dos33fsprogs/demosplash/starbase_action.s
2019-11-09 20:17:07 -05:00

957 lines
13 KiB
ArmAsm

;=======================
;=======================
; starbase_init
;=======================
;=======================
; call once before entering starbase for first time
starbase_init:
lda #0
sta WHICH_ROOM
sta BG_SCROLL
sta CART_OUT
sta LASER_OUT
sta BLAST_OUT
sta GUN_STATE
sta GUN_FIRE
sta NUM_DOORS
sta ACTION_TRIGGERED
sta ACTION_COUNT
lda #1
sta DIRECTION ; right
lda #100
sta GUN_CHARGE
lda #$40
sta CART_X
;====================
; reset doors
lda #DOOR_STATUS_LOCKED
sta c4_r0_door0_status
;===============
; set up aliens
jsr clear_aliens
lda #1
sta ALIEN_OUT
lda #1
sta alien0_room
lda #20
sta alien0_x
lda #30
sta alien0_y
lda #A_STANDING
sta alien0_state
lda #0
sta alien0_direction
; set up physicist
lda #1
sta HAVE_GUN
lda #0
sta ASTRONAUT_X
lda #10
sta ASTRONAUT_Y
lda #P_STANDING
sta ASTRONAUT_STATE
rts
;===========================
;===========================
; enter new room in jail
;===========================
;===========================
starbase_setup_room:
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
sta NUM_DOORS
;============================
; init shields
jsr init_shields
; jsr alien_room_init
lda #0
sta FRAMEL ; reset frame count for action timer
sta FRAMEH
sta ACTION_COUNT ; cancel if we leave room mid-action
;==============================
; setup per-room variables
;==============================
lda WHICH_ROOM
bne room1
;======================
; Room0 with ramp
room0:
; set up doors
lda #2
sta NUM_DOORS
lda #<door_c4_r0
sta setup_door_table_loop_smc+1
lda #>door_c4_r0
sta setup_door_table_loop_smc+2
jsr setup_door_table
; set up room limits
lda #(-3+128) ; stop at wall
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set left exit
lda #0
sta cel_smc+1
; set right exit
lda #1
sta cer_smc+1
lda #10
sta ASTRONAUT_Y
; load background
lda #>(jail_rle)
sta GBASH
lda #<(jail_rle)
jmp room_setup_done
;===========================
; hallway with weird ceiling
room1:
cmp #1
bne room2
; set up doors
lda #3
sta NUM_DOORS
lda #<door_c4_r1
sta setup_door_table_loop_smc+1
lda #>door_c4_r1
sta setup_door_table_loop_smc+2
jsr setup_door_table
lda #(-4+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; pretend a battle was underway
first_shield:
lda #0
; sta FIRST_SHIELD
sta shield_count
lda #1
sta shield_out
lda #16
sta shield_x
lda #30
sta shield_y
inc SHIELD_OUT
; set right exit
lda #2
sta cer_smc+1
; set left exit
lda #0
sta cel_smc+1
lda #30
sta ASTRONAUT_Y
; load background
lda #>(hallway_rle)
sta GBASH
lda #<(hallway_rle)
jmp room_setup_done
;=====================
; room with big window
room2:
cmp #2
bne room3
lda #(-4+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #3
sta cer_smc+1
; set left exit
lda #1
sta cel_smc+1
lda #30
sta ASTRONAUT_Y
; load background
lda #>(window_rle)
sta GBASH
lda #<(window_rle)
jmp room_setup_done
;=======================
;room with ship
room3:
cmp #3
beq do_room3
jmp end_sequence
do_room3:
lda #1
sta NUM_DOORS
lda #<door_c4_r3
sta setup_door_table_loop_smc+1
lda #>door_c4_r3
sta setup_door_table_loop_smc+2
jsr setup_door_table
lda #(-4+128)
sta LEFT_LIMIT
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
lda #4
sta cer_smc+1
; set left exit
lda #2
sta cel_smc+1
lda #30
sta ASTRONAUT_Y
; load background
lda #>(ship_rle)
sta GBASH
lda #<(ship_rle)
; fall through
room_setup_done:
; load bg image
sta GBASL
lda #$c ; load to page $c00
jsr load_rle_gr
; setup walk collision
jsr recalc_walk_collision
ootw_room_already_set:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;============================================
; Setup pages (is this necessary?)
