dos33fsprogs/games/ootw/intro.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

2005 lines
29 KiB
ArmAsm

;=====================================
; Intro
.include "zp.inc"
.include "hardware.inc"
intro:
lda #0
sta INTRO_REPEAT
bit KEYRESET
repeat_intro:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages
lda #4
sta DRAW_PAGE
lda #0
sta DISP_PAGE
; jmp tunnel1
;===============================
;===============================
; Opening scene with car
;===============================
;===============================
;==================================
; Uncompress the data
;==================================
lda #<intro1_data_lz4
sta LZ4_SRC
lda #>intro1_data_lz4
sta LZ4_SRC+1
lda #$90 ; load to $9000
jsr lz4_decode
;==================================
; draw the car driving up
;==================================
; draw getting out of the car
lda #<building_sequence
sta INTRO_LOOPL
lda #>building_sequence
sta INTRO_LOOPH
jsr run_sequence
;===============================
;===============================
; Walk into door
;===============================
;===============================
;==================================
; draw feet going into door
lda #<feet_sequence
sta INTRO_LOOPL
lda #>feet_sequence
sta INTRO_LOOPH
jsr run_sequence
;===============================
;===============================
; Elevator going down
;===============================
;===============================
elevator:
;=============================
; Load background to $c00 and $1000
lda #>(elevator_rle)
sta GBASH
lda #<(elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
lda #>(elevator_rle)
sta GBASH
lda #<(elevator_rle)
sta GBASL
lda #$10 ; load also to off-screen $1000
jsr load_rle_gr
jsr gr_copy_to_current
lda #$66
sta COLOR
; elevator outer door
ldx #39
stx V2
ldx #4
ldy #14
jsr vlin ; VLIN 4,39 AT 14 (X, V2 at Y)
ldx #35
stx V2
ldx #7
ldy #18
jsr vlin ; VLIN 7,35 AT 18 (X, V2 at Y)
; elevator inner door
ldx #2
stx ELEVATOR_COUNT
elevator_middle:
ldx #38
stx V2
ldx #5
ldy #15
jsr vlin ; X, V2 at Y
ldx #36
stx V2
ldx #6
ldy #17
jsr vlin ; X, V2 at Y
elevator_inner:
ldx #37
stx V2
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
jsr page_flip
jsr gr_copy_to_current
ldx #50
jsr long_wait
dec ELEVATOR_COUNT
lda ELEVATOR_COUNT
beq elevator_inner
cmp #1
beq elevator_middle
; door closed
jsr page_flip
ldx #100
jsr long_wait
;======================
; yellow line goes down
;======================
lda #0
sta COLOR
lda #5
sta V2
yellow_line_down:
jsr gr_copy_to_current
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #12
jsr long_wait
inc V2
lda V2
cmp #37
bne yellow_line_down
lda DRAW_PAGE
pha
lda #$c ; erase yellow line
sta DRAW_PAGE ; on page $1000 version
ldx #5
ldy #16
jsr vlin ; X, V2 at Y
pla
sta DRAW_PAGE
;========================
; change floor indicators
;========================
lda #$33
sta COLOR
lda #5
sta V2
lda #4
sta PARTICLE_COUNT
floor_loop:
jsr gr_copy_to_current_1000
lda PARTICLE_COUNT
asl
tay
ldx indicators,Y
lda indicators+1,Y
jsr plot
jsr page_flip
ldx #150
jsr long_wait
dec PARTICLE_COUNT
bpl floor_loop
;====================
; dark elevator
;====================
; clear $c00 to black
lda DRAW_PAGE
pha
lda #$8
sta DRAW_PAGE
jsr clear_all
pla
sta DRAW_PAGE
; blue from 20, 30 - 20,34 and yellow (brown?) from 20,0 to 20,30
; scrolls down until all yellow
lda #30
sta ELEVATOR_COUNT
going_down_loop:
jsr gr_copy_to_current ; copy black screen in
; draw the yellow part
lda #$DD
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
lda #$22 ; draw the blue part
sta COLOR
lda ELEVATOR_COUNT
clc
adc #4
cmp #40
bmi not_too_big
lda #40
not_too_big:
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #8 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_loop
;=====================
; all yellow for a bit
;=====================
jsr gr_copy_to_current ; copy black screen in
lda #$DD
sta COLOR
lda #40
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #100 ; wait a bit
jsr long_wait
; single blue dot
; solid blue line 10 later
lda #2
sta ELEVATOR_CYCLE
going_down_repeat:
lda #1
sta ELEVATOR_COUNT
going_down_blue:
jsr gr_copy_to_current ; copy black screen in
; draw the blue part
lda #$22
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
gdb_smc:
lda #$dd ; draw the blue part
sta COLOR
lda #40
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #8 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_blue
dec ELEVATOR_CYCLE
beq elevator_exit
lda #1
sta ELEVATOR_COUNT
