dos33fsprogs/games/keen/keen_level1.s

250 lines
3.7 KiB
ArmAsm

; Keen PoC Level 1
; by deater (Vince Weaver) <vince@deater.net>
; Zero Page
.include "zp.inc"
.include "hardware.inc"
.include "common_defines.inc"
keen_start:
;===================
; init screen
jsr TEXT
jsr HOME
bit KEYRESET
bit SET_GR
bit PAGE0
bit LORES
bit FULLGR
jsr clear_top ; avoid grey stripes at load
;=====================
; init vars
;=====================
lda #0
sta ANIMATE_FRAME
sta FRAMEL
sta FRAMEH
sta DISP_PAGE
sta JOYSTICK_ENABLED
sta KEEN_WALKING
sta KEEN_JUMPING
sta LEVEL_OVER
sta LASER_OUT
sta KEEN_XL
sta SCORE0
sta SCORE1
sta SCORE2
sta KEEN_FALLING
sta KEEN_SHOOTING
sta KICK_UP_DUST
sta DOOR_ACTIVATED
sta INVENTORY
lda #<enemy_data
sta ENEMY_DATAL
lda #>enemy_data
sta ENEMY_DATAH
; FIXME: temporary
; lda INVENTORY
; ora #INV_RED_KEY
; sta INVENTORY
; lda #$10
; sta SCORE0
lda #1
sta FIREPOWER
; lda #2 ; draw twice (both pages)
; sta UPDATE_STATUS
lda #7
sta HEALTH
lda #4
sta DRAW_PAGE
lda #18
sta KEEN_X
lda #0
sta KEEN_Y
lda #1
sta KEEN_DIRECTION
; jsr update_status_bar
;====================================
; load level1 background
;====================================
lda #<level1_bg_zx02
sta ZX0_src
lda #>level1_bg_zx02
sta ZX0_src+1
lda #$c ; load to page $c00
jsr full_decomp
;====================================
; load level1 tilemap
;====================================
lda #<level1_data_zx02
sta ZX0_src
lda #>level1_data_zx02
sta ZX0_src+1
lda #$90 ; load to page $9000
jsr full_decomp
;====================================
; copy in tilemap subset
;====================================
; copies local 16x10 tilemap to $bc00
; we start out assuming position is 28,0
; note 16x10 is 32*40
; if we want full screen it should be 40x48 = 20x12
lda #28
sta TILEMAP_X
lda #0
sta TILEMAP_Y
jsr copy_tilemap_subset
;====================================
;====================================
; Main loop
;====================================
;====================================
keen_loop:
; copy over background
; jsr gr_copy_to_current
; draw tilemap
jsr draw_tilemap
; draw enemies
jsr draw_enemies
; draw laser
jsr draw_laser
; draw keen
jsr draw_keen
; handle door opening
; jsr check_open_door
; draw a status bar
; jsr draw_status_bar
jsr page_flip
jsr handle_keypress
jsr move_keen
; jsr move_enemies
jsr move_laser
;========================
; increment frame count
;========================
inc FRAMEL
bne no_frame_oflo
inc FRAMEH
no_frame_oflo:
;===========================
; check end of level
;===========================
lda LEVEL_OVER
beq do_keen_loop
jmp done_with_keen
do_keen_loop:
; delay
; lda #200
; jsr WAIT
jmp keen_loop
done_with_keen:
bit KEYRESET ; clear keypress
lda #LOAD_TITLE
sta WHICH_LOAD
rts ; exit back
;==========================
; includes
;==========================
; level graphics
level1_bg_zx02:
.incbin "graphics/level1_bg.gr.zx02"
.include "text_print.s"
.include "gr_offsets.s"
.include "gr_fast_clear.s"
.include "gr_copy.s"
.include "gr_pageflip.s"
.include "gr_putsprite_crop.s"
.include "zx02_optim.s"
.include "status_bar.s"
.include "keyboard.s"
.include "joystick.s"
.include "text_drawbox.s"
.include "print_help.s"
.include "quit_yn.s"
.include "level_end.s"
.include "draw_keen.s"
.include "sprites/keen_sprites.inc"
.include "move_keen.s"
.include "handle_laser.s"
.include "draw_tilemap.s"
.include "enemies_level1.s"
.include "actions_level1.s"
.include "item_level1.s"
.include "sound_effects.s"
.include "speaker_tone.s"
level1_data_zx02:
.incbin "maps/level1_map.zx02"