; FIXME: use code from c3 which clears better
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;============================
;============================
; starbase Loop
;============================
;============================
starbase_loop:
;================================
;================================
; copy background to current page
;================================
;================================
jsr gr_copy_to_current
;==================================
; draw background action
;==================================
lda WHICH_JAIL
beq bg_room0
cmp #3
beq bg_room3
bne c4_no_bg_action
bg_room0:
; Room #0, draw pulsing recharger
lda FRAMEL
and #$c
lsr
tay
lda #0
sta XPOS
lda #26
sta YPOS
lda recharge_bg_progression,Y
sta INL
lda recharge_bg_progression+1,Y
sta INH
jsr put_sprite
lda FRAMEL
and #$18
lsr
lsr
tay
jmp c4_no_bg_action
bg_room3:
; Room #3, draw clamp if applicable
lda c4_r3_door0_status ; door status
cmp #DOOR_STATUS_EXPLODED
beq bg3_blink
; draw clamp at 22,5
lda #22
sta XPOS
lda #4
sta YPOS
lda #<clamp_sprite
sta INL
lda #>clamp_sprite
sta INH
jsr put_sprite
jmp c4_no_bg_action
bg3_blink:
lda FRAMEL
and #$20
beq bg3_blink_off
; 9x16
bg3_blink_on:
lda #$56
bne bg3_blink_done
bg3_blink_off:
lda #$52
bg3_blink_done:
sta $c28+9
c4_no_bg_action:
;===============================
; check keyboard
;===============================
jsr handle_keypress
;===============================
; move astronaut
;===============================
jsr move_astronaut
;===================
; check room limits
;===================
lda ASTRONAUT_STATE
cmp #P_FALLING_DOWN
beq done_room_limits
cmp #P_IMPALED
beq done_room_limits
jsr check_screen_limit
done_room_limits:
;===============
; draw astronaut
;===============
; only have slope in room0
lda WHICH_ROOM
bne just_draw_astronaut
; adjust y for slope
lda ASTRONAUT_X
cmp #11
bcc asstr_above ; blt
cmp #22
bcs asstr_below ; bge
sec
sbc #11
and #$fe ; our sprite code only draws even y
adc #11
jmp asstr_adjust_y
asstr_below:
lda #22
jmp asstr_adjust_y
asstr_above:
lda #10
asstr_adjust_y:
and #$fe
sta ASTRONAUT_Y
jsr recalc_walk_collision
just_draw_astronaut:
jsr draw_astronaut
after_draw_astronaut:
;===============
; draw alien
;===============
lda ALIEN_OUT
beq no_draw_alien
jsr move_alien
jsr draw_alien
no_draw_alien:
;================
; handle gun
;================
jsr handle_gun
;================
; handle doors
;================
jsr handle_doors
;================
; draw doors
;================
jsr draw_doors
;========================
; draw foreground cover
;========================
lda WHICH_ROOM
beq c4_room0_cover
cmp #2
beq room2_robot
jmp c4_no_fg_cover
c4_room0_cover:
lda #0
sta XPOS
lda #6
sta YPOS
lda #<causeway_door_cover
sta INL
lda #>causeway_door_cover
sta INH
jsr put_sprite
jmp c4_no_fg_cover
room2_robot:
; 0 is never seen, 2 is all done
lda CART_OUT
cmp #1
bne c4_no_fg_cover
c2_draw_cart:
lda CART_X
sta XPOS
lda #42
sta YPOS
lda #<robot_sprite
sta INL
lda #>robot_sprite
sta INH
jsr put_sprite_crop
