mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
1150 lines
19 KiB
ArmAsm
1150 lines
19 KiB
ArmAsm
; Mist Title
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; loads a HGR version of the title
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; also handles the initial link to mist
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "common_routines.inc"
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mist_start:
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;===================
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; init vgi
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;===================
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lda #$20
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sta HGR_PAGE ; put this somewhere else?
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jsr vgi_init
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;===================
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; detect model
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;===================
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jsr detect_appleii_model
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;===================
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; machine workarounds
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;===================
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; mostly IIgs
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;===================
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; thanks to 4am who provided this code from Total Replay
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lda ROM_MACHINEID
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cmp #$06
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bne not_a_iigs
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sec
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jsr $FE1F ; check for IIgs
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bcs not_a_iigs
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; gr/text page2 handling broken on early IIgs models
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; this enables the workaround
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jsr ROM_TEXT2COPY ; set alternate display mode on IIgs
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cli ; enable VBL interrupts
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; also set background color to black instead of blue
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lda NEWVIDEO
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and #%00011111 ; bit 7 = 0 -> IIgs Apple II-compat video modes
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; bit 6 = 0 -> IIgs 128K memory map same as IIe
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; bit 5 = 0 -> IIgs DHGR is color, not mono
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; bits 0-4 unchanged
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sta NEWVIDEO
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lda #$F0
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sta TBCOLOR ; white text on black background
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lda #$00
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sta CLOCKCTL ; black border
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sta CLOCKCTL ; set twice for VidHD
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not_a_iigs:
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;===================
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; print config
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;===================
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; print non-inverse
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jsr set_normal
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lda #<config_string
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sta OUTL
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lda #>config_string
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sta OUTH
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jsr move_and_print
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; print detected model
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lda APPLEII_MODEL
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ora #$80
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sta $7d0+8 ; 23,8
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; if GS print the extra S
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cmp #'G'|$80
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bne not_gs
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lda #'S'|$80
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sta $7d0+9
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not_gs:
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;===================================
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; detect if we have a language card
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; and load sound into it if possible
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;===================================
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lda #0
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sta SOUND_STATUS ; clear out, sound enabled
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jsr detect_language_card
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bcs no_language_card
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yes_language_card:
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; update status
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lda #'6'|$80
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sta $7d0+11 ; 23,11
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lda #'4'|$80
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sta $7d0+12 ; 23,12
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; update sound status
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lda SOUND_STATUS
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ora #SOUND_IN_LC
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sta SOUND_STATUS
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no_language_card:
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;===================================
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; Setup Mockingboard
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;===================================
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PT3_ENABLE_APPLE_IIC = 1
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lda #0
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sta DONE_PLAYING
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sta LOOP
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; detect mockingboard
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jsr mockingboard_detect
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bcc mockingboard_notfound
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mockingboard_found:
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; print detected location
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lda #'S'+$80 ; change NO to Slot
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sta $7d0+30
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lda MB_ADDR_H ; $C4 = 4, want $B4 1100 -> 1011
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and #$87
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ora #$30
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sta $7d0+31 ; 23,31
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lda SOUND_STATUS
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ora #SOUND_MOCKINGBOARD
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sta SOUND_STATUS
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;===========================
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; detect SSI-263 too
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;===========================
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detect_ssi:
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lda MB_ADDR_H
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and #$87 ; slot
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jsr detect_ssi263
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lda irq_count
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beq ssi_not_found
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lda #'Y'+$80
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sta $7d0+39 ; 23,39
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lda #SOUND_SSI263
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ora SOUND_STATUS
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sta SOUND_STATUS
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ssi_not_found:
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jsr mockingboard_patch ; patch to work in slots other than 4?
