dos33fsprogs/mist/stoney.s
Vince Weaver ff77c52c62 mist: move common routines into loader
big change, only saves 2k per level?  maybe worth it?
2020-06-16 13:30:45 -04:00

619 lines
8.9 KiB
ArmAsm

; The Stone Ship level
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
.include "common_routines.inc"
stoney_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
;=================
; set up location
;=================
lda #<locations
sta LOCATIONS_L
lda #>locations
sta LOCATIONS_H
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; resets if you leave
sta BATTERY_CHARGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
lda #0
sta ANIMATE_FRAME
; FIXME
; handle gear visibility
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; handle special-case forground logic
;====================================
lda LOCATION
cmp #STONEY_SHIP_BOOK_OPEN
beq animate_stoney_book
cmp #STONEY_BOOK_TABLE_OPEN
beq animate_mist_book
cmp #STONEY_RED_DRESSER_OPEN
beq fg_draw_red_page
cmp #STONEY_BLUE_ROOM
beq fg_draw_blue_page
cmp #STONEY_UMBRELLA
beq draw_umbrella_light
cmp #STONEY_LIGHTHOUSE_UPSTAIRS
beq draw_crank_handle
cmp #STONEY_LIGHTHOUSE_BATTERY
beq draw_battery_level
cmp #STONEY_BOOK_TABLE
beq animate_magic_table
jmp nothing_special
animate_stoney_book:
jsr do_animate_stoney_book
jmp nothing_special
animate_magic_table:
jsr do_animate_magic_table
jmp nothing_special
animate_mist_book:
lda ANIMATE_FRAME
cmp #6
bcc mist_book_good ; blt
lda #0
sta ANIMATE_FRAME
mist_book_good:
asl
tay
lda mist_movie,Y
sta INL
lda mist_movie+1,Y
sta INH
lda #24
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_mist_book
inc ANIMATE_FRAME
done_animate_mist_book:
jmp nothing_special
fg_draw_red_page:
jsr draw_red_page
jmp nothing_special
fg_draw_blue_page:
jsr draw_blue_page
jmp nothing_special
draw_umbrella_light:
jsr do_draw_umbrella_light
jmp nothing_special
draw_crank_handle:
jsr do_draw_crank_handle
jmp nothing_special
draw_battery_level:
jsr do_draw_battery_level
jmp nothing_special
nothing_special:
;====================================
; draw pointer
;====================================
jsr draw_pointer
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
;====================================
; check level over
;====================================
lda LEVEL_OVER
bne really_exit
jmp game_loop
really_exit:
jmp end_level
back_to_mist:
lda #$ff
sta LEVEL_OVER
lda #MIST_ARRIVAL_DOCK ; the dock
sta LOCATION
lda #DIRECTION_N
sta DIRECTION
lda #LOAD_MIST
sta WHICH_LOAD
rts
stoney_take_red_page:
lda #STONEY_PAGE
jmp take_red_page
stoney_take_blue_page:
lda #STONEY_PAGE
jmp take_blue_page
;=============================
draw_red_page:
lda RED_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #14
sta XPOS
lda #36
sta YPOS
lda #<red_page_sprite
sta INL
lda #>red_page_sprite
sta INH
jmp put_sprite_crop ; tail call
draw_blue_page:
lda DIRECTION
cmp #DIRECTION_W
bne no_draw_page
lda BLUE_PAGES_TAKEN
and #STONEY_PAGE
bne no_draw_page
lda #18
sta XPOS
lda #30
sta YPOS
lda #<blue_page_sprite
sta INL
lda #>blue_page_sprite
sta INH
jmp put_sprite_crop ; tail call
no_draw_page:
rts
;======================
; handle half message
stoney_half_message:
lda #STONEY_BLUE_HALFMESSAGE
sta LOCATION
jsr change_location
bit SET_TEXT ; set text mode
rts
;======================
; handle umbrella pump buttons
umbrella_buttons:
lda CURSOR_X
cmp #15
bcc left_button_pressed
cmp #19
bcc center_button_pressed
right_button_pressed:
; drain lighthouse
lda #2
bne done_umbrella
left_button_pressed:
; drain mist tunnel
lda #0
beq done_umbrella
center_button_pressed:
; drain room tunnels
lda #1
done_umbrella:
sta PUMP_STATE
rts
;========================
; handle generator crank
handle_crank:
inc CRANK_ANGLE
lda CRANK_ANGLE
and #$3
sta CRANK_ANGLE
lda BATTERY_CHARGE
cmp #7
beq skip_charge
inc BATTERY_CHARGE
skip_charge:
rts
do_draw_umbrella_light:
lda DIRECTION
cmp #DIRECTION_W
bne done_draw_umbrella
lda PUMP_STATE
asl
asl ; *4
tay
lda #$99 ; orange
sta $528+15,Y ; page 0
sta $928+15,Y ; page 1
; 15,20
; 19,20
; 23,20
done_draw_umbrella:
rts
do_draw_crank_handle:
lda DIRECTION
cmp #DIRECTION_W
bne done_draw_it
lda CRANK_ANGLE
asl
tay
lda crank_sprites,Y
sta INL
lda crank_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #32
bne draw_it
do_draw_battery_level:
lda BATTERY_CHARGE
and #7
asl
tay
lda battery_sprites,Y
sta INL
lda battery_sprites+1,Y
sta INH
lda #16
sta XPOS
lda #20
; bne draw_it
draw_it:
sta YPOS
jsr put_sprite_crop
done_draw_it:
rts
do_animate_stoney_book:
; handle animated linking book
lda ANIMATE_FRAME
asl
tay
lda stoney_movie,Y
sta INL
lda stoney_movie+1,Y
sta INH
lda #22
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne done_animate_book
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #16
bne done_animate_book
lda #0
sta ANIMATE_FRAME
done_animate_book:
rts
do_animate_magic_table:
; handle book rising from table
lda ANIMATE_FRAME
asl
tay
lda table_movie,Y
sta INL
lda table_movie+1,Y
sta INH
lda #18
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$1f
bne done_animate_table
lda ANIMATE_FRAME
cmp #4
beq done_animate_table
inc ANIMATE_FRAME
done_animate_table:
rts
crank_sprites:
.word crank_sprite0,crank_sprite1,crank_sprite2,crank_sprite3
battery_sprites:
.word battery_sprite0,battery_sprite1,battery_sprite2,battery_sprite3
.word battery_sprite4,battery_sprite5,battery_sprite6,battery_sprite7
table_movie:
.word table_frame0,table_frame1,table_frame2,table_frame3
.word table_frame4
table_frame0:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$dA,$dA,$dA,$dA
table_frame1:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $dA,$Ad,$dA,$dA,$dA
.byte $dd,$Ad,$Ad,$Ad,$Ad
table_frame2:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $Ad,$dd,$dd,$dd,$dd
.byte $da,$dd,$77,$7d,$da
.byte $dd,$dd,$77,$dd,$Ad
table_frame3:
.byte 5,5
.byte $AA,$dA,$dA,$da,$da
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
.byte $AA,$dd,$dd,$dd,$dd
table_frame4:
.byte 5,5
.byte $AA,$07,$d7,$d7,$07
.byte $AA,$00,$dd,$dd,$dd
.byte $AA,$00,$d5,$d5,$dd
.byte $AA,$00,$dd,$dd,$dd
.byte $AA,$00,$dd,$dd,$0d
crank_sprite0:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$dd,$AA,$AA
.byte $AA,$AA,$dd,$AA,$AA
.byte $AA,$11,$AA,$AA,$AA
crank_sprite1:
.byte 5,5
.byte $1A,$AA,$AA,$AA,$AA
.byte $A1,$dA,$dA,$AA,$AA
.byte $AA,$AA,$ad,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
crank_sprite2:
.byte 5,5
.byte $AA,$AA,$AA,$dA,$11
.byte $AA,$AA,$dA,$AA,$AA
.byte $AA,$AA,$Ad,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
crank_sprite3:
.byte 5,5
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$Ad,$AA,$AA
.byte $AA,$AA,$AA,$dA,$1d
.byte $AA,$AA,$AA,$A1,$AA
battery_sprite0:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$AA,$AA
battery_sprite1:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$AA,$FF
battery_sprite2:
.byte 1,7
.byte $51,$AA,$AA,$AA,$AA,$FF,$FF
battery_sprite3:
.byte 1,7
.byte $51,$AA,$AA,$AA,$FF,$FF,$FF
battery_sprite4:
.byte 1,7
.byte $51,$AA,$AA,$FF,$FF,$FF,$FF
battery_sprite5:
.byte 1,7
.byte $51,$AA,$FF,$FF,$FF,$FF,$FF
battery_sprite6:
.byte 1,7
.byte $51,$FF,$FF,$FF,$FF,$FF,$FF
battery_sprite7:
.byte 1,7
.byte $5c,$FF,$FF,$FF,$FF,$FF,$FF
;==========================
; includes
;==========================
.if 0
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "keyboard.s"
.include "draw_pointer.s"
.include "end_level.s"
.include "audio.s"
.include "common_sprites.inc"
.include "page_sprites.inc"
.endif
; level graphics
.include "graphics_stoney/stoney_graphics.inc"
; linking books
.include "link_book_stoney.s"
.include "link_book_mist.s"
; puzzles
.include "handle_pages.s"
; level data
.include "leveldata_stoney.inc"