mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
b1238af49d
this will probably upset people
612 lines
10 KiB
ArmAsm
612 lines
10 KiB
ArmAsm
; Mist Title
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; loads a HGR version of the title
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; also handles the initial link to mist
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "common_routines.inc"
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mist_start:
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;===================
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; init screen
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;===================
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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;===================
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; machine workarounds
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;===================
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; mostly IIgs
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;===================
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; thanks to 4am who provided this code from Total Replay
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lda ROM_MACHINEID
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cmp #$06
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bne not_a_iigs
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sec
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jsr $FE1F ; check for IIgs
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bcs not_a_iigs
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; gr/text page2 handling broken on early IIgs models
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; this enables the workaround
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jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
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cli ; enable VBL interrupts
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; also set background color to black instead of blue
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lda NEWVIDEO
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and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
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; bit 6 = 0 -> IIgs 128K memory map same as IIe
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; bit 5 = 0 -> IIgs DHGR is color, not mono
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; bits 0-4 unchanged
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sta NEWVIDEO
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lda #$F0
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sta TBCOLOR ; white text on black background
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lda #$00
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sta CLOCKCTL ; black border
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sta CLOCKCTL ; set twice for VidHD
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not_a_iigs:
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;===================
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; setup location
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;===================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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;===================
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; Load hires graphics
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;===================
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reload_everything:
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lda #<file
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>file
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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;===================================
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; detect if we have a language card
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; and load sound into it if possible
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;===================================
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lda #0
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sta SOUND_STATUS ; clear out, sound enabled
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jsr detect_language_card
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bcs no_language_card
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; update sound status
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lda SOUND_STATUS
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ora #SOUND_IN_LC
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sta SOUND_STATUS
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; load sounds into LC
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; read ram, write ram, use $d000 bank1
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bit $C08B
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bit $C08B
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lda #<linking_noise_compressed
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sta getsrc_smc+1
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lda #>linking_noise_compressed
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sta getsrc_smc+2
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lda #$D0 ; decompress to $D000
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jsr decompress_lzsa2_fast
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blah:
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; read rom, nowrite, use $d000 bank1
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bit $C08A
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no_language_card:
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;===================================
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; Setup Mockingboard
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;===================================
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lda #0
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sta DONE_PLAYING
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sta LOOP
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; detect mockingboard
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jsr mockingboard_detect
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bcc mockingboard_notfound
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mockingboard_found:
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; jsr mockingboard_patch ; patch to work in slots other than 4?
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lda SOUND_STATUS
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ora #SOUND_MOCKINGBOARD
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sta SOUND_STATUS
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;=======================
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; Set up 50Hz interrupt
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;========================
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jsr mockingboard_init
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jsr mockingboard_setup_interrupt
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;============================
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; Init the Mockingboard
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;============================
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jsr reset_ay_both
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jsr clear_ay_both
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;==================
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; init song
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;==================
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jsr pt3_init_song
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jmp done_setup_sound
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mockingboard_notfound:
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done_setup_sound:
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;===================================
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; Do Intro Sequence
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;===================================
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; SKIP: broderbund logo (w music)
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; SKIP: cyan logo (with cyan theme)
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; wait a bit at MYST screen
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lda #50
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jsr wait_a_bit
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;===================
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; init screen
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;===================
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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lda #0
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sta DRAW_PAGE
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;===================================
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; M Y S T letters
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;===================================
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; missing the dramatic music
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; they should spin in, and letters are made of fire
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; M
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ldx #<m_title_m_lzsa
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ldy #>m_title_m_lzsa
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lda #4
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jsr draw_and_wait
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; Y
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ldx #<m_title_y_lzsa
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ldy #>m_title_y_lzsa
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lda #4
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jsr draw_and_wait
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; S
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ldx #<m_title_s_lzsa
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ldy #>m_title_s_lzsa
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lda #4
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jsr draw_and_wait
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; T
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ldx #<m_title_t_lzsa
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ldy #>m_title_t_lzsa
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lda #25
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jsr draw_and_wait
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;===================================
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; FISSURE: I realized the moment...
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;===================================
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; touch linking book as fissure pulses
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bit TEXTGR ; split text/gr
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ldx #<fissure_lzsa
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ldy #>fissure_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; FISSURE_BOOK_SMALL: starry expanse...
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;===================================
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ldx #<fissure_book_small_lzsa
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ldy #>fissure_book_small_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; FISSURE_BOOK_BIG: I have tried to speculate...
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;===================================
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ldx #<fissure_book_big_lzsa
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ldy #>fissure_book_big_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; FALLING_LEFT: Still, the question...
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;===================================
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ldx #<falling_left_lzsa
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ldy #>falling_left_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; FALLING_RIGHT: I know my aprehensions...
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;===================================
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ldx #<falling_right_lzsa
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ldy #>falling_right_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; BOOK_AIR : The ending...
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;===================================
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ldx #<book_air_lzsa
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ldy #>book_air_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_SPARKS : has not yet...
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;===================================
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ldx #<book_sparks_lzsa
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ldy #>book_sparks_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_GLOW : been written...
