dos33fsprogs/ootw/ootw_c2_cage.s
Vince Weaver 7f925d22ea ootw: fix up things after c4 changes
l1 works again
l2 now has lasers hooked up for the most part

temporarily disabled l5 as out of space on disk :(
2019-08-15 23:49:36 -04:00

1597 lines
26 KiB
ArmAsm

; Ootw Checkpoint2 -- Despite all my Rage...
ootw_cage:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Setup pages (is this necessary?)
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=============================
; Load background to $c00
lda #>(cage_rle)
sta GBASH
lda #<(cage_rle)
sta GBASL
lda #$c ; load image off-screen $c00
jsr load_rle_gr
;=================================
; setup vars
lda #0
sta GAME_OVER
sta CAGE_AMPLITUDE
sta CAGE_OFFSET
sta CAGE_GUARD
sta SHOOTING_BOTTOM
sta SHOOTING_TOP
sta LITTLEGUY_OUT
bit KEYRESET ; clear keypress
;============================
; Cage Loop
;============================
cage_loop:
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
;=======================
; draw miners mining
;=======================
jsr ootw_draw_miners
;=======================
; draw little guy
;=======================
lda LITTLEGUY_OUT
beq done_bg_draw_lg
cmp #7
bcc lg_in1
cmp #15
bcc lg_in2
ldx #<little_guy_in_sprite
ldy #>little_guy_in_sprite
jmp bg_draw_lg
lg_in1:
ldx #<little_guy_in1_sprite
ldy #>little_guy_in1_sprite
jmp bg_draw_lg_inc
lg_in2:
ldx #<little_guy_in2_sprite
ldy #>little_guy_in2_sprite
bg_draw_lg_inc:
inc LITTLEGUY_OUT
bg_draw_lg:
lda #28
sta XPOS
lda #34
sta YPOS
stx INL
sty INH
jsr put_sprite_crop
done_bg_draw_lg:
;======================
; draw cage
;======================
lda #11
sta XPOS
lda #0
sta YPOS
lda CAGE_AMPLITUDE
cmp #2
bcs cage_amp_2 ; bge
cmp #1
beq cage_amp_1
cage_amp_0:
lda #<cage_center_sprite
sta INL
lda #>cage_center_sprite
sta INH
jsr put_sprite_crop
jmp done_drawing_cage
cage_amp_1:
lda CAGE_OFFSET
and #$0e
tay
lda cage_amp1_sprites,Y
sta INL
lda cage_amp1_sprites+1,Y
sta INH
jsr put_sprite_crop
jmp done_drawing_cage
cage_amp_2:
lda CAGE_OFFSET
and #$0e
tay
lda cage_amp2_sprites,Y
sta INL
lda cage_amp2_sprites+1,Y
sta INH
jsr put_sprite_crop
done_drawing_cage:
;======================
; draw laser
;======================
jsr draw_up_laser
;======================
; draw guard
;======================
lda CAGE_GUARD
cmp #15
bcs guard_patrol ; bge
; guard changing uniform
; CAGE_GUARD=0..14
lda #34
sta XPOS
lda #28
sta YPOS
lda CAGE_GUARD
asl
tay
lda changing_guard_sprites,Y
sta INL
lda changing_guard_sprites+1,Y
sta INH
jsr put_sprite_crop
jmp done_cage_guard
guard_patrol:
; guard patroling
; CAGE_GUARD=15+
; switch direction if at end
lda alien0_direction
bne patrolling_right
patrolling_left:
lda alien0_x
cmp #22
bcs patrolling_move ; bge
lda #A_TURNING
sta alien0_state
jmp patrolling_move
patrolling_right:
lda alien0_x
cmp #34
bcc patrolling_move ; blt
lda #A_TURNING
sta alien0_state
patrolling_move:
lda CAGE_AMPLITUDE
cmp #2
beq guard_yelling
cmp #3
beq guard_shooting
cmp #4
beq guard_shooting
jmp guard_move_and_draw
guard_yelling:
lda alien0_x
cmp #21
bne guard_move_and_draw
lda #A_YELLING
sta alien0_state
jmp guard_move_and_draw
guard_shooting:
