dos33fsprogs/games/peasant/cliff_base/cliff_base.s

350 lines
5.1 KiB
ArmAsm

; Peasant's Quest
; Cliff Base
; just the cliff base
; we're going crazy with disk accesses now
; by Vince `deater` Weaver vince@deater.net
.include "../zp.inc"
.include "../hardware.inc"
.include "../peasant_sprite.inc"
.include "../qload.inc"
.include "../inventory/inventory.inc"
.include "../parse_input.inc"
collision_location = $bc00
LOCATION_BASE = LOCATION_CLIFF_BASE ; (20)
cliff_base:
lda #0
sta LEVEL_OVER
sta FRAME
sta FLAME_COUNT
jsr hgr_make_tables
;================================
; decompress dialog to $D000
lda #<cliff_text_zx02
sta zx_src_l+1
lda #>cliff_text_zx02
sta zx_src_h+1
lda #$D0
jsr zx02_full_decomp
;===============================
; update score
jsr update_score
;=============================
;=============================
; new screen location
;=============================
;=============================
new_location:
lda #0
sta LEVEL_OVER
;==========================
; load updated verb table
; setup default verb table
jsr setup_default_verb_table
; local verb table
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda verb_tables_low,X
sta INL
lda verb_tables_hi,X
sta INH
jsr load_custom_verb_table
;===============================
; load priority to $400
; indirectly as we can't trash screen holes
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_priority_low,X
sta zx_src_l+1
lda map_priority_hi,X
sta zx_src_h+1
lda #$20 ; temporarily load to $2000
jsr zx02_full_decomp
; copy to $400
jsr gr_copy_to_page1
; copy collision detection info
ldx #0
col_copy_loop:
lda $2400,X
sta collision_location,X
inx
bne col_copy_loop
;=====================
; load bg
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_backgrounds_low,X
sta zx_src_l+1
lda map_backgrounds_hi,X
sta zx_src_h+1
lda #$20 ; load to $2000
jsr zx02_full_decomp
jsr hgr_copy ; copy to $4000
;===================
; put peasant text
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
;===================
; put score
jsr print_score
;======================
; always activate text
jsr setup_prompt
;========================
; Load Peasant Sprites
;========================
; Note: to get to this point of the game you have to be
; in a robe and on fire, so we should enforce that
lda GAME_STATE_2
ora #ON_FIRE
sta GAME_STATE_2
lda #<robe_sprite_data
sta zx_src_l+1
lda #>robe_sprite_data
sta zx_src_h+1
lda #$a0
jsr zx02_full_decomp
;===========================
;===========================
;===========================
; main loop
;===========================
;===========================
;===========================
game_loop:
;===================
; move peasant
jsr move_peasant
;====================
; check if done level
lda LEVEL_OVER
bmi oops_new_location
bne level_over
;=====================
; always draw peasant
jsr draw_peasant
;=====================
; increment frame
inc FRAME
;=====================
; increment flame
inc FLAME_COUNT
lda FLAME_COUNT
cmp #3
bne flame_good
lda #0
sta FLAME_COUNT
flame_good:
;======================
; check keyboard
; original code also waited approximately 100ms?
; this led to keypressed being lost
lda #13
sta WAIT_LOOP
wait_loop:
jsr check_keyboard
lda #50 ; approx 7ms
jsr wait
dec WAIT_LOOP
bne wait_loop
jmp game_loop
oops_new_location:
; new location but same file
; lda MAP_LOCATION
; cmp #LOCATION_CLIFF_HEIGHTS
; bne not_the_cliff
; lda PREVIOUS_LOCATION
; cmp #LOCATION_TROGDOR_OUTER
; beq to_cliff_from_outer
;to_cliff_from_cliff:
; lda #18
; sta PEASANT_X
; lda #140
; sta PEASANT_Y
; bne not_the_cliff ; bra
;to_cliff_from_outer:
; lda #32
; sta PEASANT_X
; lda #120
; sta PEASANT_Y
; bne not_the_cliff ; bra
;not_the_cliff:
; lda MAP_LOCATION
; cmp #LOCATION_TROGDOR_OUTER
; bne not_outer
; lda #2
; sta PEASANT_X
; lda #100
; sta PEASANT_Y
;not_outer:
;just_go_there:
; jmp new_location
;************************
; exit level
;************************
level_over:
cmp #NEW_FROM_LOAD ; see if loading save game
beq exiting_cliff
; new location
lda #4
sta PEASANT_X
lda #170
sta PEASANT_Y
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
exiting_cliff:
rts
.include "../draw_peasant_new.s"
.include "../move_peasant_new.s"
.include "../hgr_sprite_bg_mask.s"
.include "../gr_offsets.s"
.include "../hgr_partial_restore.s"
.include "../gr_copy.s"
.include "../hgr_copy.s"
.include "../new_map_location.s"
.include "../keyboard.s"
.include "../wait.s"
.include "../wait_a_bit.s"
.include "../version.inc"
.include "graphics_cliff/cliff_graphics.inc"
.include "graphics_cliff/priority_cliff.inc"
map_backgrounds_low:
.byte <cliff_base_zx02
map_backgrounds_hi:
.byte >cliff_base_zx02
map_priority_low:
.byte <cliff_base_priority_zx02
map_priority_hi:
.byte >cliff_base_priority_zx02
verb_tables_low:
.byte <cliff_base_verb_table
verb_tables_hi:
.byte >cliff_base_verb_table
cliff_text_zx02:
.incbin "../text/DIALOG_CLIFF_BASE.ZX02"
.include "cliff_base_actions.s"
robe_sprite_data:
.incbin "../sprites_peasant/robe_sprites.zx02"