dos33fsprogs/games/monkey/title.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

658 lines
11 KiB
ArmAsm

; Monkey Title
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
music_start = $4800
title_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
lda #0
sta clear_all_color+1
jsr clear_all
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
sta CREDITS_OFFSET
sta CREDITS_LOGO_ON
sta CREDITS_SPLIT_SCREEN
sta CREDITS_DISPLAY_TEXT
lda #14
sta CLOUD_X
lda #4
sta DRAW_PAGE
jsr normal_text
;====================================
; load LF logo
;====================================
lda #<logo_lzsa
sta LZSA_SRC_LO
lda #>logo_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
;=====================================
; load text overlay
;=====================================
lda #<monkey_lzsa
sta LZSA_SRC_LO
lda #>monkey_lzsa
sta LZSA_SRC_HI
lda #$44 ; load to page $4800-400=$4400
jsr decompress_lzsa2_fast
;=====================================
; setup music
;=====================================
setup_music:
; decompress music
lda #<theme_lzsa
sta LZSA_SRC_LO
lda #>theme_lzsa
sta LZSA_SRC_HI
lda #$48 ; load to page $4800
jsr decompress_lzsa2_fast
jsr mockingboard_detect
;====================================
;====================================
; Main LOGO loop
;====================================
;====================================
logo_loop:
; copy over background
jsr gr_copy_to_current
; draw sparks
lda FRAMEH ; only do this once
bne done_sparks
ldy #0
spark_loop:
lda sparks,Y
bmi done_sparks
sta XPOS
iny
lda sparks,Y
sta YPOS
iny
; calc which spark
lda sparks,Y
sta TEMPY
sec
lda FRAMEL
sbc TEMPY ; negative if too soon
bmi draw_empty_sprite
cmp #5 ; over 5 if done
bcs draw_empty_sprite
asl
tax
lda spark_sprites,X
sta INL
lda spark_sprites+1,X
jmp draw_spark_sprite
draw_empty_sprite:
lda #<empty_sprite
sta INL
lda #>empty_sprite
draw_spark_sprite:
sta INH
iny
tya
pha
jsr put_sprite_crop
pla
tay
jmp spark_loop
done_sparks:
; flip page
jsr page_flip
; incrememnt frame
jsr inc_frame
; if it's been x seconds then go to next part
lda FRAMEL
cmp #$50
beq do_monkey_loop
; early escape if keypressed
lda KEYPRESS
bpl do_logo_loop
jmp done_with_title
do_logo_loop:
; delay
lda #200
jsr WAIT
jmp logo_loop
;====================================
;====================================
; Intro
;====================================
;====================================
;====================================
; load Background logo
;====================================
do_monkey_loop:
lda #<title_lzsa
sta LZSA_SRC_LO
lda #>title_lzsa
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
monkey_loop:
jsr gr_copy_to_current
; draw cloud
lda CLOUD_X
sta XPOS
lda #4
sta YPOS
lda #<cloud_sprite
sta INL
lda #>cloud_sprite
sta INH
jsr put_sprite_crop
; draw mountain top back over cloud
lda #13
sta XPOS
lda #4
sta YPOS
lda #<mountain_top_sprite
sta INL
lda #>mountain_top_sprite
sta INH
jsr put_sprite_crop
; copy title overlay
lda CREDITS_LOGO_ON
beq dont_overlay
jsr gr_overlay_40x40_noload
dont_overlay:
;=======================
; draw text if enabled
lda CREDITS_DISPLAY_TEXT
beq dont_text
jsr clear_bottom
lda CREDITS_TEXTL
sta OUTL
lda CREDITS_TEXTH
sta OUTH
jsr move_and_print
jsr move_and_print
jsr move_and_print
dont_text:
;===========
; page flip
jsr page_flip
jsr inc_frame
;================
; delay
;================
lda #200
jsr WAIT
;=========================
; update credits sequence
;=========================
jsr update_credit_sequence