; guard shooting
lda alien0_x
cmp #21
bne guard_move_and_draw
lda #A_SHOOTING_UP
sta alien0_state
guard_move_and_draw:
jsr move_alien
jsr draw_alien
done_cage_guard:
;===============================
; check keyboard
;===============================
lda KEYPRESS
bpl cage_done_keyboard
cmp #27+$80
beq cage_escape
cmp #'A'+$80
beq cage_left_pressed
cmp #8+$80
beq cage_left_pressed
cmp #'D'+$80
beq cage_right_pressed
cmp #$15+$80
beq cage_right_pressed
jmp cage_done_keyboard
cage_escape:
lda #$ff
sta GAME_OVER
bne cage_done_keyboard ; bra
cage_left_pressed:
lda CAGE_AMPLITUDE
bne cage_left_already_moving
lda #8 ; *2
sta CAGE_OFFSET
jmp cage_inc_amplitude
cage_left_already_moving:
; if moving left ($80) inc amp
; if moving right ($1) dec amp
ldy CAGE_OFFSET
lda cage_direction_lookup,Y
beq cage_done_amplitude
bmi cage_inc_amplitude
bpl cage_dec_amplitude
cage_right_pressed:
; if moving left ($80) dec amplitude
; if moving right ($1) inc amplitude
ldy CAGE_OFFSET
lda cage_direction_lookup,Y
beq cage_done_amplitude
bmi cage_dec_amplitude
bpl cage_inc_amplitude
cage_inc_amplitude:
lda CAGE_AMPLITUDE
cmp #4
beq cage_done_amplitude
inc CAGE_AMPLITUDE
jmp cage_done_amplitude
cage_dec_amplitude:
lda CAGE_AMPLITUDE
beq cage_done_amplitude
dec CAGE_AMPLITUDE
cage_done_amplitude:
cage_done_keyboard:
;=================================
; cage swinging behavior
lda CAGE_AMPLITUDE
check_amp1:
cmp #1
bne check_amp4
; lda #1 ; if amp=1, guard gets gun out
sta alien0_gun
jmp cage_continue
check_amp2:
; cmp #2
; bne check_amp3
; ; if amp=2, guard shouts
; jmp cage_continue
;check_amp3:
; cmp #3
; bne check_amp4 ; if amp=3, guard shoots
check_amp4:
cmp #4 ; if amp=4, cage falls
bne cage_continue
; only fall if at far right position and also guard is in place
lda CAGE_OFFSET
cmp #4 ; it's *2
bne cage_continue
lda alien0_x
cmp #21
bne cage_continue ; only if yelling
;===========================
; Done with cage, run ending sequence
jmp cage_ending
cage_continue:
bit KEYRESET ; clear keyboard
;===============
; page flip
jsr page_flip
;================
; inc frame count
inc FRAMEL
bne cage_frame_no_oflo
inc FRAMEH
cage_frame_no_oflo:
;================
; move cage
lda FRAMEL ; slow down a bit
and #$7
bne no_move_cage
lda CAGE_AMPLITUDE
beq no_move_cage
; actual value is CAGE_OFFSET/2
inc CAGE_OFFSET
lda CAGE_OFFSET
and #$f
sta CAGE_OFFSET
no_move_cage:
;=====================
; move cage guard
lda FRAMEL ; slow down a bit
and #$f
bne no_move_cage_guard
lda CAGE_GUARD
cmp #15
bcc guard_ch ; blt, 0..14
jmp no_move_cage_guard ; 15+
guard_ch:
; CAGE_GUARD = 0..14
inc CAGE_GUARD
; jmp no_move_cage_guard
guard_done_change:
lda CAGE_GUARD
cmp #15
bne no_move_cage_guard
; start patrol
lda #1
sta alien0_out
lda #33
sta alien0_x
lda #30
sta alien0_y
lda #A_WALKING
sta alien0_state
lda #0
sta alien0_gait
lda #0
sta alien0_direction
inc CAGE_GUARD ; now 16
no_move_cage_guard:
;===========================
; check if done this level
lda GAME_OVER
cmp #$ff
beq done_cage
; loop forever
jmp cage_loop
done_cage:
rts
;======================
; Draw Laser
;======================
draw_up_laser:
lda SHOOTING_BOTTOM
beq done_draw_up_laser
