mirror of
https://github.com/deater/dos33fsprogs.git
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308 lines
4.3 KiB
ArmAsm
308 lines
4.3 KiB
ArmAsm
; Peasant's Quest
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; Inn Graphics
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; a lot happens at the Inn
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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 "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_INSIDE_INN ; index starts here (27)
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inside_inn:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables ; necessary?
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; jsr hgr2 ; necessary?
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; decompress dialog to $D000
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lda #<inn_text_lzsa
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sta getsrc_smc+1
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lda #>inn_text_lzsa
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sta getsrc_smc+2
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lda #$D0
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jsr decompress_lzsa2_fast
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; update score
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jsr update_score
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta LEVEL_OVER
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;==========================
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; load updated verb table
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;==========================
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; setup default verb table
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jsr setup_default_verb_table
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; we are INSIDE so locations 24...26 map to 0...2
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda verb_tables_low,X
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sta INL
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lda verb_tables_hi,X
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sta INH
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jsr load_custom_verb_table
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;===========================
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; load priority
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda map_priority_low,X
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sta getsrc_smc+1
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lda map_priority_hi,X
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr gr_copy_to_page1
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;=====================
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; load bg
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; we are INSIDE so locations 24...26 map to 0...2
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lda MAP_LOCATION
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sec
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sbc #LOCATION_BASE
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tax
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lda map_backgrounds_low,X
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sta getsrc_smc+1
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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lda #$20
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jsr decompress_lzsa2_fast
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jsr hgr_copy
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; put peasant text
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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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; put score
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jsr print_score
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;====================
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; save background
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; lda PEASANT_X
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; sta CURSOR_X
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; lda PEASANT_Y
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; sta CURSOR_Y
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;=======================
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; draw initial peasant
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; jsr save_bg_1x28
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; jsr draw_peasant
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;===========================
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;===========================
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;===========================
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; main loop
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;===========================
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;===========================
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;===========================
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game_loop:
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;========================
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; move the peasant
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jsr move_peasant
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;========================
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; draw the peasant
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jsr draw_peasant
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;========================
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; increment the frame
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inc FRAME
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;========================
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; check the keyboard
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jsr check_keyboard
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;=====================
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; level specific
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;=====================
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lda MAP_LOCATION
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cmp #LOCATION_INSIDE_INN
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bne skip_level_specific
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exit_inside_inn:
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; check if leaving
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lda PEASANT_Y
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cmp #$95
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bcc skip_level_specific
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; we're exiting, print proper message
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; lda INVENTORY_2
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; and #INV2_TRINKET
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; bne after_trinket_message
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; lda INVENTORY_2_GONE
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; and #INV2_TRINKET
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; bne after_trinket_message
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;before_trinket_message:
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; ldx #<inside_cottage_leaving_message
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; ldy #>inside_cottage_leaving_message
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; jsr finish_parse_message
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; jmp done_trinket_message
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;after_trinket_message:
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; ldx #<inside_cottage_leaving_post_trinket_message
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; ldy #>inside_cottage_leaving_post_trinket_message
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; jsr finish_parse_message
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done_trinket_message:
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; put outside door
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lda #$9
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sta PEASANT_X
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lda #$69
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sta PEASANT_Y
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; stop walking
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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; move back
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lda #LOCATION_OUTSIDE_INN
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jsr update_map_location
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skip_level_specific:
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lda LEVEL_OVER
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bmi oops_new_location
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bne level_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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oops_new_location:
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jmp new_location
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;========================
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; exit level
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;========================
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level_over:
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; NOTE: check for load from savegame if modify game state
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rts
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.include "move_peasant.s"
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.include "draw_peasant.s"
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.include "gr_copy.s"
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.include "hgr_copy.s"
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.include "new_map_location.s"
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.include "keyboard.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "graphics_inn/graphics_inn.inc"
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.include "graphics_inn/priority_inn.inc"
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map_backgrounds_low:
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.byte <inside_inn_lzsa
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map_backgrounds_hi:
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.byte >inside_inn_lzsa
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map_priority_low:
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.byte <inside_inn_priority_lzsa
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map_priority_hi:
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.byte >inside_inn_priority_lzsa
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verb_tables_low:
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.byte <inside_inn_verb_table
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verb_tables_hi:
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.byte >inside_inn_verb_table
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inn_text_lzsa:
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.incbin "DIALOG_INN.LZSA"
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.include "inn_actions.s"
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