dos33fsprogs/games/peasant/intro_lake_w.s

365 lines
4.2 KiB
ArmAsm

; Lake West
;************************
; Lake West
;************************
lake_west:
lda #0
sta FRAME
;=========================
; init peasant position
; draw at 7,155
lda #1
sta PEASANT_X
lda #155
sta PEASANT_Y
lda #PEASANT_DIR_RIGHT
sta PEASANT_DIR
;==================
; draw background
lda #<(lake_w_lzsa)
sta getsrc_smc+1
lda #>(lake_w_lzsa)
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
jsr hgr_save
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; walking
jsr save_bg_7x30
lake_w_walk_loop:
jsr restore_bg_7x30
lda FRAME
check_lake_w_action1:
cmp #0
bne check_lake_w_action2
jsr display_cottage_text3
jmp done_lake_w_action
check_lake_w_action2:
cmp #20
bne done_lake_w_action
jsr hgr_restore
jsr display_lake_w_text1
done_lake_w_action:
jsr update_bubbles
lda FRAME
asl
tax
lda lake_w_path,X
bmi done_lake_w
sta PEASANT_X
sta CURSOR_X
inx
lda lake_w_path,X
sta PEASANT_Y
sta CURSOR_Y
jsr save_bg_7x30
jsr draw_peasant
; jsr wait_until_keypress
lda #3
jsr wait_a_bit
inc FRAME
jmp lake_w_walk_loop
;===================
; done
done_lake_w:
rts
; same message as end of cottage
; walk halfway across the screen
lake_w_message1:
.byte 8,41,"You head east toward the",0
.byte 8,49,"mountain atop which",0
.byte 8,57,"TROGDOR lives.",0
; walk to edge
;============================
; display cottage text 1
;============================
display_lake_w_text1:
;====================
; draw text box
lda #0
sta BOX_X1H
lda #43
sta BOX_X1L
lda #24
sta BOX_Y1
lda #0
sta BOX_X2H
lda #253
sta BOX_X2L
lda #82
sta BOX_Y2
jsr draw_box
lda #<lake_w_message1
sta OUTL
lda #>lake_w_message1
sta OUTH
jsr hgr_put_string
jsr hgr_put_string
jsr hgr_put_string
rts
lake_w_path:
.byte 1,155
.byte 2,155
.byte 3,155
.byte 4,155
.byte 5,155
.byte 6,155
.byte 7,155
.byte 8,155
.byte 9,155
.byte 10,155
.byte 11,155
.byte 12,155
.byte 13,155
.byte 14,155
.byte 15,155
.byte 16,155
.byte 17,155
.byte 18,155
.byte 19,155
.byte 20,155
.byte 21,155
.byte 22,155
.byte 23,155
.byte 24,155
.byte 25,155
.byte 26,155
.byte 27,155
.byte 28,155
.byte 29,155
.byte 30,155
.byte 31,155
.byte 32,155
.byte 33,155
.byte 34,155
.byte 35,155
.byte 36,155
.byte 37,155
.byte 38,155
.byte 39,155
.byte $FF,$FF
;================
; update bubbles
update_bubbles:
; 33,91
; 27,125
; 33,141
; 35,115
; bubble 1
lda FRAME
and #7
asl
tax
lda bubble_progress,X
sta INL
inx
lda bubble_progress,X
sta INH
lda #33
sta CURSOR_X
lda #91
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 2
lda FRAME
adc #3
and #7
asl
tax
lda bubble_progress,X
sta INL
inx
lda bubble_progress,X
sta INH
lda #27
sta CURSOR_X
lda #125
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 3
lda FRAME
adc #5
and #7
asl
tax
lda bubble_progress,X
sta INL
inx
lda bubble_progress,X
sta INH
lda #33
sta CURSOR_X
lda #141
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
; bubble 4
lda FRAME
adc #2
and #7
asl
tax
lda bubble_progress,X
sta INL
inx
lda bubble_progress,X
sta INH
lda #35
sta CURSOR_X
lda #115
sta CURSOR_Y
jsr hgr_draw_sprite_1x5
rts
bubble_progress:
.word bubble_sprite0
.word bubble_sprite0
.word bubble_sprite1
.word bubble_sprite0
.word bubble_sprite2
.word bubble_sprite3
.word bubble_sprite4
.word bubble_sprite5
bubble_sprite0:
.byte $2A
.byte $AA
.byte $2A
.byte $80 ; 1 000 0000
.byte $2A
bubble_sprite1:
.byte $2A
.byte $AA
.byte $2A
.byte $88 ; 1 XXX 10XX
.byte $22 ; 0 010 XX10
bubble_sprite2:
.byte $2A
.byte $AA
.byte $22 ; 0 010 XX10
.byte $88 ; 1 XXX 10XX
.byte $2A
bubble_sprite3:
.byte $2A
.byte $A2 ; 101X XX10
.byte $08 ; 00XX 1XX0
.byte $88 ; 1XX0 10XX
.byte $2A
bubble_sprite4:
.byte $08 ; 0xx0 10xx
.byte $A2 ; 101x xx10
.byte $08 ; 00xx 1xx0
.byte $88 ; 1xx0 10XX
.byte $2A ; 0010 1010
bubble_sprite5:
.byte $2A ; 0010 1010
.byte $88 ; 1XX0 10XX
.byte $22 ; 001X XX10
.byte $88 ; 1XX0 10XX
.byte $2A ; 0010 1010