mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-19 12:32:35 +00:00
652 lines
12 KiB
ArmAsm
652 lines
12 KiB
ArmAsm
; Ootw Checkpoint2 -- Despite all my Rage...
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ootw_cage:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=============================
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; Load background to $c00
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lda #>(cage_rle)
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sta GBASH
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lda #<(cage_rle)
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sta GBASL
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAME_OVER
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sta CAGE_AMPLITUDE
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sta CAGE_OFFSET
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sta CAGE_GUARD
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bit KEYRESET ; clear keypress
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;============================
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; Cage Loop
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;============================
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cage_loop:
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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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; draw miners mining
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;=======================
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jsr ootw_draw_miners
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;======================
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; draw cage
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;======================
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lda #11
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sta XPOS
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lda #0
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sta YPOS
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lda CAGE_AMPLITUDE
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cmp #3
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beq cage_amp_2
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cmp #2
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beq cage_amp_2
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cmp #1
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beq cage_amp_1
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cage_amp_0:
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lda #<cage_center_sprite
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sta INL
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lda #>cage_center_sprite
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sta INH
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jsr put_sprite_crop
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jmp done_drawing_cage
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cage_amp_1:
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lda CAGE_OFFSET
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and #$0e
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tay
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lda cage_amp1_sprites,Y
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sta INL
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lda cage_amp1_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jmp done_drawing_cage
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cage_amp_2:
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lda CAGE_OFFSET
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and #$0e
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tay
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lda cage_amp2_sprites,Y
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sta INL
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lda cage_amp2_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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done_drawing_cage:
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;======================
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; draw guard
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;======================
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lda CAGE_GUARD
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cmp #15
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bcs guard_patrol ; bge
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; guard changing uniform
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; CAGE_GUARD=0..14
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lda #34
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sta XPOS
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lda #28
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sta YPOS
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lda CAGE_GUARD
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asl
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tay
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lda changing_guard_sprites,Y
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sta INL
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lda changing_guard_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jmp done_cage_guard
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guard_patrol:
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; guard patroling
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; CAGE_GUARD=15+
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; switch direction if at end
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lda alien0_direction
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bne patrolling_right
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patrolling_left:
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lda alien0_x
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cmp #22
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bcs patrolling_move ; bge
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lda #A_TURNING
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sta alien0_state
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jmp patrolling_move
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patrolling_right:
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lda alien0_x
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cmp #34
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bcc patrolling_move ; blt
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lda #A_TURNING
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sta alien0_state
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patrolling_move:
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lda CAGE_AMPLITUDE
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cmp #2
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beq guard_yelling
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cmp #3
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beq guard_shooting
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jmp guard_move_and_draw
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guard_yelling:
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lda alien0_x
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cmp #21
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bne guard_move_and_draw
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lda #A_YELLING
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sta alien0_state
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jmp guard_move_and_draw
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guard_shooting:
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; guard shooting
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; lda alien0_x
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; cmp #21
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; bne guard_move_and_draw
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; lda #A_SHOOTING_UP
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; sta alien0_state
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; jmp guard_move_and_draw
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guard_move_and_draw:
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jsr move_alien
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jsr draw_alien
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done_cage_guard:
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;===============================
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; check keyboard
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lda KEYPRESS
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bpl cage_continue
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inc CAGE_AMPLITUDE
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lda CAGE_AMPLITUDE
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check_amp1:
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cmp #1
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bne check_amp2
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; lda #1 ; if amp=1, guard gets gun out
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sta alien0_gun
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jmp cage_continue
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check_amp2:
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cmp #2
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bne check_amp3
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; if amp=2, guard shouts
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jmp cage_continue
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check_amp3:
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cmp #3
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bne check_amp4 ; if amp=3, guard shoots
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check_amp4:
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cmp #4 ; if amp=4, cage falls
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bne cage_continue
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;===========================
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; Done with cage, enter jail
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bit KEYRESET ; clear keyboard
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rts
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cage_continue:
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bit KEYRESET ; clear keyboard
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne cage_frame_no_oflo
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inc FRAMEH
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cage_frame_no_oflo:
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;================
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; move cage
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lda FRAMEL ; slow down a bit
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and #$7
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bne no_move_cage
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lda CAGE_AMPLITUDE
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beq no_move_cage
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inc CAGE_OFFSET
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no_move_cage:
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;=====================
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; move cage guard
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lda FRAMEL ; slow down a bit
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and #$f
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bne no_move_cage_guard
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lda CAGE_GUARD
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cmp #15
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bcc guard_ch ; blt, 0..14
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jmp no_move_cage_guard ; 15+
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guard_ch:
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; CAGE_GUARD = 0..14
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inc CAGE_GUARD
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; jmp no_move_cage_guard
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guard_done_change:
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lda CAGE_GUARD
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cmp #15
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bne no_move_cage_guard
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; start patrol
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lda #1
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sta alien0_out
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lda #33
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sta alien0_x
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lda #30
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sta alien0_y
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lda #A_WALKING
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sta alien0_state
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lda #0
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sta alien0_gait
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lda #0
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sta alien0_direction
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inc CAGE_GUARD ; now 16
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no_move_cage_guard:
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;===========================
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; check if done this level
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lda GAME_OVER
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cmp #$ff
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beq done_cage
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; check if done this level
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; cmp #$2
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; bne not_to_right
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; exit to right
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; lda #0
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; sta PHYSICIST_X
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; sta WHICH_CAVE
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; jmp ootw_cavern
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;not_to_right:
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; cmp #$1
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; bne not_done_pool
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; lda #37
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; sta PHYSICIST_X
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; jmp ootw_rope
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; loop forever
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jmp cage_loop
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done_cage:
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rts
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cage_amp1_sprites:
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.word cage_center_sprite
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.word cage_right1_sprite
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.word cage_right1_sprite
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.word cage_right1_sprite
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.word cage_center_sprite
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.word cage_left1_sprite
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.word cage_left1_sprite
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.word cage_left1_sprite
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cage_amp2_sprites:
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.word cage_center_sprite
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.word cage_right1_sprite
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.word cage_right2_sprite
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.word cage_right1_sprite
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.word cage_center_sprite
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.word cage_left1_sprite
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.word cage_left2_sprite
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.word cage_left1_sprite
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cage_center_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$58,$A8,$98,$58,$A8,$A8,$58,$AA,$AA
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.byte $AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA,$AA
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.byte $AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA,$AA
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.byte $AA,$AA,$55,$AA,$00,$55,$07,$07,$55,$AA,$AA
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.byte $AA,$AA,$55,$AA,$44,$55,$00,$50,$55,$AA,$AA
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.byte $AA,$AA,$55,$AA,$44,$55,$05,$00,$55,$AA,$AA
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.byte $AA,$AA,$85,$8A,$87,$85,$80,$80,$85,$AA,$AA
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cage_right1_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$85,$8A,$8A,$8A,$AA
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.byte $AA,$AA,$AA,$58,$A8,$98,$55,$AA,$AA,$55,$AA
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.byte $AA,$AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA
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.byte $AA,$AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA
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.byte $AA,$AA,$AA,$55,$AA,$00,$55,$07,$57,$55,$AA
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.byte $AA,$AA,$AA,$55,$AA,$44,$55,$05,$50,$55,$AA
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.byte $AA,$AA,$AA,$55,$AA,$44,$55,$00,$00,$55,$AA
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.byte $AA,$AA,$AA,$85,$87,$87,$85,$80,$80,$55,$AA
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cage_right2_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$8A,$85,$A8,$5A,$AA
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.byte $AA,$AA,$AA,$AA,$58,$98,$55,$AA,$AA,$55,$AA
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.byte $AA,$AA,$AA,$AA,$55,$BB,$55,$AA,$AA,$55,$AA
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.byte $AA,$AA,$AA,$AA,$55,$00,$55,$77,$77,$55,$AA
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.byte $AA,$AA,$AA,$AA,$55,$00,$55,$07,$57,$58,$5A
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.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$50,$00,$55
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.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$00,$80,$85
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.byte $AA,$AA,$AA,$AA,$AA,$85,$87,$A8,$A8,$AA,$AA
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cage_left1_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$8A,$8A,$8A,$85,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$55,$AA,$B9,$55,$A8,$A8,$58,$AA,$AA,$AA
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.byte $AA,$55,$BA,$0B,$55,$AA,$AA,$55,$AA,$AA,$AA
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.byte $AA,$55,$AA,$00,$55,$7A,$7A,$55,$AA,$AA,$AA
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.byte $AA,$55,$AA,$40,$55,$77,$77,$55,$AA,$AA,$AA
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.byte $AA,$55,$AA,$44,$55,$00,$00,$55,$AA,$AA,$AA
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.byte $AA,$55,$AA,$74,$55,$00,$05,$55,$AA,$AA,$AA
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.byte $AA,$A8,$A8,$A8,$A8,$80,$80,$85,$AA,$AA,$AA
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cage_left2_sprite:
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.byte 11,11
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.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$58,$A8,$85,$8A,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$55,$AA,$B9,$55,$A8,$58,$AA,$AA,$AA,$AA
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.byte $AA,$55,$BA,$0B,$55,$AA,$55,$AA,$AA,$AA,$AA
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.byte $AA,$55,$AA,$00,$55,$7A,$55,$AA,$AA,$AA,$AA
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.byte $5A,$A5,$4A,$40,$55,$77,$55,$AA,$AA,$AA,$AA
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.byte $55,$AA,$44,$55,$55,$55,$AA,$AA,$AA,$AA,$AA
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.byte $85,$8A,$74,$55,$00,$55,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$A8,$A8,$80,$85,$AA,$AA,$AA,$AA,$AA
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changing_guard_sprites:
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.word changing_guard1_sprite ; 0
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.word changing_guard2_sprite ; 1
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.word changing_guard3_sprite ; 2
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.word changing_guard4_sprite ; 3
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.word changing_guard5_sprite ; 4
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.word changing_guard6_sprite ; 5
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.word changing_guard7_sprite ; 6
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.word changing_guard8_sprite ; 7
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.word changing_guard9_sprite ; 8
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.word changing_guard10_sprite ; 9
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.word changing_guard11_sprite ; 10
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.word changing_guard11_sprite ; 11
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.word changing_guard11_sprite ; 12
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.word changing_guard12_sprite ; 13
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.word changing_guard13_sprite ; 14
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changing_guard1_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$AA
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.byte $AA,$00,$00,$0A
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.byte $0A,$00,$00,$00
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.byte $A0,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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changing_guard2_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$0A
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.byte $00,$00,$00,$00
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.byte $A0,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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changing_guard3_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$00
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.byte $00,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$AA,$00,$00
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.byte $AA,$0A,$00,$00
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changing_guard4_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$AA
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.byte $AA,$00,$00,$00
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.byte $00,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$A0,$00,$00
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.byte $AA,$AA,$00,$00
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.byte $AA,$AA,$07,$05
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.byte $AA,$0A,$00,$00
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changing_guard5_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$AA
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.byte $AA,$00,$00,$00
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.byte $0A,$00,$00,$00
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.byte $00,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $AA,$A0,$00,$50
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.byte $AA,$AA,$07,$05
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.byte $AA,$0A,$00,$00
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changing_guard6_sprite:
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.byte 4,9
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$AA
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.byte $AA,$00,$00,$00
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.byte $AA,$00,$00,$00
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.byte $00,$00,$00,$00
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.byte $00,$00,$70,$50
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.byte $00,$AA,$77,$55
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.byte $A0,$AA,$07,$05
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.byte $AA,$0A,$00,$00
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changing_guard7_sprite:
|
|
.byte 4,9
|
|
.byte $AA,$AA,$AA,$AA
|
|
.byte $AA,$77,$75,$AA
|
|
.byte $0A,$07,$00,$00
|
|
.byte $00,$50,$00,$00
|
|
.byte $00,$00,$00,$00
|
|
.byte $00,$00,$70,$50
|
|
.byte $00,$AA,$77,$55
|
|
.byte $A0,$AA,$07,$05
|
|
.byte $AA,$0A,$00,$00
|
|
|
|
changing_guard8_sprite:
|
|
.byte 4,9
|
|
.byte $AA,$AA,$AA,$AA
|
|
.byte $AA,$77,$75,$AA
|
|
.byte $AA,$A7,$00,$00
|
|
.byte $00,$50,$00,$00
|
|
.byte $00,$00,$00,$00
|
|
.byte $00,$00,$70,$50
|
|
.byte $00,$A0,$77,$55
|
|
.byte $00,$AA,$07,$05
|
|
.byte $AA,$0A,$00,$00
|
|
|
|
changing_guard9_sprite:
|
|
.byte 4,9
|
|
.byte $AA,$AA,$AA,$AA
|
|
.byte $AA,$77,$77,$AA
|
|
.byte $0A,$00,$00,$0A
|
|
.byte $70,$00,$00,$50
|
|
.byte $77,$00,$00,$55
|
|
.byte $A7,$00,$00,$A5
|
|
.byte $7A,$A0,$A0,$5A
|
|
.byte $07,$AA,$AA,$05
|
|
.byte $00,$AA,$AA,$00
|
|
|
|
changing_guard10_sprite:
|
|
.byte 4,9
|
|
.byte $22,$A2,$A2,$22
|
|
.byte $22,$77,$77,$22
|
|
.byte $02,$00,$00,$02
|
|
.byte $70,$00,$00,$50
|
|
.byte $77,$00,$00,$55
|
|
.byte $A7,$00,$00,$A5
|
|
.byte $7A,$A0,$00,$5A
|
|
.byte $07,$AA,$A0,$05
|
|
.byte $00,$AA,$AA,$00
|
|
|
|
changing_guard11_sprite:
|
|
.byte 4,9
|
|
.byte $22,$02,$02,$22
|
|
.byte $22,$77,$77,$22
|
|
.byte $02,$00,$00,$02
|
|
.byte $70,$00,$00,$50
|
|
.byte $77,$00,$00,$55
|
|
.byte $A7,$00,$00,$AA
|
|
.byte $7A,$A0,$A0,$5A
|
|
.byte $07,$AA,$AA,$05
|
|
.byte $00,$AA,$AA,$00
|
|
|
|
changing_guard12_sprite:
|
|
.byte 4,9
|
|
.byte $22,$A2,$A2,$22
|
|
.byte $72,$57,$75,$22
|
|
.byte $77,$07,$00,$A2
|
|
.byte $AA,$77,$00,$AA
|
|
.byte $AA,$77,$10,$AA
|
|
.byte $AA,$00,$00,$AA
|
|
.byte $AA,$77,$A0,$55
|
|
.byte $AA,$07,$AA,$05
|
|
.byte $0A,$00,$0A,$00
|
|
|
|
changing_guard13_sprite:
|
|
.byte 4,9
|
|
.byte $22,$A2,$A2,$22
|
|
.byte $72,$57,$75,$22
|
|
.byte $77,$07,$00,$A2
|
|
.byte $AA,$00,$77,$AA
|
|
.byte $AA,$77,$10,$AA
|
|
.byte $AA,$00,$00,$AA
|
|
.byte $AA,$77,$A0,$55
|
|
.byte $AA,$07,$AA,$05
|
|
.byte $0A,$00,$0A,$00
|
|
|
|
|
|
|
|
|