mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
1084 lines
16 KiB
ArmAsm
1084 lines
16 KiB
ArmAsm
; autosized lemmings state based on compile-time MAX_LEMMINGS value
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; currently 10
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lemming_x: .res MAX_LEMMINGS,0
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lemming_y: .res MAX_LEMMINGS,0
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lemming_direction: .res MAX_LEMMINGS,0
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lemming_out: .res MAX_LEMMINGS,0
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lemming_frame: .res MAX_LEMMINGS,0
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lemming_exploding_frame:.res MAX_LEMMINGS,0
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lemming_status: .res MAX_LEMMINGS,0
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lemming_exploding: .res MAX_LEMMINGS,0
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lemming_fall_distance: .res MAX_LEMMINGS,0
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lemming_attribute: .res MAX_LEMMINGS,0
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;==========================
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; move the lemmings
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;==========================
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move_lemmings:
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ldy #0
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sty CURRENT_LEMMING ; reset loop
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move_lemming_loop:
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ldy CURRENT_LEMMING ; get current in Y
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lda lemming_out,Y
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beq skip_move_lemming ; if not out, don't move
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really_move_lemming:
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; bump frame
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tya
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tax
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inc lemming_frame,X ; only can inc with X
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lda lemming_status,Y ; use jump table based on status
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tax
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lda move_lemming_jump_h,X
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pha
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lda move_lemming_jump_l,X
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pha
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rts ; jump to it
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done_move_lemming:
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; sanity boundary check, remove if X<0 or X>40 or Y<0 or Y>180
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ldy CURRENT_LEMMING
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lda lemming_x,Y
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; bmi lemming_in_space
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cmp #40
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bcs lemming_in_space ; if negative wraps around to 255
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lda lemming_y,Y
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cmp #180 ; if negative, wraps around to 255
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bcc lemming_in_bounds ; so we catch it with this check too
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lemming_in_space:
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clc
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jsr remove_lemming
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lemming_in_bounds:
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skip_move_lemming:
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inc CURRENT_LEMMING ; loop until done
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lda CURRENT_LEMMING
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cmp #MAX_LEMMINGS
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bne move_lemming_loop
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really_done_checking_lemming:
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rts
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move_lemming_jump_l:
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.byte <(do_lemming_falling-1)
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.byte <(do_lemming_walking-1)
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.byte <(do_lemming_digging-1)
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.byte <(do_lemming_exploding-1)
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.byte <(do_lemming_particles-1)
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.byte <(do_lemming_splatting-1)
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.byte <(do_lemming_floating-1)
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.byte <(do_lemming_climbing-1)
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.byte <(do_lemming_bashing-1)
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.byte <(do_lemming_stopping-1)
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.byte <(do_lemming_mining-1)
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.byte <(do_lemming_building-1)
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.byte <(do_lemming_shrugging-1)
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.byte <(do_lemming_pullup-1)
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move_lemming_jump_h:
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.byte >(do_lemming_falling-1)
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.byte >(do_lemming_walking-1)
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.byte >(do_lemming_digging-1)
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.byte >(do_lemming_exploding-1)
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.byte >(do_lemming_particles-1)
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.byte >(do_lemming_splatting-1)
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.byte >(do_lemming_floating-1)
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.byte >(do_lemming_climbing-1)
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.byte >(do_lemming_bashing-1)
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.byte >(do_lemming_stopping-1)
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.byte >(do_lemming_mining-1)
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.byte >(do_lemming_building-1)
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.byte >(do_lemming_shrugging-1)
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.byte >(do_lemming_pullup-1)
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;=========================
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;=========================
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; falling
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;=========================
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;=========================
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do_lemming_falling:
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tya
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tax
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inc lemming_y,X ; fall speed
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inc lemming_y,X
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inc lemming_fall_distance,X ; how far
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lda lemming_fall_distance,X
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cmp #12
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bcc not_fallen_enough ; blt
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lda lemming_attribute,X
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bpl not_fallen_enough ; see if high bit set
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; we can switch to floating
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lda #LEMMING_FLOATING
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sta lemming_status,X
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lda #0
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sta lemming_frame,X
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not_fallen_enough:
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jsr collision_check_ground
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jmp done_move_lemming
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;=========================
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;=========================
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; floating
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;=========================
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;=========================
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do_lemming_floating:
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tya
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tax
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inc lemming_y,X ; fall speed
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lda #0
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sta lemming_fall_distance,X
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jsr collision_check_ground
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jmp done_move_lemming
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;=========================
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;=========================
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; walking
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;=========================
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;=========================
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do_lemming_walking:
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; see if ground has risen up
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jsr collision_check_hill
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; collision detect walls
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ldy CURRENT_LEMMING
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lda lemming_y,Y
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clc
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adc #3 ; waist-high?