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;===================================
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ldx #<book_glow_lzsa
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ldy #>book_glow_lzsa
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lda #15
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jsr draw_and_wait
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;===================================
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; BOOK_GROUND :
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;===================================
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ldx #<book_ground_lzsa
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ldy #>book_ground_lzsa
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lda #50
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jsr draw_and_wait
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done_intro:
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; restore to full screen (no text)
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bit FULLGR
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bit LORES
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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lda #0
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sta LEVEL_OVER
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;============================
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; init vars
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jsr init_state
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;============================
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; set up initial location
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lda #TITLE_BOOK_GROUND
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sta LOCATION ; start at first room
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lda #DIRECTION_N
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sta DIRECTION
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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; handle animated linking book
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lda LOCATION
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cmp #TITLE_BOOK_OPEN
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bne nothing_special
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lda ANIMATE_FRAME
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cmp #32 ; if done animating, skip
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bcs nothing_special
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animate_ocean:
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cmp #26
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bcs animate_actual
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and #1
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beq even_ocean
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odd_ocean:
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lda #<dock_animate_sprite1
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sta INL
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lda #>dock_animate_sprite1
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jmp draw_animation
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even_ocean:
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lda #<dock_animate_sprite2
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sta INL
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lda #>dock_animate_sprite2
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jmp draw_animation
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animate_actual:
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sec
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sbc #26
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asl
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tay
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; slow down animation
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lda #$3f
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sta if_smc+1
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lda dock_animation_sprites,Y
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sta INL
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lda dock_animation_sprites+1,Y
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draw_animation:
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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inc_frame:
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lda FRAMEL
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if_smc:
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and #$f
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bne done_inc_frame
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inc ANIMATE_FRAME
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done_inc_frame:
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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;==========================
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; includes
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;==========================
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.include "init_state.s"
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.include "graphics_title/title_graphics.inc"
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.include "lc_detect.s"
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; puzzles
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; linking books
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.include "link_book_mist_dock.s"
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.include "common_sprites.inc"
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.include "leveldata_title.inc"
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; pt3 player
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.include "pt3_lib_core.s"
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.include "pt3_lib_init.s"
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.include "interrupt_handler.s"
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.include "pt3_lib_mockingboard_detect.s"
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.include "pt3_lib_mockingboard_setup.s"
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.include "wait_a_bit.s"
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file:
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.incbin "graphics_title_hgr/mist_title.lzsa"
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linking_noise_compressed:
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.incbin "audio/link_noise.btc.lzsa"
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;====================================
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; draw a screen and wait
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;====================================
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; X = low of lzsa
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; Y = high of lzsa
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; A = pause delay
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draw_and_wait:
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pha
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stx getsrc_smc+1
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sty getsrc_smc+2
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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jsr gr_copy_to_current
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jsr page_flip
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pla
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jsr wait_a_bit
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rts
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get_mist_book:
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; play music if mockingboard
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq skip_start_music
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cli
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skip_start_music:
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lda #TITLE_BOOK_CLOSED
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sta LOCATION
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jmp change_location
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PT3_LOC = theme_music
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.align $100
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theme_music:
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.incbin "audio/theme.pt3"
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.if 0
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; click on book, plays theme
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; FISSURE: I realized the momemnt
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; 1 2 3
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; 0123456789012345678901234567890123456789
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.byte " I REALIZED, THE MOMENT I FELL INTO THE"
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.byte " FISSURE, THAT THE BOOK WOULD NOT BE"
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.byte " DESTROYED AS I HAD PLANNED."
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; FISSURE_BOOK: _starry expanse (book tiny)
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; 0123456789012345678901234567890123456789
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.byte " IT CONTINUED FALLING INTO THAT STARRY"
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.byte " EXPANSE OF WHICH I HAD ONLY A"
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.byte " FLEETING GLIMPSE."
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; FALLING_BOOK: (book big) falling by starscape (I have tried to speculate)
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; 0123456789012345678901234567890123456789
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.byte "I HAVE TRIED TO SPECULATE WHERE IT MIGHT"
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.byte " HAVE LANDED, BUT I MUST ADMIT,"
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.byte " HOWEVER-- SUCH CONJECTURE IS FUTILE."
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; FALLING_LEFT (still, the question) /(left)
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; 0123456789012345678901234567890123456789
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.byte " STILL, THE QUESTION ABOUT WHOSE HANDS"
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.byte " MIGHT SOMEDAY HOLD MY MYST BOOK ARE"
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.byte " UNSETTLING TO ME."
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; FALLING_RIGHT I know my aprehensions (right)
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; 0123456789012345678901234567890123456789
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.byte " I KNOW THAT MY APPREHENSIONS MIGHT"
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.byte " NEVER BE ALLAYED, AND SO I CLOSE,"
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.byte " REALIZING THAT PERHAPS,"
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; BOOK_GROUND the ending has not yet been written (falls, blue sparks)
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; 0123456789012345678901234567890123456789
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.byte " THE ENDING HAS NOT YET BEEN WRITTEN"
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.endif
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