dos33fsprogs/games/riven_hgr/disk10_files/level_pillars.s
Vince Weaver 028066b34c riven: attempt to hook up rotating room
probably missing some files
2024-08-18 22:59:35 -04:00

230 lines
3.3 KiB
ArmAsm

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