mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
499 lines
5.5 KiB
ArmAsm
499 lines
5.5 KiB
ArmAsm
;==========================
|
|
; limit break
|
|
;==========================
|
|
limit_break:
|
|
|
|
; reset limit counter
|
|
lda #0
|
|
sta HERO_LIMIT
|
|
|
|
; TODO: replace with jump table?
|
|
|
|
lda MENU_POSITION
|
|
cmp #MENU_LIMIT_DROP
|
|
beq do_limit_drop
|
|
cmp #MENU_LIMIT_SLICE
|
|
beq do_limit_slice
|
|
cmp #MENU_LIMIT_ZAP
|
|
beq do_limit_zap
|
|
|
|
do_limit_drop:
|
|
jmp limit_break_drop
|
|
do_limit_slice:
|
|
jmp limit_break_slice
|
|
do_limit_zap:
|
|
jmp limit_break_zap
|
|
|
|
|
|
|
|
;======================
|
|
;======================
|
|
; Limit Break "Drop"
|
|
; Jump into sky, drop down and slice enemy in half
|
|
;======================
|
|
;======================
|
|
|
|
limit_break_drop:
|
|
|
|
lda #$99
|
|
sta DAMAGE_VAL_LO
|
|
lda #$00
|
|
sta DAMAGE_VAL_HI
|
|
|
|
lda #34
|
|
sta HERO_X
|
|
lda #20
|
|
sta HERO_Y
|
|
|
|
drop_jump_loop:
|
|
|
|
; while(ay>0) {
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
lda #75
|
|
jsr WAIT
|
|
|
|
; must be even
|
|
dec HERO_Y
|
|
dec HERO_Y
|
|
|
|
lda HERO_Y
|
|
cmp #$f6
|
|
bne drop_jump_loop
|
|
|
|
|
|
lda #10
|
|
sta HERO_X
|
|
|
|
;===============
|
|
; Falling
|
|
|
|
drop_falling_loop:
|
|
; while(ay<=20) {
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
; draw line
|
|
; only if HERO_Y>0
|
|
lda #$dd ; yellow
|
|
sta COLOR
|
|
|
|
ldx HERO_Y
|
|
bmi done_drop_vlin
|
|
stx V2
|
|
ldx #0
|
|
|
|
lda HERO_X
|
|
sec
|
|
sbc #5
|
|
tay
|
|
|
|
jsr vlin ; X,V2 at Y vlin(0,ay,ax-5);
|
|
|
|
done_drop_vlin:
|
|
|
|
jsr page_flip
|
|
|
|
lda #100
|
|
jsr WAIT
|
|
|
|
inc HERO_Y
|
|
inc HERO_Y
|
|
lda HERO_Y
|
|
cmp #20
|
|
bne drop_falling_loop
|
|
|
|
|
|
lda #0
|
|
sta ANIMATE_LOOP
|
|
|
|
more_drop_loop:
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
; draw cut line
|
|
lda #$CC
|
|
sta COLOR
|
|
|
|
lda HERO_Y
|
|
clc
|
|
adc ANIMATE_LOOP
|
|
sta V2
|
|
|
|
ldx HERO_Y
|
|
|
|
lda HERO_X
|
|
sec
|
|
sbc #5
|
|
tay
|
|
|
|
jsr vlin ; x,v2 at Y vlin(ay,ay+i,ax-5);
|
|
|
|
jsr page_flip
|
|
|
|
lda #75
|
|
jsr WAIT
|
|
|
|
inc ANIMATE_LOOP
|
|
lda ANIMATE_LOOP
|
|
cmp #13
|
|
bne more_drop_loop
|
|
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
; draw hero
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
; slice
|
|
; FIXME: should this be ground color?
|
|
|
|
lda #$cc ; lightgreen
|
|
sta COLOR
|
|
|
|
ldx #33
|
|
stx V2
|
|
ldx #20
|
|
lda #5
|
|
tay
|
|
|
|
jsr vlin ; x,v2 at Y
|
|
|
|
jsr damage_enemy
|
|
|
|
lda #2
|
|
sta XPOS
|
|
lda #10
|
|
sta YPOS
|
|
jsr gr_put_num
|
|
|
|
jsr page_flip
|
|
|
|
; wait 1.5s
|
|
ldx #150
|
|
jsr long_wait
|
|
|
|
rts
|
|
|
|
;=========================
|
|
;=========================
|
|
; Limit Break "Slice"
|
|
; Run up and slap a bunch with sword
|
|
; TODO: cause damage value to bounce around more?
