mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
1069 lines
15 KiB
ArmAsm
1069 lines
15 KiB
ArmAsm
; Ootw Checkpoint4 -- Running around the City
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;=======================
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;=======================
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; ootw_city_init
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;=======================
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;=======================
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; call once before entering city for first time
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ootw_city_init:
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lda #0
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sta WHICH_ROOM
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sta BG_SCROLL
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sta DIRECTION ; left
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sta LASER_OUT
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sta ALIEN_OUT
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sta BLAST_OUT
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sta CHARGER_COUNT
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sta GUN_STATE
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sta GUN_FIRE
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sta NUM_DOORS
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sta ACTION_TRIGGERED
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sta ACTION_COUNT
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lda #100
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sta GUN_CHARGE
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;===============
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; set up aliens
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jsr clear_aliens
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lda #1
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sta alien0_out
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lda #2
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sta alien0_room
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lda #27
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sta alien0_x
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lda #18
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sta alien0_y
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lda #A_STANDING
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sta alien0_state
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lda #0
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sta alien0_direction
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; set up physicist
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lda #1
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sta HAVE_GUN
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lda #19
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sta PHYSICIST_X
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lda #230 ; start offscreen
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sta PHYSICIST_Y
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lda #28
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sta fall_down_destination_smc+1
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lda #28
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sta fall_sideways_destination_smc+1
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lda #P_FALLING_DOWN ; fall into level
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sta PHYSICIST_STATE
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lda #$2c
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sta falling_stop_smc
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rts
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;===========================
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;===========================
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; enter new room in jail
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;===========================
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;===========================
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ootw_city:
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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sta NUM_DOORS
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;============================
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; init shields
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jsr init_shields
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;==============================
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; if alien in room, set ALIEN_OUT
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lda #0
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sta ALIEN_OUT
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ldx #0
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alien_room_loop:
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lda alien_out,X
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beq alien_room_continue
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lda alien_room,X
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cmp WHICH_ROOM
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bne alien_room_continue
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inc ALIEN_OUT
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alien_room_continue:
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inx
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cpx #MAX_ALIENS
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bne alien_room_loop
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lda #0
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sta FRAMEL ; reset frame count for action timer
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sta FRAMEH
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sta ACTION_COUNT ; cancel if we leave room mid-action
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;==============================
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; setup per-room variables
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;==============================
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lda WHICH_ROOM
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bne room1
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;======================
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; Room0 with recharger
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room0:
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; set up doors
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lda #5
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sta NUM_DOORS
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lda #(6+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda PHYSICIST_STATE
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cmp #P_FALLING_DOWN
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beq room0_falling
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lda #28
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sta PHYSICIST_Y
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room0_falling:
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; load background
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lda #>(recharge_rle)
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sta GBASH
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lda #<(recharge_rle)
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jmp room_setup_done
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; hallway with weird ceiling
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room1:
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cmp #1
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bne room2
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #2
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #8
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sta PHYSICIST_Y
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; load background
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lda #>(hallway_rle)
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sta GBASH
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lda #<(hallway_rle)
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jmp room_setup_done
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; causeway part 1
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room2:
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cmp #2
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bne room3
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta cer_smc+1
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; set left exit
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lda #1
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sta cel_smc+1
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lda #18
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sta PHYSICIST_Y
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; load background
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lda #>(causeway1_rle)
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sta GBASH
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lda #<(causeway1_rle)
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jmp room_setup_done
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; causeway part 2
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room3:
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cmp #3
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bne room4
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; set falling floors
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lda #48
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sta fall_down_destination_smc+1
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lda #48
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sta fall_sideways_destination_smc+1
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #4
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sta cer_smc+1
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; set left exit
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lda #2
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sta cel_smc+1
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lda #18
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sta PHYSICIST_Y
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; load top high
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lda #>(causeway2_rle)
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sta GBASH
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lda #<(causeway2_rle)
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sta GBASL
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lda #$10 ; load to page $1000
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jsr load_rle_gr
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; load pit background even higher
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lda #>(pit_rle)
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sta GBASH
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lda #<(pit_rle)
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sta GBASL
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lda #$BC ; load to page $BC00
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jsr load_rle_gr
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; load background
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lda #>(causeway2_rle)
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sta GBASH
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lda #<(causeway2_rle)
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jmp room_setup_done
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; down at the bottom
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room4:
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lda #(16+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #5
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sta cer_smc+1
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lda PHYSICIST_STATE
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cmp #P_IMPALED
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beq r4_impaled
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cmp #P_FALLING_DOWN
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beq r4_impaled
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lda #8
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sta PHYSICIST_Y
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lda #P_CROUCHING
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sta PHYSICIST_STATE
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r4_impaled:
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; load background
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lda #>(pit_rle)
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sta GBASH
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lda #<(pit_rle)
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jmp room_setup_done
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room_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr
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ootw_room_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;============================================
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; Setup pages (is this necessary?)
