mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
252 lines
3.4 KiB
ArmAsm
252 lines
3.4 KiB
ArmAsm
; Ootw Checkpoint2 -- Using the elevator
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ootw_elevator:
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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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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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; load background image
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jsr elevator_load_background
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;==============================
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; setup physicist
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lda #16
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sta PHYSICIST_Y
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;==============================
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; setup per-room variables
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lda WHICH_JAIL
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cmp #4
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bne elevator5
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elevator4:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(30+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 eel_smc+1
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jmp elevator_setup_done
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elevator5:
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cmp #5
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bne elevator6
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(30+128)
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sta RIGHT_LIMIT
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elevator6:
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elevator_setup_done:
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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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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;============================
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; Elevator Loop
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;============================
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elevator_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;================================
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; draw elevator
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lda #17
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sta XPOS
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lda #32
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sta YPOS
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lda #<elevator_sprite
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sta INL
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lda #>elevator_sprite
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sta INH
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jsr put_sprite_crop
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;================
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; draw foreground
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne elevator_frame_no_oflo
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inc FRAMEH
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elevator_frame_no_oflo:
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; check if done this level
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lda GAME_OVER
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beq still_in_elevator
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cmp #$ff ; if $ff, we died
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beq done_elevator
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;===============================
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; check if exited room to right
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cmp #1
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beq elevator_exit_left
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; exit to right
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elevator_exit_right:
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lda #0
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sta PHYSICIST_X
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eer_smc:
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lda #$0
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sta WHICH_CAVE
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jmp done_elevator
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elevator_exit_left:
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lda #37
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sta PHYSICIST_X
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eel_smc:
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lda #0
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sta WHICH_CAVE
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jmp done_elevator
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; loop forever
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still_in_elevator:
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jmp elevator_loop
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done_elevator:
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rts
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;===============================
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; load proper background to $c00
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;===============================
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elevator_load_background:
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ldy #0
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elevator_background_loop:
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lda gr_offsets_l,Y
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sta line0_left_loop+1
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sta line0_center_loop+1
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sta line0_right_loop+1
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lda gr_offsets_h,Y
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clc
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adc #$8
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sta line0_left_loop+2
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sta line0_center_loop+2
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sta line0_right_loop+2
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lda elevator_fb_l,Y
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ldx #0
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line0_left_loop:
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sta $c00,X
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inx
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cpx #17
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bne line0_left_loop
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lda elevator_fb_c,Y
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line0_center_loop:
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sta $c00,X
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inx
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cpx #25
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bne line0_center_loop
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lda #$88
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line0_right_loop:
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sta $c00,X
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inx
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cpx #40
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bne line0_right_loop
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iny
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cpy #24
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bne elevator_background_loop
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rts
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elevator_fb_l:
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.byte $88,$88,$88,$88,$88,$88,$88
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $88,$88,$88,$88,$88,$88,$88,$88
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elevator_fb_c:
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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elevator_sprite:
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.byte $8,$1
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.byte $25,$25,$25,$25,$25,$25,$25,$25
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; low/high nothing
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; high/low xBxxxxxx
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; low/high xxBBBxxx
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; high low xxxxxxBx
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