dos33fsprogs/mist/mist.s

218 lines
3.1 KiB
ArmAsm

; Mist
; a version of Myst?
; (yes there's a subtle German joke here)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
mist_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
sta LEVEL_OVER
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
;=================
; init vars
; FIXME: we could be re-called from other books
; so don't set location here
lda #0
sta LOCATION
lda #0
sta DIRECTION
lda LOCATION
bne not_first_time
; first time init
lda #0
sta CLOCK_MINUTE
sta CLOCK_HOUR
jsr clock_inside_reset
; lda #0
; sta GEAR_OPEN
lda #1
sta GEAR_OPEN
jsr open_the_gear
not_first_time:
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
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 GEAR_OPEN
beq not_gear_related
jsr check_gear_delete
not_gear_related:
lda LOCATION
cmp #25 ; clock puzzle
beq location_clock
cmp #27
beq location_inside_clock
bne nothing_special
location_clock:
jsr draw_clock_face
jmp nothing_special
location_inside_clock:
jsr draw_clock_inside
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
exit_level:
lda #2
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
;==========================
; includes
;==========================
.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 "audio.s"
.include "graphics_island/mist_graphics.inc"
.include "end_level.s"
; puzzles
.include "clock_bridge_puzzle.s"
.include "marker_switch.s"
.include "brother_books.s"
; linking books
.include "link_book_mist.s"
; letters
.include "letter_cat.s"
.include "common_sprites.inc"
.include "leveldata_island.inc"
;.align $100
;audio_red_page:
;.incbin "audio/red_page.btc"
audio_link_noise:
.incbin "audio/link_noise.btc"