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;=======================
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; Set up 50Hz interrupt
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;========================
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jsr mockingboard_init
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jsr mockingboard_setup_interrupt
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;============================
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; Init the Mockingboard
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;============================
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jsr reset_ay_both
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jsr clear_ay_both
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;==================
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; init song
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;==================
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lda #<cyan_music_compressed
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sta getsrc_smc+1
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lda #>cyan_music_compressed
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sta getsrc_smc+2
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lda #$BA ; decompress to $BA00
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jsr decompress_lzsa2_fast
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jsr pt3_init_song
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jmp done_setup_sound
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mockingboard_notfound:
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done_setup_sound:
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lda APPLEII_MODEL
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cmp #'C'
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beq link_noise_not_yet
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jsr load_linking_noise
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link_noise_not_yet:
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;==========================
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; wait a bit at text title
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;==========================
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lda #$40
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jsr wait_a_bit
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;===================
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; setup HGR
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;===================
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; we could just call HGR here instead?
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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;===================
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; setup location
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;===================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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;===================
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; Load hires graphics
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;===================
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reload_everything:
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lda #<file
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>file
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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;===================================
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; Do Intro Sequence
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;===================================
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; SKIP: broderbund logo (w music)
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; instead do a MYST screen (not in original)
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; wait a bit at MYST screen
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lda #50
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jsr wait_a_bit
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;===================
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; init screen
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;===================
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lda #0
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sta DRAW_PAGE
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;===================================
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; Cyan Logo
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;===================================
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; missing most of the animation
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; also missing (good) music
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; play music if mockingboard
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq cyan_title_nomb
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cyan_title_mb:
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cli
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; First
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ldx #<cyan1_lzsa
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ldy #>cyan1_lzsa
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lda #$FF
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jsr draw_and_wait
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; Second
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ldx #<cyan2_lzsa
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ldy #>cyan2_lzsa
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lda #$FE
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jsr draw_and_wait
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jsr mockingboard_disable_interrupt ; disable music
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jsr clear_ay_both
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jmp cyan_title_done
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cyan_title_nomb:
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; First
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ldx #<cyan1_lzsa
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ldy #>cyan1_lzsa
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lda #20
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jsr draw_and_wait
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; Second
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ldx #<cyan2_lzsa
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ldy #>cyan2_lzsa
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lda #40
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jsr draw_and_wait
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cyan_title_done:
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;===================================
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; M Y S T letters
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;===================================
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; missing the dramatic music
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; they should spin in, and letters are made of fire
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; M
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ldx #<m_title_m_lzsa
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ldy #>m_title_m_lzsa
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lda #10
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jsr draw_and_wait
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; Y
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ldx #<m_title_y_lzsa
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ldy #>m_title_y_lzsa
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lda #10
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jsr draw_and_wait
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; S
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ldx #<m_title_s_lzsa
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ldy #>m_title_s_lzsa
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lda #10
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jsr draw_and_wait
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; T
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ldx #<m_title_t_lzsa
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ldy #>m_title_t_lzsa
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lda #25
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jsr draw_and_wait
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;===================================
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; FISSURE: I realized the moment...
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;===================================
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; "I REALIZED, THE MOMENT I FELL INTO THE"
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; "FISSURE, THAT THE BOOK WOULD NOT BE"
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; "DESTROYED AS I HAD PLANNED."
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; touch linking book as fissure pulses (says "Fissure")
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fissure_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq fissure_no_speech
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lda ssi263_slot
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jsr ssi263_speech_init
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lda #<myst_fissure
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sta SPEECH_PTRL
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lda #>myst_fissure
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sta SPEECH_PTRH
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jsr ssi263_speak
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fissure_no_speech:
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ldx #<fissure_stars_lzsa
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ldy #>fissure_stars_lzsa
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lda #10
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jsr draw_and_wait
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ldx #<fissure_crescent_lzsa
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ldy #>fissure_crescent_lzsa
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lda #10
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jsr draw_and_wait
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bit TEXTGR ; split text/gr
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jsr clear_bottom
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lda #<narration1
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sta OUTL
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lda #>narration1
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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ldx #<fissure_lzsa
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ldy #>fissure_lzsa
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lda #60
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jsr draw_and_wait
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ldx #<fissure2_lzsa
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ldy #>fissure2_lzsa
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lda #60
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jsr draw_and_wait
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;===================================
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; FISSURE_BOOK_SMALL: starry expanse...
