mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 20:06:09 +00:00
300 lines
4.2 KiB
ArmAsm
300 lines
4.2 KiB
ArmAsm
; Ootw Checkpoint5 -- Running around the Caves
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; call once before entering cave for first time
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ootw_cave_init:
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lda #0
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sta WHICH_CAVE
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sta BLASTED_WALL
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; yes you fall in facing left for some reason
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sta NUM_DOORS
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #0
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sta PHYSICIST_X
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lda #24
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sta PHYSICIST_Y
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;====================
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; reset doors
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lda #DOOR_STATUS_CLOSED
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sta c4_r0_door0_status
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rts
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;===========================
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; enter new room in cave
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;===========================
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ootw_cave:
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;==============================
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; each room init
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;==============================
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; setup per-room variables
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lda WHICH_CAVE
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bne cave1
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jsr init_shields
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; Room0 entrance
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cave0:
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lda #(0+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #$ff
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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; set up doors
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lda #1
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sta NUM_DOORS
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lda #<door_c4_r0
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sta setup_door_table_loop_smc+1
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lda #>door_c4_r0
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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not_falling_in:
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lda #24
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sta PHYSICIST_Y
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; load background
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lda #>(temple_center_w_rle)
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sta GBASH
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lda #<(temple_center_w_rle)
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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;=====================
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; setup walk collision
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jsr recalc_walk_collision
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cave1:
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ootw_cave_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Cave Loop
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;============================
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;============================
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cave_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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lda WHICH_CAVE
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bg_cave0:
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c5_no_bg_action:
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;============================
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; switch bg if exploded
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lda BLASTED_WALL
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cmp #1
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bne wall_good
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; load background
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lda #>(temple_center_ex_rle)
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sta GBASH
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lda #<(temple_center_ex_rle)
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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inc BLASTED_WALL
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wall_good:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;=================
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; adjust floor
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check_floor0_done:
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check_floor1:
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;===============
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; draw physicist
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jsr draw_physicist
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;===============
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; handle gun
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jsr handle_gun
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;===============
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; handle doors
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jsr handle_doors
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;=========
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; jsr draw_doors
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;========================
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; draw foreground action
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c5_no_fg_action:
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;================
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; move fg objects
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;================
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne cave_frame_no_oflo
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inc FRAMEH
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cave_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_cave
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cmp #$ff ; if $ff, we died
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beq done_cave
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;===============================
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; check if exited room to right
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cmp #1
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beq cave_exit_left
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;=================
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; exit to right
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cave_right_yes_exit:
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lda #0
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sta PHYSICIST_X
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cer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_cave
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;=====================
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; exit to left
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cave_exit_left:
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lda #37
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sta PHYSICIST_X
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cel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_cave
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; loop forever
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still_in_cave:
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lda #0
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sta GAME_OVER
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jmp cave_loop
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done_cave:
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rts
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door_c4_r0:
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.word door_c4_r0_status
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.word door_c4_r0_x
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.word door_c4_r0_y
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.word door_c4_r0_xmin
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.word door_c4_r0_xmax
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door_c4_r0_status:
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c4_r0_door0_status: .byte DOOR_STATUS_CLOSED
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door_c4_r0_x:
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c4_r0_door0_x: .byte 19
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door_c4_r0_y:
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c4_r0_door0_y: .byte 20
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door_c4_r0_xmin:
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c4_r0_door0_xmin: .byte 11 ; 7-4-5
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door_c4_r0_xmax:
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c4_r0_door0_xmax: .byte 24 ; 7+4
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