mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
b1238af49d
this will probably upset people
526 lines
8.1 KiB
ArmAsm
526 lines
8.1 KiB
ArmAsm
; Ootw for Apple II Lores
|
|
|
|
; Checkpoint-9 (???)
|
|
|
|
; by Vince "DEATER" Weaver <vince@deater.net>
|
|
|
|
.include "zp.inc"
|
|
.include "hardware.inc"
|
|
|
|
|
|
;============================
|
|
; ENTRY POINT FOR LEVEL
|
|
;============================
|
|
|
|
ootw_c9:
|
|
; Initializing when entering level for first time
|
|
|
|
|
|
;========================================================
|
|
; RESTART: called when restarting level (after game over)
|
|
;========================================================
|
|
|
|
ootw_c9_restart:
|
|
|
|
;===================================
|
|
; re-initialize level state
|
|
;===================================
|
|
|
|
jsr ootw_c9_level_init
|
|
|
|
;===========================
|
|
; c9_new_room
|
|
;===========================
|
|
; enter new room on level 14
|
|
|
|
c9_new_room:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
;====================================
|
|
; Initialize room based on WHICH_ROOM
|
|
; and then play until we exit
|
|
;====================================
|
|
|
|
jsr ootw_c9_setup_room_and_play
|
|
|
|
|
|
;====================================
|
|
; we exited the room
|
|
;====================================
|
|
c9_check_done:
|
|
|
|
lda GAME_OVER ; if died or quit, jump to quit level
|
|
cmp #$ff
|
|
beq quit_level
|
|
|
|
;=====================================================
|
|
; Check to see which room to enter next
|
|
; If it's a special value, means we succesfully beat the level
|
|
c9_defeated:
|
|
lda WHICH_ROOM
|
|
cmp #$ff
|
|
bne c9_new_room
|
|
|
|
; point to next level
|
|
; and exit to the level loader
|
|
lda #10
|
|
sta WHICH_LOAD
|
|
rts
|
|
|
|
|
|
;===========================
|
|
; quit_level
|
|
;===========================
|
|
|
|
quit_level:
|
|
jsr TEXT ; text mode
|
|
jsr HOME ; clear screen
|
|
lda KEYRESET ; clear keyboard state
|
|
|
|
lda #0 ; set to PAGE0
|
|
sta DRAW_PAGE
|
|
|
|
lda #<end_message ; print the end message
|
|
sta OUTL
|
|
lda #>end_message
|
|
sta OUTH
|
|
|
|
jsr move_and_print
|
|
jsr move_and_print
|
|
|
|
wait_loop:
|
|
lda KEYPRESS ; wait for keypress
|
|
bpl wait_loop
|
|
|
|
lda KEYRESET ; clear strobe
|
|
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp ootw_c9_restart ; restart level
|
|
|
|
|
|
;=========================================
|
|
;=========================================
|
|
; Ootw Checkpoint 14 -- Tank Arena
|
|
;=========================================
|
|
;=========================================
|
|
|
|
; call once before entering for first time
|
|
ootw_c9_level_init:
|
|
lda #0
|
|
sta WHICH_ROOM
|
|
sta NUM_DOORS
|
|
|
|
lda #1
|
|
sta HAVE_GUN
|
|
sta DIRECTION ; right
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
lda #10
|
|
sta PHYSICIST_Y
|
|
|
|
lda #P_STANDING
|
|
sta PHYSICIST_STATE
|
|
|
|
rts
|
|
|
|
|
|
;===========================
|
|
;===========================
|
|
; enter new room
|
|
;===========================
|
|
;===========================
|
|
|
|
ootw_c9_setup_room_and_play:
|
|
|
|
;==============================
|
|
; each room init
|
|
|
|
|
|
;==============================
|
|
; setup per-room variables
|
|
|
|
lda WHICH_ROOM
|
|
bne room1
|
|
|
|
jsr init_shields
|
|
|
|
;===============================
|
|
; Room0 -- the arena
|
|
;===============================
|
|
room:
|
|
lda #(0+128)
|
|
sta LEFT_LIMIT
|
|
lda #(39+128)
|
|
sta RIGHT_LIMIT
|
|
|
|
; set right exit
|
|
lda #$ff ; exit level if exit this way
|
|
sta cer_smc+1
|
|
|
|
; set left exit
|
|
lda #0
|
|
sta cel_smc+1
|
|
|
|
lda #16
|
|
sta PHYSICIST_Y
|
|
|
|
; load background
|
|
lda #>(pool_rle)
|
|
sta GBASH
|
|
lda #<(pool_rle)
|
|
|
|
jmp room_setup_done
|
|
|
|
; ????