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;===================================
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; "Expanse" -> tiny book
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; "Glimpse" -> big book
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;
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; "IT CONTINUED FALLING INTO THAT STARRY",0
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; "EXPANSE OF WHICH I HAD ONLY A",0
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; "FLEETING GLIMPSE.",0
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starry_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq starry_no_speech
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lda #<myst_starry
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sta SPEECH_PTRL
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lda #>myst_starry
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sta SPEECH_PTRH
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jsr ssi263_speak
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starry_no_speech:
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jsr clear_bottom
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ldx #<fissure_book_small_lzsa
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ldy #>fissure_book_small_lzsa
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lda #1
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jsr draw_and_wait
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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lda #40
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jsr wait_a_bit
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ldx #<fissure_book_big_lzsa
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ldy #>fissure_book_big_lzsa
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lda #75
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jsr draw_and_wait
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;===================================
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; FALLING_LEFT: I have tried to speculate...
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;===================================
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; screen goes black at "I"
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; falling book on left through landed
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; then fade out at "futile"
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;
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; "I HAVE TRIED TO SPECULATE WHERE IT MIGHT"
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; "HAVE LANDED, BUT I MUST ADMIT,"
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; "HOWEVER-- SUCH CONJECTURE IS FUTILE."
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speculate_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq speculate_no_speech
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lda #<myst_speculate
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sta SPEECH_PTRL
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lda #>myst_speculate
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sta SPEECH_PTRH
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jsr ssi263_speak
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speculate_no_speech:
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jsr clear_bottom
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ldx #<starfield_lzsa
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ldy #>starfield_lzsa
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lda #1
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jsr draw_and_wait
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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ldx #<falling_left_top_lzsa
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ldy #>falling_left_top_lzsa
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lda #31
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jsr draw_and_wait
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ldx #<falling_left_center_lzsa
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ldy #>falling_left_center_lzsa
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lda #31
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jsr draw_and_wait
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ldx #<falling_left_bottom_lzsa
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ldy #>falling_left_bottom_lzsa
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lda #31
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jsr draw_and_wait
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ldx #<erase_left_bottom_lzsa
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ldy #>erase_left_bottom_lzsa
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lda #50
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jsr draw_and_wait
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;===================================
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; FALLING_RIGHT: Still, the question...
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;===================================
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; "STILL, THE QUESTION ABOUT WHOSE HANDS"
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; "MIGHT SOMEDAY HOLD MY MYST BOOK ARE"
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; "UNSETTLING TO ME."
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unsettling_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq unsettling_no_speech
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lda #<myst_unsettling
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sta SPEECH_PTRL
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lda #>myst_unsettling
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sta SPEECH_PTRH
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jsr ssi263_speak
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unsettling_no_speech:
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jsr clear_bottom
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ldx #<starfield_lzsa
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ldy #>starfield_lzsa
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lda #30
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jsr draw_and_wait
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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ldx #<falling_right_top_lzsa
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ldy #>falling_right_top_lzsa
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lda #30
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jsr draw_and_wait
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ldx #<falling_right_bottom_lzsa
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ldy #>falling_right_bottom_lzsa
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lda #30
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jsr draw_and_wait
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ldx #<erase_right_bottom_lzsa
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ldy #>erase_right_bottom_lzsa
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lda #35
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jsr draw_and_wait
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;===================================
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; FALLING_LEFT_AGAIN: I know my aprehensions...
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;===================================
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; "I KNOW THAT MY APPREHENSIONS MIGHT"
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; "NEVER BE ALLAYED, AND SO I CLOSE,"
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; "REALIZING THAT PERHAPS,"
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allayed_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq allayed_no_speech
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lda #<myst_allayed
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sta SPEECH_PTRL
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lda #>myst_allayed
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sta SPEECH_PTRH
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jsr ssi263_speak
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allayed_no_speech:
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jsr clear_bottom
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ldx #<falling_left_top_lzsa
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ldy #>falling_left_top_lzsa
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lda #1
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jsr draw_and_wait
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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lda #20
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jsr wait_a_bit
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ldx #<falling_left_center_lzsa
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ldy #>falling_left_center_lzsa
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lda #30
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jsr draw_and_wait
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ldx #<falling_left_bottom_lzsa
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ldy #>falling_left_bottom_lzsa
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lda #30
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jsr draw_and_wait
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ldx #<erase_left_bottom_lzsa
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ldy #>erase_left_bottom_lzsa
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lda #45
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jsr draw_and_wait
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;===================================
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; BOOK_AIR : The ending...