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tax
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lda hposn_high,X
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clc
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adc #$20
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sta GBASH
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lda hposn_low,X
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sta GBASL
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; increment
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; only do this every 4th frame?
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lda lemming_frame,Y
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and #$3
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beq walking_increment
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bne walking_done
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walking_increment:
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; actually incrememt
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clc ; increment/decrement X
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lda lemming_x,Y
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adc lemming_direction,Y ; A is now incremented version
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; sta lemming_x,Y
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tay ; Y is now incremented version
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lda (GBASL),Y ; collision check
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cmp #$ff ; don't collide with bridge
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beq walking_no_wall
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and #$7f
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beq walking_no_wall
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walking_yes_wall:
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pha
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; we hit a wall, reverse course, undo the increment
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; Y is updated
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jsr check_at_exit_xiny
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; check if climber, if so climb
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ldy CURRENT_LEMMING
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pla
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cmp #$10
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beq not_climber ; HACK: special case so climbers
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; don't climb over stoppers
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lda lemming_attribute,Y
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and #LEMMING_CLIMBER
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beq not_climber
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lda #LEMMING_CLIMBING
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sta lemming_status,Y
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jmp walking_done
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not_climber:
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; reverse direction
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lda lemming_direction,Y
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eor #$ff
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clc
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adc #1
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sta lemming_direction,Y
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jmp walking_no_increment
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walking_no_wall:
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; y is incremented version
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tya
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ldy CURRENT_LEMMING
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sta lemming_x,Y
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walking_no_increment:
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jsr collision_check_ground
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walking_done:
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jmp done_move_lemming
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;=====================
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; digging
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;=====================
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do_lemming_digging:
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; ldy #CURRENT_LEMMING
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lda lemming_y,Y ; point to spot below us
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clc
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adc #9
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tax
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lda hposn_high,X
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clc
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adc #$20 ; point to background
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sta GBASH
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lda hposn_low,X
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sta GBASL
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lda lemming_x,Y
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tay
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lda #$0
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sta (GBASL),Y ; erase bg
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ldx CURRENT_LEMMING ; dig down
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inc lemming_y,X
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blurgh:
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jsr collision_check_ground
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jmp done_move_lemming
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;=====================
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; mining
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;=====================
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do_lemming_mining:
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ldy CURRENT_LEMMING
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lda lemming_frame,Y
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and #$f
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bne no_mining_this_frame ; only move dirt on frame 0
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ldx #0 ; erase background
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stx HGR_COLOR
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; (X,A) to (X,A+Y) where X is xcoord/7
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jsr hgr_box_page_toggle ; erase box page1
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ldy CURRENT_LEMMING
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lda lemming_x,Y
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tax
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lda lemming_y,Y
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ldy #10
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jsr hgr_box
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jsr hgr_box_page_toggle ; erase box page2
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ldy CURRENT_LEMMING
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lda lemming_x,Y
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tax
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lda lemming_y,Y
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ldy #10
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jsr hgr_box
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ldx CURRENT_LEMMING ; move 3 lines down
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inc lemming_y,X
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inc lemming_y,X
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inc lemming_y,X
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lda lemming_x,X ; move left or right
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clc
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adc lemming_direction,X
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sta lemming_x,X
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jsr collision_check_ground
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no_mining_this_frame:
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done_mining:
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jmp done_move_lemming
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;=====================
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; bashing
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;=====================
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do_lemming_bashing:
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ldy CURRENT_LEMMING
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lda lemming_frame,Y
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and #$f
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bne no_bashing_this_frame
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ldx #0
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stx HGR_COLOR
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; (X,A) to (X,A+Y) where X is xcoord/7
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jsr hgr_box_page_toggle
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ldy CURRENT_LEMMING
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lda lemming_x,Y
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clc
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adc lemming_direction,Y
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tax
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lda lemming_y,Y
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ldy #9
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jsr hgr_box
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jsr hgr_box_page_toggle
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ldy CURRENT_LEMMING
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lda lemming_x,Y
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clc
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adc lemming_direction,Y
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tax
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lda lemming_y,Y
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ldy #9
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jsr hgr_box
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ldy CURRENT_LEMMING ; FIXME: combine with earlier?
