mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
028066b34c
probably missing some files
230 lines
3.3 KiB
ArmAsm
230 lines
3.3 KiB
ArmAsm
; Riven -- Inside Rotate room, Pillars
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "../zp.inc"
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.include "../hardware.inc"
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.include "../common_defines.inc"
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.include "../qload.inc"
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.include "disk10_defines.inc"
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pillars_start:
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;===================
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; init screen
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;===================
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; jsr TEXT
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; jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE1
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bit HIRES
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bit FULLGR
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;========================
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; set up location
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;========================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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lda #0
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sta JOYSTICK_ENABLED
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sta UPDATE_POINTER
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lda #1
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sta CURSOR_VISIBLE
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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;===================================
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; init
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;===================================
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; set up proper stained glass
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ldx WHICH_PILLAR
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dex ; 1 indexed -> 0 indexed
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lda stained_bg_l,X
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sta location2+LOCATION_SOUTH_BG
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lda stained_bg_h,X
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sta location2+LOCATION_SOUTH_BG+1
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jsr change_location
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jsr save_bg_14x14 ; save old bg
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game_loop:
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;===================================
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; draw pointer
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;===================================
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jsr draw_pointer
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;===================================
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; handle keypress/joystick
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;===================================
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jsr handle_keypress
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;===================================
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; increment frame count
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;===================================
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inc FRAMEL
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bne frame_no_oflo
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inc FRAMEH
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frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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rts
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;==========================
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; move to center
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;==========================
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move_to_center:
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; if 9 or less, left
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; if 31 or more, right
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; otherwise look at beetle
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lda CURSOR_X
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cmp #10
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bcc go_left ; blt
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cmp #31
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bcs go_right ; bge
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; look at beetle
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lda #LOAD_PILLARS
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sta WHICH_LOAD
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lda #RIVEN_BEETLE_R_OPEN
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sta LOCATION
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lda #DIRECTION_S
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sta DIRECTION
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lda #1
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sta LEVEL_OVER
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rts
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rts
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go_left:
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ldx WHICH_PILLAR ; 1-indexed
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dex
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lda left_lookup,X
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jmp go_common
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go_right:
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ldx WHICH_PILLAR ; 1-indexed
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dex
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lda right_lookup,X
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go_common:
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sta LOCATION
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lda #LOAD_CENTER
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sta WHICH_LOAD
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lda #DIRECTION_N
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sta DIRECTION
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lda #1
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sta LEVEL_OVER
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rts
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;==========================
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; view_stained
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;==========================
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; if clicked, view stained glass
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view_stained:
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lda #LOAD_PILLARS
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sta WHICH_LOAD
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lda #RIVEN_STAINED
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sta LOCATION
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lda #DIRECTION_S
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sta DIRECTION
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lda #1
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sta LEVEL_OVER
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rts
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;==========================
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; stained glass tables
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stained_bg_l:
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.byte <stained01_zx02
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.byte <stained02_zx02
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.byte <stained03_zx02
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.byte <stained04_zx02
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.byte <stained05_zx02
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stained_bg_h:
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.byte >stained01_zx02
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.byte >stained02_zx02
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.byte >stained03_zx02
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.byte >stained04_zx02
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.byte >stained05_zx02
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left_lookup:
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.byte RIVEN_CENTER_51 ; 1
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.byte RIVEN_CENTER_12 ; 2
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.byte RIVEN_CENTER_23 ; 3
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.byte RIVEN_CENTER_34 ; 4
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.byte RIVEN_CENTER_45 ; 5
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right_lookup:
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.byte RIVEN_CENTER_12 ; 1
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.byte RIVEN_CENTER_23 ; 2
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.byte RIVEN_CENTER_34 ; 3
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.byte RIVEN_CENTER_45 ; 4
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.byte RIVEN_CENTER_51 ; 5
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;==========================
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; includes
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;==========================
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.include "graphics_pillars/pillars_graphics.inc"
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.include "leveldata_pillars.inc"
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