; 30 - 27, 30-24, 30-21
lda #$11
sta COLOR
ldx SHOOTING_BOTTOM
stx V2
ldx SHOOTING_TOP
ldy #21 ; X location
jsr vlin
; if shooting top < 10, decrement Y2
lda SHOOTING_TOP
cmp #10
bcs shoot_up_noadj ; bge
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
dec SHOOTING_BOTTOM
shoot_up_noadj:
lda SHOOTING_TOP
beq done_draw_up_laser
dec SHOOTING_TOP
dec SHOOTING_TOP
dec SHOOTING_TOP
dec SHOOTING_TOP
done_draw_up_laser:
rts
cage_amp1_sprites:
.word cage_center_sprite
.word cage_right1_sprite
.word cage_right1_sprite
.word cage_right1_sprite
.word cage_center_sprite
.word cage_left1_sprite
.word cage_left1_sprite
.word cage_left1_sprite
cage_amp2_sprites:
.word cage_center_sprite
.word cage_right1_sprite
.word cage_right2_sprite
.word cage_right1_sprite
.word cage_center_sprite
.word cage_left1_sprite
.word cage_left2_sprite
.word cage_left1_sprite
cage_center_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$58,$A8,$98,$58,$A8,$A8,$58,$AA,$AA
.byte $AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA,$AA
.byte $AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$00,$55,$07,$07,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$44,$55,$00,$50,$55,$AA,$AA
.byte $AA,$AA,$55,$AA,$44,$55,$05,$00,$55,$AA,$AA
.byte $AA,$AA,$85,$8A,$87,$85,$80,$80,$85,$AA,$AA
cage_right1_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$85,$8A,$8A,$8A,$AA
.byte $AA,$AA,$AA,$58,$A8,$98,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$BB,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$55,$AB,$00,$55,$77,$77,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$00,$55,$07,$57,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$44,$55,$05,$50,$55,$AA
.byte $AA,$AA,$AA,$55,$AA,$44,$55,$00,$00,$55,$AA
.byte $AA,$AA,$AA,$85,$87,$87,$85,$80,$80,$55,$AA
cage_right2_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$A5,$5A,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$8A,$85,$A8,$5A,$AA
.byte $AA,$AA,$AA,$AA,$58,$98,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$BB,$55,$AA,$AA,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$00,$55,$77,$77,$55,$AA
.byte $AA,$AA,$AA,$AA,$55,$00,$55,$07,$57,$58,$5A
.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$50,$00,$55
.byte $AA,$AA,$AA,$AA,$AA,$55,$44,$55,$00,$80,$85
.byte $AA,$AA,$AA,$AA,$AA,$85,$87,$A8,$A8,$AA,$AA
cage_left1_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$8A,$8A,$8A,$85,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$B9,$55,$A8,$A8,$58,$AA,$AA,$AA
.byte $AA,$55,$BA,$0B,$55,$AA,$AA,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$00,$55,$7A,$7A,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$40,$55,$77,$77,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$44,$55,$00,$00,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$74,$55,$00,$05,$55,$AA,$AA,$AA
.byte $AA,$A8,$A8,$A8,$A8,$80,$80,$85,$AA,$AA,$AA
cage_left2_sprite:
.byte 11,11
.byte $AA,$AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$5A,$A5,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$58,$A8,$85,$8A,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$B9,$55,$A8,$58,$AA,$AA,$AA,$AA