c4_no_fg_cover:
;========================
; activate fg actions
;========================
lda WHICH_ROOM
cmp #2
bne no_fg_action
lda CART_OUT
bne no_fg_action ; if 0 activate
inc CART_OUT
no_fg_action:
;================
; move fg objects
;================
move_fg_objects:
lda CART_OUT
cmp #1
bne cart_not_out
; move cart
lda FRAMEL
and #$3
bne cart_not_out
dec CART_X
dec CART_X
lda CART_X
cmp #$fc
bne cart_not_out
inc CART_OUT
cart_not_out:
;===============
; page flip
;===============
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne city_frame_no_oflo
inc FRAMEH
city_frame_no_oflo:
;=========================
; exit hack
;=========================
lda WHICH_ROOM
cmp #4
bne regular_exit_check
lda ASTRONAUT_X
cmp #32
bcc regular_exit_check ; blt
lda #5
sta WHICH_ROOM
rts
regular_exit_check:
;==========================
; check if done this level
;==========================
lda GAME_OVER
beq still_in_city
cmp #$ff ; if $ff, we died
beq done_city
;===============================
; check if exited room to right
cmp #1
beq city_exit_left
;=================
; exit to right
city_right_yes_exit:
lda #0
sta ASTRONAUT_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_CAVE
jmp done_city
;=====================
; exit to left
city_exit_left:
lda #37
sta ASTRONAUT_X
cel_smc:
lda #0 ; smc+1
sta WHICH_CAVE
jmp done_city
; loop forever
still_in_city:
lda #0
sta GAME_OVER
jmp starbase_loop
done_city:
rts
recharge_bg_progression:
.word recharge_bg1
.word recharge_bg2
.word recharge_bg3
.word recharge_bg4
recharge_bg1:
.byte 2,10
.byte $6A,$FA
.byte $27,$f6
.byte $ff,$7f
.byte $6f,$7f
.byte $ff,$5f
.byte $f5,$5f
.byte $62,$f2
.byte $72,$65
.byte $5f,$7f
.byte $A2,$a5
recharge_bg2:
.byte 2,10
.byte $2A,$6A
.byte $76,$65
.byte $5f,$f5
.byte $ff,$77
.byte $22,$f2
.byte $5f,$f6
.byte $2f,$75
.byte $52,$f5
.byte $f2,$52
.byte $A6,$a2
recharge_bg3:
.byte 2,10
.byte $fA,$7A
.byte $f5,$27
.byte $5f,$ff
.byte $2f,$5f
.byte $77,$ff
.byte $f5,$f6
.byte $25,$52
.byte $5f,$52
.byte $5f,$2f
.byte $A7,$a2
recharge_bg4:
.byte 2,10
.byte $5A,$2A
.byte $55,$76
.byte $f5,$5f
.byte $77,$ff
.byte $75,$22
.byte $f2,$5f
.byte $27,$22
.byte $7f,$5f
.byte $6f,$f5
.byte $A7,$a2
; 0x18
causeway_door_cover:
.byte 6,10
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$11,$00,$00,$00
.byte $00,$00,$11,$11,$00,$00
.byte $00,$00,$00,$11,$00,$00
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00
; 3x3
clamp_sprite:
.byte 3,3
.byte $AA,$1A,$9A
.byte $00,$00,$00
.byte $AA,$A9,$A1
; Room 0 doors
door_c4_r0:
.word door_c4_r0_status
.word door_c4_r0_x
.word door_c4_r0_y
.word door_c4_r0_xmin
.word door_c4_r0_xmax
door_c4_r0_status:
c4_r0_door0_status: .byte DOOR_STATUS_LOCKED
c4_r0_door1_status: .byte DOOR_STATUS_LOCKED
door_c4_r0_x:
c4_r0_door0_x: .byte 6
c4_r0_door1_x: .byte 37
door_c4_r0_y:
c4_r0_door0_y: .byte 6
c4_r0_door1_y: .byte 18
door_c4_r0_xmin:
c4_r0_door0_xmin: .byte 0 ; 37-4-5
c4_r0_door1_xmin: .byte 28 ; 37-4-5
door_c4_r0_xmax:
c4_r0_door0_xmax: .byte 4 ; ??
c4_r0_door1_xmax: .byte 39 ; ??
