dos33fsprogs/ootw/ootw_cavern.s
Vince Weaver 0a1f21cdb6 ootw: add support for "overlay" on top of background
also now the RLE format supports color A, just less efficiently
2019-02-03 00:55:45 -05:00

273 lines
3.8 KiB
ArmAsm

; Cavern scenes (with the slugs)
ootw_cavern:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;==================
; setup drawing
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;======================
; setup room boundaries
lda #0
sta LEFT_LIMIT
lda #37
sta RIGHT_LIMIT
;=============================
; Load backgrounds to $c00 / $1000
jsr cavern_load_background
;================================
; Load quake background to $1000
jsr gr_make_quake
;================================
; setup per-cave variables
lda WHICH_CAVE
bne cave1
cave0:
; set slug table to use
lda #0
sta ds_smc1+1
lda #(SLUG_STRUCT_SIZE*3)
sta ds_smc2+1
; set right exit
lda #1
sta cer_smc+1
lda #<ootw_cavern
sta cer_smc+5
lda #>ootw_cavern
sta cer_smc+6
; set left exit
lda #0
sta cel_smc+1
lda #<ootw_pool
sta cel_smc+5
lda #>ootw_pool
sta cel_smc+6
jmp cave_setup_done
cave1:
; set slug table to use
lda #(SLUG_STRUCT_SIZE*3)
sta ds_smc1+1
lda #(SLUG_STRUCT_SIZE*7)
sta ds_smc2+1
; set right exit
lda #1
sta cer_smc+1
lda #<ootw_mesa
sta cer_smc+5
lda #>ootw_mesa
sta cer_smc+6
; set left exit
lda #0
sta cel_smc+1
lda #<ootw_cavern
sta cel_smc+5
lda #>ootw_cavern
sta cel_smc+6
cave_setup_done:
;=================================
; copy $c00 background to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
; Cavern Loop (not a palindrome)
;============================
cavern_loop:
;==========================
; handle earthquake
jsr earthquake_handler
;===============
; handle slug death
lda SLUGDEATH
beq still_alive
collapsing:
lda SLUGDEATH_PROGRESS
cmp #18
bmi still_collapsing
really_dead:
lda #$ff
sta GAME_OVER
jmp just_slugs
still_collapsing:
tax
lda collapse_progression,X
sta INL
lda collapse_progression+1,X
sta INH
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
sec
sbc EARTH_OFFSET
sta YPOS
jsr put_sprite
lda FRAMEL
and #$1f
bne no_collapse_progress
inc SLUGDEATH_PROGRESS
inc SLUGDEATH_PROGRESS
no_collapse_progress:
jmp just_slugs
still_alive:
;===============
; check keyboard
jsr handle_keypress
;===============
; draw physicist
jsr draw_physicist
just_slugs:
;===============
; draw slugs
jsr draw_slugs
;======================
; draw falling boulders
jsr draw_boulder
;=======================
; page flip
jsr page_flip
;========================
; inc frame count
inc FRAMEL
bne frame_no_oflo_c
inc FRAMEH
frame_no_oflo_c:
;=================
; see if game over
lda GAME_OVER
beq still_in_cavern ; if 0, continue as per normal
cmp #$ff ; if $ff, we died
beq done_cavern
;===========================
; see if exited room to right
cmp #1
beq cavern_exit_left
cavern_exit_right:
lda #0
sta PHYSICIST_X
cer_smc:
lda #$0
sta WHICH_CAVE
jmp ootw_pool
;==========================
; see if exited room to left
cavern_exit_left:
lda #37
sta PHYSICIST_X
cel_smc:
lda #$0
sta WHICH_CAVE
jmp ootw_pool
still_in_cavern:
; loop forever
jmp cavern_loop
done_cavern:
rts
;===============================
; load proper background to $c00
;===============================
cavern_load_background:
lda WHICH_CAVE
bne cave_bg1
cave_bg0:
; load background
lda #>(cavern_rle)
sta GBASH
lda #<(cavern_rle)
sta GBASL
jmp cave_bg_done
cave_bg1:
; load background
lda #>(cavern2_rle)
sta GBASH
lda #<(cavern2_rle)
sta GBASL
cave_bg_done:
lda #$c ; load image off-screen $c00
jmp load_rle_gr ; tail call