.byte $AA,$55,$BA,$0B,$55,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$00,$55,$7A,$55,$AA,$AA,$AA,$AA
.byte $5A,$A5,$4A,$40,$55,$77,$55,$AA,$AA,$AA,$AA
.byte $55,$AA,$44,$55,$55,$55,$AA,$AA,$AA,$AA,$AA
.byte $85,$8A,$74,$55,$00,$55,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$A8,$A8,$80,$85,$AA,$AA,$AA,$AA,$AA
changing_guard_sprites:
.word changing_guard1_sprite ; 0
.word changing_guard2_sprite ; 1
.word changing_guard3_sprite ; 2
.word changing_guard4_sprite ; 3
.word changing_guard5_sprite ; 4
.word changing_guard6_sprite ; 5
.word changing_guard7_sprite ; 6
.word changing_guard8_sprite ; 7
.word changing_guard9_sprite ; 8
.word changing_guard10_sprite ; 9
.word changing_guard11_sprite ; 10
.word changing_guard11_sprite ; 11
.word changing_guard11_sprite ; 12
.word changing_guard12_sprite ; 13
.word changing_guard13_sprite ; 14
changing_guard1_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$0A
.byte $0A,$00,$00,$00
.byte $A0,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
changing_guard2_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$0A
.byte $00,$00,$00,$00
.byte $A0,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
changing_guard3_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$AA,$00,$00
.byte $AA,$0A,$00,$00
changing_guard4_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$A0,$00,$00
.byte $AA,$AA,$00,$00
.byte $AA,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard5_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $0A,$00,$00,$00
.byte $00,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $AA,$A0,$00,$50
.byte $AA,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard6_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$0A,$00,$AA
.byte $AA,$00,$00,$00
.byte $AA,$00,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$AA,$77,$55
.byte $A0,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard7_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$75,$AA
.byte $0A,$07,$00,$00
.byte $00,$50,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$AA,$77,$55
.byte $A0,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard8_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$75,$AA
.byte $AA,$A7,$00,$00
.byte $00,$50,$00,$00
.byte $00,$00,$00,$00
.byte $00,$00,$70,$50
.byte $00,$A0,$77,$55
.byte $00,$AA,$07,$05
.byte $AA,$0A,$00,$00
changing_guard9_sprite:
.byte 4,9
.byte $AA,$AA,$AA,$AA
.byte $AA,$77,$77,$AA
.byte $0A,$00,$00,$0A
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$A5
.byte $7A,$A0,$A0,$5A
.byte $07,$AA,$AA,$05
.byte $00,$AA,$AA,$00
changing_guard10_sprite:
.byte 4,9
.byte $22,$A2,$A2,$22
.byte $22,$77,$77,$22
.byte $02,$00,$00,$02
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$A5
.byte $7A,$A0,$00,$5A
.byte $07,$AA,$A0,$05
.byte $00,$AA,$AA,$00
changing_guard11_sprite:
.byte 4,9
.byte $22,$02,$02,$22
.byte $22,$77,$77,$22
.byte $02,$00,$00,$02
.byte $70,$00,$00,$50
.byte $77,$00,$00,$55
.byte $A7,$00,$00,$AA
.byte $7A,$A0,$A0,$5A
.byte $07,$AA,$AA,$05
.byte $00,$AA,$AA,$00
changing_guard12_sprite:
.byte 4,9
.byte $22,$A2,$A2,$22
.byte $72,$f7,$7f,$22
.byte $77,$07,$00,$A2
