dos33fsprogs/games/lemm/intro_level.s

441 lines
6.8 KiB
ArmAsm

;========================
; print the intro message
;========================
intro_level:
; clear text screen
jsr clear_all
level_preview_l_smc:
lda #$DD
sta getsrc_smc+1 ; LZSA_SRC_LO
level_preview_h_smc:
lda #$DD
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
; print non-inverse
jsr set_normal
; print messages
intro_text_smc_l:
lda #$dd
sta OUTL
intro_text_smc_h:
lda #$dd
sta OUTH
; print the text
ldx #8
text_loop:
jsr move_and_print
dex
bne text_loop
bit KEYRESET
lda APPLEII_MODEL
cmp #'E'
bne intro_not_iie
jmp split_screen_iie
intro_not_iie:
; wait until keypress
jsr wait_until_keypress
rts
;========================
;========================
; print the outro message
;========================
;========================
outro_level:
; clear text screen
jsr clear_all
; set text
bit SET_TEXT
; print non-inverse
jsr set_normal
; assume lose at first, may change later
lda #LEVEL_FAIL
sta LEVEL_OVER
;======================================
; update percentages in message
;======================================
;=================
; needed
ldx #' ' ; default is blank
lda PERCENT_NEEDED
bne upm_not_100 ; zero specical case means 100%
ldx #'1'
upm_not_100:
stx needed_smc+14
; needed tens
lsr
lsr
lsr
lsr
clc
adc #'0'
sta needed_smc+15
; needed ones
lda PERCENT_NEEDED
and #$f
clc
adc #'0'
sta needed_smc+16
;=================
; rescued
ldx #' ' ; default is blank
lda PERCENT_RESCUED_H
beq upr_not_100 ;
ldx #'1'
upr_not_100:
stx rescued_smc+14
cmp #1 ; if 100% then print 0
beq always_tens
; rescued tens
lda #' '
ldx PERCENT_RESCUED_L
cpx #$10
bcc upr_out_tens
always_tens:
txa
lsr
lsr
lsr
lsr
clc
adc #'0'
upr_out_tens:
sta rescued_smc+15
; needed ones
lda PERCENT_RESCUED_L
and #$f
clc
adc #'0'
sta rescued_smc+16
;======================
; print common message
lda #<level_common_text
sta OUTL
lda #>level_common_text
sta OUTH
jsr move_and_print_list
;======================
; figure out message
;======================
ldx #0 ; first message
lda PERCENT_RESCUED_H
bne print_the_message ; 100%, was a win
blip:
inx ; (1) NEEDED+20% < T < 100%
lda PERCENT_NEEDED
clc
adc #$20 ; FIXME: only if < 80%
cmp PERCENT_RESCUED_L
bcs print_the_message
inx ; (2) NEEDED < T < NEEDED+20%
lda PERCENT_RESCUED_L
cmp PERCENT_NEEDED
bcc print_the_message
inx ; (3) NEEDED == T
cmp PERCENT_NEEDED
beq print_the_message
inx ; (4) T = NEEDED - 1
lda PERCENT_RESCUED_L
sec
sbc #1
cmp PERCENT_NEEDED
beq print_the_message
inx ; (5) NEEDED-5 < T < NEEDED - 1
lda PERCENT_RESCUED_L
sec
sbc #5
cmp PERCENT_NEEDED
bcs print_the_message
inx ; (6) NEEDED/2 < T < NEEDED-5
lda PERCENT_RESCUED_L
lsr
cmp PERCENT_NEEDED
bcs print_the_message
inx ; (7) T < NEEDED/2
print_the_message:
lda level_end_messages_l,X
sta OUTL
lda level_end_messages_h,X
sta OUTH
jsr move_and_print_list
cpx #4
bcc was_a_win
was_a_loss:
jmp done_print_message
;=================================
; print win message if applicable
;=================================
was_a_win:
lda #LEVEL_WIN
sta LEVEL_OVER
; update level in message
ldx WHICH_LEVEL
inx
txa
clc
adc #'0'
sta level_win_text+29
lda #<level_win_text
sta OUTL
lda #>level_win_text
sta OUTH
jsr move_and_print_list