|
|
room1:
|
|
; cmp #1
|
|
; bne room2
|
|
|
|
; lda #(-4+128)
|
|
; sta LEFT_LIMIT
|
|
; lda #(39+128)
|
|
; sta RIGHT_LIMIT
|
|
|
|
; set right exit
|
|
; lda #2
|
|
; sta cer_smc+1
|
|
|
|
; set left exit
|
|
; lda #0
|
|
; sta cel_smc+1
|
|
|
|
; lda #8
|
|
; sta PHYSICIST_Y
|
|
|
|
; load background
|
|
; lda #>(hallway_rle)
|
|
; sta GBASH
|
|
; lda #<(hallway_rle)
|
|
|
|
jmp room_setup_done
|
|
|
|
room_setup_done:
|
|
|
|
sta GBASL
|
|
lda #$c ; load to page $c00
|
|
jsr load_rle_gr ; tail call
|
|
|
|
;=====================
|
|
; setup walk collision
|
|
jsr recalc_walk_collision
|
|
|
|
|
|
|
|
ootw_room_already_set:
|
|
;===========================
|
|
; Enable graphics
|
|
|
|
bit LORES
|
|
bit SET_GR
|
|
bit FULLGR
|
|
|
|
;===========================
|
|
; Setup pages (is this necessary?)
|
|
|
|
lda #0
|
|
sta DRAW_PAGE
|
|
lda #1
|
|
sta DISP_PAGE
|
|
|
|
;=================================
|
|
; setup vars
|
|
|
|
lda #0
|
|
sta GAIT
|
|
sta GAME_OVER
|
|
|
|
;============================
|
|
;============================
|
|
; Room Loop
|
|
;============================
|
|
;============================
|
|
room_loop:
|
|
|
|
;================================
|
|
; copy background to current page
|
|
|
|
jsr gr_copy_to_current
|
|
|
|
;==================================
|
|
; draw background action
|
|
|
|
lda WHICH_CAVE
|
|
|
|
bg_room0:
|
|
|
|
; cmp #0
|
|
; bne c4_no_bg_action
|
|
|
|
; lda FRAMEL
|
|
; and #$c
|
|
; lsr
|
|
; tay
|
|
|
|
|
|
; lda #11
|
|
; sta XPOS
|
|
; lda #24
|
|
; sta YPOS
|
|
|
|
; lda recharge_bg_progression,Y
|
|
; sta INL
|
|
; lda recharge_bg_progression+1,Y
|
|
; sta INH
|
|
|
|
; jsr put_sprite
|
|
|
|
c5_no_bg_action:
|
|
|
|
;===============================
|
|
; check keyboard
|
|
;===============================
|
|
|
|
jsr handle_keypress
|
|
|
|
;===============================
|
|
; move physicist
|
|
;===============================
|
|
|
|
jsr move_physicist
|
|
|
|
;===============================
|
|
; check room limits
|
|
;===============================
|
|
|
|
jsr check_screen_limit
|
|
|
|
;===============================
|
|
; adjust floor
|
|
;===============================
|
|
|
|
; lda PHYSICIST_STATE
|
|
; cmp #P_FALLING_DOWN
|
|
; beq check_floor0_done
|
|
|
|
; lda WHICH_CAVE
|
|
; cmp #0
|
|
; bne check_floor1
|
|
|
|
; lda #14
|
|
; sta PHYSICIST_Y
|
|
|
|
; lda PHYSICIST_X
|
|
; cmp #19
|
|
; bcc check_floor0_done
|
|
|
|
; lda #12
|
|
; sta PHYSICIST_Y
|
|
|
|
; lda PHYSICIST_X
|
|
; cmp #28
|
|
; bcc check_floor0_done
|
|
|
|
; lda #10
|
|
; sta PHYSICIST_Y
|
|
|
|
check_floor0_done:
|
|
|
|
check_floor1:
|
|
|
|
|
|
;=====================================
|
|
; draw physicist
|
|
;=====================================
|
|
|
|
jsr draw_physicist
|
|
|
|
|
|
;=====================================
|
|
; handle gun
|
|
;=====================================
|
|
|
|
jsr handle_gun
|
|
|
|
;=====================================
|
|
; draw foreground action
|
|
;=====================================
|
|
|
|
; lda WHICH_CAVE
|
|
; cmp #0
|
|
; bne c5_no_fg_action
|
|
|
|
c5_draw_rocks:
|
|
; lda #1
|
|
; sta XPOS
|
|