.byte $AA,$77,$00,$AA
.byte $AA,$77,$10,$AA
.byte $AA,$00,$00,$AA
.byte $AA,$77,$A0,$55
.byte $AA,$07,$AA,$05
.byte $0A,$00,$0A,$00
changing_guard13_sprite:
.byte 4,9
.byte $22,$A2,$A2,$22
.byte $72,$f7,$7f,$22
.byte $77,$07,$00,$A2
.byte $AA,$00,$77,$AA
.byte $AA,$77,$10,$AA
.byte $AA,$00,$00,$AA
.byte $AA,$77,$A0,$55
.byte $AA,$07,$AA,$05
.byte $0A,$00,$0A,$00
little_guy_in1_sprite:
.byte 4,5
.byte $AA,$AA,$AA,$77
.byte $AA,$AA,$50,$00
.byte $AA,$AA,$77,$70
.byte $AA,$AA,$AA,$A7
.byte $AA,$AA,$AA,$AA
little_guy_in2_sprite:
.byte 4,5
.byte $AA,$AA,$77,$AF
.byte $AA,$A5,$00,$00
.byte $AA,$AA,$77,$AA
.byte $AA,$AA,$55,$07
.byte $AA,$AA,$AA,$A0
little_guy_in_sprite:
.byte 4,5
.byte $AA,$77,$AA,$AA
.byte $55,$00,$77,$AA
.byte $A5,$00,$07,$AA
.byte $AA,$07,$0A,$AA
.byte $A0,$AA,$A0,$AA
little_guy_out1_sprite:
.byte 4,5
.byte $AA,$AA,$77,$AA
.byte $AA,$77,$00,$55
.byte $AA,$00,$07,$AA
.byte $AA,$07,$05,$AA
.byte $A0,$AA,$A0,$AA
little_guy_out2_sprite:
.byte 4,5
.byte $AA,$AA,$A7,$A7
.byte $AA,$AA,$AA,$A5
.byte $AA,$AA,$AA,$5A
.byte $AA,$AA,$A7,$A7
.byte $AA,$AA,$AA,$AA
;============================
;============================
; Cage Ending
;============================
;============================
cage_ending:
lda #0
sta FRAMEL
cage_ending_loop:
;================================
; copy background to current page
;================================
jsr gr_copy_to_current
;================
; draw cage parts
;================
; frame 12+13 == draw debris1
; frame 14+15 == draw debris2
; frame 16+17 == draw debris3
lda FRAMEL
cmp #12
bcc done_debris ; blt
cmp #18
bcs done_debris ; bge
sec
sbc #12
and #$fe
tay
lda debris_list,Y
sta GBASL
lda debris_list+1,Y
sta GBASH
lda #$10
jsr load_rle_gr
jsr gr_overlay
done_debris:
;=======================
; draw miners mining
;=======================
jsr ootw_draw_miners
;================
; draw physicist
;================
; frame 18 crouching
; frame 40 getting up one step?
; frame 60 all stood up
; frame 70 jump -- 90
; frame 90 standing right (taps)
; frame 100 turn left
lda #20
sta XPOS
lda #28
sta YPOS
lda FRAMEL
cmp #18
bcc ce_done_physicist ; blt
cmp #100
bcs ce_stand_left ; bge
cmp #90
bcs ce_stand_right ; bge
cmp #70
bcs ce_jump ; bge
cmp #60
bcs ce_stand_cage ; bge
cmp #40
bcs ce_half_stand_cage ; bge
ce_crouch_cage:
ldx #<crouch2
ldy #>crouch2
jmp ce_draw_physicist_right
ce_half_stand_cage:
ldx #<crouch1
ldy #>crouch1
jmp ce_draw_physicist_right
ce_stand_cage:
ldx #<phys_stand
ldy #>phys_stand
jmp ce_draw_physicist_right
ce_jump:
sec
sbc #70
and #$fe
asl
tay
lda ce_phys_jump,Y
sta XPOS
lda ce_phys_jump+1,Y
sta YPOS
lda ce_phys_jump+2,Y
tax
lda ce_phys_jump+3,Y
tay
jmp ce_draw_physicist_right
ce_stand_right:
lda #28
sta XPOS
lda #30
sta YPOS
ldx #<phys_stand
ldy #>phys_stand
jmp ce_draw_physicist_right
ce_stand_left:
lda #28
sta XPOS
lda #30
sta YPOS
ldx #<phys_stand
ldy #>phys_stand
ce_draw_physicist_left:
stx INL
sty INH
jsr put_sprite_crop
jmp ce_done_physicist
ce_draw_physicist_right:
stx INL
sty INH
jsr put_sprite_flipped_crop
ce_done_physicist:
;============
; draw friend
;============
; frame 18 crouching
; frame 34 getting up one step?
