dos33fsprogs/games/ootw/ootw_c3_vent.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

955 lines
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ArmAsm

; Ootw Checkpoint3 -- Rolling around the vents
ootw_vent:
;==============================
; init
lda #0
sta GAIT
sta VENT_DEATH
sta VENT_END_COUNT
; init the steam puffs
sta steam1_state
sta steam2_state
sta steam3_state
; steam4 is out of phase
lda #32
sta steam4_state
lda #17
sta PHYSICIST_X
; fall into level
lda #1
sta FALLING
lda #250
sta PHYSICIST_Y
lda #2
sta FALLING_Y
;===========================
; Setup and clear pages
lda #4
sta DRAW_PAGE
jsr clear_all
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
bit PAGE1
;============================
; load background
lda #>(vent_rle)
sta GBASH
lda #<(vent_rle)
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr ; tail call
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
; Vent Loop
;============================
vent_loop:
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
;===============================
; check keyboard
;===============================
lda FALLING
bne vent_done_keyboard ; can't move if falling
lda VENT_DEATH
bne vent_done_keyboard ; can't move if dead
lda KEYPRESS
bpl vent_done_keyboard
cmp #27+$80
beq vent_escape
cmp #'A'+$80
beq vent_left_pressed
cmp #8+$80
beq vent_left_pressed
cmp #'D'+$80
beq vent_right_pressed
cmp #$15+$80
beq vent_right_pressed
jmp vent_done_keyboard
vent_escape:
lda #$ff
sta GAME_OVER
bne vent_done_keyboard ; bra
vent_left_pressed:
dec PHYSICIST_X
dec GAIT
dec GAIT
jmp vent_adjust_gait
vent_right_pressed:
inc PHYSICIST_X
inc GAIT
inc GAIT
vent_adjust_gait:
lda GAIT
and #$7
sta GAIT
vent_done_keyboard:
bit KEYRESET
;=======================
; bounds_check and slope
; 42, can't go less than 10
; 42, cant go more than 38
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #42
bne not_life_universe_everything
vent_bounds_check_left:
cpx #(5-2)
bcs vent_bounds_check_right
lda #5
sta PHYSICIST_X
jmp done_vent_bounds
vent_bounds_check_right:
cpx #(38-2)
bcc done_vent_bounds
lda #35
sta PHYSICIST_X
jmp done_vent_bounds
not_life_universe_everything:
; 11 -> if (y==11) and (x>5) y=12
; 12 -> if (y==12) and (x>11) y=13
; if (y==12) and (x<6) y=11
; 13 -> if (y==13) and (x>15) y=14
; if (y==13) and (x<10) y=12
; 14 -> if (y==14) and (x<16) y=13
cmp #11
bne check_12
cpx #(2-2)
bpl check_11_right
lda #(2-2)
sta PHYSICIST_X
jmp done_vent_bounds
check_11_right:
cpx #(5-2)
bcs vent_inc_y ; bge
bcc done_vent_bounds
check_12:
cmp #12
bne check_13
cpx #(11-2)
bcs vent_inc_y ; bge
cpx #(5-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_13:
cmp #13
bne check_14
cpx #(15-2)
bcs vent_inc_y ; bge
cpx #(10-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
check_14:
cmp #14
bne done_vent_bounds
cpx #(14-2)
bcc vent_dec_y ; blt
bcs done_vent_bounds ; bra
vent_inc_y:
inc PHYSICIST_Y
jmp done_vent_bounds
vent_dec_y:
dec PHYSICIST_Y
done_vent_bounds:
;==================
; check if falling
;==================
lda FALLING
bne done_vent_checky ; don't check if allready falling
ldx PHYSICIST_X
lda PHYSICIST_Y
cmp #2
beq vent_y2
cmp #14
beq vent_y14
cmp #22
beq vent_y22
cmp #32
beq vent_y32
cmp #42
beq vent_y42
jmp done_vent_checky
; y=2 -> 2+3, 37+38
vent_y2:
ldy #11
cpx #(4-2)
bcc vent_falling ; blt
ldy #40
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=14 -> 20+21
vent_y14:
ldy #22
cpx #(20-2)
beq vent_falling
cpx #(21-2)
beq vent_falling
jmp done_vent_checky
jmp done_vent_checky
; y=22 -> 5+6 , 30+31
vent_y22:
ldy #40
cpx #(7-2)
bcc vent_falling ; blt
ldy #32
cpx #(30-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=32 -> 16+17, 37+38
vent_y32:
ldy #42
cpx #(18-2)
bcc vent_falling ; blt
cpx #(37-2)
bcs vent_falling ; bge
jmp done_vent_checky
; y=42 -> 21+22
vent_y42:
ldy #50
cpx #(21-2)
beq vent_falling
cpx #(22-2)
beq vent_falling
bne done_vent_checky ; bra
vent_falling:
lda #1
sta FALLING
sty FALLING_Y
sta GAIT
done_vent_checky:
;==================
; fall if falling
;==================
lda FALLING
beq done_falling
inc PHYSICIST_Y
lda PHYSICIST_Y
cmp FALLING_Y
bne done_falling
; hit the ground, see if dead
dec FALLING
; there are a few ways to do this, cheating and hard-coding
; the two long shafts
lda PHYSICIST_X
cmp #(37-2) ; longest fall
beq fall_death
cmp #(6-2) ; medium fall
beq fall_death
bne done_falling
fall_death:
; only die if fall is far enough?
; problem is two entrances to long shaft
lda GAIT
cmp #18
bcc done_falling ; blt
lda #1
sta VENT_DEATH
lda #0
sta GAIT
done_falling:
;================
; draw physicist
;================
lda FALLING
bne draw_falling
lda VENT_DEATH
beq draw_rolling
cmp #1
beq draw_fell
bne draw_poisoned
; falling
draw_falling:
lda GAIT
cmp #31
bcs no_inc_falling
inc GAIT
no_inc_falling:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
lda GAIT
lsr
lsr
and #$fe
tay
lda rolling_fall_progression,Y
sta INL
lda rolling_fall_progression+1,Y
jmp actually_draw
; dead/fell
draw_fell:
lda GAIT
cmp #10
bcs draw_fell_stop ; bge
inc GAIT
draw_fell_stop:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
lda GAIT
lsr
and #$fe
tay
lda rolling_splat_progression,Y
sta INL
lda rolling_splat_progression+1,Y
jmp actually_draw
; dead/poisoned
draw_poisoned:
lda GAIT
cmp #23
bcs no_inc_poison
inc GAIT
no_inc_poison:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe
sta YPOS
lda GAIT
lsr
lsr
and #$fe
tay
lda rolling_poison_progression,Y
sta INL
lda rolling_poison_progression+1,Y
jmp actually_draw
; rolling
draw_rolling:
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
and #$fe ; FIXME
sta YPOS
lda GAIT
and #$fe
tay
lda rolling_progression,Y
sta INL
lda rolling_progression+1,Y
actually_draw:
sta INH
jsr put_sprite_crop
;================================
; draw background action (steam)
;================================
jsr handle_steam
;========================
; only show small window
;========================
jsr only_show_window
;===============
; page flip
;===============
jsr page_flip
;================
; inc frame count
;================
inc FRAMEL
bne vent_frame_no_oflo
inc FRAMEH
vent_frame_no_oflo:
lda VENT_DEATH
beq no_death_count
inc VENT_END_COUNT
no_death_count:
;==========================
; check if steamed
;==========================
jsr steam_collide
;==========================
; check if done this level
;==========================
; first see if at end
lda PHYSICIST_Y
cmp #50
bcc done_check_bottom ; blt
bmi done_check_bottom ; don't trigger if falling into level
; we fell out the vent at the bottom!
lda #$4
sta GAME_OVER
rts
done_check_bottom:
; check if death timeout
lda VENT_END_COUNT
cmp #$A0
bcc not_dead ; lt
lda #$ff
sta GAME_OVER
not_dead:
lda GAME_OVER
beq still_in_vent
cmp #$ff ; if $ff, we died
beq done_vent
; loop forever
still_in_vent:
lda #0
sta GAME_OVER
jmp vent_loop
done_vent:
rts
puff_start_progression:
.word puff_sprite_start1
.word puff_sprite_start2
puff_cycle_progression:
.word puff_sprite_cycle1
.word puff_sprite_cycle2
.word puff_sprite_cycle3
.word puff_sprite_cycle4
puff_end_progression:
.word puff_sprite_end1
.word puff_sprite_end2
puff_sprite_start1:
.byte 3,2
.byte $AA,$A5,$AA
.byte $AA,$AA,$AA
puff_sprite_start2:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$AA,$AA
puff_sprite_cycle1:
.byte 3,2
.byte $AA,$55,$AA
.byte $AA,$A5,$AA
puff_sprite_cycle2:
.byte 3,2
.byte $AA,$55,$AA
.byte $A5,$A5,$A5
puff_sprite_cycle3:
.byte 3,2
.byte $5A,$55,$5A
.byte $A5,$A5,$A5
puff_sprite_cycle4:
.byte 3,2
.byte $A5,$55,$A5
.byte $A5,$A5,$A5
puff_sprite_end1:
.byte 3,2
.byte $AA,$AA,$AA
.byte $A5,$AA,$5A
puff_sprite_end2:
.byte 3,2
.byte $A5,$AA,$A5
.byte $AA,$AA,$AA
steam_state:
steam1_state: .byte $0
steam2_state: .byte $0
steam3_state: .byte $0
steam4_state: .byte $0
steam_max:
steam1_max: .byte 176
steam2_max: .byte 128
steam3_max: .byte 64
steam4_max: .byte 64
steam_x:
steam1_x: .byte 13-1
steam2_x: .byte 10-1
steam3_x: .byte 18-1
steam4_x: .byte 23-1
steam_y:
steam1_y: .byte 2
steam2_y: .byte 12
steam3_y: .byte 22
steam4_y: .byte 22
;===============================
; steam#1 (top) -- 5s on, 2s off
; 0-3 -- start
; 4-128 -- on
; 128-132 -- stop
; 132 - 176 -- off
; steam#2 (slope) -- 1s on, 3s off
; 0-3 -- start
; 4 - 32 on
; 32 - 36 stop
; 36 - 128 off
; steam#3/#4 -- 1s on / 1s off (alternate)
; 0-3 -- start 0-3 -- start
; 4-32 -- on 4-32 -- on
; 32-36 -- stop 32-36 -- stop
; 36-64 -- off 36-64 -- off
steam_stop:
steam1_stop: .byte 128
steam2_stop: .byte 32
steam3_stop: .byte 32
steam4_stop: .byte 32
steam_off:
steam1_off: .byte 132
steam2_off: .byte 36
steam3_off: .byte 36
steam4_off: .byte 36
steam_on:
steam1_on: .byte 0
steam2_on: .byte 0
steam3_on: .byte 0
steam4_on: .byte 0
;==============================
; handle steam
;==============================
handle_steam:
; increment steam states
lda FRAMEL
and #$1
bne no_inc_steam
ldx #3
inc_steam_loop:
inc steam_state,X
lda steam_state,X
cmp steam_max,X
bcc no_clear_steam
lda #0
sta steam_state,X
no_clear_steam:
dex
bpl inc_steam_loop
no_inc_steam:
ldx #3
steam_draw_loop:
txa
pha
lda steam_x,X
sta XPOS
lda steam_y,X
sta YPOS
lda steam_state,X
cmp steam_off,X
bcs draw_steam_off ; bge
cmp #4 ; always 4
bcc draw_steam_start ; blt
cmp steam_stop,X
bcs draw_steam_stop ; bge
jmp draw_steam_on
;========================
; draw_steam:
draw_steam_start:
and #$2
tay
lda puff_start_progression,Y
sta INL
lda puff_start_progression+1,Y
jmp steam_draw
draw_steam_on:
and #$6
tay
lda #1
sta steam_on,X
lda puff_cycle_progression,Y
sta INL
lda puff_cycle_progression+1,Y
jmp steam_draw
draw_steam_stop:
and #$2
tay
lda puff_end_progression,Y
sta INL
lda puff_end_progression+1,Y
; fallthrough
steam_draw:
sta INH
jsr put_sprite
jmp steam_done
draw_steam_off:
lda #0
sta steam_on,X
steam_done:
pla
tax
dex
bpl steam_draw_loop
rts
;==============================
; steam_collide
;==============================
steam_collide:
lda VENT_DEATH ; only die if still alive
bne not_steamed
ldx #3
steam_collide_loop:
lda steam_on,X ; skip if no steam out
beq steam_loop_continue
lda PHYSICIST_Y
cmp steam_y,X
bne steam_loop_continue
; collide if
; =
; 0UUU physicist+3=X
; 0UUU physicist+2=X
; 0UUU physicist+1=X
clc
lda PHYSICIST_X
adc #1
cmp steam_x,X
beq steamed
adc #1
cmp steam_x,X
beq steamed
adc #1
cmp steam_x,X
beq steamed
steam_loop_continue:
dex
bpl steam_collide_loop
not_steamed:
rts
steamed:
lda #2
sta VENT_DEATH
lda #0
sta GAIT
rts
;=================================
; only show window
;=================================
only_show_window:
ldy #0
window_loop:
lda gr_offsets,Y
sta window_left_loop_smc+1
sta window_right_loop_smc+1
sta window_all_loop_smc+1
lda gr_offsets+1,Y
clc
adc DRAW_PAGE
sta window_left_loop_smc+2
sta window_right_loop_smc+2
sta window_all_loop_smc+2
lda PHYSICIST_Y
and #$FE
sec
sbc #2
bpl window_positive
lda #0 ; start at 0 if negative
; fix prob when dropping in
window_positive:
sta TEMPY
cpy TEMPY
bcc clear_all_line ; blt
clc
adc #10
sta TEMPY
cpy TEMPY
bcs clear_all_line
jmp clear_with_window
clear_all_line:
ldx #39
lda #0
window_inner_all_loop:
window_all_loop_smc:
sta $400,X
dex
bpl window_inner_all_loop
jmp window_continue
clear_with_window:
;===================
; clear to the left
lda PHYSICIST_X
sec
sbc #5
bpl window_left_limit
lda #0
window_left_limit:
tax
lda #0
window_inner_left_loop:
window_left_loop_smc:
sta $400,X
dex
bpl window_inner_left_loop
; clear to the right
lda PHYSICIST_X
clc
adc #8
cmp #39
bcs skip_window_right
tax
lda #0
window_inner_right_loop:
window_right_loop_smc:
sta $400,X
inx
cpx #40
bne window_inner_right_loop
skip_window_right:
window_continue:
iny
iny
cpy #48
bne window_loop
rts