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lda lemming_x,Y
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clc
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adc lemming_direction,Y
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sta lemming_x,Y
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; here?
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jsr collision_check_side
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no_bashing_this_frame:
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; jsr collision_check_ground
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jmp done_move_lemming
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;
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; xxxxxxx
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; xxxxxxx
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; xxxxxxx
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; xxxxxxx
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;
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;=====================
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; building
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;=====================
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do_lemming_building:
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ldy CURRENT_LEMMING
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lda lemming_frame,Y
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and #$7
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beq yes_building_this_frame
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jmp no_building_this_frame ; only move dirt on frame 0
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yes_building_this_frame:
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; ldx #7 ; draw white block
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; stx HGR_COLOR
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lda lemming_attribute,Y
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and #$1
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bne building_odd
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building_even:
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ldy CURRENT_LEMMING
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lda lemming_y,Y
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clc
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adc #9
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tax ; get row info for Y1 into GBASL/GBASH
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lda hposn_high,X
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sta GBASH
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lda hposn_low,X
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sta GBASL
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lda lemming_x,Y
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clc
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adc lemming_direction,Y
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tay
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lda #$ff
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sta (GBASL),Y
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lda GBASH
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clc
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adc #$20
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sta GBASH
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lda #$ff
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sta (GBASL),Y
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jmp update_building
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building_odd:
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ldy CURRENT_LEMMING
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lda lemming_y,Y
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clc
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adc #8
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tax ; get row info for Y1 into GBASL/GBASH
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lda hposn_high,X
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sta GBASH
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lda hposn_low,X
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sta GBASL
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lda lemming_x,Y ; build one block beyond
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clc
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adc lemming_direction,Y
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sta build_smc4+1
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sta build_smc3+1
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clc
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adc lemming_direction,Y
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sta build_smc1+1
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sta build_smc2+1
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lda #$ff ; put one block
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build_smc4:
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ldy #$dd
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sta (GBASL),Y
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build_smc1:
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ldy #$dd ; also put one beyond
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sta (GBASL),Y
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lda GBASH
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clc
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adc #$20
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sta GBASH
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lda #$ff
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build_smc3:
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ldy #$dd
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sta (GBASL),Y
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build_smc2:
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ldy #$dd ; see if hit wall
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lda (GBASL),Y
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and #$7f
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beq coast_clear
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hit_something:
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ldy CURRENT_LEMMING
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lda #LEMMING_WALKING
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sta lemming_status,Y
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jmp keep_at_it
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coast_clear:
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lda #$ff
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sta (GBASL),Y
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keep_at_it:
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ldx CURRENT_LEMMING ; move 2 lines up
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dec lemming_y,X
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dec lemming_y,X
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; dec lemming_y,X
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lda lemming_x,X ; move left or right
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clc
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adc lemming_direction,X
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sta lemming_x,X
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update_building:
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ldx CURRENT_LEMMING
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inc lemming_attribute,X
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lda lemming_attribute,X
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and #$f
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cmp #11
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bne done_building
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cmp #8
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bcc no_build_click
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jsr click_speaker
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no_build_click:
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; hit the end!