; frame 38 all stood up (right)
; frame 60 turns
; frame 62 standing left
; frame 74 turns
; frame 76 standing right
; frame 90-100 taps
; frame 116 points, my tuba
lda #24
sta XPOS
lda #30
sta YPOS
lda FRAMEL
cmp #18
bcs ce_friend_keep ; bge
jmp ce_done_friend ; too far to branch
ce_friend_keep:
cmp #120
bcs ce_friend_stand_right ; bge
cmp #110
bcs ce_friend_point ; bge
cmp #100
bcs ce_friend_stand_right ; bge
cmp #90
bcs ce_friend_tap ; bge
cmp #76
bcs ce_friend_stand_right ; bge
cmp #74
bcs ce_friend_turn ; bge
cmp #62
bcs ce_friend_stand_left ; bge
cmp #60
bcs ce_friend_turn ; bge
cmp #38
bcs ce_friend_stand_right ; bge
cmp #34
bcs ce_friend_half_stand_cage ; bge
ce_friend_crouch_cage:
lda #22
sta XPOS
ldx #<friend_crouch2
ldy #>friend_crouch2
jmp ce_draw_friend_right
ce_friend_half_stand_cage:
ldx #<friend_crouch1
ldy #>friend_crouch1
jmp ce_draw_friend_right
ce_friend_tap:
sec
sbc #90
and #$fe
tay
lda tap_sequence,Y
tax
lda tap_sequence+1,Y
tay
lda #25 ; one off
sta XPOS
jmp ce_draw_friend_right
ce_friend_point:
cmp #115
bne no_audio
jsr playaud
no_audio:
lda FRAMEL
sec
sbc #110
and #$fe
tay
lda point_sequence,Y
tax
lda point_sequence+1,Y
tay
lda #25 ; one off
sta XPOS
jmp ce_draw_friend_right
ce_friend_stand_cage:
ldx #<friend_stand
ldy #>friend_stand
jmp ce_draw_friend_right
ce_friend_turn:
ldx #<friend_turning_sprite
ldy #>friend_turning_sprite
jmp ce_draw_friend_right
ce_friend_stand_right:
ldx #<friend_stand
ldy #>friend_stand
jmp ce_draw_friend_right
ce_friend_stand_left:
ldx #<friend_stand
ldy #>friend_stand
ce_draw_friend_left:
stx INL
sty INH
jsr put_sprite_crop
jmp ce_done_friend
ce_draw_friend_right:
stx INL
sty INH
jsr put_sprite_flipped_crop
ce_done_friend:
;===========
; draw guard
;===========
; frame 0-5 : standing
; frame 6-11 : falling
; frame 12+ : on ground
lda FRAMEL
cmp #5
bcs ce_guard_not_standing ; bge
lda #21
sta XPOS
lda #30
sta YPOS
ldx #<alien_shooting_up_sprite
ldy #>alien_shooting_up_sprite
jmp done_guard_endcage
ce_guard_not_standing:
cmp #10
bcs ce_guard_not_falling ; bge
lda #19
sta XPOS
lda #30
sta YPOS
ldx #<guard_crashing_sprite
ldy #>guard_crashing_sprite
jmp done_guard_endcage
ce_guard_not_falling:
lda #17
sta XPOS
lda #42
sta YPOS
ldx #<guard_dead_sprite
ldy #>guard_dead_sprite
done_guard_endcage:
stx INL
sty INH
jsr put_sprite_crop
;===========
; draw cage
;===========
; frame 0 .. 9 falling
; frame 10 - 19 sproinging
; frame 20 -- permanent
lda FRAMEL
cmp #10
bcs done_cage_ground ; bge
lda FRAMEL
asl
clc
adc #2
cage_set_ypos:
sta YPOS
lda #17
sta XPOS
ldx #<cage_center_sprite
ldy #>cage_center_sprite
jmp done_cage_endcage
done_cage_ground:
lda #17
sta XPOS
lda #32
sta YPOS
lda FRAMEL
cmp #20
bcs cage_on_ground ; bge
sec
sbc #10
and #$fe
tay
lda cage_sprites,Y
tax
lda cage_sprites+1,Y
tay