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;===================================
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written_speech:
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lda SOUND_STATUS
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and #SOUND_SSI263
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beq written_no_speech
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lda #<myst_written
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sta SPEECH_PTRL
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lda #>myst_written
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sta SPEECH_PTRH
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jsr ssi263_speak
|
|
written_no_speech:
|
|
|
|
|
|
ldx #<book_ground_stars_lzsa
|
|
ldy #>book_ground_stars_lzsa
|
|
lda #1
|
|
jsr draw_and_wait
|
|
|
|
; the ending
|
|
|
|
jsr clear_bottom
|
|
jsr move_and_print
|
|
|
|
ldx #<book_air_lzsa
|
|
ldy #>book_air_lzsa
|
|
lda #10
|
|
jsr draw_and_wait
|
|
|
|
; has not yet
|
|
jsr move_and_print
|
|
|
|
ldx #<book_air2_lzsa
|
|
ldy #>book_air2_lzsa
|
|
lda #10
|
|
jsr draw_and_wait
|
|
|
|
; been written
|
|
jsr move_and_print
|
|
|
|
ldx #<book_air3_lzsa
|
|
ldy #>book_air3_lzsa
|
|
lda #10
|
|
jsr draw_and_wait
|
|
|
|
;===================================
|
|
; BOOK_SPARKS : has not yet...
|
|
;===================================
|
|
|
|
ldx #<book_sparks_lzsa
|
|
ldy #>book_sparks_lzsa
|
|
lda #15
|
|
jsr draw_and_wait
|
|
|
|
;===================================
|
|
; BOOK_GLOW : been written...
|
|
;===================================
|
|
|
|
ldx #<book_glow_lzsa
|
|
ldy #>book_glow_lzsa
|
|
lda #15
|
|
jsr draw_and_wait
|
|
|
|
;===================================
|
|
; BOOK_GROUND :
|
|
;===================================
|
|
|
|
ldx #<book_ground_lzsa
|
|
ldy #>book_ground_lzsa
|
|
lda #15
|
|
jsr draw_and_wait
|
|
|
|
; jmp done_intro
|
|
|
|
|
|
skip_intro:
|
|
|
|
; ldx #<book_ground_n_lzsa
|
|
; ldy #>book_ground_n_lzsa
|
|
; lda #1
|
|
; jsr draw_and_wait
|
|
|
|
|
|
;================================
|
|
; shut off speech if still going
|
|
;================================
|
|
|
|
lda SOUND_STATUS
|
|
and #SOUND_SSI263
|
|
beq no_not_speeking
|
|
|
|
jsr ssi263_speech_shutdown
|
|
no_not_speeking:
|
|
|
|
|
|
done_intro:
|
|
|
|
; restore to full screen (no text)
|
|
|
|
bit FULLGR
|
|
; bit LORES
|
|
|
|
; init cursor
|
|
|
|
lda #20
|
|
sta CURSOR_X
|
|
lda #89
|
|
sta CURSOR_Y
|
|
|
|
lda #0
|
|
sta LEVEL_OVER
|
|
|
|
|
|
;============================
|
|
; init vars
|
|
|
|
jsr init_state
|
|
|
|
;============================
|
|
; set up initial location
|
|
|
|
lda #TITLE_BOOK_GROUND
|
|
sta LOCATION ; start at first room
|
|
|
|
lda #DIRECTION_N
