dos33fsprogs/games/sb/rat.s

431 lines
6.2 KiB
ArmAsm

; Breakdancing RAT
;
; Animation from SBEMAIL #152
;
; Yet Another HR project
;
; by deater (Vince Weaver) <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
div7_table = $9C00
mod7_table = $9D00
hposn_high = $9E00
hposn_low = $9F00
fortnight_start:
lda #$20
sta HGR_PAGE ; why?
lda #$00 ; will be $00/$20
sta DRAW_PAGE
lda #0
sta WHICH_PAGE
; disp page1
; erase old page2
; save page2
; draw page2
; disp page2
; erase old page1
; save page1
; draw page1
jsr hgr_make_tables
;===================
; set graphics mode
;===================
jsr HOME
bit HIRES
bit FULLGR
bit SET_GR
bit PAGE1
ldx #0
sta FRAME
sta FRAMEH
;==========================
; Floppy Animation
;===========================
floppy_animation:
; decompress background to page1
lda #<fn_image
sta ZX0_src
lda #>fn_image
sta ZX0_src+1
lda #$20
jsr full_decomp
; decompress background to page2
; would it be faster to copy?
lda #<fn_image
sta ZX0_src
lda #>fn_image
sta ZX0_src+1
lda #$40
jsr full_decomp
lda #4
sta SPRITE_Y
lda #$FF
sta backup_sprite1
sta backup_sprite2
reset_floppy_loop:
lda #0
sta XPOS
floppy_loop:
;=========================
; switch visible page
;=========================
lda WHICH_PAGE
tax
sta PAGE1,X
eor #$1
sta WHICH_PAGE
;========================
; switch draw page
;========================
lda DRAW_PAGE
eor #$20
sta DRAW_PAGE
;=======================
; erase sprite
;=======================
lda OLDER_X
sta SPRITE_X
lda WHICH_PAGE
; eor #$1
tax
lda backup_sprites_l,X
sta INL
lda backup_sprites_h,X
sta INH
ldy #0
lda (INL),Y
bmi goog
jsr hgr_draw_sprite
goog:
lda WHICH_PAGE
; eor #$1
tax
lda backup_sprites_l,X
sta OUTL
lda backup_sprites_h,X
sta OUTH
;=======================
; save/draw
;=======================
ldx XPOS
lda OLD_X
sta OLDER_X
lda floppy_x,X ; save/draw offscreen
sta SPRITE_X
sta OLD_X
; lda #4
; sta SPRITE_Y
; sta OLD_Y
lda floppy_sprite_l,X
sta INL
lda floppy_sprite_h,X
sta INH
lda floppy_mask_l,X
sta MASKL
lda floppy_mask_h,X
sta MASKH
; draw sprite
jsr hgr_draw_sprite_mask_and_save
time_loop:
; check keypress
lda KEYPRESS ; 4
bmi done_floppy
lda #160
jsr WAIT
jsr inc_frame
lda FRAMEH
cmp #3
beq done_floppy
lda FRAME
and #$3
bne time_loop
; move sprite
inc XPOS
lda XPOS
cmp #18
bcc floppy_loop
jmp reset_floppy_loop
done_floppy:
bit KEYRESET ; clear the keyboard buffer
;==========================
; Show 99%
;==========================
bit PAGE2
lda #<fn_99_image
sta ZX0_src
lda #>fn_99_image
sta ZX0_src+1
lda #$20
jsr full_decomp
lda #24
sta SPRITE_X
lda #<disk_sprite7
sta INL
lda #>disk_sprite7
sta INH
lda #<disk_mask7
sta MASKL
lda #>disk_mask7
sta MASKH
lda #$00
sta DRAW_PAGE
jsr hgr_draw_sprite_mask_and_save
bit PAGE1
jsr long_wait
;==========================
; Show 100%
;==========================
lda #<fn_100_image
sta ZX0_src
lda #>fn_100_image
sta ZX0_src+1
lda #$40
jsr full_decomp
lda #26
sta SPRITE_X
lda #<disk_sprite0
sta INL
lda #>disk_sprite0
sta INH
lda #<disk_mask0
sta MASKL