|
|
; TODO: run up to slice, not slide in
|
|
;=========================
|
|
;=========================
|
|
|
|
limit_break_slice:
|
|
|
|
lda #34
|
|
sta HERO_X
|
|
lda #20
|
|
sta HERO_Y
|
|
|
|
lda #5
|
|
sta DAMAGE_VAL_LO
|
|
lda #0
|
|
sta DAMAGE_VAL_HI
|
|
|
|
slice_run_loop:
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
lda #50
|
|
jsr WAIT
|
|
|
|
dec HERO_X
|
|
lda HERO_X
|
|
cmp #10
|
|
bcs slice_run_loop ; bge
|
|
|
|
;==================
|
|
; Slicing
|
|
|
|
lda #20
|
|
sta ANIMATE_LOOP
|
|
slicing_loop:
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
lda ANIMATE_LOOP
|
|
and #1
|
|
bne slice_raised
|
|
|
|
slice_down:
|
|
jsr draw_hero_and_sword
|
|
|
|
jmp done_slice_down
|
|
|
|
slice_raised:
|
|
|
|
jsr draw_hero_victory
|
|
|
|
done_slice_down:
|
|
|
|
jsr damage_enemy
|
|
|
|
; gr_put_num(2+(i%2),10+((i%2)*2),damage);
|
|
lda ANIMATE_LOOP
|
|
and #$1
|
|
clc
|
|
adc #2
|
|
sta XPOS
|
|
|
|
lda ANIMATE_LOOP
|
|
and #$1
|
|
asl
|
|
clc
|
|
adc #10
|
|
sta YPOS
|
|
|
|
jsr gr_put_num
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
lda #150
|
|
jsr WAIT
|
|
|
|
dec ANIMATE_LOOP
|
|
bne slicing_loop
|
|
|
|
|
|
|
|
lda #34
|
|
sta HERO_X
|
|
lda #20
|
|
sta HERO_Y
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
; draw hero
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
; wait 1.5s
|
|
ldx #150
|
|
jsr long_wait
|
|
|
|
rts
|
|
|
|
;=========================
|
|
;========================
|
|
; Limit Break "Zap"
|
|
; Zap with a laser out of the LED sword */
|
|
;=========================
|
|
;=========================
|
|
|
|
limit_break_zap:
|
|
|
|
|
|
lda #34
|
|
sta HERO_X
|
|
lda #20
|
|
sta HERO_Y
|
|
|
|
lda #$55
|
|
sta DAMAGE_VAL_LO
|
|
lda #$00
|
|
sta DAMAGE_VAL_HI
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; Draw crossed line
|
|
|
|
; color_equals(COLOR_AQUA);
|
|
lda #$ee
|
|
sta COLOR
|
|
|
|
; vlin(12,24,34);
|
|
|
|
ldx #12
|
|
lda #24
|
|
sta V2
|
|
ldy #34
|
|
|
|
jsr vlin ; X, V2 at Y
|
|
|
|
; hlin_double(ram[DRAW_PAGE],28,38,18);
|
|
|
|
lda #38
|
|
sta V2
|
|
lda #18
|
|
ldy #28
|
|
jsr hlin_double ; Y, V2 AT A
|
|
|
|
; Sword in air
|
|
jsr draw_hero_victory
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
; pause 0.5s
|
|
ldx #50
|
|
jsr long_wait
|
|
|
|
|
|
|
|
lda #32
|
|
sta ANIMATE_LOOP
|
|
|
|
zap_loop:
|
|
jsr gr_copy_to_current
|
|
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
; rotate color
|
|
; color_equals(i%16);
|
|
; hlin_double(ram[DRAW_PAGE],5,30,22);
|
|
|
|
lda ANIMATE_LOOP
|
|
jsr SETCOL ; set color masked * 17
|
|
|
|
lda #30
|
|
sta V2
|
|
lda #22
|
|
ldy #5
|
|
jsr hlin_double ; Y, V2 AT A
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr page_flip
|
|
|
|
lda #75
|
|
jsr WAIT
|
|
|
|
dec ANIMATE_LOOP
|
|
bne zap_loop
|
|
|
|
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
; draw enemy
|
|
lda ENEMY_X
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
jsr draw_enemy
|
|
|
|
|
|
; draw hero
|
|
|
|
jsr draw_hero_and_sword
|
|
|
|
jsr draw_battle_bottom
|
|
|
|
jsr damage_enemy
|
|
|
|
lda #2
|
|
sta XPOS
|
|
lda #10
|
|
sta YPOS
|
|
jsr gr_put_num
|
|
|
|
jsr page_flip
|
|
|
|
; wait 1.5s
|
|
ldx #150
|
|
jsr long_wait
|
|
|
|
rts
|
|
|
|
|
|
|