; lda #26
|
|
; sta YPOS
|
|
; lda #<small_rock
|
|
; sta INL
|
|
; lda #>small_rock
|
|
; sta INH
|
|
; jsr put_sprite
|
|
|
|
; lda #10
|
|
; sta XPOS
|
|
; lda #18
|
|
; sta YPOS
|
|
; lda #<medium_rock
|
|
; sta INL
|
|
; lda #>medium_rock
|
|
; sta INH
|
|
; jsr put_sprite
|
|
|
|
; lda #31
|
|
; sta XPOS
|
|
; lda #14
|
|
; sta YPOS
|
|
; lda #<large_rock
|
|
; sta INL
|
|
; lda #>large_rock
|
|
; sta INH
|
|
; jsr put_sprite
|
|
|
|
c5_no_fg_action:
|
|
|
|
;====================
|
|
; activate fg objects
|
|
;====================
|
|
;c2_fg_check_jail1:
|
|
; lda WHICH_JAIL
|
|
; cmp #1
|
|
; bne c2_fg_check_jail2
|
|
;
|
|
; lda CART_OUT
|
|
; bne c2_fg_check_jail2
|
|
;
|
|
; inc CART_OUT
|
|
|
|
|
|
;================
|
|
; move fg objects
|
|
;================
|
|
c4_move_fg_objects:
|
|
|
|
; lda CART_OUT
|
|
; cmp #1
|
|
; bne cart_not_out
|
|
|
|
; move cart
|
|
|
|
; lda FRAMEL
|
|
; and #$3
|
|
; bne cart_not_out
|
|
;
|
|
; inc CART_X
|
|
; lda CART_X
|
|
; cmp #39
|
|
; bne cart_not_out
|
|
; inc CART_OUT
|
|
|
|
|
|
;====================================
|
|
; page flip
|
|
;====================================
|
|
|
|
jsr page_flip
|
|
|
|
;====================================
|
|
; inc frame count
|
|
;====================================
|
|
|
|
inc FRAMEL
|
|
bne room_frame_no_oflo
|
|
inc FRAMEH
|
|
room_frame_no_oflo:
|
|
|
|
;==========================
|
|
; check if done this level
|
|
;==========================
|
|
|
|
lda GAME_OVER
|
|
beq still_in_room
|
|
|
|
cmp #$ff ; if $ff, we died
|
|
beq done_room
|
|
|
|
;===============================
|
|
; check if exited room to right
|
|
cmp #1
|
|
beq room_exit_left
|
|
|
|
;=================
|
|
; exit to right
|
|
|
|
room_right_yes_exit:
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
cer_smc:
|
|
lda #$0 ; smc+1 = exit location
|
|
sta WHICH_ROOM
|
|
jmp done_room
|
|
|
|
;=====================
|
|
; exit to left
|
|
|
|
room_exit_left:
|
|
|
|
lda #37
|
|
sta PHYSICIST_X
|
|
cel_smc:
|
|
lda #0 ; smc+1
|
|
sta WHICH_ROOM
|
|
jmp done_room
|
|
|
|
; loop forever
|
|
still_in_room:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp room_loop
|
|
|
|
done_room:
|
|
rts
|
|
|
|
end_message:
|
|
.byte 8,10,"PRESS RETURN TO CONTINUE",0
|
|
.byte 11,20,"ACCESS CODE: SWIM",0
|
|
|
|
.include "text_print.s"
|
|
.include "gr_pageflip.s"
|
|
.include "gr_unrle.s"
|
|
;.include "gr_fast_clear.s"
|
|
.include "gr_copy.s"
|
|
;.include "gr_copy_offset.s"
|
|
.include "gr_putsprite.s"
|
|
;.include "gr_putsprite_flipped.s"
|
|
.include "gr_putsprite_crop.s"
|
|
.include "gr_offsets.s"
|
|
;.include "gr_offsets_hl.s"
|
|
.include "gr_hlin.s"
|
|
.include "keyboard.s"
|
|
|
|
.include "physicist.s"
|
|
.include "alien.s"
|
|
.include "dummy_friend.s"
|
|
|
|
.include "gun.s"
|
|
.include "laser.s"
|
|
.include "alien_laser.s"
|
|
.include "blast.s"
|
|
.include "shield.s"
|
|
|
|
.include "door.s"
|
|
.include "collision.s"
|
|
|
|
; room backgrounds
|
|
.include "ootw_graphics/l9swim/ootw_c9_swim.inc"
|
|
; sprites
|
|
.include "ootw_graphics/sprites/physicist.inc"
|
|
.include "ootw_graphics/sprites/alien.inc"
|
|
|