going_down_black:
jsr gr_copy_to_current ; copy black screen in
; draw the blue part
lda #$00
sta COLOR
lda ELEVATOR_COUNT
sta V2
ldx #0
ldy #20
jsr vlin ; X, V2 at Y
lda #$22 ; draw the blue part
sta COLOR
lda #40
sta V2
ldx ELEVATOR_COUNT
ldy #20
jsr vlin ; X, V2 at Y
jsr page_flip
ldx #8 ; pause
jsr long_wait
inc ELEVATOR_COUNT
lda ELEVATOR_COUNT
cmp #40
bne going_down_black
lda #$00
sta gdb_smc+1
jmp going_down_repeat
; black, 2, blue, black about 20
; blue until hit bottom, doors open
elevator_exit:
ldx #100 ; pause
jsr long_wait
;===============================
;===============================
; Getting out of Elevator
;===============================
;===============================
;=============================
; Load elevator background
lda #>(off_elevator_rle)
sta GBASH
lda #<(off_elevator_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
lda #>(walking00_rle)
sta GBASH
lda #<(walking00_rle)
sta GBASL
lda #$10 ; load to off-screen $1000
jsr load_rle_gr
lda #10
sta ELEVATOR_COUNT
elevator_open_loop:
jsr gr_overlay ; note: overwrites color
lda #$00
sta COLOR
; Would have liked to have a central purple stripe, but not easy
; 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
lda ELEVATOR_COUNT
sta ELEVATOR_CYCLE
elevator_inner_loop:
lda #9
clc
adc ELEVATOR_CYCLE
tay
lda #40
sta V2
ldx #0
jsr vlin ; X, V2 at Y
sec
lda #30
sbc ELEVATOR_CYCLE
tay
lda #40
sta V2
ldx #0
jsr vlin ; X, V2 at Y
dec ELEVATOR_CYCLE
bne elevator_inner_loop
jsr page_flip
ldx #25
jsr long_wait ; pause
dec ELEVATOR_COUNT
bne elevator_open_loop
;==================================
; draw walking off the elevator
lda #<walking_sequence
sta INTRO_LOOPL
lda #>walking_sequence
sta INTRO_LOOPH
jsr run_sequence
;======================================
; make background black and pause a bit
jsr clear_all
jsr page_flip
; no need to pause as uncompressing LZ4 below
; takes a bit
; ldx #80
; jsr long_wait
;===============================
;===============================
; Keycode
;===============================
;===============================
keypad:
;==================================
; Uncompress the data
;==================================
lda #<intro4_data_lz4
sta LZ4_SRC
lda #>intro4_data_lz4
sta LZ4_SRC+1
lda #$90 ; load to $9000
jsr lz4_decode
;=============================
; Load background to $c00
lda #>(scanner_door_rle)
sta GBASH
lda #<(scanner_door_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
lda #<approach_sequence
sta INTRO_LOOPL
lda #>approach_sequence
sta INTRO_LOOPH
jsr run_sequence
;=============================
; Load background to $c00
lda #>(keypad_rle)
sta GBASH
lda #<(keypad_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
;==================================
; draw keypad sequence
lda #<keypad_sequence
sta INTRO_LOOPL
lda #>keypad_sequence
sta INTRO_LOOPH
jsr run_sequence
;==================================
; doop opening sequence
lda #>(scanner_door_rle)
sta GBASH
lda #<(scanner_door_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
lda #<opening_sequence
sta INTRO_LOOPL
lda #>opening_sequence
sta INTRO_LOOPH
jsr run_sequence
;===============================
;===============================
; Scanner
;===============================
;===============================
scanner:
lda #>(scanner_rle)
sta GBASH
lda #<(scanner_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<scanning_sequence
sta INTRO_LOOPL
lda #>scanning_sequence
sta INTRO_LOOPH
jsr run_sequence
;===============================
;===============================
; Spinny DNA / Key
;===============================
;===============================
scanner2:
lda #>(ai_bg_rle)
sta GBASH
lda #<(ai_bg_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr clear_bottom
bit TEXTGR ; split graphics/text
jsr gr_copy_to_current_40x40
jsr page_flip
jsr clear_bottom
;=============================
; Identification (nothing)
;=============================
lda #0
sta DNA_OUT
sta DNA_PROGRESS
lda #<ai_sequence
sta INTRO_LOOPL
lda #>ai_sequence
sta INTRO_LOOPH
jsr run_sequence_static
; slices / | - / nothing (pause)
; more slices / | - / nothing (pause)
; small circle / | - / nothing (pause)
; big circle / | - / nothing (pause)
; jsr gr_copy_to_current_40x40
; jsr draw_dna
; jsr page_flip
; approx one rotation until "Good evening"
; two rotation, then switch to key + Ferrari
; three rotations, then done
; - !!! DNA START 1 line
; / !!! DNA start 1 line
; !!! DNA 2 lines
; DNA 5 lines
; Good evening professor.