jmp done_cage_endcage
cage_on_ground:
ldx #<cage_ground_sprite
ldy #>cage_ground_sprite
done_cage_endcage:
stx INL
sty INH
jsr put_sprite_crop
;==========================
; draw little dude
;==========================
; frame 0 - 17 : watching
; frame 18- 20 : out1
; frame 20- 23 : out2
; frame 24 : gone
lda #28
sta XPOS
lda #34
sta YPOS
lda FRAMEL
cmp #24
bcs done_cage_draw_lg ; bge
ldx #<little_guy_out2_sprite
ldy #>little_guy_out2_sprite
cmp #20
bcs cage_draw_lg
ldx #<little_guy_out1_sprite
ldy #>little_guy_out1_sprite
cmp #18
bcs cage_draw_lg
ldx #<little_guy_in_sprite
ldy #>little_guy_in_sprite
cage_draw_lg:
stx INL
sty INH
jsr put_sprite_crop
done_cage_draw_lg:
;======================
; draw laser
;======================
; continue drawing in case a shot was fired as we fell
jsr draw_up_laser
;===============
; draw gun
;===============
; frame 0 - 9 no draw
; frame 10 -- in air 28,36
; frame 12 -- lower 28,40
; frame 14 -- on ground 29,44
; frame 16 -- bounce 29,42
; frame 18 -- ground 30,44
; frame 20 -- left2 31,44
; frame 22 -- left2 32,44
; frame 24 -- left1 33,44
; frame 26 -- left1 (done) 34,44
lda FRAMEL
cmp #5
bcc ce_done_gun ; blt
cmp #21
bcs ce_default_gun ; bge
sec
sbc #5
and #$fe
tay
lda gun_arc,Y
sta XPOS
lda gun_arc+1,Y
sta YPOS
jmp ce_draw_gun
ce_default_gun:
lda #35
sta XPOS
lda #44
sta YPOS
ce_draw_gun:
jsr draw_floor_gun
ce_done_gun:
;===============
; page flip
jsr page_flip
;================
; delay
lda #150
jsr WAIT
wuk:
; lda KEYPRESS
; bpl wuk
; bit KEYRESET
;================
; inc frame count
inc FRAMEL
bmi done_cage_end
jmp cage_ending_loop
done_cage_end:
bit KEYRESET ; clear keyboard
rts
; at 19,42
guard_dead_sprite:
.byte 9,3
.byte $AA,$AA,$AA,$0A,$1A,$0A,$0A,$7A,$7A
.byte $00,$77,$77,$00,$11,$00,$70,$07,$77
.byte $AA,$AA,$AA,$AA,$AA,$AA,$77,$AA,$AA
guard_crashing_sprite:
.byte 7,8
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA
.byte $AA,$AA,$AA,$AA,$7A,$77,$AA
.byte $AA,$AA,$AA,$00,$07,$57,$55
.byte $AA,$AA,$AA,$10,$05,$AA,$AA
.byte $AA,$AA,$AA,$70,$77,$AA,$AA
.byte $AA,$AA,$77,$A7,$05,$AA,$AA
.byte $0a,$00,$AA,$0A,$A0,$AA,$AA
cage_sprites:
.word cage_sprite_1
.word cage_sprite_2
.word cage_sprite_3
.word cage_sprite_4
.word cage_sprite_4
cage_sprite_1:
.byte 9,6
.byte $AA,$AA,$55,$AA,$AA,$55,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$99,$55,$77,$AA,$AA,$55
.byte $AA,$55,$AA,$00,$55,$00,$55,$AA,$55
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_2:
.byte 9,6
.byte $AA,$55,$AA,$AA,$AA,$55,$AA,$AA,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$77,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$55,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_3:
.byte 9,6
.byte $AA,$55,$AA,$AA,$AA,$55,$AA,$AA,$55
