dos33fsprogs/games/peasant/intro_lake_e.s

333 lines
3.9 KiB
ArmAsm

; Lake East
;************************
; Lake East
;************************
lake_east:
lda #0
sta FRAME
;=========================
; init peasant position
; draw at 7,152
lda #7
sta PEASANT_X
lda #152
sta PEASANT_Y
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
;=====================
; load bg
lda #<(lake_e_lzsa)
sta getsrc_smc+1
lda #>(lake_e_lzsa)
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
; load priority to $400
; indirectly as we can't trash screen holes
lda #<lake_e_priority_lzsa
sta getsrc_smc+1
lda #>lake_e_priority_lzsa
sta getsrc_smc+2
lda #$20 ; temporarily load to $2000
jsr decompress_lzsa2_fast
; copy to $400
jsr gr_copy_to_page1
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; jsr hgr_save
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; walking
jsr save_bg_1x28
lake_e_walk_loop:
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
jsr restore_bg_1x28
; draw peasant
lda FRAME
asl
tax
lda lake_e_path,X
bmi done_lake_e
sta PEASANT_X
sta CURSOR_X
inx
lda lake_e_path,X
sta PEASANT_Y
sta CURSOR_Y
jsr save_bg_1x28
jsr draw_peasant
lda FRAME
check_lake_e_action1:
cmp #10
bne check_lake_e_action2
lda #<lake_e_message1
sta OUTL
lda #>lake_e_message1
sta OUTH
jsr hgr_text_box
jmp done_lake_e_action
check_lake_e_action2:
cmp #28
bne done_lake_e_action
jsr hgr_partial_restore
lda #PEASANT_DIR_UP
sta PEASANT_DIR
done_lake_e_action:
jsr update_bubbles_e
; jsr wait_until_keypress
lda #3
jsr wait_a_bit
lda ESC_PRESSED
bne done_lake_e
inc FRAME
jmp lake_e_walk_loop
;===================
; done
done_lake_e:
rts
; walk sideways, near corner
lake_e_message1:
.byte 0,35,34, 0,253,72
.byte 7,49,"That's a nice looking lake.",0
; nearly hit head on sign, it goes away, walk off screen
lake_e_path:
.byte 7,151
.byte 8,151
.byte 9,151
.byte 10,151
.byte 11,151
.byte 12,151
.byte 13,151
.byte 14,151
.byte 15,151
.byte 16,151
.byte 17,151
.byte 18,151
.byte 19,151
.byte 20,151
.byte 21,151
.byte 22,151
.byte 23,151
.byte 24,151
.byte 25,151
.byte 26,151
.byte 27,151
.byte 28,151
.byte 29,141
.byte 30,131
.byte 31,121
.byte 32,111
.byte 33,101
.byte 34,91
.byte 35,81
.byte 35,71
.byte 35,61
.byte 35,51
.byte 35,41
.byte $FF,$FF
;================
; update bubbles E
update_bubbles_e:
; 5,94
; 15,103
; 13,130
; bubble 1
lda FRAME
and #7
asl
tax
lda bubble_progress_e,X
sta INL
inx
lda bubble_progress_e,X
sta INH
lda #5
sta CURSOR_X
lda #94
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 2
lda FRAME
adc #3
and #7
asl
tax
lda bubble_progress_e,X
sta INL
inx
lda bubble_progress_e,X
sta INH
lda #15
sta CURSOR_X
lda #103
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 3
lda FRAME
adc #5
and #7
asl
tax
lda bubble_progress_e,X
sta INL
inx
lda bubble_progress_e,X
sta INH
lda #13
sta CURSOR_X
lda #130
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
rts
bubble_progress_e:
.word bubble_e_sprite0
.word bubble_e_sprite0
.word bubble_e_sprite1
.word bubble_e_sprite0
.word bubble_e_sprite2
.word bubble_e_sprite3
.word bubble_e_sprite4
.word bubble_e_sprite5
bubble_e_sprite0:
.byte $AA
.byte $AA
.byte $AA
.byte $80 ; 1 000 0000
.byte $AA
bubble_e_sprite1:
.byte $AA
.byte $AA
.byte $AA
.byte $88 ; 1 XXX 10XX
.byte $A2 ; 0 010 XX10
bubble_e_sprite2:
.byte $AA
.byte $AA
.byte $A2 ; 0 010 XX10
.byte $88 ; 1 XXX 10XX
.byte $AA
bubble_e_sprite3:
.byte $AA
.byte $A2 ; 101X XX10
.byte $88 ; 00XX 1XX0
.byte $88 ; 1XX0 10XX
.byte $AA
bubble_e_sprite4:
.byte $88 ; 0xx0 10xx
.byte $A2 ; 101x xx10
.byte $88 ; 00xx 1xx0
.byte $88 ; 1xx0 10XX
.byte $AA ; 0010 1010
bubble_e_sprite5:
.byte $AA ; 0010 1010
.byte $88 ; 1XX0 10XX
.byte $A2 ; 001X XX10
.byte $88 ; 1XX0 10XX
.byte $AA ; 0010 1010