; DNA all lines
; Triggers:
; + DNA starts midway through big circle
; + Good evening printed at DNA_OUT=5
; + Switch to key, print ferrari
; Key |
; I see you have driven here in your \ Ferrari.
; Key - / nothing (pause)
ldx #35
spin_on_key:
txa
pha
jsr draw_dna
jsr page_flip
pla
tax
lda #250
jsr WAIT
dex
bne spin_on_key
;===============================
; Sitting at Desk
;===============================
;==================================
; Uncompress the data
;==================================
lda #<intro6_data_lz4
sta LZ4_SRC
lda #>intro6_data_lz4
sta LZ4_SRC+1
lda #$90 ; load to $9000
jsr lz4_decode
;======================
; load bg
lda #>(desktop_rle)
sta GBASH
lda #<(desktop_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
bit FULLGR ; back to full graphics
jsr page_flip
;=================================
; Display rises up
;=================================
lda #<powerup_sequence
sta INTRO_LOOPL
lda #>powerup_sequence
sta INTRO_LOOPH
jsr run_sequence
ldx #80 ; pause a bit
jsr long_wait
;=================================
; Zoom in, mouse move
;=================================
; FIXME: shimmery edges to display?
lda #>(desktop_bg_rle)
sta GBASH
lda #<(desktop_bg_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<cursor_sequence
sta INTRO_LOOPL
lda #>cursor_sequence
sta INTRO_LOOPH
jsr run_sequence
ldx #40 ; pause a bit
jsr long_wait
;===============================
; Peanut OS
;===============================
peanutos:
; 1 2 3
; 0123456789012345678901234567890123456789
;
; Copyright (c) 1977 Peanut Computer, Inc.
; All rights reserved.
;
; CDOS Version 5.01
;
; > #
lda #$a0
jsr clear_top_a
jsr clear_bottom
lda #<peanut
sta OUTL
lda #>peanut
sta OUTH
jsr move_and_print_list
jsr page_flip
bit SET_TEXT
; wait 1s
ldx #60
jsr long_wait
lda #1
sta CURSOR_COUNT
project_23_loop:
; RUN PROJECT 23# (typed)
; #
lda #$a0
jsr clear_top_a
jsr clear_bottom
lda #<peanut
sta OUTL
lda #>peanut
sta OUTH
jsr move_and_print_list
; $550
lda #$5
clc
adc DRAW_PAGE
sta OUTH
lda #$52
sta OUTL
ldy #0
print_project23_loop:
lda project_23,Y
eor #$80
sta (OUTL),Y
iny
cpy CURSOR_COUNT
bne print_project23_loop
lda #' '
sta (OUTL),Y
jsr page_flip
ldx #10
jsr long_wait
inc CURSOR_COUNT
lda CURSOR_COUNT
cmp #15
bne project_23_loop
ldx #20 ; brief pasue at end of line
jsr long_wait
lda #(' '|$80) ; clear out last cursor
sta (OUTL),Y
lda #' ' ; put cursor on next line
sta $5d2 ; both pages
sta $9d2
; wait 1s
ldx #100
jsr long_wait
;===============================
; Particle Accelerator Screen
;===============================
; MODIFICATION OF PARAMETERS
; RELATING TO PARTICLE
; ACCELERATOR (SYNCHOTRON).
