH
jsr load_custom_verb_table
;========================
; load priority to $400
; indirectly as we can't trash screen holes
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_priority_low,X
sta zx_src_l+1
lda map_priority_hi,X
sta zx_src_h+1
lda #$20 ; temporarily load to $2000
jsr zx02_full_decomp
; copy to $400
jsr gr_copy_to_page1
;=====================
; load bg
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_backgrounds_low,X
sta zx_src_l+1
lda map_backgrounds_hi,X
sta zx_src_h+1
lda #$20
jsr zx02_full_decomp
jsr hgr_copy
;=====================
; update name/score
jsr update_top
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; draw initial peasant
; jsr save_bg_1x5
jsr draw_peasant_tiny
;===========================
; intro message
ldx #<trogdor_entry_message
ldy #>trogdor_entry_message
jsr finish_parse_message
;==========================
;==========================
;==========================
; main loop
;==========================
;==========================
;==========================
game_loop:
;===================
; move peasant
jsr move_peasant_tiny
;===================
; always draw peasant
jsr draw_peasant_tiny
;====================
; increment frame
inc FRAME
;====================
; check keyboard
jsr check_keyboard
lda LEVEL_OVER
bmi oops_new_location
bne level_over
; draw sleeping trogdor
; actual:
; 16 frames of nothing
; 17 - open mouth
; 60 - close mouth, puff1
; 64 puff2, 68 puff3, 72 puff4
; 76 puff5, 80 puff6, 84 nothing
; ours:
; 16 frames of nothing
; 17 open mouth
; 48 puff2, 52 puff3, 56 puff4 60 puff5
ldx #0
lda FRAME ; mask off at 64
and #$3f
beq draw_sleep_sprites
inx ; 1
cmp #17
beq draw_sleep_sprites
inx ; 2
cmp #48
beq draw_sleep_sprites
inx ; 3
cmp #52
beq draw_sleep_sprites
inx ; 4
cmp #56
beq draw_sleep_sprites
inx ; 5
cmp #60
beq draw_sleep_sprites
bne no_sleeping
draw_sleep_sprites:
lda erase_sprite_x,X
sta CURSOR_X
lda erase_sprite_y,X
sta CURSOR_Y
lda erase_sprite_l,X
sta INL
lda erase_sprite_h,X
sta INH
txa
pha
jsr hgr_draw_sprite
pla
tax
lda draw_sprite_x,X
sta CURSOR_X
lda draw_sprite_y,X
sta CURSOR_Y
lda draw_sprite_l,X
sta INL
lda draw_sprite_h,X
sta INH
jsr hgr_draw_sprite
no_sleeping:
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
level_over:
; go to end credits
lda #LOAD_ENDING
sta WHICH_LOAD
rts
erase_sprite_x:
.byte 18,18, 22, 18, 18,18
erase_sprite_y:
.byte 80,80,146,130,108,95
erase_sprite_l:
.byte <smoke1_sprite ; erase smoke5
.byte <smoke1_sprite ; do nothing
.byte <sleep1_sprite ; erase sleep2
.byte <smoke1_sprite ; erase smoke2
.byte <smoke1_sprite ; erase smoke3
.byte <smoke1_sprite ; erase smoke4
erase_sprite_h:
.byte >smoke1_sprite ; erase smoke5
.byte >smoke1_sprite ; do nothing
.byte >sleep1_sprite ; erase sleep2
.byte >smoke1_sprite ; erase smoke2
.byte >smoke1_sprite ; erase smoke3
.byte >smoke1_sprite ; erase smoke4
draw_sprite_x:
.byte 22, 22, 18, 18,18,18
draw_sprite_y:
.byte 146,146,130,108,95,80
draw_sprite_l:
.byte <sleep1_sprite ; do nothing
.byte <sleep2_sprite ; draw open mouth
.byte <smoke2_sprite ; draw smoke2
.byte <smoke3_sprite ; draw smoke3
.byte <smoke4_sprite ; draw smoke4
.byte <smoke5_sprite ; draw smoke5
draw_sprite_h:
.byte >sleep1_sprite
.byte >sleep2_sprite
.byte >smoke2_sprite
.byte >smoke3_sprite
.byte >smoke4_sprite
.byte >smoke5_sprite
.include "move_peasant_tiny.s"
.include "draw_peasant_tiny.s"
;.include "hgr_1x5_save_bg.s"
.include "gr_copy.s"
.include "hgr_copy.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "version.inc"
.include "speaker_beeps.inc"
.include "hgr_sprite.s"
.include "ssi263_simple_speech.s"
.include "trogdor_speech.s"
.include "graphics_trogdor/trogdor_graphics.inc"
.include "graphics_trogdor/priority_trogdor.inc"
.include "sprites/trogdor_sprites.inc"
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
map_backgrounds_low:
.byte <trogdor_sleep_zx02
map_backgrounds_hi:
.byte >trogdor_sleep_zx02
map_priority_low:
.byte <trogdor_priority_zx02
map_priority_hi:
.byte >trogdor_priority_zx02
verb_tables_low:
.byte <trogdor_inner_verb_table
verb_tables_hi:
.byte >trogdor_inner_verb_table
trogdor_text_zx02:
.incbin "DIALOG_TROGDOR.ZX02"
.include "trogdor_actions.s"