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; FIXME: use code from c3 which clears better
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;============================
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;============================
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; City Loop
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;============================
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;============================
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city_loop:
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;======================================
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; draw split screen if falling into pit
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;======================================
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; only fall in room3
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lda WHICH_ROOM
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cmp #3
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bne no_scroll
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lda BG_SCROLL
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beq no_scroll
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lda FRAMEL ; slow down a bit
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and #$1
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bne no_scroll_progress
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inc BG_SCROLL
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inc BG_SCROLL
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no_scroll_progress:
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ldy BG_SCROLL
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cpy #48
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bne scroll_it
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; exit to next room when done scrolling
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lda #0
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sta BG_SCROLL
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lda #4
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sta WHICH_ROOM
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rts
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scroll_it:
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jsr gr_twoscreen_scroll
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no_scroll:
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;================================
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;================================
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; copy background to current page
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;================================
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;================================
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jsr gr_copy_to_current
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;=========================
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;=========================
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; Handle Falling into Pit
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;=========================
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;=========================
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lda WHICH_ROOM
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cmp #3
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beq check_falling
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cmp #4
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beq check_falling
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jmp not_falling
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check_falling:
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; only fall if falling sideways/down
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lda PHYSICIST_STATE
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cmp #P_FALLING_SIDEWAYS
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beq falling_sideways
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cmp #P_FALLING_DOWN
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beq falling_down
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jmp not_falling
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falling_sideways:
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; if falling sideways
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lda BG_SCROLL
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cmp #16
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bcc before ; blt
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lda FRAMEL
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and #$3
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bne no_fall_undo
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dec PHYSICIST_X
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dec PHYSICIST_Y
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dec PHYSICIST_Y
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dec PHYSICIST_Y
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dec PHYSICIST_Y
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no_fall_undo:
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jmp scroll_check
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before:
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lda FRAMEL
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and #$1
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bne extra_boost
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inc PHYSICIST_X
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extra_boost:
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jmp scroll_check
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falling_down:
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; if falling down, and Y>=32, then impale
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lda PHYSICIST_Y
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cmp #32
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bcc scroll_check ; blt
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lda #9
