dos33fsprogs/games/riven_hgr/movie1.s
2024-05-21 23:34:55 -04:00

358 lines
5.4 KiB
ArmAsm

; Lo-res movie player of sorts
; by deater (Vince Weaver) <vince@deater.net>
.include "zp.inc"
.include "hardware.inc"
overlays = $2000
;=================================
; so, movie. each frame is 1/5 second (200ms)
; 25..28 displays initial for 4 frames
; 29..35 displays handle moving (8 frames)
; 36..52 sits there ; 16 frames
; 53..87 rotates
; 88..97 sits there
; 98 control returns to user
; space?
; 188*8=overlays (1.5k)
; 35 rotations * 188 = (7k) not so bad?
;===================
; notes for movie2
; 103..109 = overlay animation
; 110..112 = sit there
; 113..270 = fun animation 157! = 30k???
; 271..285 = handle rotate
; 286..306 = sit there
; timing, want whole thing to finish in 200ms or so
;
; decompressing:
; ade2 = 44,514 cycles
; do_overlay:
; 9c78 = 40,056 cycles
movie1_start:
;===================
; Setup graphics
;===================
bit SET_GR
bit LORES
bit FULLGR
bit PAGE1
lda #0
sta SCENE_COUNT
lda #4
sta DRAW_PAGE
bit KEYRESET
;===============================
;===============================
; set up graphics
;===============================
;===============================
;=============================
; load overlay mask to $c00
;=============================
lda #<overlay_mask_zx02
sta ZX0_src
lda #>overlay_mask_zx02
sta ZX0_src+1
lda #$0c
jsr full_decomp
;=============================
; load overlays to $2000-$2FFF
;=============================
lda #0
sta WHICH_OVERLAY
load_overlay_loop:
ldx WHICH_OVERLAY
lda overlays_l,X
sta ZX0_src
lda overlays_h,X
sta ZX0_src+1
lda WHICH_OVERLAY
asl
asl
clc
adc #>overlays
jsr full_decomp
inc WHICH_OVERLAY
lda WHICH_OVERLAY
cmp #8
bne load_overlay_loop
;===============================
;===============================
; initial screen
;===============================
;===============================
lda #0
sta WHICH_OVERLAY
jsr draw_scene
jsr flip_pages
;===============================
; wait 4 frames (800ms)
ldx #16
jsr wait_50xms
;===============================
;===============================
; move the handle
;===============================
;===============================
; could save bytes going backwards?
lda #0
sta WHICH_OVERLAY
move_handle_loop:
jsr draw_scene
jsr flip_pages
; lda KEYPRESS
; bmi done_movie1
inc WHICH_OVERLAY
lda WHICH_OVERLAY
cmp #8
beq done_move_handle
overlay_good:
ldx #2
jsr wait_50xms
inc SCENE_COUNT
jmp move_handle_loop
done_move_handle:
lda #7 ; point to last one
sta WHICH_OVERLAY
;===============================
; wait 16 frames (3.2s?)
ldx #64
jsr wait_50xms
done_movie1:
bit KEYRESET
jmp movie1_start
rts
;===============================
;===============================
draw_scene:
;===============================
; decompress background
;===============================
before:
lda #<img025_bg_zx02
sta ZX0_src
lda #>img025_bg_zx02
sta ZX0_src+1
clc
lda DRAW_PAGE
adc #$4
jsr full_decomp
after:
; jmp do_overlay
; fallthrough
;===============================
; do overlay
;===============================
; INL/H = overlay
; MASKL/H = mask
; OUTL/H = gr location
do_overlay:
lda DRAW_PAGE
clc
adc #$4
sta OUTH
lda WHICH_OVERLAY
asl
asl
clc
adc #$20
sta INH
lda #$c
sta MASKH
lda #0
sta OUTL
sta INL
sta MASKL
do_overlay_outer:
ldy #0
do_overlay_inner:
overlayin_smc:
lda (INL),Y
and (MASKL),Y
sta TEMP
lda (MASKL),Y
eor #$ff
and (OUTL),Y
ora TEMP
sta (OUTL),Y
skip_write:
dey
bne do_overlay_inner
inc OUTH
inc INH
inc MASKH
lda MASKH
cmp #$10
bne do_overlay_inner
rts
;============================
; flip pages
;============================
flip_pages:
lda DRAW_PAGE ; 3
beq was_page1 ; 2/3
was_page2:
bit PAGE2 ; 4
lda #$0 ; 2
beq done_pageflip ; 2/3
was_page1:
bit PAGE1 ; 4
lda #$4 ; 2
done_pageflip:
sta DRAW_PAGE ; 3
rts
;===================================
; .include "../wait_keypress.s"
; .include "draw_boxes.s"
.include "zx02_optim.s"
.include "wait.s"
.include "movie1/movie1.inc"
frames_l:
.byte <img025_bg_zx02
.byte <img055_bg_zx02
.byte <img056_bg_zx02
.byte <img057_bg_zx02
.byte <img058_bg_zx02
.byte <img059_bg_zx02
.byte <img060_bg_zx02
.byte <img061_bg_zx02
.byte <img062_bg_zx02
.byte <img063_bg_zx02
.byte <img064_bg_zx02
frames_h:
.byte >img025_bg_zx02
.byte >img055_bg_zx02
.byte >img056_bg_zx02
.byte >img057_bg_zx02
.byte >img058_bg_zx02
.byte >img059_bg_zx02
.byte >img060_bg_zx02
.byte >img061_bg_zx02
.byte >img062_bg_zx02
.byte >img063_bg_zx02
.byte >img064_bg_zx02
overlays_l:
.byte <overlay25,<overlay29,<overlay30
.byte <overlay31,<overlay32,<overlay33
.byte <overlay34,<overlay35
overlays_h:
.byte >overlay25,>overlay29,>overlay30
.byte >overlay31,>overlay32,>overlay33
.byte >overlay34,>overlay35
overlay_mask_zx02:
.incbin "movie1/overlays/maglev_overlay_mask.gr.zx02"
overlay25:
.incbin "movie1/overlays/overlay25.gr.zx02"
overlay29:
.incbin "movie1/overlays/overlay29.gr.zx02"
overlay30:
.incbin "movie1/overlays/overlay30.gr.zx02"
overlay31:
.incbin "movie1/overlays/overlay31.gr.zx02"
overlay32:
.incbin "movie1/overlays/overlay32.gr.zx02"
overlay33:
.incbin "movie1/overlays/overlay33.gr.zx02"
overlay34:
.incbin "movie1/overlays/overlay34.gr.zx02"
overlay35:
.incbin "movie1/overlays/overlay35.gr.zx02"