dos33fsprogs/games/peasant/trogdor.s
Vince Weaver b4b5650fd6 peasant: hook up the new "next level" code
this was in preparation to getting the going-inside-buildings code
working

that still doesn't work for unknown reasons
2021-10-27 15:20:58 -04:00

387 lines
5.8 KiB
ArmAsm

; Peasant's Quest Trgodor scene
; From when the sword hits Trogdor on
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
trogdor:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; needed?
jsr hgr2 ; needed?
; update score
jsr update_score
trogdor_cave:
lda #<trogdor_cave_lzsa
sta getsrc_smc+1
lda #>trogdor_cave_lzsa
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
;======================
; draw rather dashing
lda #12
sta CURSOR_X
lda #142
sta CURSOR_Y
lda #<dashing0_sprite
sta INL
lda #>dashing0_sprite
sta INH
jsr hgr_draw_sprite
jsr update_top
jsr wait_until_keypress
;==============================
;==============================
; print honestly say message
;==============================
;==============================
lda #<trogdor_string
sta OUTL
lda #>trogdor_string
sta OUTH
jsr hgr_text_box
;==================================
; text to speech, where available!
lda SOUND_STATUS
and #SOUND_SSI263
beq skip_speech
speech_loop:
; trogdor
lda #4 ; assume slot #4 for now
jsr ssi263_speech_init
lda #<trogdor_honestly
sta SPEECH_PTRL
lda #>trogdor_honestly
sta SPEECH_PTRH
jsr ssi263_speak
wait_for_speech:
lda speech_busy
bmi wait_for_speech
bpl done_speech
skip_speech:
jsr wait_until_keypress
done_speech:
jsr hgr_partial_restore
;==============================
;==============================
; print nice of him message
;==============================
;==============================
lda #<trogdor_string2
sta OUTL
lda #>trogdor_string2
sta OUTH
jsr hgr_text_box
jsr wait_until_keypress
jsr hgr_partial_restore
; UPDATE SCORE
lda #10
jsr score_points
trogdor_open:
lda #<trogdor_open_lzsa
sta getsrc_smc+1
lda #>trogdor_open_lzsa
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
;======================
; draw rather dashing
lda #12
sta CURSOR_X
lda #142
sta CURSOR_Y
lda #<dashing0_sprite
sta INL
lda #>dashing0_sprite
sta INH
jsr hgr_draw_sprite
jsr update_top
; jsr wait_until_keypress
trogdor_flame1:
lda #<trogdor_flame1_lzsa
sta getsrc_smc+1
lda #>trogdor_flame1_lzsa
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
trogdor_flame2:
lda #<trogdor_flame2_lzsa
sta getsrc_smc+1
lda #>trogdor_flame2_lzsa
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
ldx #32
stx BABY_COUNT
burninate_loop:
bit PAGE1
lda #16
sta speaker_duration
lda #NOTE_C3
sta speaker_frequency
jsr speaker_beep
; jsr wait_until_keypress
bit PAGE2
lda #16
sta speaker_duration
lda #NOTE_D3
sta speaker_frequency
jsr speaker_beep
; jsr wait_until_keypress
dec BABY_COUNT
bne burninate_loop
;=====================
;=====================
; stop fire
; open mount
; charred
; smoke
lda #<trogdor_cave_lzsa
sta getsrc_smc+1
lda #>trogdor_cave_lzsa
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
jsr update_top
;======================
; draw rather dashing
lda #12
sta CURSOR_X
lda #142
sta CURSOR_Y
lda #1
sta BABY_COUNT
dashing_loop:
ldy BABY_COUNT
lda dashing_progress_l,Y
sta INL
lda dashing_progress_h,Y
sta INH
jsr hgr_draw_sprite
lda #220
jsr wait
ldy BABY_COUNT
cpy #7
bne no_boom
lda #64
sta speaker_duration
lda #NOTE_C3
sta speaker_frequency
jsr speaker_beep
no_boom:
inc BABY_COUNT
lda BABY_COUNT
cmp #9
bne dashing_loop
; collapse with boom
;==================
; message
lda #<trogdor_string3
sta OUTL
lda #>trogdor_string3
sta OUTH
jsr hgr_text_box
jsr wait_until_keypress
game_over:
; go to end credits
lda #LOAD_ENDING
sta WHICH_LOAD
rts
;.include "decompress_fast_v2.s"
;.include "wait_keypress.s"
;.include "hgr_font.s"
;.include "draw_box.s"
;.include "hgr_rectangle.s"
;.include "hgr_1x5_sprite.s"
;.include "draw_peasant.s"
;.include "hgr_7x28_sprite_mask.s"
;.include "hgr_save_restore.s"
;.include "hgr_partial_save.s"
;.include "hgr_input.s"
;.include "hgr_tables.s"
;.include "hgr_text_box.s"
;.include "clear_bottom.s"
;.include "gr_offsets.s"
;.include "hgr_hgr2.s"
.include "gr_copy.s"
.include "score.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "version.inc"
;.include "speaker_beeps.s"
.include "hgr_sprite.s"
.include "ssi263_simple_speech.s"
.include "trogdor_speech.s"
.include "graphics_trogdor/trogdor_graphics.inc"
.include "sprites/trogdor_sprites.inc"
trogdor_string:
.byte 0,43,32, 0,253,82
.byte 8,41
.byte 34,"I can honestly say it'll",13
.byte "be a pleasure and an honor",13
.byte "to burninate you, Rather",13
.byte "Dashing.",34,0
trogdor_string2:
.byte 0,43,32, 0,253,66
.byte 8,41
.byte "Aw that sure was nice of",13
.byte "him!",0
trogdor_string3:
.byte 0,43,32, 0,253,90
.byte 8,41
.byte "Congratulations! You've",13
.byte "won! No one can kill",13
.byte "Trogdor but you came closer",13
.byte "than anybody ever! Way to",13
.byte "go!",0
update_top:
; put peasant text
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
jsr print_score
rts
dashing_progress_l:
.byte <dashing0_sprite,<dashing1_sprite,<dashing2_sprite
.byte <dashing3_sprite,<dashing4_sprite,<dashing5_sprite
.byte <dashing6_sprite,<dashing7_sprite,<dashing8_sprite
dashing_progress_h:
.byte >dashing0_sprite,>dashing1_sprite,>dashing2_sprite
.byte >dashing3_sprite,>dashing4_sprite,>dashing5_sprite
.byte >dashing6_sprite,>dashing7_sprite,>dashing8_sprite