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601c6fafb4
also, escaping a $ in a Makefile is trickier than you'd think
268 lines
4.8 KiB
ArmAsm
268 lines
4.8 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 1 (top line of map)
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WHICH_PEASANTRY = 0
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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peasant_quest:
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lda #0
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sta GAME_OVER
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jsr hgr_make_tables
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jsr hgr2 ; Hi-res graphics, no text at bottom
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; Y=0, A=0 after this called
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lda #0
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sta FRAME
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; update map location
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jsr update_map_location
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; update score
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jsr update_score
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta GAME_OVER
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;=====================
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; load bg
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; we are PEASANT1 so locations 0...4 map to 0...4, no change
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ldx MAP_LOCATION
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lda map_backgrounds_low,X
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sta getsrc_smc+1
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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; load priority to $400
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; indirectly as we can't trash screen holes
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ldx MAP_LOCATION
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lda map_priority_low,X
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sta getsrc_smc+1
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lda map_priority_hi,X
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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; put peasant text
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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sta OUTH
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jsr hgr_put_string
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; put score
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jsr print_score
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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;=======================
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; draw initial peasant
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jsr save_bg_7x28
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jsr draw_peasant
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game_loop:
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jsr move_peasant
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inc FRAME
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jsr check_keyboard
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lda GAME_OVER
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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oops_new_location:
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jmp new_location
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;************************
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; exit level
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;************************
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game_over:
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rts
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peasant_text:
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.byte 25,2,"Peasant's Quest",0
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;.include "decompress_fast_v2.s"
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.include "wait_keypress.s"
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.include "draw_peasant.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_7x28_sprite_mask.s"
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;.include "hgr_1x5_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "clear_bottom.s"
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;.include "hgr_hgr2.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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.include "parse_input.s"
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.include "inventory.s"
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.include "score.s"
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.include "keyboard.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "graphics/graphics_peasant1.inc"
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.include "graphics/priority_peasant1.inc"
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.include "version.inc"
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.include "loadsave_menu.s"
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help_message:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"I don't understand. Type",13
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.byte "HELP for assistances.",0
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fake_error1:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"?SYNTAX ERROR IN 1020",13
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.byte "]",127,0
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fake_error2:
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.byte 0,43,24, 0,253,82
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.byte 8,41,"?UNDEF'D STATEMENT ERROR",13
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.byte "]",127,0
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map_backgrounds_low:
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.byte <gary_lzsa ; 0 -- gary the horse
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.byte <top_prints_lzsa ; 1 -- top footprints
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.byte <wishing_well_lzsa ; 2 -- wishing well
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.byte <leaning_tree_lzsa ; 3 -- leaning tree
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.byte <waterfall_lzsa ; 4 -- waterfall
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; .byte <todo_lzsa ; 5
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; .byte <todo_lzsa ; 6
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; .byte <todo_lzsa ; 7
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; .byte <river_lzsa ; 8 -- river
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; .byte <knight_lzsa ; 9 -- knight
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; .byte <todo_lzsa ; 10
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; .byte <cottage_lzsa ; 11 -- cottage
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; .byte <lake_w_lzsa ; 12 -- lake west
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; .byte <lake_e_lzsa ; 13 -- lake east
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; .byte <inn_lzsa ; 14 -- inn
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; .byte <todo_lzsa ; 15
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; .byte <todo_lzsa ; 16
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; .byte <todo_lzsa ; 17
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; .byte <lady_cottage_lzsa ; 18 -- cottage lady
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; .byte <crooked_tree_lzsa ; 19 -- crooked tree
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map_backgrounds_hi:
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.byte >gary_lzsa ; 0 -- gary the horse
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.byte >top_prints_lzsa ; 1 -- top footprints
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.byte >wishing_well_lzsa ; 2 -- wishing well
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.byte >leaning_tree_lzsa ; 3 -- leaning tree
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.byte >waterfall_lzsa ; 4 -- waterfall
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; .byte >todo_lzsa ; 5
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; .byte >todo_lzsa ; 6
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; .byte >todo_lzsa ; 7
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; .byte >river_lzsa ; 8 -- river
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; .byte >knight_lzsa ; 9 -- knight
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; .byte >todo_lzsa ; 10
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; .byte >cottage_lzsa ; 11 -- cottage
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; .byte >lake_w_lzsa ; 12 -- lake west
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; .byte >lake_e_lzsa ; 13 -- lake east
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; .byte >inn_lzsa ; 14 -- inn
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; .byte >todo_lzsa ; 15
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; .byte >todo_lzsa ; 16
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; .byte >todo_lzsa ; 17
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; .byte >lady_cottage_lzsa ; 18 -- cottage lady
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; .byte >crooked_tree_lzsa ; 19 -- crooked tree
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map_priority_low:
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.byte <gary_priority_lzsa ; 0 -- gary the horse
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.byte <top_prints_priority_lzsa ; 1 -- top footprints
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.byte <wishing_well_priority_lzsa ; 2 -- wishing well
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.byte <leaning_tree_priority_lzsa ; 3 -- leaning tree
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.byte <waterfall_priority_lzsa ; 4 -- waterfall
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map_priority_hi:
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.byte >gary_priority_lzsa ; 0 -- gary the horse
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.byte >top_prints_priority_lzsa ; 1 -- top footprints
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.byte >wishing_well_priority_lzsa ; 2 -- wishing well
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.byte >leaning_tree_priority_lzsa ; 3 -- leaning tree
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.byte >waterfall_priority_lzsa ; 4 -- waterfall
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