;____________ E: 23%
; ROOM 3 X:\ g: .005
; : :
; : : RK: 77.2L
; : :
;___________:_: opt: g+
; ROOM 1 X: :
; : : Shield:
; : : 1: OFF
; : : 2: ON
; : : 3: ON
; : :
; : : P^: 1
; __________: :
;/__________|/
; the actual intro draws background 3-d stuff first, gradually
; then writes text
lda #$a0
jsr clear_top_a
jsr clear_bottom
lda #<accelerator
sta OUTL
lda #>accelerator
sta OUTH
jsr move_and_print_list
jsr page_flip
ldx #50
jsr long_wait
; Cusrsor starts at E
; Down to .005 (pauses)
; End of RK
; End of g+ (pauses)
; erase +
; change to - (pauses)
; down to 1 (pauses)
; down to 2
; down to 3
; down to P (pause)
ldy #0
lda #<accel_paramaters
sta INL
lda #>accel_paramaters
sta INH
accel_input_loop:
lda (INL),Y ; get X
cmp #$ff
beq done_accel_input
sta accel_smc+1
sta accel_smc+4
iny
lda (INL),Y ; get Y
sta accel_smc+2
clc
adc #$4
sta accel_smc+5
iny
lda (INL),Y ; get char
iny
accel_smc:
sta $400
sta $800
lda (INL),Y ; get time
tax
jsr long_wait
iny
jmp accel_input_loop
done_accel_input:
; FLASH: RUN EXPERIMENT ? (pause)
; Y
lda #2
sta CURSOR_COUNT
flash_loop:
lda #<run_experiment
sta OUTL
lda #>run_experiment
sta OUTH
jsr print_both_pages
ldx #75
jsr long_wait
lda #<run_blank
sta OUTL
lda #>run_blank
sta OUTH
jsr print_both_pages
ldx #75
jsr long_wait
lda CURSOR_COUNT
cmp #1
bne not_yes
lda #'Y'|$80
sta $670
sta $A70
not_yes:
dec CURSOR_COUNT
bpl flash_loop
;======================
; Accelerate
;======================
bit SET_GR
lda #>(collider_rle)
sta GBASH
lda #<(collider_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
bit TEXTGR
jsr clear_bottoms
; --- Theoretical Study ---
; make this inverse?
lda #<theoretical_study
sta OUTL
lda #>theoretical_study
sta OUTH
jsr print_both_pages
;==========================
; - Phase 0:
; INJECTION of particles
; into synchrotron
lda #0
sta PARTICLE_COUNT
lda #<phase0
sta OUTL
lda #>phase0
sta OUTH
jsr move_and_print_list_both_pages
jsr gr_copy_to_current_40x40
jsr plot_particle
jsr page_flip
ldx #40
jsr long_wait
jsr gr_copy_to_current_40x40
jsr plot_particle
jsr page_flip
ldx #40
jsr long_wait
;===========================
; - Phase 1:
; Particle ACCELERATION.
; Note: goes around at least 4 times
jsr clear_bottoms
; --- Theoretical Study ---
lda #<theoretical_study
sta OUTL
lda #>theoretical_study
sta OUTH
jsr print_both_pages
lda #<phase1
sta OUTL
lda #>phase1
sta OUTH
jsr move_and_print_list_both_pages
; 5 times around? (total = 39)
particle_loop:
jsr gr_copy_to_current_40x40
jsr plot_particle
jsr page_flip
ldx #20
jsr long_wait
lda PARTICLE_COUNT
cmp #38
bne particle_loop
;=====================================
; - Phase 2:
; EJECTION of particles
; on the shield.
