dos33fsprogs/mist/mist.s
2020-03-07 11:06:29 -05:00

781 lines
11 KiB
ArmAsm

; Mist
; a version of Myst?
; (yes there's a subtle German joke here)
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
mist_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta DRAW_PAGE
; init cursor
lda #20
sta CURSOR_X
sta CURSOR_Y
;=================
; init vars
; FIXME: we could be re-called from other books
; so don't set location here
lda #0
sta LOCATION
lda #0
sta DIRECTION
lda LOCATION
bne not_first_time
; first time init
lda #0
sta CLOCK_MINUTE
sta CLOCK_HOUR
not_first_time:
; set up initial location
jsr change_location
lda #1
sta CURSOR_VISIBLE ; visible at first
game_loop:
;=================
; reset things
;=================
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
;====================================
; copy background to current page
;====================================
jsr gr_copy_to_current
;====================================
; draw pointer
;====================================
lda CURSOR_VISIBLE
bne draw_pointer
jmp no_draw_pointer
draw_pointer:
lda CURSOR_X
sta XPOS
lda CURSOR_Y
sta YPOS
; see if inside special region
ldy #LOCATION_SPECIAL_EXIT
lda (LOCATION_STRUCT_L),Y
bmi finger_not_special
; see if X1 < X < X2
lda CURSOR_X
ldy #LOCATION_SPECIAL_X1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_X2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; see if Y1 < Y < Y2
lda CURSOR_Y
ldy #LOCATION_SPECIAL_Y1
cmp (LOCATION_STRUCT_L),Y
bcc finger_not_special ; blt
ldy #LOCATION_SPECIAL_Y2
cmp (LOCATION_STRUCT_L),Y
bcs finger_not_special ; bge
; we made it this far, we are special
finger_grab:
lda #1
sta IN_SPECIAL
lda #<finger_grab_sprite
sta INL
lda #>finger_grab_sprite
jmp finger_draw
finger_not_special:
; check for left/right
lda CURSOR_X
cmp #7
bcc check_cursor_left ; blt
cmp #33
bcs check_cursor_right ; bge
; otherwise, finger_point
finger_point:
lda #<finger_point_sprite
sta INL
lda #>finger_point_sprite
jmp finger_draw
check_cursor_left:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_left_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_left_south
handle_left_north:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_left
check_left_south:
cpy #DIRECTION_S
bne check_left_east
handle_left_south:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_left
check_left_east:
cpy #DIRECTION_E
bne check_left_west
handle_left_east:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_left
check_left_west:
; we should be only option left
handle_left_west:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_left
check_cursor_right:
ldy #LOCATION_BGS
lda (LOCATION_STRUCT_L),Y
check_right_north:
ldy DIRECTION
cpy #DIRECTION_N
bne check_right_south
handle_right_north:
; check if east exists
and #BG_EAST
beq finger_point
bne finger_right
check_right_south:
cpy #DIRECTION_S
bne check_right_east
handle_right_south:
; check if west exists
and #BG_WEST
beq finger_point
bne finger_right
check_right_east:
cpy #DIRECTION_E
bne check_right_west
handle_right_east:
; check if south exists
and #BG_SOUTH
beq finger_point
bne finger_right
check_right_west:
; we should be only option left
handle_right_west:
; check if north exists
and #BG_NORTH
beq finger_point
bne finger_right
finger_left:
lda #1
sta IN_LEFT
lda #<finger_left_sprite
sta INL
lda #>finger_left_sprite
jmp finger_draw
finger_right:
lda #1
sta IN_RIGHT
lda #<finger_right_sprite
sta INL
lda #>finger_right_sprite
jmp finger_draw
finger_draw:
sta INH
jsr put_sprite_crop
no_draw_pointer:
;====================================
; page flip
;====================================
jsr page_flip
;====================================
; handle keypress/joystick
;====================================
jsr handle_keypress
;====================================
; inc frame count
;====================================
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
jmp game_loop
;==============================
; Handle Keypress
;==============================
handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
dec CURSOR_X
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
inc CURSOR_X
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
dec CURSOR_Y
dec CURSOR_Y
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
inc CURSOR_Y
inc CURSOR_Y
jmp done_keypress
check_return:
cmp #' '
beq return_pressed
cmp #13
bne done_keypress
return_pressed:
lda IN_SPECIAL
beq not_special_return
special_return:
jsr handle_special
; special case, don't make cursor visible
jmp no_keypress
not_special_return:
lda IN_RIGHT
beq not_right_return
right_return:
jsr turn_right
jmp no_keypress
not_right_return:
lda IN_LEFT
beq not_left_return
left_return:
jsr turn_left
jmp no_keypress
not_left_return:
jsr go_forward
jmp no_keypress
done_keypress:
lda #1 ; make cursor visible
sta CURSOR_VISIBLE
no_keypress:
bit KEYRESET
rts
;============================
; handle_special
;===========================
; set up jump table fakery
handle_special:
ldy #LOCATION_SPECIAL_FUNC+1
lda (LOCATION_STRUCT_L),Y
pha
dey
lda (LOCATION_STRUCT_L),Y
pha
rts
;=============================
; myst_link_book
;=============================
myst_link_book:
; play sound effect?
lda #<audio_link_noise
sta BTC_L
lda #>audio_link_noise
sta BTC_H
ldx #43 ; 45 pages long???
