dos33fsprogs/games/mist_hgr/keyboard.s
Vince Weaver c47e3aa4bb mist_hgr: to the point you could in theory walk around
don't have enough graphics done to experience it though
2021-07-13 13:42:47 -04:00

475 lines
6.6 KiB
ArmAsm

;==============================
; Handle Keypress
;==============================
handle_keypress:
; first handle joystick
lda JOYSTICK_ENABLED
beq actually_handle_keypress
; only check joystick every-other frame
lda FRAMEL
and #$1
beq actually_handle_keypress
check_button:
lda PADDLE_BUTTON0
bpl button_clear
lda JS_BUTTON_STATE
bne js_check
lda #1
sta JS_BUTTON_STATE
lda #' '
jmp handle_input
button_clear:
lda #0
sta JS_BUTTON_STATE
js_check:
jsr handle_joystick
js_check_left:
lda value0
cmp #$20
bcs js_check_right ; if less than 32, left
lda #'A'
bne handle_input
js_check_right:
cmp #$40
bcc js_check_up
lda #'D'
bne handle_input
js_check_up:
lda value1
cmp #$20
bcs js_check_down
lda #'W'
bne handle_input
js_check_down:
cmp #$40
bcc done_joystick
lda #'S'
bne handle_input
done_joystick:
actually_handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
cmp #' '
beq handle_input ; make sure not to lose space
and #$df ; convert uppercase to lower case
handle_input:
pha
jsr restore_bg_14x14 ; restore old background
inc UPDATE_POINTER
pla
check_sound:
cmp #$14 ; control-T
bne check_joystick
lda SOUND_STATUS
eor #SOUND_DISABLED
sta SOUND_STATUS
jmp done_keypress
; can't be ^J as that's the same as down
check_joystick:
; cmp #$10 ; control-P
cmp #'J'
bne check_load
lda JOYSTICK_ENABLED
eor #1
sta JOYSTICK_ENABLED
jmp done_keypress
check_load:
cmp #$C ; control-L
bne check_save
jsr load_game
jmp done_keypress
check_save:
cmp #$13 ; control-S
bne check_left
jsr save_game
jmp done_keypress
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
lda CURSOR_X ; if 41<x<$FE don't decrement
cmp #41
bcc do_dec_cursor_x
cmp #$FE
bcc done_left_pressed
do_dec_cursor_x:
dec CURSOR_X
done_left_pressed:
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
lda CURSOR_X ; if 40<x<$FE don't increment
cmp #40
bcc do_inc_cursor_x
cmp #$FE
bcc done_right_pressed
do_inc_cursor_x:
inc CURSOR_X
done_right_pressed:
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
lda CURSOR_Y ; if 191<y<$F0 don't decrement
cmp #191
bcc do_dec_cursor_y
cmp #$F0
bcc done_up_pressed
do_dec_cursor_y:
dec CURSOR_Y
dec CURSOR_Y
dec CURSOR_Y
dec CURSOR_Y
done_up_pressed:
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
lda CURSOR_Y ; if 191<y<$EE don't decrement
cmp #191
bcc do_inc_cursor_y
cmp #$EE
bcc done_down_pressed
do_inc_cursor_y:
inc CURSOR_Y
inc CURSOR_Y
inc CURSOR_Y
inc CURSOR_Y
done_down_pressed:
jmp done_keypress
;check_escape:
; cmp #27
; bne check_return
;escape_pressed:
; inc ESCAPE_PRESSED
; jmp done_keypress
check_return:
cmp #' '
beq return_pressed
cmp #13
bne done_keypress
return_pressed:
lda IN_SPECIAL
beq not_special_return
special_return:
jsr handle_special
; special case, don't make cursor visible
jmp no_keypress
not_special_return:
lda IN_RIGHT
beq not_right_return
cmp #1
beq right_return
right_uturn:
jsr uturn
jmp no_keypress
right_return:
jsr turn_right
jmp no_keypress
not_right_return:
lda IN_LEFT
beq not_left_return
cmp #1
beq left_return
left_uturn:
jsr uturn
jmp no_keypress
left_return:
jsr turn_left
jmp no_keypress
not_left_return:
jsr go_forward
jmp no_keypress
done_keypress:
lda #1 ; make cursor visible
sta CURSOR_VISIBLE
no_keypress:
bit KEYRESET
rts
;============================
; handle_special
;===========================
; set up jump table fakery
handle_special:
ldy #LOCATION_SPECIAL_FUNC+1
lda (LOCATION_STRUCT_L),Y
pha
dey
lda (LOCATION_STRUCT_L),Y
pha
rts
;=============================
; change direction
;=============================
change_direction:
; load background
lda DIRECTION
bpl no_split
; split text/graphics
bit TEXTGR
; also change sprite cutoff
; not needed for HGR
; ldx #40
; stx psc_smc1+1
;; stx psc_smc2+1
jmp done_split
no_split:
bit FULLGR
; also change sprite cutoff
; ldx #48
; stx psc_smc1+1
;; stx psc_smc2+1
done_split:
and #$f ; mask off special flags
tay
lda log2_table,Y
asl
clc
adc #LOCATION_NORTH_BG
tay
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_LO
iny
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_HI
lda #$8 ; load to page $c00
jsr decompress_lzsa2_fast
; draw background
lda #$0
sta VGIL
lda #$8
sta VGIH
jsr play_vgi
rts
;=============================
; change location
;=============================
change_location:
; reset graphics
bit SET_GR
; clear IN_SPECIAL
lda #0
sta IN_SPECIAL
sta IN_RIGHT
sta IN_LEFT
; reset pointer to not visible, centered
sta ANIMATE_FRAME
sta CURSOR_VISIBLE
lda #20
sta CURSOR_X
lda #89
sta CURSOR_Y
lda LOCATION
asl
tay
lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_L
iny
lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_H
jsr change_direction
rts
;==========================
; go forward
;===========================
go_forward:
; update new location
lda DIRECTION
and #$f
tay
lda log2_table,Y
clc
adc #LOCATION_NORTH_EXIT
tay
lda (LOCATION_STRUCT_L),Y
cmp #$ff
beq cant_go_forward
sta LOCATION
; update new direction
lda DIRECTION
and #$f
tay
lda log2_table,Y
clc
adc #LOCATION_NORTH_EXIT_DIR
tay
lda (LOCATION_STRUCT_L),Y
sta DIRECTION
jsr change_location
cant_go_forward:
rts
;==========================
; turn left
;===========================
turn_left:
lda DIRECTION
and #$f
cmp #DIRECTION_N
beq go_west
cmp #DIRECTION_W
beq go_south
cmp #DIRECTION_S
beq go_east
bne go_north
;==========================
; turn right
;===========================
turn_right:
lda DIRECTION
and #$f
cmp #DIRECTION_N
beq go_east
cmp #DIRECTION_E
beq go_south
cmp #DIRECTION_S
beq go_west
bne go_north
;==========================
; uturn
;===========================
uturn:
lda DIRECTION
and #$f
cmp #DIRECTION_N
beq go_south
cmp #DIRECTION_W
beq go_east
cmp #DIRECTION_S
beq go_north
bne go_west
go_north:
lda #DIRECTION_N
jmp done_turning
go_east:
lda #DIRECTION_E
jmp done_turning
go_south:
lda #DIRECTION_S
jmp done_turning
go_west:
lda #DIRECTION_W
jmp done_turning
done_turning:
sta DIRECTION
jsr change_direction
rts