; Note: goes around once more, then does shield animation
jsr clear_bottoms
; --- Theoretical Study ---
lda #<theoretical_study
sta OUTL
lda #>theoretical_study
sta OUTH
jsr print_both_pages
lda #<phase2
sta OUTL
lda #>phase2
sta OUTH
jsr move_and_print_list_both_pages
jsr gr_copy_to_current_40x40
jsr plot_particle
jsr page_flip
ldx #20
jsr long_wait
lda #<shield_sequence
sta INTRO_LOOPL
lda #>shield_sequence
sta INTRO_LOOPH
jsr run_sequence_40x40
ldx #30
jsr long_wait
;=============================
; A N A L Y S I S
jsr clear_bottoms
; --- Theoretical Study ---
lda #<theoretical_study
sta OUTL
lda #>theoretical_study
sta OUTH
jsr print_both_pages
lda #<analysis
sta OUTL
lda #>analysis
sta OUTH
jsr print_both_pages
ldx #200
jsr long_wait
;=============================
; - RESULT:
; Probability of creating:
; ANTIMATTER: 91.V %
; NEUTRINO 27: 0.04 %
; NEUTRINO 424: 18 %
jsr clear_bottoms
lda #<result
sta OUTL
lda #>result
sta OUTH
jsr move_and_print_list_both_pages
ldx #200
jsr long_wait
;================================
; Practical verification Y/N ?"
jsr clear_bottoms
lda #<practical_verification
sta OUTL
lda #>practical_verification
sta OUTH
jsr print_both_pages
ldx #200
jsr long_wait
;==========================================
; THE EXPERIMENT WILL BEGIN IN 20 SECONDS
; 19, 18, 17
jsr gr_copy_to_current_40x40
jsr page_flip
jsr clear_bottoms
lda #<experiment
sta OUTL
lda #>experiment
sta OUTH
; 20
jsr print_both_pages
ldx #100
jsr long_wait
; 19
jsr print_both_pages
ldx #100
jsr long_wait
; 18
jsr print_both_pages
ldx #100
jsr long_wait
; 17
jsr print_both_pages
ldx #100
jsr long_wait
;===============================
;===============================
; Opening Soda
;===============================
;===============================
soda:
lda #>(soda_bg_rle)
sta GBASH
lda #<(soda_bg_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
bit FULLGR
lda #<soda_sequence
sta INTRO_LOOPL
lda #>soda_sequence
sta INTRO_LOOPH
jsr run_sequence
; ldx #30
; jsr long_wait
;open_soda_loop:
; lda KEYPRESS
; bpl open_soda_loop
; bit KEYRESET
;===============================
;===============================
; Drinking Soda
;===============================
;===============================
lda #>(drinking02_rle)
sta GBASH
lda #<(drinking02_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
lda #<drinking_sequence
sta INTRO_LOOPL
lda #>drinking_sequence
sta INTRO_LOOPH
jsr run_sequence
ldx #200
jsr long_wait
;drinking_loop:
; lda KEYPRESS
; bpl drinking_loop
; bit KEYRESET
;===============================
;===============================
; More crazy screen
;===============================
;===============================
lda #>(collider_rle)
sta GBASH
lda #<(collider_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
bit TEXTGR
jsr clear_bottoms
; THE EXPERIMENT WILL BEGIN IN 5 SECONDS
jsr gr_copy_to_current_40x40
jsr page_flip
lda #<experiment
sta OUTL
lda #>experiment
sta OUTH
jsr print_both_pages
lda #<five
sta OUTL
lda #>five
sta OUTH
jsr print_both_pages
lda #0
sta MESSAGE_COUNT
sta MESSAGE_CURRENT
sta TIME_COUNT
message_loop:
; Shield 9A.5F Ok
; Flux % 5.0177 Ok
; CDI Vector ok
; %%%ddd ok
; Race-Track ok
; -----REPEAT ; 10
ldx MESSAGE_CURRENT
lda message_list,X
sta OUTL
lda message_list+1,X