jsr play_audio
lda #1
sta LOCATION
jsr change_location
rts
;=============================
; change direction
;=============================
change_direction:
; load background
lda DIRECTION
asl
clc
adc #LOCATION_NORTH_BG
tay
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_LO
iny
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
rts
;=============================
; change location
;=============================
change_location:
; reset pointer to not visible, centered
lda #0
sta CURSOR_VISIBLE
lda #20
sta CURSOR_X
sta CURSOR_Y
lda LOCATION
asl
tay
lda locations,Y
sta LOCATION_STRUCT_L
lda locations+1,Y
sta LOCATION_STRUCT_H
jsr change_direction
rts
;==========================
; go forward
;===========================
go_forward:
; update new location
lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT
tay
lda (LOCATION_STRUCT_L),Y
cmp #$ff
beq cant_go_forward
sta LOCATION
; update new direction
lda DIRECTION
clc
adc #LOCATION_NORTH_EXIT_DIR
tay
lda (LOCATION_STRUCT_L),Y
sta DIRECTION
jsr change_location
cant_go_forward:
rts
;==========================
; turn left
;===========================
turn_left:
lda DIRECTION
cmp #DIRECTION_N
beq go_west
cmp #DIRECTION_W
beq go_south
cmp #DIRECTION_S
beq go_east
bne go_north
;==========================
; turn right
;===========================
turn_right:
lda DIRECTION
cmp #DIRECTION_N
beq go_east
cmp #DIRECTION_E
beq go_south
cmp #DIRECTION_S
beq go_west
bne go_north
go_north:
lda #DIRECTION_N
jmp done_turning
go_east:
lda #DIRECTION_E
jmp done_turning
go_south:
lda #DIRECTION_S
jmp done_turning
go_west:
lda #DIRECTION_W
jmp done_turning
done_turning:
sta DIRECTION
jsr change_direction
rts
; Catherine,
; I've left for you a message
; of utmost importance in
; our fore-chamber beside
; the dock. Enter the number
; of Marker Switches on
; this island into the imager
; to retrieve the message.
; Yours,
; Atrus
letter:
; 01234567890123456789
.byte 9,1," CATHERINE, ",0
.byte 9,3," I THINK SOME WEIRD ",0
.byte 9,5," GUY IS OUT ROAMING ",0
.byte 9,7," AROUND OUR ISLAND! ",0
.byte 9,9," MAYBE HE CAN SOLVE ",0
.byte 9,11," ALL OF OUR DEEP ",0
.byte 9,13," FAMILY PROBLEMS ",0
.byte 9,15," WHILE I MESS ",0
.byte 9,17," WITH MY BOOKS. ",0
.byte 9,19," YOURS, ",0
.byte 9,21," ATRUS ",0
clear_line:
.byte 9,0, " ",0
;================
; read the letter
read_letter:
; jsr TEXT
; jsr HOME
bit KEYRESET
bit SET_TEXT
jsr clear_all
; clear
ldx #0
clear_line_loop:
lda #<clear_line
sta OUTL
lda #>clear_line
sta OUTH
stx clear_line+1
jsr move_and_print
inx
cpx #24
bne clear_line_loop
lda #<letter
sta OUTL
lda #>letter
sta OUTH
ldx #0
letter_loop:
jsr move_and_print
inx
cpx #12
bne letter_loop
jsr page_flip
wait_done_letter:
lda KEYPRESS
bpl wait_done_letter
bit KEYRESET
; turn graphics back on
bit SET_GR
; bit PAGE0
; bit FULLGR
rts
click_switch:
; click
bit $C030
bit $C030
rts
;===========================
; open the red book
;===========================
red_book:
bit KEYRESET
lda #0
sta FRAMEL
red_book_loop:
lda #<red_book_static_lzsa
sta LZSA_SRC_LO
lda #>red_book_static_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
jsr gr_copy_to_current
jsr page_flip
lda #120
jsr WAIT
lda #<red_book_static2_lzsa
sta LZSA_SRC_LO
lda #>red_book_static2_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
jsr gr_copy_to_current
jsr page_flip
lda #120
jsr WAIT
inc FRAMEL
lda FRAMEL
cmp #5
bne done_sir
;; annoying brother
lda #<red_book_open_lzsa
sta LZSA_SRC_LO
lda #>red_book_open_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
jsr gr_copy_to_current
jsr page_flip
lda #<audio_red_page
sta BTC_L
lda #>audio_red_page
sta BTC_H
ldx #21 ; 21 pages long???
jsr play_audio
; lda #100
; jsr WAIT
done_sir:
lda KEYPRESS
bpl red_book_loop
red_book_done:
bit KEYRESET
; restore bg
lda #<red_book_shelf_lzsa
sta LZSA_SRC_LO
lda #>red_book_shelf_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
rts
;==========================
; includes
;==========================
.include "gr_copy.s"
.include "gr_offsets.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "text_print.s"
.include "gr_fast_clear.s"
.include "decompress_fast_v2.s"
.include "audio.s"
.include "graphics_island/mist_graphics.inc"
; puzzles
.include "clock_bridge_puzzle.s"
.include "common_sprites.inc"
.include "leveldata_island.inc"
;.align $100
audio_red_page:
.incbin "audio/red_page.btc"
audio_link_noise:
.incbin "audio/link_noise.btc"