|
|
sta DIRECTION
|
|
|
|
jsr change_location
|
|
|
|
lda #1
|
|
sta CURSOR_VISIBLE ; visible at first
|
|
|
|
|
|
jsr save_bg_14x14 ; save initial bg
|
|
|
|
game_loop:
|
|
;=================
|
|
; reset things
|
|
;=================
|
|
|
|
|
|
;====================================
|
|
; copy background to current page
|
|
;====================================
|
|
|
|
; jsr gr_copyg_to_current
|
|
|
|
;====================================
|
|
; handle special-case forground logic
|
|
;====================================
|
|
|
|
; handle animated linking book
|
|
lda LOCATION
|
|
cmp #TITLE_BOOK_OPEN
|
|
bne nothing_special
|
|
|
|
lda ANIMATE_FRAME
|
|
cmp #37 ; if done animating, skip
|
|
bcs nothing_special
|
|
|
|
animate_ocean:
|
|
cmp #26
|
|
bcs animate_actual
|
|
|
|
and #1
|
|
beq even_ocean
|
|
|
|
odd_ocean:
|
|
lda #<dock_animate_sprite1
|
|
sta INL
|
|
lda #>dock_animate_sprite1
|
|
jmp draw_animation
|
|
even_ocean:
|
|
lda #<dock_animate_sprite2
|
|
sta INL
|
|
lda #>dock_animate_sprite2
|
|
jmp draw_animation
|
|
|
|
animate_actual:
|
|
sec
|
|
sbc #26
|
|
asl
|
|
tay
|
|
|
|
; slow down animation
|
|
lda #$3f
|
|
sta if_smc+1
|
|
|
|
lda dock_animation_sprites,Y
|
|
sta INL
|
|
lda dock_animation_sprites+1,Y
|
|
|
|
draw_animation:
|
|
|
|
sta INH
|
|
jsr animate_book
|
|
|
|
inc_frame:
|
|
lda FRAMEL
|
|
if_smc:
|
|
and #$f
|
|
bne done_inc_frame
|
|
|
|
inc ANIMATE_FRAME
|
|
|
|
done_inc_frame:
|
|
|
|
|
|
nothing_special:
|
|
|
|
;====================================
|
|
; draw pointer
|
|
;====================================
|
|
|
|
jsr draw_pointer ; draw pointer
|
|
|
|
;====================================
|
|
; handle keypress/joystick
|
|
;====================================
|
|
|
|
jsr handle_keypress
|
|
|
|
;====================================
|
|
; inc frame count
|
|
;====================================
|
|
|
|
inc FRAMEL
|
|
bne room_frame_no_oflo
|
|
inc FRAMEH
|
|
room_frame_no_oflo:
|
|
|
|
;====================================
|
|
; check level over
|
|
;====================================
|
|
|
|
lda LEVEL_OVER
|
|
bne really_exit
|
|
jmp game_loop
|
|
|
|
really_exit:
|
|
|
|
; clear to black
|
|
; lda #$80
|
|
; jsr BKGND0
|
|
|
|
|
|
jmp end_level
|
|
|
|
|
|
;==========================
|
|
; includes
|
|
;==========================
|
|
|
|
|
|
.include "init_state.s"
|
|
|
|
.include "graphics_title/title_graphics.inc"
|
|
|
|
.include "lc_detect.s"
|
|
|
|
; puzzles
|
|
|
|
; linking books
|
|
|
|
.include "link_book_mist_dock.s"
|
|
|
|
; .include "common_sprites.inc"
|
|
|
|
.include "leveldata_title.inc"
|
|
|
|
|
|
; pt3 player
|
|
.include "pt3_lib_detect_model.s"
|
|
.include "pt3_lib_core.s"
|
|
.include "pt3_lib_init.s"
|
|
.include "pt3_lib_mockingboard_setup.s"