done_print_message:
bit KEYRESET
; wait until keypress
jmp wait_until_keypress
level_common_text:
.byte 6, 1,"ALL LEMMINGS ACCOUNTED FOR.",0
rescued_smc:
.byte 12, 3,"YOU RESCUED %",0
needed_smc:
.byte 12, 4,"YOU NEEDED %",0
.byte 6,20,"PRESS RETURN FOR NEXT LEVEL",0
.byte 9,21,"PRESS ESCAPE FOR MENU",0
.byte $FF
level_win_text:
.byte 6,15,"YOUR ACCESS CODE FOR LEVEL X",0
.byte 14,16,"IS B002ATARI",0
.byte $FF
; T = 100%
level_message0_text:
.byte 2, 6,"SUPERB! YOU RESCUED EVERY LEMMING ON",0
.byte 3, 7,"THAT LEVEL. CAN YOU DO IT AGAIN...",0
.byte $FF
; NEEDED+20% < T < 100%
level_message1_text:
.byte 2, 6,"YOU TOTALLY STORMED THAT LEVEL!",0
.byte 3, 7,"LET'S SEE IF YOU CAN STORM THE NEXT...",0
.byte $FF
; NEEDED < T < NEEDED+20%
level_message2_text:
.byte 2, 6,"THAT LEVEL SEEMED NO PROBLEM TO YOU ON",0
.byte 3, 7,"THAT ATTEMPT. ONTO THE NEXT...",0
.byte $FF
; NEEDED == T
level_message3_text:
.byte 2, 6,"RIGHT ON. YOU CAN'T GET MUCH CLOSER THAN",0
.byte 3, 7,"THAT. LET'S TRY THE NEXT...",0
.byte $FF
; T = NEEDED - 1
level_message4_text:
.byte 2, 6,"OH NO, SO NEAR AND YET SO FAR.",0
.byte 3, 7,"MAYBE THIS TIME...",0
.byte $FF
; NEEDED-5 < T < NEEDED - 1
level_message5_text:
.byte 2, 6,"YOU GOT PRETTY CLOSE THAT TIME.",0
.byte 3, 7,"NOW TRY AGAIN FOR THAT FEW % EXTRA.",0
.byte $FF
; NEEDED/2 < T < NEEDED-5
level_message6_text:
.byte 2, 6,"BETTER RETHINK YOUR STRATEGY BEFORE",0
.byte 3, 7,"YOU TRY THIS LEVEL AGAIN!.",0
.byte $FF
; T < NEEDED/2
level_message7_text:
.byte 3, 6,"ROCK BOTTOM! I HOPE FOR YOUR SAKE",0
.byte 8, 7,"THAT YOU NUKED THAT LEVEL.",0
.byte $FF
level_end_messages_l:
.byte <level_message0_text,<level_message1_text,<level_message2_text
.byte <level_message3_text,<level_message4_text,<level_message5_text
.byte <level_message6_text,<level_message7_text
level_end_messages_h:
.byte >level_message0_text,>level_message1_text,>level_message2_text
.byte >level_message3_text,>level_message4_text,>level_message5_text
.byte >level_message6_text,>level_message7_text
.align $100
; split screen?
split_screen_iie:
; wait for vblank on IIe
; positive? during vblank
; bit SET_GR ; 4
; bit HIRES ; 4
; bit FULLGR
wait_vblank_iie:
lda VBLANK
bmi wait_vblank_iie ; wait for positive (in vblank)
wait_vblank_done_iie:
lda VBLANK ; wait for negative (vlank done)
bpl wait_vblank_done_iie
;
split_loop:
;===========================
; hires for 64 lines
; each line 65 cycles (25 hblank+40 bytes)
; (64*65)-8 = 4160-8 = 4152
; Try X=91 Y=9 cycles=4150
nop ; delay two more
ldy #9 ; 2
loop1: ldx #91 ; 2
loop2: dex ; 2
bne loop2 ; 2nt/3
dey ; 2
bne loop1 ; 2nt/3
; text for 128 lines + horizontal blank
; vblank = 4550 cycles
bit LORES ; 4
bit SET_TEXT ; 4
; (128*65)+4550-15 = 8320+4550-15 = 12855
; ZZZZ 8305
; Try X=68 Y=24 cycles=8305
ldy #24 ; 2
loop13: ldx #68 ; 2
loop14: dex ; 2
bne loop14 ; 2nt/3
dey ; 2
bne loop13 ; 2nt/3
bit SET_GR ; 4
bit HIRES ; 4
; don't really need to split this up? Was trying
; to get retrotink to display properly instead of black/white
; Try X=150 Y=17 cycles=12853
; ZZZZ 4550
; Try X=13 Y=64 cycles=4545
nop ; 2
lda $0 ; 3
ldy #64 ; 2
loop3: ldx #13 ; 2
loop4: dex ; 2
bne loop4 ; 2nt/3
dey ; 2
bne loop3 ; 2nt/3
lda KEYPRESS ; 4
bpl split_loop ; 2nt/3t
rts