mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 20:06:09 +00:00
aaeab984bf
needless churn is fun
221 lines
3.1 KiB
ArmAsm
221 lines
3.1 KiB
ArmAsm
; Peasant's Quest Intro Sequence
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "music.inc"
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peasant_quest_intro:
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lda #0
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sta ESC_PRESSED
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jsr hgr_make_tables
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jsr hgr2
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;*******************************
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; restart music, only drum loop
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;******************************
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq mockingboard_notfound
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; hack! modify the PT3 file to ignore the latter half
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lda #$ff ; end after 4 patterns
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sta PT3_LOC+$C9+$4
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lda #$0 ; set LOOP to 0
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sta PT3_LOC+$66
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jsr pt3_init_song
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cli
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mockingboard_notfound:
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;************************
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; Cottage
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;************************
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jsr cottage
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lda ESC_PRESSED
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bne escape_handler
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;************************
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; Lake West
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;************************
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jsr lake_west
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lda ESC_PRESSED
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bne escape_handler
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;************************
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; Lake East
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;************************
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jsr lake_east
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lda ESC_PRESSED
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bne escape_handler
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;************************
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; River
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;************************
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jsr river
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lda ESC_PRESSED
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bne escape_handler
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;************************
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; Knight
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;************************
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jsr knight
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;************************
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; Start actual game
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;************************
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jsr draw_peasant
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; wait a bit
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lda #10
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jsr wait_a_bit
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escape_handler:
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;==========================
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; disable music
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq mockingboard_notfound2
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sei ; turn off music
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jsr clear_ay_both ; clear AY state
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jsr mockingboard_disable_interrupt
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mockingboard_notfound2:
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;=============================
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; start new game
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;=============================
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start_new_game:
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lda #LOAD_PEASANT2
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sta WHICH_LOAD
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;=========================
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; init peasant position
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; draw at 18,108
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lda #18
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sta PEASANT_X
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lda #108
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sta PEASANT_Y
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lda #PEASANT_DIR_RIGHT
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sta PEASANT_DIR
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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lda #0
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sta SCORE_HUNDREDS
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lda #$00
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sta SCORE_TENSONES
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lda #4
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sta MAP_X
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lda #1
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sta MAP_Y
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lda #$00
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sta INVENTORY_1
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sta INVENTORY_2
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lda #INV3_SHIRT
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sta INVENTORY_3
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; 1100 1011
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lda #$00
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sta INVENTORY_1_GONE
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; 0001 1101
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lda #$00
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sta INVENTORY_2_GONE
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;
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lda #$0
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sta INVENTORY_3_GONE
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rts
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;.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "intro_cottage.s"
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.include "intro_lake_w.s"
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.include "intro_lake_e.s"
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.include "intro_river.s"
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.include "intro_knight.s"
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.include "draw_peasant.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "hgr_hgr2.s"
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.include "hgr_1x5_sprite.s"
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.include "gr_copy.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "graphics_peasantry/graphics_intro.inc"
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.include "graphics_peasantry/priority_intro.inc"
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skip_text:
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.byte 0,2,"ESC Skips",0
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;===================
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; print title
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intro_print_title:
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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sta OUTH
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jsr hgr_put_string
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lda #<skip_text
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sta OUTL
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lda #>skip_text
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sta OUTH
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jmp hgr_put_string ; tail call
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