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lda #LEMMING_SHRUGGING
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sta lemming_status,X
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lda #0
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sta lemming_frame,X
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no_building_this_frame:
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done_building:
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jmp done_move_lemming
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;========================
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; stopping
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;========================
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do_lemming_stopping:
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; we do want to see if something knocks the ground out from
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; under us
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; in practice that is tricky as the barrier we draw causes
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; the lemming to jump. hmmm
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; jsr collision_check_ground
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jmp done_move_lemming
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;========================
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; shrugging
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;========================
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do_lemming_shrugging:
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lda lemming_frame,Y
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cmp #8
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bne not_done_shrugging
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lda #LEMMING_WALKING ; done shrug, start walking again
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sta lemming_status,Y
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not_done_shrugging:
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jmp done_move_lemming
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;========================
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; climbing
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;========================
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do_lemming_climbing:
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lda lemming_frame,Y
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and #3
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bne not_done_climbing
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; climb
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tya
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tax
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dec lemming_y,X
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dec lemming_y,X
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not_done_climbing:
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jsr collision_check_ceiling
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bcs done_climbing ; carry set we hit ceiling
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; don't check pullup then
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jsr collision_check_above
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done_climbing:
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jmp done_move_lemming
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;========================
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; pulling up
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;========================
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do_lemming_pullup:
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lda lemming_frame,Y
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cmp #8
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bne not_done_pullup
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lda lemming_x,Y
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|
clc
|
|
adc lemming_direction,Y
|
|
sta lemming_x,Y
|
|
|
|
lda #LEMMING_WALKING
|
|
sta lemming_status,Y
|
|
|
|
jmp done_pullup
|
|
|
|
not_done_pullup:
|
|
; climb
|
|
tya
|
|
tax
|
|
dec lemming_y,X
|
|
done_pullup:
|
|
jmp done_move_lemming
|
|
|
|
|
|
|
|
|
|
;=====================
|
|
; do nothing
|
|
;=====================
|
|
|
|
; placeholders
|
|
do_lemming_exploding: ; nothing special
|
|
do_lemming_splatting: ; nothing special
|
|
do_lemming_particles: ; work done in draw
|
|
|
|
jmp done_move_lemming
|
|
|
|
|
|
|
|
|
|
;==========================
|
|
; remove lemming from game
|
|
;==========================
|
|
; Y points to CURRENT_LEMMING
|
|
; if C set it means they exited
|
|
|
|
remove_lemming:
|
|
|
|
bcc didnt_exit
|
|
|
|
sed
|
|
lda PERCENT_RESCUED_L
|
|
clc
|
|
adc PERCENT_ADD
|
|
sta PERCENT_RESCUED_L
|
|
bcc no_percent_oflo
|
|
|
|
inc PERCENT_RESCUED_H
|
|
no_percent_oflo:
|
|
cld
|
|
|
|
jsr update_percent_in
|
|
|
|
didnt_exit:
|
|
|
|
sed ; decrement BCD value
|
|
lda LEMMINGS_OUT
|
|
sec
|
|
sbc #1
|
|
sta LEMMINGS_OUT
|
|
cld
|
|
|
|
jsr click_speaker
|
|
|
|
lda #0
|
|
ldy CURRENT_LEMMING
|
|
sta lemming_out,Y
|
|
|
|
jsr update_lemmings_out
|
|
|
|
; if that was the last one, then level over
|
|
|
|
lda LEMMINGS_OUT
|
|
bne not_last_lemming
|
|
|
|
lda #LEVEL_WIN
|
|
sta LEVEL_OVER
|
|
not_last_lemming:
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; collision check side
|
|
;=============================
|
|
; for bashing
|
|
; maybe can also be used when building?
