dos33fsprogs/games/tfv/tfv_battle_limit.s

499 lines
5.5 KiB
ArmAsm

;==========================
; limit break
;==========================
limit_break:
; reset limit counter
lda #0
sta HERO_LIMIT
; TODO: replace with jump table?
lda MENU_POSITION
cmp #MENU_LIMIT_DROP
beq do_limit_drop
cmp #MENU_LIMIT_SLICE
beq do_limit_slice
cmp #MENU_LIMIT_ZAP
beq do_limit_zap
do_limit_drop:
jmp limit_break_drop
do_limit_slice:
jmp limit_break_slice
do_limit_zap:
jmp limit_break_zap
;======================
;======================
; Limit Break "Drop"
; Jump into sky, drop down and slice enemy in half
;======================
;======================
limit_break_drop:
lda #$99
sta DAMAGE_VAL_LO
lda #$00
sta DAMAGE_VAL_HI
lda #34
sta HERO_X
lda #20
sta HERO_Y
drop_jump_loop:
; while(ay>0) {
jsr gr_copy_to_current
jsr draw_hero_and_sword
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
jsr draw_battle_bottom
jsr page_flip
lda #75
jsr WAIT
; must be even
dec HERO_Y
dec HERO_Y
lda HERO_Y
cmp #$f6
bne drop_jump_loop
lda #10
sta HERO_X
;===============
; Falling
drop_falling_loop:
; while(ay<=20) {
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
jsr draw_hero_and_sword
jsr draw_battle_bottom
; draw line
; only if HERO_Y>0
lda #$dd ; yellow
sta COLOR
ldx HERO_Y
bmi done_drop_vlin
stx V2
ldx #0
lda HERO_X
sec
sbc #5
tay
jsr vlin ; X,V2 at Y vlin(0,ay,ax-5);
done_drop_vlin:
jsr page_flip
lda #100
jsr WAIT
inc HERO_Y
inc HERO_Y
lda HERO_Y
cmp #20
bne drop_falling_loop
lda #0
sta ANIMATE_LOOP
more_drop_loop:
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
jsr draw_hero_and_sword
jsr draw_battle_bottom
; draw cut line
lda #$CC
sta COLOR
lda HERO_Y
clc
adc ANIMATE_LOOP
sta V2
ldx HERO_Y
lda HERO_X
sec
sbc #5
tay
jsr vlin ; x,v2 at Y vlin(ay,ay+i,ax-5);
jsr page_flip
lda #75
jsr WAIT
inc ANIMATE_LOOP
lda ANIMATE_LOOP
cmp #13
bne more_drop_loop
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
; draw hero
jsr draw_hero_and_sword
jsr draw_battle_bottom
; slice
; FIXME: should this be ground color?
lda #$cc ; lightgreen
sta COLOR
ldx #33
stx V2
ldx #20
lda #5
tay
jsr vlin ; x,v2 at Y
jsr damage_enemy
lda #2
sta XPOS
lda #10
sta YPOS
jsr gr_put_num
jsr page_flip
; wait 1.5s
ldx #150
jsr long_wait
rts
;=========================
;=========================
; Limit Break "Slice"
; Run up and slap a bunch with sword
; TODO: cause damage value to bounce around more?
; TODO: run up to slice, not slide in
;=========================
;=========================
limit_break_slice:
lda #34
sta HERO_X
lda #20
sta HERO_Y
lda #5
sta DAMAGE_VAL_LO
lda #0
sta DAMAGE_VAL_HI
slice_run_loop:
jsr gr_copy_to_current
jsr draw_hero_and_sword
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
jsr draw_battle_bottom
jsr page_flip
lda #50
jsr WAIT
dec HERO_X
lda HERO_X
cmp #10
bcs slice_run_loop ; bge
;==================
; Slicing
lda #20
sta ANIMATE_LOOP
slicing_loop:
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
lda ANIMATE_LOOP
and #1
bne slice_raised
slice_down:
jsr draw_hero_and_sword
jmp done_slice_down
slice_raised:
jsr draw_hero_victory
done_slice_down:
jsr damage_enemy
; gr_put_num(2+(i%2),10+((i%2)*2),damage);
lda ANIMATE_LOOP
and #$1
clc
adc #2
sta XPOS
lda ANIMATE_LOOP
and #$1
asl
clc
adc #10
sta YPOS
jsr gr_put_num
jsr draw_battle_bottom
jsr page_flip
lda #150
jsr WAIT
dec ANIMATE_LOOP
bne slicing_loop
lda #34
sta HERO_X
lda #20
sta HERO_Y
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
; draw hero
jsr draw_hero_and_sword
jsr draw_battle_bottom
jsr page_flip
; wait 1.5s
ldx #150
jsr long_wait
rts
;=========================
;========================
; Limit Break "Zap"
; Zap with a laser out of the LED sword */
;=========================
;=========================
limit_break_zap:
lda #34
sta HERO_X
lda #20
sta HERO_Y
lda #$55
sta DAMAGE_VAL_LO
lda #$00
sta DAMAGE_VAL_HI
jsr gr_copy_to_current
; Draw crossed line
; color_equals(COLOR_AQUA);
lda #$ee
sta COLOR
; vlin(12,24,34);
ldx #12
lda #24
sta V2
ldy #34
jsr vlin ; X, V2 at Y
; hlin_double(ram[DRAW_PAGE],28,38,18);
lda #38
sta V2
lda #18
ldy #28
jsr hlin_double ; Y, V2 AT A
; Sword in air
jsr draw_hero_victory
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
jsr draw_battle_bottom
jsr page_flip
; pause 0.5s
ldx #50
jsr long_wait
lda #32
sta ANIMATE_LOOP
zap_loop:
jsr gr_copy_to_current
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
; rotate color
; color_equals(i%16);
; hlin_double(ram[DRAW_PAGE],5,30,22);
lda ANIMATE_LOOP
jsr SETCOL ; set color masked * 17
lda #30
sta V2
lda #22
ldy #5
jsr hlin_double ; Y, V2 AT A
jsr draw_hero_and_sword
jsr draw_battle_bottom
jsr page_flip
lda #75
jsr WAIT
dec ANIMATE_LOOP
bne zap_loop
jsr gr_copy_to_current
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
; draw enemy
lda ENEMY_X
sta XPOS
lda #20
sta YPOS
jsr draw_enemy
; draw hero
jsr draw_hero_and_sword
jsr draw_battle_bottom
jsr damage_enemy
lda #2
sta XPOS
lda #10
sta YPOS
jsr gr_put_num
jsr page_flip
; wait 1.5s
ldx #150
jsr long_wait
rts