dos33fsprogs/demos/trogdor/trogdor.s

483 lines
7.1 KiB
ArmAsm

; TROGDOR 2024
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "music.inc"
.include "flames.inc"
trogdor_main:
;======================================
; init
;======================================
; clear screen to white0
lda #$0
sta DRAW_PAGE
; clear PAGE1 to white
ldy #$7f
jsr hgr_clear_screen
; set to HIRES PAGE1
bit SET_GR
bit HIRES
bit FULLGR
bit PAGE1
lda #$20
sta DRAW_PAGE
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq trog_no_music
cli ; start music
trog_no_music:
;======================================
; draw SCENE 1
;======================================
; scroll in zoomed in trogdor from right to left
; for 60 frames (roughly 2s)
; decompress trogdor to $6000
lda #<trog00_graphics
sta zx_src_l+1
lda #>trog00_graphics
sta zx_src_h+1
lda #$60
jsr zx02_full_decomp
; copy+magnify to PAGE2
lda #$60
jsr hgr_copy_magnify
jsr horiz_pan_skip
; clear to white
ldy #$7f
jsr hgr_clear_screen
jsr horiz_pan_skip
jsr hgr_page_flip
;======================================
; draw SCENE 2
;======================================
; draw flames
; left flame short 2 frames
; left tall 1212 roughly 10 frames (1/2 s)
; both short 2 frames
; right tall 1212 roughly 10 frames
; right short 2 frames
; left frame short 2 frames
; left tall 1212 roughly 10 frames (1/2 s)
; left short 2 frames
;======================================
; left flame short 2 frames
; clear to white
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_small_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
;=================================================
; left tall 1212 roughly 10 frames (1/2 s)
lda #2
sta ANIMATE_COUNT
left_flame_animate1:
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_tall_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_tall_2
jsr hgr_page_flip
lda #2
jsr wait_ticks
dec ANIMATE_COUNT
bne left_flame_animate1
;==============================
; both short 2 frames
; clear to white
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_small_1
ldx #24
jsr draw_flame_small_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
;===========================================
; right tall 1212 roughly 10 frames
lda #2
sta ANIMATE_COUNT
right_flame_animate1:
ldy #$7f
jsr hgr_clear_screen
ldx #24
jsr draw_flame_tall_2
jsr hgr_page_flip
lda #2
jsr wait_ticks
ldy #$7f
jsr hgr_clear_screen
ldx #24
jsr draw_flame_tall_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
dec ANIMATE_COUNT
bne right_flame_animate1
;=============================
; right short 2 frames
; clear to white
ldy #$7f
jsr hgr_clear_screen
ldx #24
jsr draw_flame_small_2
jsr hgr_page_flip
lda #2
jsr wait_ticks
;=============================
; left short 2 frames
; clear to white
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_small_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
;================================================
; left tall 1212 roughly 10 frames (1/2 s)
lda #2
sta ANIMATE_COUNT
left_flame_animate2:
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_tall_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_tall_2
jsr hgr_page_flip
lda #2
jsr wait_ticks
dec ANIMATE_COUNT
bne left_flame_animate2
;=============================
; left short 2 frames
; clear to white
ldy #$7f
jsr hgr_clear_screen
ldx #8
jsr draw_flame_small_1
jsr hgr_page_flip
lda #2
jsr wait_ticks
;=============================
; blank screen
ldy #$7f
jsr hgr_clear_screen
jsr hgr_page_flip
;======================================
; draw SCENE 3
;======================================
; scroll trogdor intro place
; takes rougly 90 frames (3s) to scroll in
; remains there 10 frames (almost .5s)
; orignal: 28s, want 9 times faster???
; can easily do 8 times...
; now should be on PAGE1??
ldy #$7f
jsr hgr_clear_screen
jsr hgr_page_flip
; lda #24 ; 192/8
; sta ANIMATE_COUNT
lda #0
sta COUNT
scroll_in_loop:
jsr hgr_vertical_scroll
lda COUNT
clc
adc #8
cmp #192
bne scroll_in_loop
lda #10
jsr wait_ticks
;======================================
; draw SCENE 4
;======================================
; countrside scrolls in
; roughly 45 frames? 1.5s?
; only 9 bytes wide
; decompress countryside to $2000
lda #<trog01_graphics
sta zx_src_l+1
lda #>trog01_graphics
sta zx_src_h+1
lda #$20
jsr zx02_full_decomp
lda #9
sta ANIMATE_COUNT
countryside_pan_loop:
jsr horiz_pan_skip
dec ANIMATE_COUNT
bne countryside_pan_loop
;======================================
; draw SCENE 5
;======================================
; trogdor man: 42 frames
; flames: left: llll1122
; flames: bb
; flames: right 22112211ss
; flames: left ss11221122ss
; flames gone: 30 frames (roughly 1s)
; dragon man: 160 frames (roughly 5s)
; dragon: 150 frames (roughly 5s)
; dragon zoom: 5 frames
; dragon: 5 frames \
; dragon zoom: 5 frames / repeat 6 times
; dragon zoom scroll off screen: 30 frames
; white screen: 20 frames
; 916
;=======================================
jsr wait_until_keypress
; second
; lda #<trog03_graphics
; sta zx_src_l+1
; lda #>trog03_graphics
; sta zx_src_h+1
; lda #$20
; jsr zx02_full_decomp
finished:
jmp finished
; start music
; lda SOUND_STATUS
; and #SOUND_MOCKINGBOARD
; beq no_music
; cli ; enable sound
;no_music:
;0123456789012345678901234567890123456789
;merry_text:
; .byte " MERRY CHRISTMAS!!! MERRY CHRISTMAS!!! ME"
trog00_graphics:
.incbin "graphics/actual00_trog_cottage.hgr.zx02"
trog01_graphics:
.incbin "graphics/trog01_countryside.hgr.zx02"
;trog03_graphics:
;.incbin "graphics/trog03_man.hgr.zx02"
.include "wait_keypress.s"
.include "irq_wait.s"
hposn_low = $1e00
hposn_high = $1f00
.include "hgr_sprite_big_mask.s"
.include "horiz_scroll_skip.s"
.include "hgr_copy_magnify.s"
.include "vertical_scroll.s"
;===============================
; draw_flame_small
;===============================
; x location in X
draw_flame_small_1:
lda #<left_flame_small
sta INL
lda #>left_flame_small
sta INH
lda #<left_flame_small_mask
sta MASKL
lda #>left_flame_small_mask
bne draw_flame_small_common ; bra
draw_flame_small_2:
lda #<left_flame_small
sta INL
lda #>left_flame_small
sta INH
lda #<left_flame_small_mask
sta MASKL
lda #>left_flame_small_mask
draw_flame_small_common:
sta MASKH
txa
; lda #8
sta SPRITE_X
lda #152
sta SPRITE_Y
jsr hgr_draw_sprite_big_mask
rts
;===============================
; draw_flame_tall
;===============================
; X location in X
draw_flame_tall_1:
lda #<left_flame_big
sta INL
lda #>left_flame_big
sta INH
lda #<left_flame_big_mask
sta MASKL
lda #>left_flame_big_mask
sta MASKH
bne draw_left_flame_common ; bra
draw_flame_tall_2:
; draw right flame
lda #<right_flame_big
sta INL
lda #>right_flame_big
sta INH
lda #<right_flame_big_mask
sta MASKL
lda #>right_flame_big_mask
sta MASKH
draw_left_flame_common:
; lda #8
txa
sta SPRITE_X
lda #54
sta SPRITE_Y
jsr hgr_draw_sprite_big_mask
rts