mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-08-19 14:29:25 +00:00
250 lines
3.4 KiB
ArmAsm
250 lines
3.4 KiB
ArmAsm
; Cavern scenes (with the slugs)
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ootw_cavern:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;==================
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; setup drawing
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;======================
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; setup room boundaries
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lda #0
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sta LEFT_LIMIT
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lda #37
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sta RIGHT_LIMIT
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;=============================
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; Load background to $c00
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lda #$0c
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sta BASH
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lda #$00
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sta BASL ; load image off-screen $c00
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; Setup some stuff based on which cave we are in
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lda WHICH_CAVE
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bne cave_bg1
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cave_bg0:
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; set right exit
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lda #1
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sta cer_smc+1
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lda #<ootw_cavern
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sta cer_smc+5
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lda #>ootw_cavern
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sta cer_smc+6
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; set left exit
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lda #0
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sta cel_smc+1
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lda #<ootw_pool
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sta cel_smc+5
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lda #>ootw_pool
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sta cel_smc+6
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; load background
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lda #>(cavern_rle)
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sta GBASH
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lda #<(cavern_rle)
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sta GBASL
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jmp cave_bg_done
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cave_bg1:
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; set right exit
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lda #1
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sta cer_smc+1
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lda #<ootw_mesa
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sta cer_smc+5
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lda #>ootw_mesa
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sta cer_smc+6
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; set left exit
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lda #0
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sta cel_smc+1
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lda #<ootw_cavern
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sta cel_smc+5
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lda #>ootw_cavern
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sta cel_smc+6
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; load background
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lda #>(cavern2_rle)
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sta GBASH
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lda #<(cavern2_rle)
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sta GBASL
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cave_bg_done:
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jsr load_rle_gr
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;================================
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; Load quake background to $1000
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jsr gr_make_quake
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;=================================
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; copy $c00 background to both pages $400/$800
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jsr gr_copy_to_current
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jsr page_flip
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jsr gr_copy_to_current
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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; Cavern Loop (not a palindrome)
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;============================
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cavern_loop:
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;==========================
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; handle earthquake
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jsr earthquake_handler
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;===============
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; handle slug death
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lda SLUGDEATH
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beq still_alive
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collapsing:
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lda SLUGDEATH_PROGRESS
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cmp #18
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bmi still_collapsing
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really_dead:
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lda #$ff
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sta GAME_OVER
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jmp just_slugs
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still_collapsing:
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tax
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lda collapse_progression,X
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sta INL
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lda collapse_progression+1,X
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sta INH
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sec
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sbc EARTH_OFFSET
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sta YPOS
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jsr put_sprite
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lda FRAMEL
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and #$1f
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bne no_collapse_progress
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inc SLUGDEATH_PROGRESS
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inc SLUGDEATH_PROGRESS
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no_collapse_progress:
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jmp just_slugs
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still_alive:
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;===============
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; check keyboard
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jsr handle_keypress
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;===============
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; draw physicist
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jsr draw_physicist
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just_slugs:
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;===============
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; draw slugs
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jsr draw_slugs
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;======================
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; draw falling boulders
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jsr draw_boulder
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;=======================
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; page flip
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jsr page_flip
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;========================
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; inc frame count
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inc FRAMEL
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bne frame_no_oflo_c
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inc FRAMEH
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frame_no_oflo_c:
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;=================
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; see if game over
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lda GAME_OVER
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beq still_in_cavern ; if 0, continue as per normal
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cmp #$ff ; if $ff, we died
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beq done_cavern
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;===========================
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; see if exited room to right
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cmp #1
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beq cavern_exit_left
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cavern_exit_right:
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lda #0
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sta PHYSICIST_X
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cer_smc:
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lda #$0
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sta WHICH_CAVE
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jmp ootw_pool
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;==========================
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; see if exited room to left
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cavern_exit_left:
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lda #37
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sta PHYSICIST_X
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cel_smc:
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lda #$0
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sta WHICH_CAVE
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jmp ootw_pool
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still_in_cavern:
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; loop forever
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jmp cavern_loop
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done_cavern:
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rts
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