sta OUTH
jsr print_both_pages
inc MESSAGE_CURRENT
inc MESSAGE_CURRENT
lda MESSAGE_CURRENT
cmp #10
bne not_ten
lda #0
sta MESSAGE_CURRENT
not_ten:
; 4 SECONDS
; Shield "
; -----REPEAT ; 10
; 3 SECONDS
; Sheild "
; -----REPEAT ; 10
; 2 SECONDS ; 10
; 1 SECONDS (at CDI Vector) ; 10
; 0 SECONDS (at %%%) ; 10
ldx #10
jsr long_wait
inc CURSOR_COUNT
lda CURSOR_COUNT
and #$07
bne not_time_oflo
inc TIME_COUNT
inc TIME_COUNT
; update seconds
ldx TIME_COUNT
lda times,X
sta OUTL
lda times+1,X
sta OUTH
jsr print_both_pages
not_time_oflo:
lda CURSOR_COUNT
cmp #42
bne not_time_gone
; clear out when near end
jsr clear_bottoms
not_time_gone:
lda CURSOR_COUNT
cmp #48
bne message_loop
;=============================
; EXPERIMENT LINES GOES AWAY
; Stop printing at race track
; dark blue going around track
; Note: goes around at least 4 times
jsr clear_bottoms
ldx #30
jsr long_wait
;collider_ui_loop:
; lda KEYPRESS
; bpl collider_ui_loop
; bit KEYRESET
; 1 times around? (total = 8)
lda #0
sta PARTICLE_COUNT
particle_loop2:
jsr gr_copy_to_current_40x40
jsr plot_particle
jsr page_flip
ldx #20
jsr long_wait
lda PARTICLE_COUNT
cmp #10
bne particle_loop2
;collider_ui_loop:
; lda KEYPRESS
; bpl collider_ui_loop
; bit KEYRESET
;===============================
;===============================
; Thunderstorm Outside
;===============================
;===============================
thunderstorm:
;==================================
; Uncompress the data
;==================================
lda #<intro8_data_lz4
sta LZ4_SRC
lda #>intro8_data_lz4
sta LZ4_SRC+1
lda #$90 ; load to $9000
jsr lz4_decode
lda #>(building_car_rle)
sta GBASH
lda #<(building_car_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
bit FULLGR
lda #<lightning_sequence
sta INTRO_LOOPL
lda #>lightning_sequence
sta INTRO_LOOPH
jsr run_sequence
lda #<bolt_sequence
sta INTRO_LOOPL
lda #>bolt_sequence
sta INTRO_LOOPH
jsr run_sequence
;outside_loop:
; lda KEYPRESS
; bpl outside_loop
; bit KEYRESET
;===============================
;===============================
; Tunnel 1
;===============================
;===============================
tunnel1:
;==================================
; Uncompress the data
;==================================
lda #<intro9_data_lz4
sta LZ4_SRC
lda #>intro9_data_lz4
sta LZ4_SRC+1
lda #$90 ; load to $9000
jsr lz4_decode
lda #>(tunnel1_rle)
sta GBASH
lda #<(tunnel1_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<tunnel1_sequence
sta INTRO_LOOPL
lda #>tunnel1_sequence
sta INTRO_LOOPH
jsr run_sequence
;tunnel1_loop:
; lda KEYPRESS
; bpl tunnel1_loop
; bit KEYRESET
;===============================
;===============================
; Tunnel 2
;===============================
;===============================
;=============================
; Load background to $c00
lda #>(tunnel2_rle)
sta GBASH
lda #<(tunnel2_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<tunnel2_sequence
sta INTRO_LOOPL
lda #>tunnel2_sequence
sta INTRO_LOOPH
jsr run_sequence
;tunnel2_loop:
; lda KEYPRESS
; bpl tunnel2_loop
; bit KEYRESET
;===============================
;===============================
; Zappo / Gone
;===============================
;===============================
;=========================
; zappo
lda #>(blue_zappo_rle)
sta GBASH