|
|
.include "interrupt_handler.s"
|
|
.include "pt3_lib_mockingboard_detect.s"
|
|
|
|
; ssi-263 code
|
|
.include "ssi263.inc"
|
|
.include "ssi263_simple_speech.s"
|
|
.include "ssi263_detect.s"
|
|
.include "title_speech.s"
|
|
|
|
.include "wait_a_bit.s"
|
|
|
|
|
|
file:
|
|
.incbin "graphics_title_hgr/mist_title.lzsa"
|
|
|
|
linking_noise_compressed:
|
|
.incbin "audio/link_noise.btc.lzsa"
|
|
|
|
|
|
;====================================
|
|
; draw a screen and wait
|
|
;====================================
|
|
; X = low of lzsa
|
|
; Y = high of lzsa
|
|
; A = pause delay
|
|
|
|
draw_and_wait:
|
|
pha
|
|
stx getsrc_smc+1
|
|
sty getsrc_smc+2
|
|
lda #$8 ; load to page $800
|
|
jsr decompress_lzsa2_fast
|
|
|
|
lda #$0
|
|
sta VGIL
|
|
lda #$8
|
|
sta VGIH
|
|
|
|
jsr play_vgi
|
|
|
|
pla
|
|
|
|
jsr wait_a_bit
|
|
|
|
; check if escape was pressed, skip into in that case
|
|
lda LAST_KEY
|
|
cmp #27|$80 ; check for ESCAPE
|
|
bne no_escape
|
|
|
|
pla
|
|
pla ; get return value off stack
|
|
|
|
jmp skip_intro
|
|
|
|
no_escape:
|
|
|
|
rts
|
|
|
|
|
|
get_mist_book:
|
|
|
|
; play music if mockingboard
|
|
|
|
lda SOUND_STATUS
|
|
and #SOUND_MOCKINGBOARD
|
|
beq skip_start_music
|
|
|
|
lda #$00
|
|
sta DONE_PLAYING
|
|
|
|
lda #<theme_music_compressed
|
|
sta getsrc_smc+1
|
|
lda #>theme_music_compressed
|
|
sta getsrc_smc+2
|
|
|
|
lda #$BA ; decompress to $BA00
|
|
|
|
jsr decompress_lzsa2_fast
|
|
|
|
; re-enable interrupts as SSI code probably broke things
|
|
|
|
jsr mockingboard_init
|
|
jsr reset_ay_both
|
|
|
|
; jsr mockingboard_setup_interrupt
|
|
|
|
; to make it work on IIc?
|
|
jsr done_iic_hack
|
|
|
|
|
|
jsr pt3_init_song
|
|
|
|
cli
|
|
skip_start_music:
|
|
|
|
lda #TITLE_BOOK_CLOSED
|
|
sta LOCATION
|
|
jmp change_location
|
|
|
|
|
|
PT3_LOC = $BA00
|
|
|
|
;.align $100
|
|
;theme_music:
|
|
cyan_music_compressed:
|
|
.incbin "audio/cyan.pt3.lzsa"
|
|
theme_music_compressed:
|
|
.incbin "audio/theme.pt3.lzsa"
|
|
|
|
|
|
; click on book, plays theme
|
|
|
|
; FISSURE: I realized the momemnt
|
|
|
|
narration1:
|
|
; 1 2 3
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 1,20,"I REALIZED, THE MOMENT I FELL INTO THE",0
|
|
.byte 2,21,"FISSURE, THAT THE BOOK WOULD NOT BE",0
|
|
.byte 7,22,"DESTROYED AS I HAD PLANNED.",0
|
|
;.byte 1,20,"I realized, the moment I fell into the",0
|
|
;.byte 2,21,"fissure, that the book would not be",0
|
|
;.byte 7,22,"destroyed as I had planned.",0
|
|
|
|
; FISSURE_BOOK: _starry expanse (book tiny)
|
|
|
|
narration2:
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 1,20,"IT CONTINUED FALLING INTO THAT STARRY",0
|
|
.byte 5,21,"EXPANSE OF WHICH I HAD ONLY A",0
|
|
.byte 12,22,"FLEETING GLIMPSE.",0
|
|
|
|