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sta PHYSICIST_X
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lda #38
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sta PHYSICIST_Y
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lda #0
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sta GAIT
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lda #P_IMPALED
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sta PHYSICIST_STATE
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jmp not_falling
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scroll_check:
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lda BG_SCROLL ; if done scrolling, re-enable falling
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bne scroll_bg_check22
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lda #$2c ; re-enable falling
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sta falling_stop_smc
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jmp not_far_enough
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scroll_bg_check22:
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lda PHYSICIST_Y ; once Y=22, stop falling (scroll instead)
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cmp #22
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bcc not_far_enough ; blt
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lda #$4c ; disable yinc in falling
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sta falling_stop_smc
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not_far_enough:
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not_falling:
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;==================================
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; draw background action
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;==================================
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lda WHICH_JAIL
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bg_room0:
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; Room #0, draw pulsing recharger
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cmp #0
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bne c4_no_bg_action
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lda FRAMEL
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and #$c
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lsr
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tay
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lda #11
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sta XPOS
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lda #24
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sta YPOS
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lda recharge_bg_progression,Y
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sta INL
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lda recharge_bg_progression+1,Y
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sta INH
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jsr put_sprite
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lda FRAMEL
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and #$18
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lsr
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lsr
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tay
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lda #5
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sta XPOS
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lda #24
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sta YPOS
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lda recharge_sprite_progression,Y
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sta INL
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lda recharge_sprite_progression+1,Y
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sta INH
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jsr put_sprite
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c4_no_bg_action:
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===================
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; check room limits
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;===================
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lda PHYSICIST_STATE
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cmp #P_FALLING_DOWN
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beq done_room_limits
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cmp #P_IMPALED
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beq done_room_limits
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jsr check_screen_limit
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done_room_limits:
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;=============================
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;=============================
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; Detect if falling off ledge
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;=============================
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;=============================
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; only fall in room#3
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lda WHICH_ROOM
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cmp #3
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bne regular_room
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; don't start fall if impaled or already falling
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lda PHYSICIST_STATE
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cmp #P_IMPALED
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beq regular_room
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cmp #P_FALLING_DOWN
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beq regular_room
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cmp #P_FALLING_SIDEWAYS
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beq regular_room
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; only start falling if y>=18
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lda PHYSICIST_Y
