dos33fsprogs/mist/mist.s
2020-03-07 18:24:46 -05:00

615 lines
8.7 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
; 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
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
;====================================
lda CURSOR_VISIBLE
bne draw_pointer
jmp no_draw_pointer
draw_pointer:
lda CURSOR_X
sta XPOS
lda CURSOR_Y
sta YPOS
; see if inside special region
ldy #LOCATION_SPECIAL_EXIT
lda (LOCATION_STRUCT_L),Y
bmi finger_not_special ; if $ff not special
cmp DIRECTION
bne finger_not_special ; only special if facing right way
; see if X1 < X < X2
lda CURSOR_X
ldy #LOCATION_SPECIAL_X1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_X2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; see if Y1 < Y < Y2
lda CURSOR_Y
ldy #LOCATION_SPECIAL_Y1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_Y2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; we made it this far, we are special
finger_grab:
lda #1
sta IN_SPECIAL
lda #<finger_grab_sprite
sta INL
lda #>finger_grab_sprite
jmp finger_draw
finger_not_special:
; check for left/right
lda CURSOR_X
cmp #7
bcc check_cursor_left ; blt
cmp #33
bcs check_cursor_right ; bge
; otherwise, finger_point
finger_point:
lda #<finger_point_sprite
sta INL
lda #>finger_point_sprite
jmp finger_draw
check_cursor_left:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_left_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_left_south
handle_left_north:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_left
check_left_south:
cpy #DIRECTION_S
bne check_left_east
handle_left_south:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_left
check_left_east:
cpy #DIRECTION_E
bne check_left_west
handle_left_east:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_left
check_left_west:
; we should be only option left
handle_left_west:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_left
check_cursor_right:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_right_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_right_south
handle_right_north:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_right
check_right_south:
cpy #DIRECTION_S
bne check_right_east
handle_right_south:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_right
check_right_east:
cpy #DIRECTION_E
bne check_right_west
handle_right_east:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_right
check_right_west:
; we should be only option left
handle_right_west:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_right
finger_left:
lda #1
sta IN_LEFT
lda #<finger_left_sprite
sta INL
lda #>finger_left_sprite
jmp finger_draw
finger_right:
lda #1
sta IN_RIGHT
lda #<finger_right_sprite
sta INL
lda #>finger_right_sprite
jmp finger_draw
finger_draw:
sta INH
jsr put_sprite_crop
no_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:
jmp game_loop
;==============================
; Handle Keypress
;==============================
handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
dec CURSOR_X
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
inc CURSOR_X
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
dec CURSOR_Y
dec CURSOR_Y
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
inc CURSOR_Y
inc CURSOR_Y
jmp done_keypress
check_return:
cmp #' '
beq return_pressed
cmp #13
bne done_keypress
return_pressed:
lda IN_SPECIAL
beq not_special_return
special_return:
jsr handle_special
; special case, don't make cursor visible
jmp no_keypress
not_special_return:
lda IN_RIGHT
beq not_right_return
right_return:
jsr turn_right
jmp no_keypress
not_right_return:
lda IN_LEFT
beq not_left_return
left_return:
jsr turn_left
jmp no_keypress
not_left_return:
jsr go_forward
jmp no_keypress
done_keypress:
lda #1 ; make cursor visible
sta CURSOR_VISIBLE
no_keypress:
bit KEYRESET
rts
;============================
; handle_special
;===========================
; set up jump table fakery
handle_special:
ldy #LOCATION_SPECIAL_FUNC+1
lda (LOCATION_STRUCT_L),Y
pha
dey
lda (LOCATION_STRUCT_L),Y
pha
rts
;=============================
; change direction
;=============================
change_direction:
; load background
lda DIRECTION
asl
clc
adc #LOCATION_NORTH_BG
tay
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_LO
iny
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
rts
;=============================
; change location
;=============================
change_location:
; reset pointer to not visible, centered
lda #0
sta CURSOR_VISIBLE
lda #20
sta CURSOR_X
sta CURSOR_Y
lda LOCATION
asl
tay
lda locations,Y
sta LOCATION_STRUCT_L
lda locations+1,Y
sta LOCATION_STRUCT_H
jsr change_direction
rts
;==========================
; go forward
;===========================
go_forward:
; update new location
lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT
tay
lda (LOCATION_STRUCT_L),Y
cmp #$ff
beq cant_go_forward
sta LOCATION
; update new direction
lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT_DIR
tay
lda (LOCATION_STRUCT_L),Y
sta DIRECTION
jsr change_location
cant_go_forward:
rts
;==========================
; turn left
;===========================
turn_left:
lda DIRECTION
cmp #DIRECTION_N
beq go_west
cmp #DIRECTION_W
beq go_south
cmp #DIRECTION_S
beq go_east
bne go_north
;==========================
; turn right
;===========================
turn_right:
lda DIRECTION
cmp #DIRECTION_N
beq go_east
cmp #DIRECTION_E
beq go_south
cmp #DIRECTION_S
beq go_west
bne go_north
go_north:
lda #DIRECTION_N
jmp done_turning
go_east:
lda #DIRECTION_E
jmp done_turning
go_south:
lda #DIRECTION_S
jmp done_turning
go_west:
lda #DIRECTION_W
jmp done_turning
done_turning:
sta DIRECTION
jsr change_direction
rts
exit_level:
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 "audio.s"
.include "graphics_island/mist_graphics.inc"
; 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"