;============================
; early escape if end of song
lda DONE_PLAYING
bmi done_with_title
;===========================
; early escape if keypressed
lda KEYPRESS
bpl loop_again
jmp done_with_title
loop_again:
;===============
; move cloud
;===============
lda FRAMEL
and #$7
bne dont_move_cloud
dec CLOUD_X
dont_move_cloud:
jmp monkey_loop
;==========================
; turn off music
;==========================
done_with_title:
bit KEYRESET ; clear keypress
sei ; clear interrupts
jsr clear_ay_both ; silence ay-3-8910 chips
;==========================
; load main program
;==========================
totally_done:
lda #LOAD_MONKEY
sta WHICH_LOAD
rts
;==========================
; includes
;==========================
; level graphics
.include "graphics_intro/title_graphics.inc"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_putsprite_crop.s"
.include "gr_pageflip.s"
.include "gr_overlay.s"
.include "decompress_fast_v2.s"
.include "ym_play.s"
.include "interrupt_handler.s"
.include "mockingboard.s"
;====================================
; inc frame count
;====================================
inc_frame:
inc FRAMEL
bne room_frame_no_oflo
inc FRAMEH
room_frame_no_oflo:
rts
; music is compressed
; decompressed it is 30720 bytes
; we decompress to $4800
; so total size of our code can't be biggr than $2800 = 10k
theme_lzsa:
.incbin "music/theme.lzsa"
spark_sprites:
.word empty_sprite
.word spark0_sprite
.word spark1_sprite
.word spark2_sprite
.word spark1_sprite
.word spark0_sprite
empty_sprite:
.byte 1,1
.byte $AA
spark0_sprite:
.byte 3,2
.byte $AA,$AA,$AA
.byte $AA,$AF,$AA
spark1_sprite:
.byte 3,2
.byte $AA,$3A,$AA
.byte $A3,$3F,$A3
spark2_sprite:
.byte 3,3
.byte $AA,$b3,$AA
.byte $Ab,$bF,$Ab
.byte $Aa,$a3,$Aa
; spark locations (grow+shrink)
sparks:
; X,Y timestamp
.byte 0,10, 32 ; first: 0,10
.byte 3,26, 34 ; second: 3,26
.byte 6,10, 36 ; third: 6,10
.byte 6,28, 38 ; 4th 6,28
.byte 10,14, 40 ; 5th 10,14
.byte 15,22, 42 ; 6th 15,22
.byte 19,14, 44 ; 7th 19,14
.byte 25,24, 46 ; 8th 25,24
.byte 28,10, 48 ; 9th 28,10
.byte 32,30, 50 ; 10th 32,30
.byte 37,10, 52 ; 11th 37,10
.byte $ff
cloud_sprite:
.byte 40,6
;line 1
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$A5,$AA,$AA
.byte $AA,$AA,$AA,$AA,$5A,$5A,$7A,$75,$55,$05
.byte $5A,$AA,$AA,$AA,$77,$5A,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$5A,$5A,$AA,$AA
;line 2
.byte $7A,$7A,$77,$7A,$7A,$77,$7A,$77,$7A,$AA
.byte $AA,$5A,$5A,$57,$07,$77,$55,$05,$50,$05
.byte $77,$00,$5A,$AA,$A5,$A5,$AA,$AA,$AA,$AA
.byte $7A,$AA,$AA,$AA,$A5,$AA,$77,$07,$77,$AA
;line 3
.byte $A5,$A7,$55,$05,$50,$55,$05,$05,$55,$57
.byte $57,$50,$57,$57,$70,$07,$77,$75,$50,$55
.byte $55,$55,$00,$07,$7A,$77,$77,$77,$AA,$57
.byte $77,$AA,$5A,$77,$7A,$5A,$07,$75,$05,$AA
;line 4
.byte $AA,$AA,$A7,$57,$57,$57,$07,$75,$75,$75
.byte $70,$00,$75,$55,$75,$70,$77,$77,$50,$05
.byte $07,$55,$75,$75,$07,$57,$50,$00,$50,$05
.byte $77,$7A,$70,$07,$77,$77,$75,$70,$75,$5A
;line 5
.byte $AA,$AA,$AA,$AA,$AA,$A5,$A5,$AA,$A0,$A5
.byte $A5,$A5,$A5,$A5,$A5,$A5,$05,$55,$57,$55
.byte $55,$57,$57,$00,$57,$57,$55,$07,$07,$57
.byte $50,$77,$77,$50,$07,$77,$77,$77,$77,$55
;line 6
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$A0,$A5,$A5
.byte $A5,$A5,$A5,$A0,$AA,$A5,$55,$55,$55,$55
.byte $55,$A5,$A5,$A7,$A5,$A5,$A5,$A5,$A5,$A0
mountain_top_sprite:
.byte 11,6
.byte $AA,$AA,$AA,$AA,$8A,$98,$8A,$AA,$AA,$AA,$AA
.byte $AA,$AA,$2A,$20,$25,$2d,$25,$70,$2A,$AA,$AA
.byte $AA,$AA,$22,$00,$00,$00,$27,$70,$22,$22,$AA