; FALLING_BOOK: (book big) falling by starscape (I have tried to speculate)
|
|
narration3:
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 0,20,"I HAVE TRIED TO SPECULATE WHERE IT MIGHT",0
|
|
.byte 5,21,"HAVE LANDED, BUT I MUST ADMIT,",0
|
|
.byte 2,22,"HOWEVER-- SUCH CONJECTURE IS FUTILE.",0
|
|
|
|
narration4:
|
|
; FALLING_RIGHT (still, the question) /(left)
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 1,20,"STILL, THE QUESTION ABOUT WHOSE HANDS",0
|
|
.byte 2,21,"MIGHT SOMEDAY HOLD MY MYST BOOK ARE",0
|
|
.byte 12,22,"UNSETTLING TO ME.",0
|
|
|
|
narration5:
|
|
; FALLING_LEFT_AGAIN I know my aprehensions (right)
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 3,20,"I KNOW THAT MY APPREHENSIONS MIGHT",0
|
|
.byte 4,21,"NEVER BE ALLAYED, AND SO I CLOSE,",0
|
|
.byte 10,22,"REALIZING THAT PERHAPS,",0
|
|
|
|
narration6:
|
|
; BOOK_GROUND the ending has not yet been written (falls, blue sparks)
|
|
; 0123456789012345678901234567890123456789
|
|
;.byte 2,20," THE ENDING HAS NOT YET BEEN WRITTEN",0
|
|
.byte 2,20,"THE ENDING",0
|
|
.byte 13,20,"HAS NOT YET",0
|
|
.byte 25,20,"BEEN WRITTEN",0
|
|
|
|
|
|
|
|
|
|
config_string:
|
|
; 0123456789012345678901234567890123456789
|
|
.byte 0,23,"APPLE II?, 48K, MOCKINGBOARD: NO, SSI: N",0
|
|
; MOCKINGBOARD: NONE
|
|
|
|
|
|
;==============================
|
|
; animate book
|
|
;==============================
|
|
; animate a 9x12 animation at fixed location 161,41 (161/7=23)
|
|
; sprite is in INL:INH
|
|
animate_book:
|
|
|
|
lda #40
|
|
sta YPOS
|
|
|
|
animate_book_yloop:
|
|
|
|
ldy #0
|
|
ldx #0
|
|
lda YPOS
|
|
jsr HPOSN ; (Y,X),(A) (values stores in HGRX,XH,Y)
|
|
|
|
clc
|
|
lda GBASL
|
|
adc #23
|
|
sta GBASL
|
|
|
|
ldy #0
|
|
animate_xloop:
|
|
|
|
lda (INL),Y
|
|
sta (GBASL),Y
|
|
|
|
iny
|
|
cpy #9
|
|
bne animate_xloop
|
|
|
|
inc YPOS
|
|
lda YPOS
|
|
|
|
cmp #88
|
|
beq done_animate_book
|
|
|
|
and #$3
|
|
bne animate_book_yloop
|
|
|
|
; only move to next line every 4 lines
|
|
|
|
clc
|
|
lda INL
|
|
adc #9
|
|
sta INL
|
|
lda INH
|
|
adc #0
|
|
sta INH
|
|
|
|
jmp animate_book_yloop
|
|
|
|
done_animate_book:
|
|
rts
|
|
|
|
|
|
|
|
|
|
load_linking_noise:
|
|
; load sound effect into language card
|
|
; do this late as IIc mockingboard support messes with language card
|
|
|
|
; update sound status
|
|
lda SOUND_STATUS
|
|
and #SOUND_IN_LC
|
|
beq skip_load_linking_noise
|
|
|
|
; load sounds into LC
|
|
|
|
; read ram, write ram, use $d000 bank1
|
|
bit $C08B
|
|
bit $C08B
|
|
|
|
lda #<linking_noise_compressed
|
|
sta getsrc_smc+1
|
|
lda #>linking_noise_compressed
|
|
sta getsrc_smc+2
|
|
|
|
lda #$D0 ; decompress to $D000
|
|
|
|
jsr decompress_lzsa2_fast
|
|
|
|
; read rom, nowrite, use $d000 bank1
|
|
bit $C08A
|
|
|
|
skip_load_linking_noise:
|
|
rts
|