2024-08-03 21:19:08 -04:00

274 lines
3.7 KiB
ArmAsm

; Riven -- Alcove
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "../zp.inc"
.include "../hardware.inc"
.include "../common_defines.inc"
.include "../qload.inc"
.include "disk02_defines.inc"
alcove_start:
;===================
; init screen
;===================
; jsr TEXT
; jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE1
bit HIRES
bit FULLGR
;===============================
; load sound into language card
;===============================
lda SOUND_STATUS
and #SOUND_IN_LC
beq do_not_load_audio
; load sounds into LC
; read ram, write ram, use $d000 bank1
bit $C08B
bit $C08B
lda #<rotate_audio
sta ZX0_src
lda #>rotate_audio
sta ZX0_src+1
lda #$D0 ; decompress to $D000
jsr full_decomp
; read rom, nowrite, use $d000 bank1
bit $C08A
do_not_load_audio:
;========================
; 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
;===================================
jsr update_exit ; update rotation
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
;==========================
; update exit
;==========================
update_exit:
ldx ROOM_ROTATION
lda room_bg_l,X
sta location0+14
lda room_bg_h,X
sta location0+15
lda room_exits,X
sta location0+3
rts
; rotates clockwise
room_bg_l:
.byte <alcove_w_zx02 ; opening
.byte <alcove3_w_zx02 ; blocked
.byte <alcove3_w_zx02 ; blocked
.byte <alcove_w_zx02 ; opening
.byte <alcove3_w_zx02 ; blocked
room_bg_h:
.byte >alcove_w_zx02 ; opening
.byte >alcove3_w_zx02 ; blocked
.byte >alcove3_w_zx02 ; blocked
.byte >alcove_w_zx02 ; opening
.byte >alcove3_w_zx02 ; blocked
room_exits:
.byte $E3 ; 0
.byte $FF ; 1
.byte $FF ; 2
.byte $E3 ; 3
.byte $FF ; 4
;==========================
; alcove button
;==========================
alcove_button:
; rotate, mod5
inc ROOM_ROTATION
lda ROOM_ROTATION
cmp #5
bne room_no_wrap
lda #0
sta ROOM_ROTATION
room_no_wrap:
; update the pointers
jsr update_exit
; display "rotation" animation
lda #<alcove2_w_zx02
sta ZX0_src
lda #>alcove2_w_zx02
sta ZX0_src+1
lda #$20
jsr full_decomp
; only play sound if language card
lda SOUND_STATUS
and #SOUND_IN_LC
bne do_play_audio
; wait a bit instead
ldx #20
jsr wait_50xms
jmp done_play_audio
do_play_audio:
; switch in language card
; read/write RAM $d000 bank 1
bit $C08B
bit $C08B
; call the btc player
lda #$00
sta BTC_L
lda #$D0
sta BTC_H
ldx #45 ; length
jsr play_audio
; read ROM/no-write
bit $c08A ; restore language card
done_play_audio:
; re-display exit graphic
lda location0+14
sta ZX0_src
lda location0+15
sta ZX0_src+1
lda #$20
jsr full_decomp
; TODO: tail call
rts
;==========================
; includes
;==========================
.include "graphics_alcove/alcove_graphics.inc"
.include "leveldata_alcove.inc"
.include "../audio.s"
rotate_audio:
.incbin "audio/rotate.btc.zx02"