.byte $AA,$AA,$22,$20,$00,$00,$22,$00,$77,$22,$AA
.byte $AA,$2A,$22,$22,$00,$00,$22,$07,$70,$00,$AA
.byte $2A,$22,$00,$22,$00,$22,$02,$22,$07,$70,$0A
; FRAMEH, FRAMEL, ACTION
ACTION_SPLIT_SCREEN = $80
ACTION_FULL_SCREEN = $81
ACTION_TURN_ON_LOGO = $82
ACTION_TURN_OFF_LOGO = $83
; 1 E0 is roughly end
credits_sequence:
.byte $00,$6F,ACTION_SPLIT_SCREEN
.byte $00,$70,1
.byte $00,$80,2
.byte $00,$A0,ACTION_FULL_SCREEN
.byte $00,$B0,0
.byte $00,$B5,ACTION_TURN_ON_LOGO
.byte $00,$B7,ACTION_SPLIT_SCREEN
.byte $00,$B8,3
.byte $00,$C8,0
.byte $00,$D0,4
.byte $00,$E0,0
.byte $00,$E8,5
.byte $00,$F8,0
.byte $01,$00,6
.byte $01,$10,0
.byte $01,$18,7
.byte $01,$28,0
.byte $01,$30,8
.byte $01,$40,0
.byte $01,$48,9
.byte $01,$58,0
.byte $01,$60,10
.byte $01,$70,0
.byte $01,$78,11
.byte $01,$88,0
.byte $01,$90,12
.byte $01,$A0,0
.byte $01,$A8,ACTION_FULL_SCREEN
.byte $01,$B0,ACTION_TURN_OFF_LOGO
.byte $ff
credits_text:
.word credits_nothing
.word credits1,credits2,credits3,credits4
.word credits5,credits6,credits7,credits8
.word credits9,credits10,credits11,credits12
credits1: ;0123456789012345678901234567890123456789
.byte 10,21,"DEEP IN THE CARIBBEAN",0
.byte 10,22," ",0
.byte 10,23," ",0
credits2:
.byte 10,20," ^ ,",0
.byte 10,21,"THE ISLAND OF MELEE",0
.byte 10,22," ",0
; TITLE CARD APPEARS
credits3:
.byte 10,20," ",0
.byte 7,21,"TM & (C) 1990 LUCAS ARTS",0
.byte 10,22,"ALL RIGHTS RESERVED",0
credits4:
.byte 10,20," ",0
.byte 9,21,"CREATED AND DESIGNED BY",0
.byte 15,22,"RON GILBERT",0
credits5:
.byte 7,21,"WRITTEN AND PROGRAMMED BY",0
.byte 7,22,"RON GILBERT, DAVE GROSSMAN",0
.byte 12,23,"AND TIM SCHAFER",0
credits6:
.byte 11,21,"BACKGROUND ART BY",0
.byte 6,22,"STEVE PURCELL, MARK FERRARI",0
.byte 13,23,"AND MIKE EBERT",0
credits7:
.byte 13,21,"ANIMATION BY",0
.byte 7,22,"STEVE PURCELL, MIKE EBERT",0
.byte 5,23,"AND MARTIN CAMERON AS 'BUCKY'",0
credits8:
.byte 10,20," ",0
.byte 11,21,"ORIGINAL MUSIC BY",0
.byte 13,22,"MICHAEL LAND",0
credits9:
.byte 10,20," ",0
.byte 6,21,"BARNEY JONES AND ANDY NEWELL",0
.byte 8,22,"OF EARWAX PRODUCTIONS...",0
credits10:
.byte 10,20," ",0
.byte 16,21,"... AND",0
.byte 13,22,"PATRICK MUNDY",0
; TESTERS, PRODUCER, SCUMM
credits11:
.byte 10,20," ",0
.byte 11,21,"APPLE II VERSION",0
.byte 9,22,"VINCE 'DEATER' WEAVER",0
credits12:
.byte 10,20," ",0
.byte 10,21,"CPC AY-3-8910 THEME",0
.byte 9,22,"EPYTEOR/SUTEKH/STARKOS",0
credits_nothing:
.byte 10,20," ",0
.byte 10,21," ",0
.byte 10,22," ",0
;=========================
; update credits sequence
;=========================
update_credit_sequence:
ldy CREDITS_OFFSET
cpy #$ff
beq done_credit_sequence
; see if we've hit FRAMEH
lda credits_sequence,Y
cmp FRAMEH
bne done_credit_sequence
lda credits_sequence+1,Y
cmp FRAMEL
bne done_credit_sequence
; made it this far, we actually need to update!
lda credits_sequence+2,Y
iny
iny
iny
sty CREDITS_OFFSET
cmp #ACTION_SPLIT_SCREEN
beq do_split_screen
cmp #ACTION_FULL_SCREEN
beq do_full_screen
cmp #ACTION_TURN_ON_LOGO
beq do_turn_on_logo
cmp #ACTION_TURN_OFF_LOGO
beq do_turn_off_logo
bne do_update_text
done_credit_sequence:
rts
do_split_screen:
bit TEXTGR
lda #1
sta CREDITS_DISPLAY_TEXT
lda #<credits_nothing
sta CREDITS_TEXTL
lda #>credits_nothing
sta CREDITS_TEXTH
rts
do_full_screen:
lda #0
sta CREDITS_DISPLAY_TEXT
bit FULLGR
rts
do_turn_on_logo:
lda #1
sta CREDITS_LOGO_ON
rts
do_turn_off_logo:
lda #0
sta CREDITS_LOGO_ON
rts
do_update_text:
; A has string offset
asl
tay
lda credits_text,Y
sta CREDITS_TEXTL
lda credits_text+1,Y
sta CREDITS_TEXTH
rts