dos33fsprogs/games/keen/keen_level1.s

216 lines
3.3 KiB
ArmAsm

; Keen PoC Level 1
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
MAX_TILE_X = 96 ; 116 - 20
MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
keen_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE1
bit LORES
bit FULLGR
jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta KEEN_WALKING
sta KEEN_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta KEEN_XL
sta KEEN_FALLING
sta KEEN_SHOOTING
sta KEYCARDS
lda #<enemy_data
sta ENEMY_DATAL
lda #>enemy_data
sta ENEMY_DATAH
lda #4
sta DRAW_PAGE
; Level 1
; start at 2,24 (remember tiles 2 bytes high even though 4 pixels)
; but with reference to starting tilemap (0,5) should be
; 2,8?
lda #2
sta KEEN_X
lda #24
sta KEEN_Y
lda #1
sta KEEN_DIRECTION
;====================================
; load level1 background
;====================================
lda #<level1_bg_zx02
sta ZX0_src
lda #>level1_bg_zx02
sta ZX0_src+1
lda #$c ; load to page $c00
jsr full_decomp
;====================================
; load level1 tilemap
;====================================
lda #<level1_data_zx02
sta ZX0_src
lda #>level1_data_zx02
sta ZX0_src+1
lda #$90 ; load to page $9000
jsr full_decomp
;====================================
; copy in tilemap subset
;====================================
; we copy in full screen, 40x48 = 20x12 tiles
; we start out assuming position is 0,5
lda #0
sta TILEMAP_X
lda #5
sta TILEMAP_Y
jsr copy_tilemap_subset
;====================================
;====================================
; Main loop
;====================================
;====================================
keen_loop:
; draw tilemap
jsr draw_tilemap
; draw enemies
jsr draw_enemies
; draw laser
jsr draw_laser
; draw keen
jsr draw_keen
; handle door opening
; jsr check_open_door
jsr page_flip
jsr handle_keypress
jsr move_keen
; jsr move_enemies
jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
;===========================
; check end of level
;===========================
lda LEVEL_OVER
beq do_keen_loop
jmp done_with_keen
do_keen_loop:
; delay
; lda #200
; jsr WAIT
jmp keen_loop
done_with_keen:
bit KEYRESET ; clear keypress
lda #LOAD_MARS
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
; level graphics
level1_bg_zx02:
.incbin "graphics/level1_bg.gr.zx02"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "zx02_optim.s"
.include "status_bar.s"
.include "keyboard.s"
.include "joystick.s"
.include "text_drawbox.s"
.include "print_help.s"
.include "quit_yn.s"
.include "level_end.s"
.include "draw_keen.s"
.include "sprites/keen_sprites.inc"
.include "move_keen.s"
.include "handle_laser.s"
.include "draw_tilemap.s"
.include "enemies_level1.s"
.include "item_level1.s"
.include "sound_effects.s"
.include "speaker_tone.s"
level1_data_zx02:
.incbin "maps/level1_map.zx02"