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$77,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$55,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
cage_sprite_4:
.byte 9,6
.byte $55,$AA,$AA,$AA,$55,$AA,$AA,$AA,$55
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$9A,$55,$AA,$7f,$55,$AA
.byte $AA,$55,$AA,$09,$55,$00,$00,$55,$AA
.byte $AA,$55,$AA,$44,$55,$00,$55,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
; at 18,32
cage_ground_sprite:
.byte 9,6
.byte $55,$AA,$AA,$AA,$55,$AA,$AA,$AA,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$55,$AA,$AA,$55,$AA,$AA,$55,$AA
.byte $AA,$85,$8A,$A8,$A8,$A8,$A8,$A8,$AA
gun_arc:
.byte 28,36 ; frame 10 -- in air 28,36
.byte 29,40 ; frame 12 -- lower 28,40
.byte 30,44 ; frame 14 -- on ground 29,44
.byte 31,42 ; frame 16 -- bounce 29,42
.byte 32,44 ; frame 18 -- ground 30,44
.byte 33,44 ; frame 20 -- left2 31,44
.byte 34,44 ; frame 22 -- left2 32,44
.byte 35,44 ; frame 24 -- left1 33,44
debris_list:
.word debris1_rle
.word debris2_rle
.word debris3_rle
ce_phys_jump:
.byte 20,28 ; 70
.word jump1
.byte 21,28 ; 72
.word jump2
.byte 22,26 ; 74
.word jump3
.byte 23,26 ; 76
.word jump4
.byte 24,26 ; 78
.word jump5
.byte 25,26 ; 80
.word jump6
.byte 26,28 ; 82
.word jump7
.byte 27,30 ; 84
.word jump8
.byte 28,30 ; 86
.word crouch2
.byte 29,30 ; 88
.word crouch1
tap_sequence:
.word friend_tap1 ; 90
.word friend_tap2 ; 92
.word friend_tap3 ; 94
.word friend_tap2 ; 96
.word friend_tap3 ; 98
point_sequence:
.word friend_tap1 ; 110
.word friend_mouth ; 112
.word friend_tap3 ; 114
.word friend_tap2 ; 116
.word friend_tap3 ; 118
friend_tap1:
.byte 5,8
.byte $AA,$AA,$fa,$ff,$f7
.byte $AA,$AA,$ff,$0f,$0f
.byte $AA,$fA,$fA,$f0,$0f
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$ff,$77
.byte $AA,$AA,$AA,$0f,$07
.byte $AA,$AA,$0A,$00,$00
friend_tap2:
.byte 5,8
.byte $AA,$AA,$fa,$ff,$f7
.byte $AA,$AA,$ff,$0f,$0f
.byte $Af,$Af,$Af,$0f,$0f
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$ff,$77
.byte $AA,$AA,$AA,$0f,$07
.byte $AA,$AA,$0A,$00,$00
friend_tap3:
.byte 5,8
.byte $AA,$AA,$fa,$ff,$f7
.byte $AA,$AA,$ff,$0f,$0f
.byte $AA,$fA,$fA,$0f,$0f
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$ff,$77
.byte $AA,$AA,$AA,$0f,$07
.byte $AA,$AA,$0A,$00,$00
friend_mouth:
.byte 5,8
.byte $AA,$AA,$fa,$ff,$f7
.byte $AA,$AA,$ff,$0f,$0f
.byte $AA,$AA,$Af,$ff,$ff
.byte $AA,$AA,$AA,$00,$0f
.byte $AA,$AA,$AA,$00,$00
.byte $AA,$AA,$AA,$ff,$77
.byte $AA,$AA,$AA,$0f,$07
.byte $AA,$AA,$0A,$00,$00
cage_direction_lookup:
.byte 1 ; 0000 = right
.byte 1 ; 0001 = right
.byte 1 ; 0010 = right
.byte 1 ; 0011 = right
.byte 0 ; 0100 = peak
.byte 0 ; 0101 = peak
.byte $80 ; 0110 = left
.byte $80 ; 0111 = left
.byte $80 ; 1000 = left
.byte $80 ; 1001 = left
.byte $80 ; 1010 = left
.byte $80 ; 1011 = left
.byte 0 ; 1100 = peak
.byte 0 ; 1101 = peak
.byte 1 ; 1110 = right
.byte 1 ; 1111 = right