|
|
collision_check_side:
|
|
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_y,Y
|
|
clc
|
|
adc #3
|
|
tax
|
|
|
|
lda hposn_high,X
|
|
clc
|
|
adc #$20 ; check bg, not fg
|
|
sta GBASH
|
|
lda hposn_low,X
|
|
sta GBASL
|
|
|
|
lda lemming_x,Y
|
|
clc
|
|
adc lemming_direction,Y
|
|
|
|
tay
|
|
lda (GBASL),Y
|
|
and #$7f
|
|
bne gotta_keep_going
|
|
|
|
broke_on_through_to_the_other_side:
|
|
|
|
ldy CURRENT_LEMMING
|
|
lda #LEMMING_WALKING
|
|
sta lemming_status,Y
|
|
|
|
gotta_keep_going:
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; collision check above
|
|
;=============================
|
|
; looking above right/left
|
|
; useful for climbers to see if at top
|
|
collision_check_above:
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_y,Y
|
|
tax
|
|
|
|
lda hposn_high,X
|
|
clc
|
|
adc #$20 ; check bg, not fg
|
|
sta GBASH
|
|
lda hposn_low,X
|
|
sta GBASL
|
|
|
|
lda lemming_x,Y
|
|
clc
|
|
adc lemming_direction,Y
|
|
|
|
tay
|
|
lda (GBASL),Y
|
|
and #$7f
|
|
bne gotta_keep_climbing
|
|
|
|
at_the_top:
|
|
ldy CURRENT_LEMMING
|
|
lda #LEMMING_PULLUP
|
|
sta lemming_status,Y
|
|
|
|
lda #0 ; reset frame for pullup
|
|
sta lemming_frame,Y
|
|
|
|
gotta_keep_climbing:
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; collision check ceiling
|
|
;=============================
|
|
|
|
collision_check_ceiling:
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_y,Y
|
|
tax
|
|
|
|
lda hposn_high,X
|
|
clc
|
|
adc #$20 ; check bg, not fg
|
|
sta GBASH
|
|
lda hposn_low,X
|
|
sta GBASL
|
|
|
|
lda lemming_x,Y
|
|
tay
|
|
lda (GBASL),Y
|
|
and #$7f
|
|
beq done_check_ceiling ; if empty space above us, OK
|
|
|
|
hit_head:
|
|
; o/~ I hit my head, I heard the phone ring... o/~
|
|
|
|
; face other direction, fall
|
|
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_direction,Y
|
|
|
|
eor #$ff
|
|
clc
|
|
adc #1
|
|
sta lemming_direction,Y
|
|
|
|
|
|
lda #LEMMING_FALLING
|
|
sta lemming_status,Y
|
|
sec
|
|
rts
|
|
|
|
done_check_ceiling:
|
|
clc
|
|
rts
|
|
|
|
|
|
|
|
|
|
;=============================
|
|
; collision check ground
|
|
;=============================
|
|
|
|
collision_check_ground:
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_y,Y
|
|
clc
|
|
adc #9 ; FIXME: should be 10?
|
|
tax
|
|
|
|
lda hposn_high,X
|
|
clc
|
|
adc #$20 ; check bg, not fg
|
|
sta GBASH
|
|
lda hposn_low,X
|
|
sta GBASL
|
|
|
|
lda lemming_x,Y
|
|
tay
|
|
lda (GBASL),Y
|
|
and #$7f
|
|
beq ground_falling ; if empty space below us, fall
|
|
|
|
on_the_ground:
|
|
; if we get here we're on the ground
|
|
|
|
; if we were previously falling/floating we need to do something
|
|
; otherwise do nothing
|
|
|
|
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_status,Y
|
|
|
|
cmp #LEMMING_FALLING
|
|
beq hit_ground
|
|
cmp #LEMMING_FLOATING
|
|
beq hit_ground
|
|
bne done_check_ground ; could rts here?
