dos33fsprogs/ootw/ootw.s
Vince Weaver c3b36946b0 ootw: add swaying plant
not 100% happy with this
2019-01-16 23:50:32 -05:00

442 lines
5.0 KiB
ArmAsm

; Ootw
.include "zp.inc"
.include "hardware.inc"
ootw:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;===========================
; Clear both bottoms
lda #$4
sta DRAW_PAGE
jsr clear_bottom
lda #$0
sta DRAW_PAGE
jsr clear_bottom
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;=============================
; Load background to $c00
lda #$0c
sta BASH
lda #$00
sta BASL ; load image off-screen $c00
lda #>(planet_rle)
sta GBASH
lda #<(planet_rle)
sta GBASL
jsr load_rle_gr
;=================================
; copy to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
;=================================
; setup vars
lda #22
sta PHYSICIST_Y
lda #20
sta PHYSICIST_X
lda #1
sta DIRECTION
lda #0
sta GAIT
;============================
; Main Loop
;============================
game_loop:
; check keyboard
jsr handle_keypress
;================================
; copy background to current page
jsr gr_copy_to_current
;=======================
; draw pool ripples
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #9
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #2
and #$6
tax
lda pool_ripples,X
sta INL
lda pool_ripples+1,X
sta INH
lda #27
sta XPOS
lda #30
sta YPOS
jsr put_sprite
lda FRAMEL
and #$30 ; 0110 1100
lsr
lsr
lsr
clc
adc #4
and #$6
tax
lda #18
sta XPOS
lda #28
sta YPOS
jsr put_sprite
;===============
; draw physicist
jsr draw_physicist
;===============
; draw slugs
jsr draw_slugs
;======================
; draw foreground plant
lda FRAMEL
and #$c0 ; 0110 1100
lsr
lsr
lsr
lsr
lsr
tax
lda plant_wind,X
sta INL
lda plant_wind+1,X
sta INH
lda #4
sta XPOS
lda #30
sta YPOS
jsr put_sprite
; page flip
jsr page_flip
; inc frame count
inc FRAMEL
bne frame_no_oflo
inc FRAMEH
frame_no_oflo:
; pause?
; loop forever
jmp game_loop
;======================================
; handle keypress
;======================================
handle_keypress:
lda KEYPRESS ; 4
bpl no_keypress ; 3
; -1
and #$7f ; clear high bit
check_quit:
cmp #'Q'
beq quit
cmp #27
bne check_left
quit:
jmp quit_level
check_left:
cmp #'A'
beq left
cmp #$8 ; left arrow
bne check_right
left:
lda DIRECTION
bne face_left
dec PHYSICIST_X
bpl just_fine_left
too_far_left:
inc PHYSICIST_X
just_fine_left:
inc GAIT
inc GAIT
jmp done_keypress
face_left:
lda #0
sta DIRECTION
sta GAIT
jmp done_keypress
check_right:
cmp #'D'
beq right
cmp #$15
bne unknown
right:
lda DIRECTION
beq face_right
inc PHYSICIST_X
lda PHYSICIST_X
cmp #37
bne just_fine_right
too_far_right:
dec PHYSICIST_X
just_fine_right:
inc GAIT
inc GAIT
jmp done_keypress
face_right:
lda #0
sta GAIT
lda #1
sta DIRECTION
jmp done_keypress
unknown:
done_keypress:
bit KEYRESET ; clear the keyboard strobe ; 4
no_keypress:
rts ; 6
;======================================
; draw physicist
;======================================
draw_physicist:
lda GAIT
and #$f
sta GAIT
tax
lda phys_walk_progression,X
sta INL
lda phys_walk_progression+1,X
sta INH
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
sta YPOS
lda DIRECTION
bne facing_right
facing_left:
jmp put_sprite
facing_right:
jmp put_sprite_flipped
;==================================
; draw slugs
;==================================
slugg0_out: .byte $1
slugg0_x: .byte $01
slugg0_dir: .byte $1
slugg0_gait: .byte $0
; ___ _-_
draw_slugs:
lda slugg0_out
beq slug_done ; don't draw if not there
inc slugg0_gait
lda slugg0_gait
and #$1f
cmp #$00
bne slug_no_move
slug_move:
lda slugg0_x
clc
adc slugg0_dir
sta slugg0_x
cmp #37
beq remove_slug
slug_no_move:
lda slugg0_gait
and #$10
beq slug_squinched
slug_flat:
lda #<slug1
sta INL
lda #>slug1
sta INH
bne slug_selected
slug_squinched:
lda #<slug2
sta INL
lda #>slug2
sta INH
slug_selected:
lda slugg0_x
sta XPOS
lda #34
sta YPOS
lda DIRECTION
bmi slug_right
slug_left:
jsr put_sprite
jmp slug_done
slug_right:
jsr put_sprite_flipped
slug_done:
rts
remove_slug:
lda #0
sta slugg0_out
rts
;===========================
; quit_level
;===========================
quit_level:
jsr TEXT
jsr HOME
lda KEYRESET ; clear strobe
lda #0
sta DRAW_PAGE
lda #<end_message
sta OUTL
lda #>end_message
sta OUTH
jsr move_and_print
jsr move_and_print
wait_loop:
lda KEYPRESS
bpl wait_loop
lda KEYRESET ; clear strobe
jmp ootw
end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: IH8S",0
.include "text_print.s"
.include "gr_pageflip.s"
.include "gr_unrle.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_putsprite.s"
.include "gr_offsets.s"
.include "ootw_backgrounds.inc"
.include "ootw_sprites.inc"