dos33fsprogs/games/keen/actions_level1.s

205 lines
2.7 KiB
ArmAsm

; someone pressed UP
up_action:
; set X and Y value
; convert tile values to X,Y
; X=((KEEN_X/2)-1)+TILEX
lda KEEN_X
lsr
sec
sbc #1
clc
adc TILEMAP_X
sta XPOS
; Y = (KEENY/4)+TILEY
lda KEEN_Y
lsr
lsr
clc
adc TILEMAP_Y
sta YPOS
; $39,$22 = 57,34
; check if it's a key slot
check_red_keyhole:
; key slot is 280,148
; 280,148 (-80,-12) -> 200,136 -> (/4,/4) -> 50,34
lda XPOS
cmp #50
beq redkey_x
cmp #51
bne check_if_exit
redkey_x:
lda YPOS
cmp #34
bne check_if_exit
; check that we have the key
lda INVENTORY
and #INV_RED_KEY
bne open_the_wall
no_red_key:
jsr buzzer_noise
jmp done_up_action
; open the red wall
; there has to be a more efficient way of doing this
open_the_wall:
; reset smc
lda #>big_tilemap
sta rwr_smc1+2
sta rwr_smc2+2
remove_red_wall_outer:
ldx #0
remove_red_wall_loop:
rwr_smc1:
lda big_tilemap,X
cmp #49 ; red key tile
bne not_red_tile
lda #2 ; lblue bg tile
rwr_smc2:
sta big_tilemap,X
not_red_tile:
inx
bne remove_red_wall_loop
inc rwr_smc1+2
inc rwr_smc2+2
lda rwr_smc1+2
cmp #(>big_tilemap)+40
bne remove_red_wall_outer
; refresh local tilemap
jsr copy_tilemap_subset
jsr rumble_noise
jmp done_up_action
; check if it's the exit
check_if_exit:
; exit is 296,148
; 296,148 (-80,-12) -> 216,136 -> (/4,/4) -> 54,34
lda XPOS
cmp #54
beq exit_x
cmp #55
bne done_up_action
exit_x:
lda YPOS
cmp #34
bne done_up_action
; check that we have the key
lda INVENTORY
and #INV_RED_KEY
beq done_up_action
lda #1
sta DOOR_ACTIVATED
sta FRAMEL ; restart timer
done_up_action:
rts
;==========================
; open the door, end level
;==========================
check_open_door:
lda DOOR_ACTIVATED
beq done_open_door
asl
tay
lda door_opening,Y
sta INL
lda door_opening+1,Y
sta INH
; need to find actual door location
; it's at 54,34
; Y is going to be at 20 unless something weird is going on
; X is going to be ((54-TILE_X)+2)*2
lda #56
sec
sbc TILEMAP_X
asl
sta XPOS
lda #20
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$7
bne done_open_door
; increment
inc DOOR_ACTIVATED
lda DOOR_ACTIVATED
cmp #6
bne done_open_door
jsr level_end
done_open_door:
rts
door_opening:
.word door_sprite0
.word door_sprite0
.word door_sprite1
.word door_sprite2
.word door_sprite1
.word door_sprite0
door_sprite0:
.byte 4,4
.byte $15,$55,$55,$f5
.byte $55,$f5,$5f,$55
.byte $25,$25,$25,$25
.byte $55,$55,$55,$55
door_sprite1:
.byte 4,4
.byte $51,$f5,$f5,$5f
.byte $55,$05,$05,$50
.byte $05,$50,$50,$55
.byte $52,$55,$55,$52
door_sprite2:
.byte 4,4
.byte $f5,$05,$05,$f0
.byte $55,$00,$00,$55
.byte $55,$00,$00,$55
.byte $05,$50,$50,$25