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cmp #18
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bcc regular_room ; blt
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; only start falling if x>=7 and positive
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lda PHYSICIST_X
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bmi regular_room
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cmp #7
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bcc regular_room ; blt
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lda PHYSICIST_STATE
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cmp #P_JUMPING
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beq fall_sideways
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; if not jumping then fall down
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lda #P_FALLING_DOWN
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sta PHYSICIST_STATE
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lda #2
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sta BG_SCROLL
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jmp regular_room
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fall_sideways:
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lda #P_FALLING_SIDEWAYS
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sta PHYSICIST_STATE
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lda #2
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sta BG_SCROLL
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regular_room:
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;===============
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; draw physicist
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;===============
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; if in charger, draw that
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lda WHICH_ROOM ; charger only room0
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bne just_draw_physicist
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lda PHYSICIST_X
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cmp #10
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bne just_draw_physicist
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lda GUN_CHARGE
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cmp #200
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bcs just_draw_physicist ; bge
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lda #P_STANDING
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sta PHYSICIST_STATE
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jsr draw_charger
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jmp after_draw_physicist
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just_draw_physicist:
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jsr draw_physicist
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after_draw_physicist:
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;===============
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; draw alien
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;===============
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lda ALIEN_OUT
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beq no_draw_alien
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jsr draw_alien
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no_draw_alien:
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;================
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; fire laser
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;================
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lda LASER_OUT
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beq no_fire_laser
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jsr fire_laser
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no_fire_laser:
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lda #0
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sta LASER_OUT
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;================
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; handle gun
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;================
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jsr handle_gun
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;================
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; draw gun effect
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;================
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jsr draw_gun
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;================
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; move laser
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;================
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jsr move_laser
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;================
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; draw laser
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;================
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jsr draw_laser
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;================
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; move blast
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;================
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jsr move_blast
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;================
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; draw blast
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;================
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jsr draw_blast
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;================
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; draw shields
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;================
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jsr draw_shields
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;================
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; handle doors
|
|
;================
|
|
|
|
jsr handle_doors
|
|
|
|
;================
|
|
; draw doors
|
|
;================
|
|
|
|
jsr draw_doors
|
|
|
|
|
|
;========================
|
|