; Room 1 doors
door_c4_r1:
.word door_c4_r1_status
.word door_c4_r1_x
.word door_c4_r1_y
.word door_c4_r1_xmin
.word door_c4_r1_xmax
door_c4_r1_status:
c4_r1_door0_status: .byte DOOR_STATUS_CLOSED
c4_r1_door1_status: .byte DOOR_STATUS_CLOSED
c4_r1_door2_status: .byte DOOR_STATUS_CLOSED
door_c4_r1_x:
c4_r1_door0_x: .byte 31
c4_r1_door1_x: .byte 34
c4_r1_door2_x: .byte 37
door_c4_r1_y:
c4_r1_door0_y: .byte 26
c4_r1_door1_y: .byte 26
c4_r1_door2_y: .byte 26
door_c4_r1_xmin:
c4_r1_door0_xmin: .byte 22 ; 31-4-5
c4_r1_door1_xmin: .byte 25 ; 34-4-5
c4_r1_door2_xmin: .byte 28 ; 37-4-5
door_c4_r1_xmax:
c4_r1_door0_xmax: .byte 39 ; ??
c4_r1_door1_xmax: .byte 39 ; ??
c4_r1_door2_xmax: .byte 39 ; ??
door_c4_r3:
.word door_c4_r3_status
.word door_c4_r3_x
.word door_c4_r3_y
.word door_c4_r3_xmin
.word door_c4_r3_xmax
door_c4_r3_status:
c4_r3_door0_status: .byte DOOR_STATUS_CLOSED
door_c4_r3_x:
c4_r3_door0_x: .byte 12
door_c4_r3_xmin: .byte 39
door_c4_r3_xmax: .byte 39
door_c4_r3_y:
c4_r3_door0_y: .byte 26
;============================
; end_sequence
;============================
;
; fire engines, star-wipe
end_sequence:
;=========================
; set up bg
; lda #>(ship_rle)
; sta GBASH
; lda #<(ship_rle)
; sta GBASL
; lda #$0c ; load image off-screen $c00
; jsr load_rle_gr
lda #<flame_sequence
sta INTRO_LOOPL
lda #>flame_sequence
sta INTRO_LOOPH
jsr run_sequence
lda #<star_sequence
sta INTRO_LOOPL
lda #>star_sequence
sta INTRO_LOOPH
jsr run_sequence
; bit KEYRESET
; jsr wait_until_keypressed
; trigger end
lda #5
sta WHICH_ROOM
rts
FLAME_FRAMERATE = 10
flame_sequence:
.byte 255
.word ship_rle
.byte 1
.word ship_rle
.byte 50
.word ship_flame0_rle
.byte 40
.word ship_flame1_rle
.byte 40
.word ship_flame2_rle
.byte FLAME_FRAMERATE
.word ship_flame3_rle
.byte FLAME_FRAMERATE
.word ship_flame4_rle
.byte FLAME_FRAMERATE
.word ship_flame5_rle
.byte FLAME_FRAMERATE
.word ship_flame3_rle
.byte FLAME_FRAMERATE
.word ship_flame4_rle
.byte FLAME_FRAMERATE
.word ship_flame5_rle
.byte FLAME_FRAMERATE
.word ship_flame3_rle
.byte FLAME_FRAMERATE
.word ship_flame4_rle
.byte FLAME_FRAMERATE
.word ship_flame5_rle
.byte FLAME_FRAMERATE
.word ship_flame3_rle
.byte FLAME_FRAMERATE
.word ship_flame4_rle
.byte FLAME_FRAMERATE
.word ship_flame5_rle
.byte FLAME_FRAMERATE
.word ship_flame3_rle
.byte FLAME_FRAMERATE
.word ship_flame4_rle
.byte 255
.word ship_flame5_rle
.byte 0
STAR_SPEED = 16
star_sequence:
.byte STAR_SPEED
.word star_wipe1_rle
.byte STAR_SPEED
.word star_wipe2_rle
.byte STAR_SPEED
.word star_wipe3_rle
.byte STAR_SPEED
.word star_wipe4_rle
.byte STAR_SPEED
.word star_wipe5_rle
.byte STAR_SPEED
.word empty_rle
.byte STAR_SPEED
.word empty_rle
.byte 0
robot_sprite:
.byte 5,3
.byte $aa,$0a,$00,$0a,$aa
.byte $0a,$90,$00,$00,$aa
.byte $00,$00,$00,$00,$00