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8aa63389e1
this doesn't work if we're falling and so no doors are on our Y so re-call the room-limit routine once we land
175 lines
3.2 KiB
ArmAsm
175 lines
3.2 KiB
ArmAsm
; Ootw Level 1 for Apple II Lores
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; by Vince "Deater" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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ootw:
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; Initialize some variables
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lda #0
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sta GAME_OVER
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sta EQUAKE_PROGRESS
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sta EARTH_OFFSET
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sta PHYSICIST_STATE
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sta WHICH_CAVE
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sta BEAST_OUT
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sta ON_ELEVATOR
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sta HAVE_GUN
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;==========================
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; Handle Underwater Arrival
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;==========================
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jsr ootw_c1_arrival
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lda GAME_OVER
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bmi end_c1
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;==========================
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; Exit the Pool
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;==========================
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jsr exit_pool
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; Initialize some variables
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lda #0
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sta GAME_OVER
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sta EQUAKE_PROGRESS
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sta EARTH_OFFSET
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sta PHYSICIST_STATE
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sta WHICH_CAVE
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sta BEAST_OUT
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sta ON_ELEVATOR
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lda #1
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sta BEFORE_SWING
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lda #22
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sta PHYSICIST_Y
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lda #20
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sta PHYSICIST_X
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lda #1
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sta DIRECTION
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lda #40
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sta BOULDER_Y
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;=======================
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; Initialize the slugs
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;=======================
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jsr init_slugs
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;=======================
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; Enter the game
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;=======================
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jsr ootw_pool
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;===========================
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; quit_level
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;===========================
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end_c1:
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lda GAME_OVER ; see why we quit
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cmp #$ff
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beq l1_quit_or_died
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;====================
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; go to next level
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l1_defeated:
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lda #2 ; go to next level
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sta WHICH_LOAD
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rts
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;========================
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; print death message
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; then restart
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l1_quit_or_died:
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jsr TEXT
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jsr HOME
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lda KEYRESET ; clear strobe
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lda #0
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sta DRAW_PAGE
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lda #<end_message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS
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bpl wait_loop
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lda KEYRESET ; clear strobe
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jmp ootw
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; hack, we don't have doors in l1
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recalc_walk_collision:
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rts
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end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: IH8S",0
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; rooms
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.include "ootw_c1_arrival.s"
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.include "ootw_c1_rope.s"
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.include "ootw_c1_pool.s"
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.include "ootw_c1_cavern.s"
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.include "ootw_c1_mesa.s"
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; movement
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.include "physicist.s"
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.include "ootw_c1_sluggy.s"
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.include "ootw_c1_beast.s"
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.include "earthquake.s"
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.include "text_print.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_make_quake.s"
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.include "gr_putsprite.s"
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.include "gr_putsprite_flipped.s"
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.include "gr_offsets.s"
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.include "gr_hlin.s"
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.include "random16.s"
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.include "keyboard.s"
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.include "gr_overlay.s"
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.include "gr_putsprite_crop.s"
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; room backgrounds
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.include "ootw_graphics/l1pool/ootw_pool.inc"
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.include "ootw_graphics/l1caves/ootw_cavern.inc"
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.include "ootw_graphics/l1caves/ootw_cavern2.inc"
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.include "ootw_graphics/l1caves/ootw_cavern3.inc"
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.include "ootw_graphics/l1rope/ootw_rope.inc"
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.include "ootw_graphics/l1rope/ootw_swing.inc"
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.include "ootw_graphics/l1underwater/ootw_underwater.inc"
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; sprites
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.include "ootw_graphics/sprites/l1_background.inc"
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.include "ootw_graphics/sprites/physicist.inc"
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.include "ootw_graphics/sprites/physicist_l1_swim.inc"
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.include "ootw_graphics/sprites/slugs.inc"
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.include "ootw_graphics/sprites/beast.inc"
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; cutscene data
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.include "ootw_graphics/l1end/ootw_l1end.inc"
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.include "ootw_graphics/l1end_scenes/ootw_beast_end.inc"
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.include "ootw_graphics/l1end_scenes/ootw_slug_end.inc"
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.include "ootw_graphics/l1end_scenes/ootw_beast_intro.inc"
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