dos33fsprogs/games/lemm/level4.s

297 lines
4.3 KiB
ArmAsm

.include "zp.inc"
.include "hardware.inc"
.include "qload.inc"
.include "lemm.inc"
.include "lemming_status.inc"
.byte 4 ; level 4
do_level4:
;======================
; set up initial stuff
;======================
lda #5
sta DOOR_X
lda #10
sta DOOR_Y
lda #8
sta INIT_X
lda #22
sta INIT_Y
; flame locations
lda #29 ;
sta l_flame_x_smc+1
lda #23
sta l_flame_y_smc+1
sta r_flame_y_smc+1
lda #33 ;
sta r_flame_x_smc+1
; door exit location
lda #29 ;
sta exit_x1_smc+1
lda #33
sta exit_x2_smc+1
lda #21
sta exit_y1_smc+1
lda #45
sta exit_y2_smc+1
;==============
; set up intro
;==============
lda #<level4_preview_lzsa
sta level_preview_l_smc+1
lda #>level4_preview_lzsa
sta level_preview_h_smc+1
lda #<level4_intro_text
sta intro_text_smc_l+1
lda #>level4_intro_text
sta intro_text_smc_h+1
lda #$00 ; BCD
sta PERCENT_NEEDED ; means 100%
;==============
; set up music
;==============
lda #0
sta CURRENT_CHUNK
sta DONE_PLAYING
sta BASE_FRAME_L
sta BUTTON_LOCATION
; set up first song
lda #<music8_parts_l
sta chunk_l_smc+1
lda #>music8_parts_l
sta chunk_l_smc+2
lda #<music8_parts_h
sta chunk_h_smc+1
lda #>music8_parts_h
sta chunk_h_smc+2
lda #$D0
sta CHUNK_NEXT_LOAD ; Load at $D0
jsr load_song_chunk
lda #$D0 ; music starts at $d000
sta CHUNK_NEXT_PLAY
sta BASE_FRAME_H
lda #1
sta LOOP
sta CURRENT_CHUNK
;=======================
; show title screen
;=======================
jsr intro_level
;=======================
; Load Graphics
;=======================
lda #$20
sta HGR_PAGE
jsr hgr_make_tables
bit SET_GR
bit PAGE0
bit HIRES
bit FULLGR
lda #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$20
jsr decompress_lzsa2_fast
lda #<level4_lzsa
sta getsrc_smc+1 ; LZSA_SRC_LO
lda #>level4_lzsa
sta getsrc_smc+2 ; LZSA_SRC_HI
lda #$40
jsr decompress_lzsa2_fast
;=======================
; Setup cursor
;=======================
lda #0
sta OVER_LEMMING
lda #10
sta CURSOR_X
lda #100
sta CURSOR_Y
;=======================
; init vars
;=======================
lda #1
sta LEMMINGS_TO_RELEASE
; set up time
lda #$5
sta TIME_MINUTES
lda #$00
sta TIME_SECONDS
sta TIMER_COUNT ; 1/50
jsr init_level
;=======================
; Play "Let's Go"
;=======================
jsr play_letsgo
;===================
;===================
; Main Loop
;===================
;===================
l4_main_loop:
;=========================
; load next chunk of music
; if necessary
;=========================
jsr load_music
l4_no_load_chunk:
lda DOOR_OPEN
bne l4_door_is_open
jsr draw_door
l4_door_is_open:
;======================
; release lemmings
;======================
jsr release_lemming
;=====================
; animate flames
;=====================
jsr draw_flames
lda TIMER_COUNT
cmp #$50
bcc l4_timer_not_yet
jsr update_time
lda #$0
sta TIMER_COUNT
l4_timer_not_yet:
; main drawing loop
jsr erase_lemming
jsr erase_pointer
jsr move_lemmings
jsr draw_lemming
jsr handle_keypress
jsr draw_pointer
lda #$ff
jsr wait
inc FRAMEL
lda LEVEL_OVER
bne l4_level_over
jmp l4_main_loop
l4_level_over:
rts
.include "graphics/graphics_level4.inc"
music8_parts_h:
.byte >lemm9_part1_lzsa,>lemm9_part2_lzsa,>lemm9_part3_lzsa
.byte >lemm9_part4_lzsa,>lemm9_part5_lzsa,>lemm9_part6_lzsa
.byte >lemm9_part7_lzsa
.byte $00
music8_parts_l:
.byte <lemm9_part1_lzsa,<lemm9_part2_lzsa,<lemm9_part3_lzsa
.byte <lemm9_part4_lzsa,<lemm9_part5_lzsa,<lemm9_part6_lzsa
.byte <lemm9_part7_lzsa
lemm9_part1_lzsa:
.incbin "music/lemm9.part1.lzsa"
lemm9_part2_lzsa:
.incbin "music/lemm9.part2.lzsa"
lemm9_part3_lzsa:
.incbin "music/lemm9.part3.lzsa"
lemm9_part4_lzsa:
.incbin "music/lemm9.part4.lzsa"
lemm9_part5_lzsa:
.incbin "music/lemm9.part5.lzsa"
lemm9_part6_lzsa:
.incbin "music/lemm9.part6.lzsa"
lemm9_part7_lzsa:
.incbin "music/lemm9.part7.lzsa"
level4_intro_text:
.byte 0, 8,"LEVEL 4",0
.byte 9, 8,"NOW USE MINERS AND CLIMBERS",0
.byte 9,12,"NUMBER OF LEMMINGS 10",0
.byte 12,14,"100% TO BE SAVED",0
.byte 12,16,"RELEASE RATE 1",0
.byte 13,18,"TIME 5 MINUTES",0
.byte 15,20,"RATING FUN",0
.byte 8,23,"PRESS RETURN TO CONINUE",0