lda #<(blue_zappo_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<zappo_sequence
sta INTRO_LOOPL
lda #>zappo_sequence
sta INTRO_LOOPH
jsr run_sequence
;======================
; gone
lda #>(gone_rle)
sta GBASH
lda #<(gone_rle)
sta GBASL
lda #$c ; load to off-screen $c00
jsr load_rle_gr
jsr gr_copy_to_current
jsr page_flip
lda #<gone_sequence
sta INTRO_LOOPL
lda #>gone_sequence
sta INTRO_LOOPH
jsr run_sequence
;======================
; Pause a bit
ldx #180
jsr long_wait
;gone_loop:
; lda KEYPRESS
; bpl gone_loop
; bit KEYRESET
; see if R pressed, if so, repeat
; otherwise, return and indicate we want to start the game
lda KEYPRESS
bpl check_repeat ; if no keypress, jump ahead
and #$7f ; clear high bit
cmp #'R'
bne check_repeat
lda INTRO_REPEAT
eor #$1
sta INTRO_REPEAT
check_repeat:
bit KEYRESET ; reset keyboard strobe
lda INTRO_REPEAT
beq done_intro
jmp repeat_intro
done_intro:
lda #1 ; start game
sta WHICH_LOAD
rts
.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "lz4_decode.s"
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_overlay.s"
.include "gr_vlin.s"
.include "gr_plot.s"
.include "gr_fast_clear.s"
.include "gr_putsprite.s"
.include "text_print.s"
.include "gr_run_sequence.s"
;=================================
; Display a sequence of images
; with /-|/ static overlay
run_sequence_static:
ldy #0 ; init
run_sequence_static_loop:
lda (INTRO_LOOPL),Y ; draw DNA
sta DNA_OUT
iny
lda (INTRO_LOOPL),Y ; pause for time
beq run_sequence_static_done
tax
lda DNA_OUT
bne pause_draw_dna
jsr long_wait
jmp done_pause_dna
pause_draw_dna:
txa
pha
tya
pha
jsr draw_dna
jsr page_flip
pla
tay
pla
tax
lda #250
jsr WAIT
dex
bne pause_draw_dna
done_pause_dna:
iny ; point to overlay
lda #10 ; set up static loop
sta STATIC_LOOPER
sty INTRO_LOOPER ; save for later
static_loop:
lda (INTRO_LOOPL),Y
sta GBASL
iny
lda (INTRO_LOOPL),Y
sta GBASH
lda #$10 ; load to $1000
jsr load_rle_gr
jsr gr_overlay_40x40
ldy STATIC_LOOPER
lda static_pattern,Y
sta GBASL
lda static_pattern+1,Y
sta GBASH
lda #$10 ; load to $1000
jsr load_rle_gr
; force 40x40 overlay
jsr gr_overlay_40x40_noload
lda DNA_OUT
beq no_dna
jsr draw_dna
no_dna:
jsr page_flip
ldy INTRO_LOOPER
ldx #3
jsr long_wait
dec STATIC_LOOPER
dec STATIC_LOOPER
bpl static_loop
iny
iny
jmp run_sequence_static_loop
run_sequence_static_done:
rts
;====================================
; Draw DNA
;====================================
draw_dna:
lda #0 ; count
sta DNA_COUNT
draw_dna_loop:
clc
lda DNA_COUNT
adc #10
sta YPOS
lda #26
sta XPOS
lda DNA_COUNT ; 0, 4, 8, 12, 16....
lsr
clc
adc DNA_PROGRESS ; 0,2,4,6,8,...
and #$e
tax
lda dna_list,X
sta INL
lda dna_list+1,X
sta INH
jsr put_sprite
lda DNA_COUNT
clc
adc #4
sta DNA_COUNT
; for DNA_PROGRESS 0,2,4,6,8,10,12 we only want to print
; first X lines (gradually fade in)
; after that, draw the whole thing
lda DNA_PROGRESS
cmp #14
bpl dna_full
asl
cmp DNA_COUNT
bpl draw_dna_loop
bmi dna_full_done
dna_full:
lda DNA_COUNT
cmp #28
bne draw_dna_loop
dna_full_done:
inc DNA_PROGRESS
inc DNA_PROGRESS
; see if printing message
lda DNA_PROGRESS
cmp #10
bne no_good_message
lda #<good_evening
sta OUTL
lda #>good_evening
sta OUTH
jsr print_both_pages
jmp no_ferrari_message
no_good_message:
cmp #$30
bne no_ferrari_message