lda #>disk_mask0
sta MASKH
lda #$20
sta DRAW_PAGE
jsr hgr_draw_sprite_mask_and_save
bit PAGE2
jsr long_wait
; jsr wait_until_keypress
;==========================
; "breakdancing" rat
;==========================
load_rats:
lda #<rat1_image
sta ZX0_src
lda #>rat1_image
sta ZX0_src+1
lda #$20
jsr full_decomp
lda #<rat2_image
sta ZX0_src
lda #>rat2_image
sta ZX0_src+1
lda #$40
jsr full_decomp
;=============================
; play music and animate rat
;=============================
play_music:
lda #<music
sta MADDRL
lda #>music
sta MADDRH
jsr play_ed
rat_loop:
;============================
; print "not really" message
;============================
bit KEYRESET
lda #<break_image
sta ZX0_src
lda #>break_image
sta ZX0_src+1
lda #$20
jsr full_decomp
bit PAGE1
jsr wait_until_keypress
lda #0
sta WHICH_LOAD
rts
; jmp fortnight_start
wait_until_keypress:
lda KEYPRESS ; 4
bpl wait_until_keypress ; 3
bit KEYRESET ; clear the keyboard buffer
rts
inc_frame:
inc FRAME
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
rts
long_wait:
ldx #10
long_wait_loop:
lda #255
jsr WAIT
dex
bne long_wait_loop
rts
.include "zx02_optim.s"
.include "hgr_sprite.s"
.include "hgr_sprite_mask.s"
.include "hgr_tables.s"
.align $100
.include "duet.s"
music:
.incbin "rat_sound/fortnight.ed"
fn_image:
.incbin "rat_graphics/a2_fortnight.hgr.zx02"
fn_99_image:
.incbin "rat_graphics/a2_fortnight_99.hgr.zx02"
fn_100_image:
.incbin "rat_graphics/a2_fortnight_100.hgr.zx02"
rat1_image:
.incbin "rat_graphics/a2_fortnight_rat1.hgr.zx02"
rat2_image:
.incbin "rat_graphics/a2_fortnight_rat2.hgr.zx02"
break_image:
.incbin "rat_graphics/a2_break.hgr.zx02"
.include "rat_graphics/disk_sprites.inc"
floppy_x:
.byte 10,12,14,16
.byte 18,20,22,24
.byte 26,26,24,22
.byte 20,18,16,14,12,10
floppy_sprite_l:
.byte <disk_sprite0,<disk_sprite1,<disk_sprite2,<disk_sprite3
.byte <disk_sprite4,<disk_sprite5,<disk_sprite6,<disk_sprite7
.byte <disk_sprite0,<disk_sprite0,<disk_sprite7,<disk_sprite6
.byte <disk_sprite5,<disk_sprite4,<disk_sprite3,<disk_sprite2
.byte <disk_sprite1,<disk_sprite0
floppy_sprite_h:
.byte >disk_sprite0,>disk_sprite1,>disk_sprite2,>disk_sprite3
.byte >disk_sprite4,>disk_sprite5,>disk_sprite6,>disk_sprite7
.byte >disk_sprite0,>disk_sprite0,>disk_sprite7,>disk_sprite6
.byte >disk_sprite5,>disk_sprite4,>disk_sprite3,>disk_sprite2
.byte >disk_sprite1,>disk_sprite0
floppy_mask_l:
.byte <disk_mask0,<disk_mask1,<disk_mask2,<disk_mask3
.byte <disk_mask4,<disk_mask5,<disk_mask6,<disk_mask7
.byte <disk_mask0,<disk_mask0,<disk_mask7,<disk_mask6
.byte <disk_mask5,<disk_mask4,<disk_mask3,<disk_mask2
.byte <disk_mask1,<disk_mask0
floppy_mask_h:
.byte >disk_mask0,>disk_mask1,>disk_mask2,>disk_mask3
.byte >disk_mask4,>disk_mask5,>disk_mask6,>disk_mask7
.byte >disk_mask0,>disk_mask0,>disk_mask7,>disk_mask6
.byte >disk_mask5,>disk_mask4,>disk_mask3,>disk_mask2
.byte >disk_mask1,>disk_mask0
backup_sprites_l:
.byte <backup_sprite1,<backup_sprite2
backup_sprites_h:
.byte >backup_sprite1,>backup_sprite2