; draw foreground cover
|
|
;========================
|
|
|
|
lda WHICH_ROOM
|
|
cmp #2
|
|
beq c4_room2_cover
|
|
|
|
cmp #4
|
|
beq c4_room4_cover
|
|
|
|
jmp c4_no_fg_cover
|
|
c4_room2_cover:
|
|
|
|
lda #0
|
|
sta XPOS
|
|
lda #18
|
|
sta YPOS
|
|
|
|
lda #<causeway_door_cover
|
|
sta INL
|
|
lda #>causeway_door_cover
|
|
sta INH
|
|
|
|
jsr put_sprite
|
|
|
|
|
|
jmp c4_no_fg_cover
|
|
c4_room4_cover:
|
|
|
|
lda #30
|
|
sta XPOS
|
|
lda #8
|
|
sta YPOS
|
|
|
|
lda #<pit_door_cover
|
|
sta INL
|
|
lda #>pit_door_cover
|
|
sta INH
|
|
|
|
jsr put_sprite
|
|
|
|
c4_no_fg_cover:
|
|
|
|
|
|
;========================
|
|
; handle cinematic action
|
|
;========================
|
|
|
|
lda WHICH_ROOM ; only on causeway1
|
|
cmp #2
|
|
bne no_action_movie
|
|
|
|
lda FRAMEH
|
|
cmp #1
|
|
bne action_no_trigger
|
|
|
|
lda ACTION_TRIGGERED ; already triggered
|
|
bne action_no_trigger
|
|
|
|
action_trigger:
|
|
lda #1
|
|
sta ACTION_COUNT
|
|
sta ACTION_TRIGGERED
|
|
action_no_trigger:
|
|
|
|
lda ACTION_COUNT
|
|
beq no_action_movie
|
|
|
|
jsr action_sequence
|
|
no_action_movie:
|
|
|
|
;===============
|
|
; page flip
|
|
;===============
|
|
|
|
jsr page_flip
|
|
|
|
;================
|
|
; inc frame count
|
|
|
|
inc FRAMEL
|
|
bne city_frame_no_oflo
|
|
inc FRAMEH
|
|
city_frame_no_oflo:
|
|
|
|
;=========================
|
|
; exit hack
|
|
;=========================
|
|
|
|
lda WHICH_ROOM
|
|
cmp #4
|
|
bne regular_exit_check
|
|
|
|
lda PHYSICIST_X
|
|
cmp #32
|
|
bcc regular_exit_check ; blt
|
|
|
|
lda #5
|
|
sta WHICH_ROOM
|
|
rts
|
|
|
|
regular_exit_check:
|
|
|
|
|
|
;==========================
|
|
; check if done this level
|
|
;==========================
|
|
|
|
lda GAME_OVER
|
|
beq still_in_city
|
|
|
|
cmp #$ff ; if $ff, we died
|
|
beq done_city
|
|
|
|
;===============================
|
|
; check if exited room to right
|
|
cmp #1
|
|
beq city_exit_left
|
|
|
|
;=================
|
|
; exit to right
|
|
|
|
city_right_yes_exit:
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
cer_smc:
|
|
lda #$0 ; smc+1 = exit location
|
|
sta WHICH_CAVE
|
|
jmp done_city
|
|
|
|
;=====================
|
|
; exit to left
|
|
|
|
city_exit_left:
|
|
|
|
lda #37
|
|
sta PHYSICIST_X
|
|
cel_smc:
|
|
lda #0 ; smc+1
|
|
sta WHICH_CAVE
|
|
jmp done_city
|
|
|
|
; loop forever
|
|
still_in_city:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp city_loop
|
|
|
|
done_city:
|
|
rts
|
|
|
|
|
|
recharge_sprite_progression:
|
|
.word recharge_sprite1
|
|
.word recharge_sprite2
|
|
.word recharge_sprite3
|
|
.word recharge_sprite4
|
|
|
|
|
|
recharge_sprite1:
|
|
.byte 1,10
|
|
.byte $eA
|
|
.byte $ff
|
|
.byte $ee
|
|
.byte $ff
|
|
.byte $e6
|
|
.byte $ff
|
|
.byte $6e
|
|
.byte $ff
|
|
.byte $fe
|
|
.byte $a6
|
|
|
|
recharge_sprite2:
|
|
.byte 1,10
|
|
.byte $fA
|
|
.byte $f6
|
|
.byte $ef
|
|
.byte $fe
|
|
.byte $66
|
|
.byte $fe
|
|
.byte $6e
|
|
.byte $f6
|
|
.byte $6e
|
|
.byte $af
|
|
|
|
recharge_sprite3:
|
|
.byte 1,10
|
|
.byte $eA
|
|
.byte $f6
|
|
.byte $ef
|
|
.byte $ef
|
|
.byte $6f
|
|
.byte $f6
|
|
.byte $e6
|
|
.byte $f6
|
|
.byte $6f
|
|
.byte $ae
|
|
|
|
recharge_sprite4:
|
|
.byte 1,10
|
|
.byte $fA
|
|
.byte $fe
|
|
.byte $fe
|
|
.byte $6e
|
|
.byte $fe
|
|
.byte $6e
|
|
.byte $ee
|
|
.byte $f6
|
|
.byte $ef
|
|
.byte $ae
|
|
|
|
|
|
recharge_bg_progression:
|
|
.word recharge_bg1
|
|
.word recharge_bg2
|
|
.word recharge_bg3
|
|
.word recharge_bg4
|
|
|
|
recharge_bg1:
|
|
.byte 2,10
|
|
.byte $6A,$FA
|
|
.byte $27,$f6
|
|
.byte $ff,$7f
|
|
.byte $6f,$7f
|
|
.byte $ff,$5f
|
|
.byte $f5,$5f
|
|
.byte $62,$f2
|
|
.byte $72,$65
|
|
.byte $5f,$7f
|
|
.byte $A2,$a5
|
|
|
|
recharge_bg2:
|
|
.byte 2,10
|
|
.byte $2A,$6A
|
|
.byte $76,$65
|
|
.byte $5f,$f5
|
|
.byte $ff,$77
|
|
.byte $22,$f2
|
|
.byte $5f,$f6
|
|
.byte $2f,$75
|
|
.byte $52,$f5
|
|
.byte $f2,$52
|
|
.byte $A6,$a2
|
|
|
|
recharge_bg3:
|
|
.byte 2,10
|
|
.byte $fA,$7A
|
|
.byte $f5,$27
|
|
.byte $5f,$ff
|
|
.byte $2f,$5f
|
|
.byte $77,$ff
|
|
.byte $f5,$f6
|
|
.byte $25,$52
|
|
.byte $5f,$52
|
|
.byte $5f,$2f
|
|
.byte $A7,$a2
|
|
|
|
recharge_bg4:
|
|
.byte 2,10
|
|
.byte $5A,$2A
|
|
.byte $55,$76
|
|
.byte $f5,$5f
|
|
.byte $77,$ff
|
|
.byte $75,$22
|
|
.byte $f2,$5f
|
|
.byte $27,$22
|
|
.byte $7f,$5f
|
|
.byte $6f,$f5
|
|
.byte $A7,$a2
|
|
|
|
|
|
|
|
; 0x18
|
|
causeway_door_cover:
|
|
.byte 8,8
|
|
.byte $00,$00,$00,$00,$00,$00,$22,$AA
|
|
.byte $00,$00,$00,$00,$00,$00,$22,$AA
|
|
.byte $00,$00,$00,$00,$00,$00,$22,$AA
|
|
.byte $00,$00,$00,$00,$00,$00,$02,$2A
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$22
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$22
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$22
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$22
|
|
|
|
; 30x8
|
|
pit_door_cover:
|
|
.byte 8,8
|
|
.byte $02,$22,$00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$00
|
|
.byte $20,$00,$00,$00,$00,$00,$00,$00
|
|
.byte $22,$02,$00,$00,$00,$00,$00,$00
|
|
.byte $22,$00,$00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00,$00,$00
|
|
|
|
|
|
|
|
;clear_c00:
|
|
; lda #$94
|
|
; ldy #0
|
|
;clear1:
|
|
; sta $c00,Y
|
|
; sta $d00,Y
|
|
; sta $e00,Y
|
|
; sta $f00,Y
|
|
; iny
|
|
; bne clear1
|
|
; rts
|
|
|
|
|
|
|
|
|
|
door_y:
|
|
c4_r0_door0_y: .byte 24
|
|
c4_r0_door1_y: .byte 24
|
|
c4_r0_door2_y: .byte 24
|
|
c4_r0_door3_y: .byte 24
|
|
c4_r0_door4_y: .byte 24
|
|
|
|
door_status:
|
|
c4_r0_door0_status: .byte DOOR_STATUS_OPEN
|
|
c4_r0_door1_status: .byte DOOR_STATUS_CLOSED
|
|
c4_r0_door2_status: .byte DOOR_STATUS_EXPLODED
|
|
c4_r0_door3_status: .byte DOOR_STATUS_OPENING1
|
|
c4_r0_door4_status: .byte DOOR_STATUS_OPENING2
|
|
|
|
door_x:
|
|
c4_r0_door0_x: .byte 7
|
|
c4_r0_door1_x: .byte 18
|
|
c4_r0_door2_x: .byte 29
|
|
c4_r0_door3_x: .byte 31
|
|
c4_r0_door4_x: .byte 33
|
|
|
|
door_xmin:
|
|
c4_r0_door0_xmin: .byte 0 ; 7-4-5
|
|
c4_r0_door1_xmin: .byte 9 ; 18-4-5
|
|
c4_r0_door2_xmin: .byte 20 ; 29-4-5
|
|
c4_r0_door3_xmin: .byte 22 ; 31-4-5
|
|
c4_r0_door4_xmin: .byte 24 ; 33-4-5
|
|
|
|
door_xmax:
|
|
c4_r0_door0_xmax: .byte 11 ; 7+4
|
|
c4_r0_door1_xmax: .byte 22 ; 18+4
|
|
c4_r0_door2_xmax: .byte 33 ; don't care
|
|
c4_r0_door3_xmax: .byte 35 ; don't care
|
|
c4_r0_door4_xmax: .byte 37 ; don't care
|
|
|