|
|
|
|
|
|
hit_ground:
|
|
; hit ground walking
|
|
|
|
ldy CURRENT_LEMMING
|
|
|
|
lda lemming_fall_distance,Y
|
|
cmp #32
|
|
bcs lemming_goes_splat
|
|
|
|
lda #0
|
|
sta lemming_fall_distance,Y
|
|
|
|
lda #LEMMING_WALKING ; else, walk
|
|
jmp update_status_check_ground
|
|
|
|
; nothing beneath us, falling
|
|
ground_falling:
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_status,Y ; if floating, don't go back to fall
|
|
cmp #LEMMING_FLOATING
|
|
beq done_check_ground
|
|
|
|
lda #LEMMING_FALLING
|
|
update_status_check_ground:
|
|
ldy CURRENT_LEMMING
|
|
sta lemming_status,Y
|
|
done_check_ground:
|
|
rts
|
|
|
|
lemming_goes_splat:
|
|
|
|
lda #LEMMING_SPLATTING
|
|
sta lemming_status,Y
|
|
|
|
lda #0
|
|
sta lemming_frame,Y
|
|
|
|
; clc
|
|
; jsr remove_lemming
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; collision check hill
|
|
;=============================
|
|
|
|
collision_check_hill:
|
|
lda lemming_y,Y
|
|
clc
|
|
adc #8
|
|
tax
|
|
|
|
lda hposn_high,X
|
|
clc
|
|
adc #$20 ; check bg, not fg
|
|
sta GBASH
|
|
lda hposn_low,X
|
|
sta GBASL
|
|
|
|
lda lemming_x,Y
|
|
tay
|
|
lda (GBASL),Y
|
|
and #$7f
|
|
beq on_ground ; if empty space below us, good
|
|
underground:
|
|
ldx CURRENT_LEMMING
|
|
dec lemming_y,X ; bump us up
|
|
|
|
on_ground:
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; check at exit
|
|
;=============================
|
|
check_at_exit_xiny:
|
|
tya
|
|
ldy CURRENT_LEMMING
|
|
jmp check_at_exit_y
|
|
|
|
check_at_exit:
|
|
|
|
; see if at exit
|
|
|
|
ldy CURRENT_LEMMING
|
|
|
|
; check X
|
|
|
|
lda lemming_x,Y
|
|
check_at_exit_y:
|
|
|
|
exit_x1_smc:
|
|
cmp #31
|
|
bcc not_done_level
|
|
exit_x2_smc:
|
|
cmp #35
|
|
bcs not_done_level
|
|
|
|
; check Y
|
|
|
|
lda lemming_y,Y
|
|
exit_y1_smc:
|
|
cmp #116
|
|
bcc not_done_level
|
|
exit_y2_smc:
|
|
cmp #127
|
|
bcs not_done_level
|
|
|
|
; done level
|
|
sec
|
|
jsr remove_lemming
|
|
|
|
|
|
not_done_level:
|
|
rts
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;=============================
|
|
; check if hit hazzard
|
|
;=============================
|
|
; TODO: make configurable
|
|
collision_check_hazzard:
|
|
ldy #0
|
|
sty CURRENT_LEMMING
|
|
|
|
check_hazzard_loop:
|
|
ldy CURRENT_LEMMING
|
|
lda lemming_out,Y
|
|
beq continue_check_hazzard
|
|
|
|
lda lemming_y,Y
|
|
cmp #130
|
|
bcs in_hazzard
|
|
|
|
bcc continue_check_hazzard
|
|
|
|
in_hazzard:
|
|
|
|
lda lemming_status,Y
|
|
cmp #LEMMING_SPLATTING
|
|
beq continue_check_hazzard ; don't re-splat
|
|
|
|
lda #LEMMING_SPLATTING
|
|
sta lemming_status,Y
|
|
|
|
lda #0
|
|
sta lemming_frame,Y
|
|
|
|
continue_check_hazzard:
|
|
|
|
inc CURRENT_LEMMING
|
|
lda CURRENT_LEMMING
|
|
cmp #MAX_LEMMINGS
|
|
bne check_hazzard_loop
|
|
|
|
rts
|
|
|
|
|
|
;=============================
|
|
; check if hit hazzard2
|
|
;=============================
|
|
; TODO: make configurable
|
|
collision_check_hazzard2:
|
|
ldy #0
|
|
sty CURRENT_LEMMING
|
|
|
|
check_hazzard_loop2:
|
|
ldy CURRENT_LEMMING
|
|
|
|
lda lemming_out,Y
|
|
beq continue_check_hazzard2
|
|
|
|
lda lemming_x,Y
|
|
cmp #10
|
|
|
|
bcs continue_check_hazzard2
|
|
|
|
in_hazzard2:
|
|
|
|
lda lemming_status,Y
|
|
cmp #LEMMING_SPLATTING
|
|
beq continue_check_hazzard2 ; don't re-splat
|
|
|
|
lda #LEMMING_SPLATTING
|
|
sta lemming_status,Y
|
|
|
|
lda #0
|
|
sta lemming_frame,Y
|
|
|
|
continue_check_hazzard2:
|
|
|
|
inc CURRENT_LEMMING
|
|
lda CURRENT_LEMMING
|
|
cmp #MAX_LEMMINGS
|
|
bne check_hazzard_loop2
|
|
|
|
rts
|
|
|
|
|