lda #<ferrari
sta OUTL
lda #>ferrari
sta OUTH
jsr print_both_pages
jsr print_both_pages
no_ferrari_message:
rts
;======================
; Plot particle
;======================
plot_particle:
; Xcoord in X
; Ycoord in A
; color in COLOR
lda #$22
sta COLOR
lda PARTICLE_COUNT
and #7
asl
tay
ldx particles,Y
lda particles+1,Y
jsr plot
inc PARTICLE_COUNT
rts
;.include "intro_data.s"
DATA_LOCATION = $9000
; intro1,intro2,intro3
building_sequence = (DATA_LOCATION+$083C)
feet_sequence = (DATA_LOCATION+$12CC)
walking_sequence = (DATA_LOCATION+$1A31)
walking00_rle = (DATA_LOCATION+$1593)
off_elevator_rle = (DATA_LOCATION+$1495)
indicators = (DATA_LOCATION+$1A27)
elevator_rle = (DATA_LOCATION+$12E8)
intro1_data_lz4:
.word (intro1_data_lz4_end-intro1_data_lz4)
.incbin "intro_data_01.lz4",11
intro1_data_lz4_end:
; intro4,intro5
opening_sequence = (DATA_LOCATION+$204E)
keypad_sequence = (DATA_LOCATION+$1FF3)
keypad_rle = (DATA_LOCATION+$0496)
approach_sequence = (DATA_LOCATION+$1FE6)
scanner_door_rle = (DATA_LOCATION+$0000)
ferrari = (DATA_LOCATION+$2D47)
good_evening = (DATA_LOCATION+$2D2D)
dna_list = (DATA_LOCATION+$2D77)
static_pattern = (DATA_LOCATION+$2D21)
ai_sequence = (DATA_LOCATION+$2D0B)
ai_bg_rle = (DATA_LOCATION+$2744)
scanning_sequence = (DATA_LOCATION+$2CF2)
scanner_rle = (DATA_LOCATION+$2063)
intro4_data_lz4:
.word (intro4_data_lz4_end-intro4_data_lz4)
.incbin "intro_data_04.lz4",11
intro4_data_lz4_end:
; intro6,intro7
experiment = (DATA_LOCATION+$0D2C)
practical_verification = (DATA_LOCATION+$0D0D)
result = (DATA_LOCATION+$0CA6)
analysis = (DATA_LOCATION+$0C8D)
shield_sequence = (DATA_LOCATION+$0D75)
phase2 = (DATA_LOCATION+$0C56)
phase1 = (DATA_LOCATION+$0C2F)
phase0 = (DATA_LOCATION+$0BF5)
particles = (DATA_LOCATION+$0D65)
theoretical_study = (DATA_LOCATION+$0BD9)
collider_rle = (DATA_LOCATION+$06D8)
run_blank = (DATA_LOCATION+$0BC6)
run_experiment = (DATA_LOCATION+$0BB3)
accel_paramaters = (DATA_LOCATION+$0B62)
accelerator = (DATA_LOCATION+$09C1)
project_23 = (DATA_LOCATION+$09B2)
peanut = (DATA_LOCATION+$0955)
cursor_sequence = (DATA_LOCATION+$0947)
desktop_bg_rle = (DATA_LOCATION+$0242)
powerup_sequence = (DATA_LOCATION+$093E)
desktop_rle = (DATA_LOCATION+$0000)
times = (DATA_LOCATION+$0E0C)
message_list = (DATA_LOCATION+$0DE4)
five = (DATA_LOCATION+$0DEE)
drinking_sequence = (DATA_LOCATION+$1C29)
drinking02_rle = (DATA_LOCATION+$1705)
soda_sequence = (DATA_LOCATION+$1C1A)
soda_bg_rle = (DATA_LOCATION+$0E1A)
intro6_data_lz4:
.word (intro6_data_lz4_end-intro6_data_lz4)
.incbin "intro_data_06.lz4",11
intro6_data_lz4_end:
; intro8
bolt_sequence = (DATA_LOCATION+$1484)
lightning_sequence = (DATA_LOCATION+$13D2)
building_car_rle = (DATA_LOCATION+$1259)
intro8_data_lz4:
.word (intro8_data_lz4_end-intro8_data_lz4)
.incbin "intro_data_08.lz4",11
intro8_data_lz4_end:
; intro9, intro10
gone_sequence = (DATA_LOCATION+$2C66)
gone_rle = (DATA_LOCATION+$2039)
zappo_sequence = (DATA_LOCATION+$2C1B)
blue_zappo_rle = (DATA_LOCATION+$1737)
tunnel2_sequence = (DATA_LOCATION+$1718)
tunnel2_rle = (DATA_LOCATION+$0B0F)
tunnel1_sequence = (DATA_LOCATION+$16F2)
tunnel1_rle = (DATA_LOCATION+$0000)
intro9_data_lz4:
.word (intro9_data_lz4_end-intro9_data_lz4)
.incbin "intro_data_09.lz4",11
intro9_data_lz4_end: