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

1295 lines
28 KiB
ArmAsm

; The interminable sub puzzle
; "We all live in a ramming submarine.." -- K. Boykin
; by deater (Vince Weaver) <vince@deater.net>
;===========================
; open door of sub (outside)
;===========================
sub_selena_open:
lda #SUB_CLOSE_OPEN
sta LOCATION
jmp change_location
;============================
; close door of sub (outside)
;============================
sub_selena_close:
lda #SUB_CLOSE
sta LOCATION
jmp change_location
;===============================
; open door of sub (from inside)
;===============================
sub_door_selena_open:
lda #SUB_INSIDE_BACK_OPEN
sta LOCATION
jmp change_location
;================================
; close door of sub (from inside)
;================================
sub_door_close:
lda #SUB_INSIDE_BACK
sta LOCATION
jmp change_location
;=====================
; sub controls
;=====================
;======================
; sub turn right
;======================
sub_turn_right:
jsr click_speaker
inc SUB_DIRECTION
lda SUB_DIRECTION
cmp #8
bne no_turn_right_oflo
lda #0
sta SUB_DIRECTION
no_turn_right_oflo:
lda #SUB_ROTATE_RIGHT_PATH_PATH
sta ANIMATE_FRAME
jmp start_animating
;======================
; sub turn left
;======================
sub_turn_left:
jsr click_speaker
dec SUB_DIRECTION
lda SUB_DIRECTION
bpl no_turn_left_oflo
lda #7
sta SUB_DIRECTION
no_turn_left_oflo:
lda #SUB_ROTATE_LEFT_PATH_PATH
sta ANIMATE_FRAME
jmp start_animating
start_animating:
; clear frame count
lda #00
sta FRAMEL
; disable controls
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location9,Y ; SUB_INSIDE_FRONT_MOVING
rts
;===============================
; sub controls moving
;===============================
sub_controls_moving:
lda CURSOR_X
cmp #11
bcc sub_button_pressed
lda CURSOR_Y
cmp #30
bcc sub_forward_pressed ; blt
cmp #34
bcs sub_backtrack_pressed
lda CURSOR_X
cmp #18
bcc sub_turn_left
bcs sub_turn_right
sub_button_pressed:
; prints/plays noise again?
; not necessary for us?
done_sub_controls_moving:
rts
sub_forward_pressed:
jsr click_speaker
jsr sub_point_to_struct
ldy SUB_DIRECTION
lda (INL),Y
bmi cant_get_there_from_here
; update to new location
sta SUB_LOCATION
cmp #15
bne done_forwarding
jmp sub_now_at_book
done_forwarding:
lda #SUB_MOVE_FORWARD_PATH_PATH
sta ANIMATE_FRAME
jmp start_animating
cant_get_there_from_here:
jsr short_beep
rts
; current dest
; 0 1 2 3 4 5 6 7
;0 N R R R R L L L
;1 L N R R R R L L
;2 L L N R R R R L
;3 L L L N R R R R
;4 R L L L N R R R
;5 R R L L L N R R
;6 R R R L L L N R
;7 R R R R L L L N
; 0 1 2 3 4 5 6 7
;0 7 6 5 4 3 *2 *1 *0
;1 *8 7 6 5 4 3 *2 *1
;2 *9 *8 7 6 5 4 3 *2
;3 *10 *9 *8 7 6 5 4 3
;4 11 *10 *9 *8 7 6 5 4
;5 12 11 *10 *9 *8 7 6 5
;6 13 12 11 *10 *9 *8 7 6
;7 14 13 12 11 *10 *9 *8 7
; current-dest+7
; current-dest
; <0 0 >0
; if <-3 R, else L if >4 R, else L
sub_backtrack_pressed:
jsr click_speaker
jsr sub_point_to_struct
ldy #BACKTRACK_DIR_OFFSET
lda (INL),Y
sta temp_direction
lda SUB_DIRECTION
sec
sbc temp_direction
beq proper_angle_now_go_back
bpl its_positive
its_negative:
cmp #$fd ; -3
bcc setup_decrement ; if <-3 then turn left
bcs setup_increment ; if >= -3 then turn right
its_positive:
cmp #4
bcc setup_decrement ; if < 4 then turn left
bcs setup_increment ; if >=4 then turn right
setup_decrement:
lda #SUB_ROTATE_LEFT_PATH_PATH
sta animation_smc+1
; C6=dec
lda #$C6
bne do_the_smc
setup_increment:
lda #SUB_ROTATE_RIGHT_PATH_PATH
sta animation_smc+1
; E6=inc
lda #$E6
do_the_smc:
sta inc_dec_smc
backtrack_rotate_loop:
lda temp_direction
cmp SUB_DIRECTION
beq proper_angle_now_go_back
animation_smc:
lda #SUB_ROTATE_RIGHT_PATH_PATH
sta ANIMATE_FRAME
jsr start_animating
; not the proper angle, so rotate until we are
backup_draw_loop:
jsr gr_copy_to_current
jsr draw_sub
jsr page_flip
inc FRAMEL
lda ANIMATE_FRAME
bne backup_draw_loop
inc_dec_smc:
inc SUB_DIRECTION
lda SUB_DIRECTION
and #$7
sta SUB_DIRECTION
jmp backtrack_rotate_loop
proper_angle_now_go_back:
jsr sub_point_to_struct
ldy #BACKTRACK_OFFSET
lda (INL),Y
sta SUB_LOCATION
bne done_backtracking
; if 0, back at selena side
jmp sub_back_to_selena
done_backtracking:
lda #SUB_MOVE_BACKWARD_PATH_PATH
sta ANIMATE_FRAME
jmp start_animating
temp_direction:
.byte $0
;==============================
; helper to point to proper sub struct
sub_point_to_struct:
lda SUB_LOCATION
asl
tay
lda sub_locations,Y
sta INL
lda sub_locations+1,Y
sta INH
rts
;===========================================
; in selena, pressed forward -- toward_book
sub_controls_move_toward_book:
; Enter the maze
lda #1
sta SUB_LOCATION
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jsr change_location
lda #SUB_DOWN_FROM_SELENA
sta ANIMATE_FRAME
jmp start_animating
;====================
; toward_selena
sub_controls_move_toward_selena:
; disable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location6,Y ; SUB_INSIDE_BACK
; change so we use split mode when looking E
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E|DIRECTION_SPLIT
sta location6,Y ; SUB INSIDE_BACK
; any controls take us to moving
sta DIRECTION
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_MOVING
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
lda #SUB_INSIDE_FRONT_MOVING
sta LOCATION
jmp change_location
;===============================
; sub controls arrival at destination
;===============================
sub_back_to_selena:
;==============
; back at selena
; re-enable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location6,Y ; SUB_INSIDE_BACK
; change so we use normal (not split) mode when looking forward
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E
sta location6,Y ; SUB INSIDE_BACK
sta DIRECTION
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_CLOSE_OPEN
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_N
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_SELENA
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_selena_s_lzsa
sta location7,Y
lda #>inside_sub_back_selena_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
; lda #SUB_INSIDE_FRONT_SELENA
; sta LOCATION
; jsr change_location
lda #SUB_UP_TO_SELENA
sta ANIMATE_FRAME
jmp start_animating
;==============
; now at book
sub_now_at_book:
; re-enable exit button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location6,Y ; SUB_INSIDE_BACK
; change so we use normal (not split) mode when looking forward
ldy #LOCATION_EAST_EXIT_DIR
lda #DIRECTION_E
sta location6,Y ; SUB INSIDE_BACK
sta DIRECTION
; change destination of open door
ldy #LOCATION_SOUTH_EXIT
lda #SUB_OUTSIDE_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
ldy #LOCATION_SOUTH_EXIT_DIR
lda #DIRECTION_S
sta location7,Y ; SUB_INSIDE_BACK_OPEN
; change destination of front of sub
ldy #LOCATION_EAST_EXIT
lda #SUB_INSIDE_FRONT_BOOK
sta location7,Y ; SUB_INSIDE_BACK_OPEN
sta location6,Y ; SUN_INSIDE_BACK
; change background of open door
ldy #LOCATION_SOUTH_BG
lda #<inside_sub_back_book_s_lzsa
sta location7,Y
lda #>inside_sub_back_book_s_lzsa
sta location7+1,Y ; SUB_INSIDE_BACK_OPEN
lda #SUB_TO_BOOKROOM
sta ANIMATE_FRAME
jmp start_animating
; further research shows that the re-use of directions in mechanical
; was sort of co-incidental and they always intended for the sub
; puzzle to be stand-alone
;
; 1 2 3
;123456789012345678901234567890123456789
; FOR THE SAKE OF ARGUMENT IMAGINE YOU
; JUST SPENT 45 MINUTES NAVIGATING AN
; OBSCURE MAZE BASED ON A CLUE YOU WERE
; SUPPOSED TO NOTICE IN MECHANICAL AGE
; sub solution
; N, W, N, E, E
; S, S, W, SW, W
; NW, NE, N, SE
; N -- PLINK
; S -- BONK
; E -- PWING
; W -- BREETT
; forward goes forward
; backtrack takes you to previous location?
; presumably backwards in the tree (not a stack)
; 37 locations in maze?
; red button plays noise again
; red barrier if you can't go a direction, plays burrrrrrrrr
; noise if you can't go
; if at dead end, plays no noise at all
; some paths take you to a direction not the one you left in
; let's not do that to keep things simple
; buttons dark if can't press them
NOISE_NONE = $00
NOISE_N = $01
NOISE_NE = $02
NOISE_E = $03
NOISE_SE = $04
NOISE_S = $05
NOISE_SW = $06
NOISE_W = $07
NOISE_NW = $08
sub_noises:
.word sub_noise_none
.word sub_noise_n,sub_noise_ne,sub_noise_e,sub_noise_se
.word sub_noise_s,sub_noise_sw,sub_noise_w,sub_noise_nw
sub_noise_none:
.byte 15,22," ",0
sub_noise_n:
.byte 15,22," PLINK ",0
sub_noise_ne:
.byte 15,22,"PLINK-PWING",0
sub_noise_e:
.byte 15,22," PWING ",0
sub_noise_se:
.byte 15,22," BONK-PWING",0
sub_noise_s:
.byte 15,22," BONK ",0
sub_noise_sw:
.byte 15,22," BONK-BREET",0
sub_noise_w:
.byte 15,22," BREET ",0
sub_noise_nw:
.byte 15,22,"PLINK-BREET",0
BT_N = $00
BT_NE = $01
BT_E = $02
BT_SE = $03
BT_S = $04
BT_SW = $05
BT_W = $06
BT_NW = $07
; each location
; 8 exits, 1 sound, 1 backtrack
; 39 locations = 390 bytes???
;
sub_locations:
.word sub_loc0, sub_loc1, sub_loc2, sub_loc3, sub_loc4, sub_loc5
.word sub_loc6, sub_loc7, sub_loc8, sub_loc9, sub_loc10,sub_loc11
.word sub_loc12,sub_loc13,sub_loc14,sub_loc15,sub_loc16,sub_loc17
.word sub_loc18,sub_loc19,sub_loc20,sub_loc21,sub_loc22,sub_loc23
.word sub_loc24,sub_loc25,sub_loc26,sub_loc27,sub_loc28,sub_loc29
.word sub_loc30,sub_loc31,sub_loc32,sub_loc33,sub_loc34,sub_loc35
.word sub_loc36,sub_loc37
BACKTRACK_OFFSET = 8
BACKTRACK_DIR_OFFSET = 9
NOISE_OFFSET = 10
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc0: ; entrance
.byte 1,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0,BT_N, NOISE_NONE
sub_loc1: ; N(loc2) [backtrack takes us to entrance] [N ]
.byte 2,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 0,BT_N, NOISE_N
sub_loc2: ; W(loc3) S(loc1) [W ]
.byte $FF,$FF,$FF,$FF, 1,$FF, 3,$FF, 1,BT_N, NOISE_W
sub_loc3: ; N(loc4) E(loc2) [N ]
.byte 4,$FF, 2,$FF, $FF,$FF,$FF,$FF, 2,BT_W, NOISE_N
sub_loc4: ; E(loc5) S(loc3) N(loc16) [E ]
.byte 16,$FF, 5,$FF, 3,$FF,$FF,$FF, 3,BT_N, NOISE_E
sub_loc5: ; E(loc6) W(loc4) N(loc17) [E ]
.byte 17,$FF, 6,$FF, $FF,$FF, 4,$FF, 4,BT_E, NOISE_E
sub_loc6: ; S(loc7) W(loc5) NE(loc18) [S bonk]
.byte $FF, 18,$FF,$FF, 7,$FF, 5,$FF, 5,BT_E, NOISE_S
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc7: ; S(loc8) N(loc6) E(loc20) [S bonk]
.byte 6,$FF, 20,$FF, 8,$FF,$FF,$FF, 6,BT_S, NOISE_S
sub_loc8: ; W(loc9) N(loc7) SE(loc22) [W]
.byte 7,$FF,$FF, 22, $FF,$FF, 9,$FF, 7,BT_S, NOISE_W
sub_loc9: ; SW(loc10) N(loc8) [SW]
.byte 8,$FF,$FF,$FF, $FF, 10,$FF,$FF, 8,BT_W, NOISE_SW
sub_loc10: ; W(loc11) NE(loc9) E(loc25) S(loc26) [W]
.byte $FF, 9, 25,$FF, 26,$FF, 11,$FF, 9,BT_SW, NOISE_W
sub_loc11: ; NW(loc12) E(loc10) S(loc27) SW(loc29) [NW]
.byte $FF,$FF, 10,$FF, 27,$FF,$FF, 12, 10,BT_W, NOISE_NW
sub_loc12: ; NE(loc13) SE(loc11) W(loc32) [NE]
.byte $FF, 13,$FF, 11, $FF,$FF, 32,$FF, 11,BT_NW, NOISE_NE
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc13: ; N(loc14) SW(loc12) NW(loc35) [N]
.byte 14,$FF,$FF,$FF, $FF, 12,$FF, 35, 12,BT_NE, NOISE_N
sub_loc14: ; SE(loc15) S(loc13) [SE]
.byte $FF,$FF,$FF, 15, 13,$FF,$FF,$FF, 13,BT_N, NOISE_SE
sub_loc15: ; exit
.byte $FF,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 14,BT_SE, NOISE_NONE
sub_loc16: ; S(loc4) [ no noise ]
.byte $FF,$FF,$FF,$FF, 4,$FF,$FF,$FF, 4,BT_N, NOISE_NONE
sub_loc17: ; S(loc5) [ no noise ]
.byte $FF,$FF,$FF,$FF, 5,$FF,$FF,$FF, 5,BT_N, NOISE_NONE
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc18: ; SE[SW](loc6) N (loc19) [N plink]
.byte 19,$FF,$FF, 6, $FF,$FF,$FF,$FF, 6,BT_SW, NOISE_N
sub_loc19: ; S(loc18) [ no noise]
.byte $FF,$FF,$FF,$FF, 18,$FF,$FF,$FF, 18,BT_N, NOISE_NONE
sub_loc20: ; W(loc7) SW(loc21) [SW]
.byte $FF,$FF,$FF,$FF, $FF, 21, 7,$FF, 7,BT_E, NOISE_SW
sub_loc21: ; NE(loc20) [ no noise ]
.byte $FF, 20,$FF,$FF, $FF,$FF,$FF,$FF, 20,BT_SW, NOISE_NONE
sub_loc22: ; NW(loc8) SW(loc24) N(loc23) [SW]
.byte 23,$FF,$FF,$FF, $FF, 24,$FF, 8, 8,BT_SE, NOISE_SW
sub_loc23: ; S(loc22) [ no noise ]
.byte $FF,$FF,$FF,$FF, 22,$FF,$FF,$FF, 22,BT_N, NOISE_NONE
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc24: ; NE(loc22) [ no noise ]
.byte $FF, 22,$FF,$FF, $FF,$FF,$FF,$FF, 22,BT_SW, NOISE_NONE
sub_loc25: ; W(loc10) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF, 10,$FF, 10,BT_E, NOISE_NONE
sub_loc26: ; N(loc10) [ no noise ]
.byte 10,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 10,BT_S, NOISE_NONE
sub_loc27: ; N(loc11) S(loc28) [S]
.byte 11,$FF,$FF,$FF, 28,$FF,$FF,$FF, 11,BT_S, NOISE_S
sub_loc28: ; W(loc27) [ no noise ]
.byte $FF,$FF,$FF,$FF, $FF,$FF, 27,$FF, 27,BT_E, NOISE_NONE
sub_loc29: ; NE(loc11) S(loc30) W(loc31) [S]
.byte $FF, 11,$FF,$FF, 30,$FF, 31,$FF, 11,BT_SW, NOISE_S
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc30: ; N(loc29) [ no noise ]
.byte 29,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 29,BT_S, NOISE_NONE
sub_loc31: ; E(loc29) [ no noise ]
.byte $FF,$FF, 29,$FF, $FF,$FF,$FF,$FF, 29,BT_W, NOISE_NONE
sub_loc32: ; E(loc12) S(loc33) N(loc34) [S]
.byte 34,$FF, 12,$FF, 33,$FF,$FF,$FF, 12,BT_W, NOISE_S
sub_loc33: ; N(loc32) [ no noise ]
.byte 32,$FF,$FF,$FF, $FF,$FF,$FF,$FF, 32,BT_S, NOISE_NONE
sub_loc34: ; S(loc32) [ no noise ]
.byte $FF,$FF,$FF,$FF, 32,$FF,$FF,$FF, 32,BT_N, NOISE_NONE
sub_loc35: ; SE(loc13) N(loc36) W(loc37) [W]
.byte 36,$FF,$FF, 13, $FF,$FF, 37,$FF, 13,BT_NW, NOISE_W
; N NE E SE S SW W NW backtrack noise
;==============================================================
sub_loc36: ; S(loc35) [ no noise ]
.byte $FF,$FF,$FF,$FF, 35,$FF,$FF,$FF, 35,BT_N, NOISE_NONE
sub_loc37: ; E(loc35) [ no noise ]
.byte $FF,$FF, 35,$FF, $FF,$FF,$FF,$FF, 35,BT_W, NOISE_NONE
;============================
; draw_sub
;============================
draw_sub:
;=================
; draw direction
; only if not animating
lda ANIMATE_FRAME
bne draw_sub_window
lda SUB_DIRECTION
tay
lda sub_direction_xs,Y
sta XPOS
lda #30
sta YPOS
tya
asl
tay
lda sub_direction_sprites,Y
sta INL
lda sub_direction_sprites+1,Y
sta INH
jsr put_sprite_crop
;=====================
; print sound effect
; only if not animating
jsr sub_point_to_struct
ldy #NOISE_OFFSET
lda (INL),Y
asl
tay
lda sub_noises,Y
sta OUTL
lda sub_noises+1,Y
sta OUTH
jsr move_and_print
;===================================
; draw oustide (possibly animated)
draw_sub_window:
; handle animation
lda ANIMATE_FRAME
beq done_animate
asl
tay
lda sub_animations,Y
sta INL
lda sub_animations+1,Y
sta INH
lda #16
sta XPOS
lda #8
sta YPOS
jsr put_sprite_crop
; see if increment frame
lda FRAMEL
and #$f
bne dont_increment_animate
inc ANIMATE_FRAME
lda ANIMATE_FRAME
asl
tay
lda sub_animations+1,Y ; page number, if 0, done
bne dont_increment_animate
; re-enable controls
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_E
sta location9,Y ; SUB_INSIDE_FRONT_MOVING
; special case at ends
lda ANIMATE_FRAME
cmp #58
beq arrive_back_in_selena
cmp #73
beq arrive_at_bookroom
jmp done_done_animate
arrive_at_bookroom:
lda #SUB_INSIDE_FRONT_BOOK
sta LOCATION
jsr change_location
jmp done_done_animate
arrive_back_in_selena:
lda #SUB_INSIDE_FRONT_SELENA
sta LOCATION
jsr change_location
done_done_animate:
lda #0
sta ANIMATE_FRAME
dont_increment_animate:
jmp regular_path
done_animate:
jsr sub_point_to_struct
ldy SUB_DIRECTION
lda (INL),Y
bpl regular_path
blocked_path:
lda #18
sta XPOS
lda #8
sta YPOS
lda #<blocked_sprite
sta INL
lda #>blocked_sprite
sta INH
jsr put_sprite_crop
regular_path:
rts
blocked_sprite:
.byte 3,3
.byte $20,$21,$20
.byte $22,$20,$22
.byte $22,$20,$22
sub_direction_xs:
.byte 29,27,29,27
.byte 29,26,29,26
sub_direction_sprites:
.word sub_direction_sprite_n
.word sub_direction_sprite_ne
.word sub_direction_sprite_e
.word sub_direction_sprite_se
.word sub_direction_sprite_s
.word sub_direction_sprite_sw
.word sub_direction_sprite_w
.word sub_direction_sprite_nw
sub_direction_sprite_n:
.byte 4,3
.byte $ff,$F0,$00,$ff
.byte $ff,$00,$0f,$ff
.byte $0f,$00,$00,$0f
sub_direction_sprite_s:
.byte 4,3
.byte $f0,$0f,$0f,$0f
.byte $00,$0f,$0f,$f0
.byte $0f,$0f,$0f,$00
sub_direction_sprite_e:
.byte 4,3
.byte $ff,$0f,$0f,$0f
.byte $ff,$0f,$0f,$00
.byte $0f,$0f,$0f,$0f
sub_direction_sprite_w:
.byte 5,3
.byte $ff,$00,$00,$00,$ff
.byte $ff,$f0,$0f,$f0,$ff
.byte $0f,$00,$00,$00,$0f
sub_direction_sprite_ne:
.byte 9,3
.byte $ff,$F0,$00,$ff,$00,$ff,$0f,$0f,$0f
.byte $ff,$00,$0f,$ff,$00,$ff,$0f,$0f,$00
.byte $0f,$00,$00,$0f,$00,$0f,$0f,$0f,$0f
sub_direction_sprite_se:
.byte 9,3
.byte $f0,$0f,$0f,$0f,$00,$ff,$0f,$0f,$0f
.byte $00,$0f,$0f,$f0,$00,$ff,$0f,$0f,$00
.byte $0f,$0f,$0f,$00,$00,$0f,$0f,$0f,$0f
sub_direction_sprite_nw:
.byte 10,3
.byte $ff,$F0,$00,$ff,$00,$ff,$00,$00,$00,$ff
.byte $ff,$00,$0f,$ff,$00,$ff,$f0,$0f,$f0,$ff
.byte $0f,$00,$00,$0f,$00,$0f,$00,$00,$00,$0f
sub_direction_sprite_sw:
.byte 10,3
.byte $f0,$0f,$0f,$0f,$00,$ff,$00,$00,$00,$ff
.byte $00,$0f,$0f,$f0,$00,$ff,$f0,$0f,$f0,$ff
.byte $0f,$0f,$0f,$00,$00,$0f,$00,$00,$00,$0f
; animations
; 0 means none
SUB_ROTATE_RIGHT_PATH_PATH = 1
SUB_ROTATE_LEFT_PATH_PATH = 6
SUB_MOVE_FORWARD_PATH_PATH = 11
SUB_MOVE_BACKWARD_PATH_PATH = 21
SUB_DOWN_FROM_SELENA = 31
SUB_UP_TO_SELENA = 45
SUB_TO_BOOKROOM = 59
sub_animations:
.word $0000 ; none ; 0
.word rotate_right_path_path_frame1 ; 1
.word rotate_right_path_path_frame2 ; 2
.word rotate_right_path_path_frame3 ; 3
.word rotate_right_path_path_frame4 ; 4
.word $0000 ; none ; 5
.word rotate_right_path_path_frame4 ; 6
.word rotate_right_path_path_frame3 ; 7
.word rotate_right_path_path_frame2 ; 8
.word rotate_right_path_path_frame1 ; 9
.word $0000 ; none ; 10
.word move_forward_path_path_frame1 ; 11
.word move_forward_path_path_frame2 ; 12
.word move_forward_path_path_frame3 ; 13
.word move_forward_path_path_frame4 ; 14
.word draw_nothing_sprite ; 15
.word move_forward_path_path_frame1 ; 16
.word move_forward_path_path_frame2 ; 17
.word move_forward_path_path_frame3 ; 18
.word move_forward_path_path_frame4 ; 19
.word $0000 ; none ; 20
.word move_forward_path_path_frame4 ; 21
.word move_forward_path_path_frame3 ; 22
.word move_forward_path_path_frame2 ; 23
.word move_forward_path_path_frame1 ; 24
.word draw_nothing_sprite ; 25
.word move_forward_path_path_frame4 ; 26
.word move_forward_path_path_frame3 ; 27
.word move_forward_path_path_frame2 ; 28
.word move_forward_path_path_frame1 ; 29
.word $0000 ; none ; 30
.word down_from_selena_frame1 ; 31
.word down_from_selena_frame2 ; 32
.word down_from_selena_frame3 ; 33
.word down_from_selena_frame4 ; 34
.word down_from_selena_frame5 ; 35
.word down_from_selena_frame6 ; 36
.word down_from_selena_frame7 ; 37
.word down_from_selena_frame8 ; 38
.word down_from_selena_frame9 ; 39
.word down_from_selena_frame10 ; 40
.word down_from_selena_frame11 ; 41
.word down_from_selena_frame12 ; 42
.word rotate_right_path_path_frame1 ; 43
.word $0000 ; none ; 44
.word rotate_right_path_path_frame1 ; 45
.word down_from_selena_frame12 ; 46
.word down_from_selena_frame11 ; 47
.word down_from_selena_frame10 ; 48
.word down_from_selena_frame9 ; 49
.word down_from_selena_frame8 ; 50
.word down_from_selena_frame7 ; 51
.word down_from_selena_frame6 ; 52
.word down_from_selena_frame5 ; 53
.word down_from_selena_frame4 ; 54
.word down_from_selena_frame3 ; 55
.word down_from_selena_frame2 ; 56
.word down_from_selena_frame1 ; 57
.word $0000 ; none ; 58
.word move_forward_path_path_frame1 ; 59
.word move_forward_path_path_frame2 ; 60
.word up_to_bookroom_frame1 ; 61
.word up_to_bookroom_frame2 ; 62
.word up_to_bookroom_frame3 ; 63
.word up_to_bookroom_frame4 ; 64
.word up_to_bookroom_frame5 ; 65
.word up_to_bookroom_frame1 ; 66
.word up_to_bookroom_frame2 ; 67
.word up_to_bookroom_frame3 ; 68
.word up_to_bookroom_frame4 ; 69
.word up_to_bookroom_frame5 ; 70
.word up_to_bookroom_frame1 ; 71
.word up_to_bookroom_frame2 ; 72
.word $0000 ; none ; 73
; move left/right
; frames 4 5 6 7 DONE
rotate_right_path_path_frame1:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$88
.byte $00,$00,$00,$00,$20,$00,$88
.byte $00,$00,$00,$00,$22,$00,$88
.byte $75,$50,$75,$00,$22,$00,$88
.byte $77,$55,$77,$98,$98,$00,$88
.byte $77,$55,$77,$88,$00,$00,$88
; .byte $55,$55,$55,$77,$00,$00,$88
.byte $55,$77,$55,$00,$00,$77,$88
rotate_right_path_path_frame2:
.byte 7,7
.byte $00,$00,$00,$00,$88,$00,$00
.byte $00,$00,$20,$00,$88,$00,$20
.byte $00,$00,$22,$00,$88,$00,$22
.byte $75,$00,$22,$00,$88,$00,$22
.byte $77,$98,$98,$00,$88,$00,$98
.byte $77,$88,$00,$00,$88,$00,$00
; .byte $55,$77,$00,$00,$88,$00,$00
.byte $55,$77,$00,$00,$88,$77,$00
rotate_right_path_path_frame3:
.byte 7,7
.byte $00,$00,$88,$00,$00,$00,$00
.byte $20,$00,$88,$00,$20,$00,$00
.byte $22,$00,$88,$00,$22,$00,$00
.byte $22,$00,$88,$00,$22,$00,$75
.byte $98,$00,$88,$00,$98,$98,$77
.byte $00,$00,$88,$00,$00,$88,$77
; .byte $00,$00,$88,$00,$00,$77,$55
.byte $00,$77,$88,$00,$00,$77,$55
rotate_right_path_path_frame4:
.byte 7,7
.byte $88,$00,$00,$00,$00,$00,$00
.byte $88,$00,$20,$00,$00,$00,$00
.byte $88,$00,$22,$00,$00,$00,$00
.byte $88,$00,$22,$00,$75,$50,$75
.byte $88,$00,$98,$98,$77,$55,$77
.byte $88,$00,$00,$88,$77,$55,$77
; .byte $88,$00,$00,$77,$55,$55,$55
.byte $88,$77,$00,$55,$55,$77,$55
; move forward/back
; frames 12 13 14 15 DONE
move_forward_path_path_frame1:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $22,$00,$00,$00,$00,$00,$22
.byte $22,$00,$75,$50,$75,$00,$22
.byte $22,$00,$77,$55,$77,$00,$22
.byte $98,$98,$77,$55,$77,$98,$98
.byte $00,$77,$55,$55,$55,$77,$00
move_forward_path_path_frame2:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$75,$50,$75,$00,$00
.byte $00,$00,$77,$55,$77,$00,$00
.byte $00,$00,$77,$55,$77,$00,$00
.byte $98,$77,$55,$55,$55,$77,$98
move_forward_path_path_frame3:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$20,$00,$20,$00,$00
.byte $00,$80,$22,$00,$22,$80,$00
.byte $00,$00,$75,$50,$75,$00,$00
.byte $00,$00,$77,$55,$77,$00,$00
.byte $00,$00,$77,$55,$77,$00,$00
.byte $00,$77,$55,$55,$55,$77,$00
move_forward_path_path_frame4:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$22,$00,$00,$00,$22,$00
.byte $00,$22,$00,$00,$00,$22,$00
.byte $08,$98,$75,$50,$75,$98,$08
.byte $00,$00,$77,$55,$77,$88,$00
.byte $00,$00,$77,$55,$77,$00,$00
.byte $00,$77,$55,$55,$55,$77,$00
draw_nothing_sprite:
.byte 1,1
.byte $AA
; move down from selena
down_from_selena_frame1:
.byte 7,7
.byte $00,$50,$50,$70,$50,$50,$00
.byte $00,$55,$f0,$77,$f0,$55,$00
.byte $00,$55,$f7,$77,$f7,$55,$00
.byte $00,$55,$50,$17,$50,$55,$00
.byte $20,$20,$20,$20,$20,$20,$20
.byte $05,$55,$55,$55,$55,$55,$05
.byte $15,$05,$15,$15,$05,$15,$15
down_from_selena_frame2:
.byte 7,7
.byte $00,$55,$f0,$77,$f0,$55,$00
.byte $00,$55,$f7,$77,$f7,$55,$00
.byte $00,$55,$50,$17,$50,$55,$00
.byte $20,$20,$20,$20,$20,$20,$20
.byte $05,$55,$55,$55,$55,$55,$05
.byte $15,$05,$15,$15,$05,$15,$15
.byte $51,$50,$51,$51,$50,$51,$51
down_from_selena_frame3:
.byte 7,7
.byte $f7,$55,$00,$55,$f7,$77,$f7
.byte $50,$55,$00,$55,$50,$17,$50
.byte $20,$20,$20,$20,$20,$20,$20
.byte $55,$55,$05,$55,$55,$55,$55
.byte $05,$15,$15,$05,$15,$15,$05
.byte $50,$51,$51,$50,$51,$51,$50
.byte $88,$88,$88,$88,$88,$88,$88
down_from_selena_frame4:
.byte 7,7
.byte $50,$17,$50,$55,$00,$55,$50
.byte $20,$20,$20,$20,$20,$20,$20
.byte $55,$55,$55,$55,$05,$55,$55
.byte $15,$15,$05,$15,$15,$05,$15
.byte $51,$51,$50,$51,$51,$50,$51
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
down_from_selena_frame5:
.byte 7,7
.byte $20,$20,$20,$20,$20,$20,$20
.byte $05,$55,$55,$55,$55,$55,$05
.byte $15,$05,$15,$15,$05,$15,$15
.byte $51,$50,$51,$51,$50,$51,$51
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
down_from_selena_frame6:
.byte 7,7
.byte $55,$55,$05,$55,$55,$55,$55
.byte $05,$15,$15,$05,$15,$15,$05
.byte $50,$51,$51,$50,$51,$51,$50
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$88,$88,$88,$00,$00,$00
down_from_selena_frame7:
.byte 7,7
.byte $15,$15,$05,$15,$15,$05,$15
.byte $51,$51,$50,$51,$51,$50,$51
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$88,$88,$88,$00
.byte $00,$00,$00,$00,$88,$00,$00
down_from_selena_frame8:
.byte 7,7
.byte $51,$50,$51,$51,$50,$51,$51
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$88,$88
.byte $00,$00,$00,$00,$00,$00,$88
.byte $00,$00,$00,$20,$00,$00,$88
down_from_selena_frame9:
.byte 7,7
.byte $88,$88,$88,$88,$88,$88,$88
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $20,$00,$00,$00,$00,$00,$20
.byte $22,$00,$00,$00,$00,$00,$22
down_from_selena_frame10:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $88,$88,$00,$00,$00,$00,$00
.byte $88,$00,$20,$00,$00,$00,$00
.byte $88,$00,$22,$00,$00,$00,$00
.byte $88,$00,$22,$00,$75,$50,$75
down_from_selena_frame11:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$88,$88,$88,$00,$00,$00
.byte $00,$00,$88,$00,$00,$00,$00
.byte $20,$00,$88,$00,$20,$00,$00
.byte $22,$00,$88,$00,$22,$00,$00
.byte $22,$00,$88,$00,$22,$00,$75
.byte $98,$00,$88,$00,$98,$98,$77
down_from_selena_frame12:
.byte 7,7
.byte $00,$00,$00,$88,$88,$88,$00
.byte $00,$00,$00,$00,$88,$00,$00
.byte $00,$00,$20,$00,$88,$00,$20
.byte $00,$00,$22,$00,$88,$00,$22
.byte $75,$00,$22,$00,$88,$00,$22
.byte $77,$98,$98,$00,$88,$00,$98
.byte $77,$88,$00,$00,$88,$00,$00
; zoom through tunnels to book
up_to_bookroom_frame1:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$70,$50,$70,$00,$00
.byte $00,$00,$77,$55,$55,$77,$00
.byte $00,$77,$55,$55,$55,$55,$77
.byte $00,$77,$55,$55,$55,$55,$77
up_to_bookroom_frame2:
.byte 7,7
.byte $00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$dd,$0d,$dd,$00,$00
.byte $00,$00,$dd,$00,$dd,$00,$00
.byte $00,$00,$75,$50,$75,$00,$00
.byte $00,$00,$77,$55,$55,$77,$00
.byte $00,$77,$55,$55,$55,$55,$77
.byte $00,$77,$55,$55,$55,$55,$77
up_to_bookroom_frame3:
.byte 7,7
.byte $00,$00,$dd,$0d,$0d,$dd,$00
.byte $00,$00,$dd,$00,$00,$dd,$00
.byte $00,$00,$dd,$00,$00,$dd,$00
.byte $00,$00,$dd,$50,$70,$dd,$00
.byte $00,$00,$75,$55,$55,$75,$00
.byte $00,$77,$55,$55,$55,$55,$77
.byte $00,$77,$55,$55,$55,$55,$77
up_to_bookroom_frame4:
.byte 7,7
.byte $00,$dd,$00,$00,$00,$00,$dd
.byte $00,$dd,$00,$00,$00,$00,$dd
.byte $00,$dd,$00,$00,$00,$00,$dd
.byte $00,$dd,$70,$50,$70,$00,$dd
.byte $00,$dd,$77,$55,$55,$77,$dd
.byte $00,$75,$55,$55,$55,$55,$75
.byte $00,$77,$55,$55,$55,$55,$77
up_to_bookroom_frame5:
.byte 7,7
.byte $dd,$00,$00,$00,$00,$00,$dd
.byte $dd,$00,$00,$00,$00,$00,$dd
.byte $dd,$00,$00,$00,$00,$00,$dd
.byte $dd,$00,$70,$50,$70,$00,$dd
.byte $dd,$00,$77,$55,$55,$77,$dd
.byte $dd,$77,$55,$55,$55,$55,$dd
.byte $5d,$77,$55,$55,$55,$55,$5d