dos33fsprogs/ootw/ootw_cavern.s
2019-01-18 22:32:55 -05:00

586 lines
8.3 KiB
ArmAsm

; Cavern scene (with the slugs)
ootw_cavern:
;===========================
; Enable graphics
bit LORES
bit SET_GR
bit FULLGR
;==================
; setup drawing
lda #0
sta DRAW_PAGE
lda #1
sta DISP_PAGE
;===================
; setup room boundaries
lda #0
sta LEFT_LIMIT
lda #37
sta RIGHT_LIMIT
;=============================
; Load background to $c00
lda #$0c
sta BASH
lda #$00
sta BASL ; load image off-screen $c00
lda #>(cavern_rle)
sta GBASH
lda #<(cavern_rle)
sta GBASL
jsr load_rle_gr
;=============================
; Load quake background to $1000
lda #$10
sta BASH
lda #$00
sta BASL ; load image off-screen $c00
lda #>(quake_rle)
sta GBASH
lda #<(quake_rle)
sta GBASL
jsr load_rle_gr
;=================================
; copy to both pages $400/$800
jsr gr_copy_to_current
jsr page_flip
jsr gr_copy_to_current
;=================================
; setup vars
lda #0
sta GAIT
sta GAME_OVER
;============================
; Cavern Loop (not a palindrome)
;============================
cavern_loop:
;==========================
; check for earthquake
earthquake_handler:
lda FRAMEH
and #3
bne earth_mover
lda FRAMEL
cmp #$ff
bne earth_mover
earthquake_init:
lda #200
sta EQUAKE_PROGRESS
lda #0
sta BOULDER_Y
jsr random16
lda SEEDL
and #$1f
clc
adc #4
sta BOULDER_X
earth_mover:
lda EQUAKE_PROGRESS
beq earth_still
and #$8
bne earth_calm
lda #2
bne earth_decrement
earth_calm:
lda #0
earth_decrement:
sta EARTH_OFFSET
dec EQUAKE_PROGRESS
jmp earth_done
earth_still:
lda #0
sta EARTH_OFFSET
earth_done:
;================================
; copy background to current page
lda EARTH_OFFSET
bne shake_shake
no_shake:
jsr gr_copy_to_current
jmp done_shake
shake_shake:
jsr gr_copy_to_current_40
done_shake:
;===============
; handle slug death
lda SLUGDEATH
beq still_alive
collapsing:
lda SLUGDEATH_PROGRESS
cmp #18
bmi still_collapsing
really_dead:
lda #$ff
sta GAME_OVER
jmp just_slugs
still_collapsing:
tax
lda collapse_progression,X
sta INL
lda collapse_progression+1,X
sta INH
lda PHYSICIST_X
sta XPOS
lda PHYSICIST_Y
sec
sbc EARTH_OFFSET
sta YPOS
jsr put_sprite
lda FRAMEL
and #$1f
bne no_collapse_progress
inc SLUGDEATH_PROGRESS
inc SLUGDEATH_PROGRESS
no_collapse_progress:
jmp just_slugs
still_alive:
;===============
; check keyboard
jsr handle_keypress
;===============
; draw physicist
jsr draw_physicist
just_slugs:
;===============
; draw slugs
jsr draw_slugs
;======================
; draw falling boulders
lda BOULDER_Y
cmp #38
bpl no_boulder
lda #<boulder
sta INL
lda #>boulder
sta INH
lda BOULDER_X
sta XPOS
lda BOULDER_Y
sta YPOS
jsr put_sprite
lda FRAMEL
and #$3
bne no_boulder
inc BOULDER_Y
inc BOULDER_Y
no_boulder:
;=======================
; page flip
jsr page_flip
;========================
; inc frame count
inc FRAMEL
bne frame_no_oflo_c
inc FRAMEH
frame_no_oflo_c:
; pause?
; see if game over
lda GAME_OVER
cmp #$ff
beq done_cavern
; see if left level
cmp #1
bne still_in_cavern
lda #37
sta PHYSICIST_X
jmp ootw_pool
still_in_cavern:
; loop forever
jmp cavern_loop
done_cavern:
rts
;==================================
; draw slugs
;==================================
; outstate 0=dead 1=normal 2=dieing 3=falling
slugg0_out: .byte 1 ; 0
slugg0_attack: .byte 0 ; 1
slugg0_dieing: .byte 0 ; 2
slugg0_x: .byte 30 ; 3
slugg0_dir: .byte $ff ; 4
slugg0_gait: .byte 0 ; 5
slugg1_out: .byte 1 ; 6
slugg1_attack: .byte 0
slugg1_dieing: .byte 0
slugg1_x: .byte 30
slugg1_dir: .byte $ff
slugg1_gait: .byte 0
slugg2_out: .byte 1
slugg2_attack: .byte 0
slugg2_dieing: .byte 0
slugg2_x: .byte 30
slugg2_dir: .byte $ff
slugg2_gait: .byte 0
draw_slugs:
ldx #0
stx WHICH_SLUG
draw_slugs_loop:
ldx WHICH_SLUG
lda slugg0_out,X
bne check_kicked ; don't draw if not there
jmp slug_done
check_kicked:
lda slugg0_out,X ; only kick if normal
cmp #1
bne check_attack
;==================
; see if kicked
lda KICKING
beq check_attack
lda PHYSICIST_X
sec
sbc slugg0_x,X ; -4 to +4
clc
adc #4
and #$f8
bne not_kicked
kicked:
lda #2
sta slugg0_out,X
lda #10
sta slugg0_dieing,X
lda DIRECTION
sta slugg0_dir,X
not_kicked:
check_attack:
;==================
; see if attack
lda slugg0_out,X
cmp #1
bne no_attack
lda PHYSICIST_X
sec
sbc slugg0_x,X ; -2 to +2
clc
adc #2
and #$fc
bne no_attack
attack:
;=================
; start an attack
lda #1
sta slugg0_attack,X
lda SLUGDEATH ; don't re-attack if already dead
bne no_attack
lda #$1
sta SLUGDEATH
lda #0
sta SLUGDEATH_PROGRESS
stx WHICH_SLUG
jsr slug_cutscene
ldx WHICH_SLUG
no_attack:
inc slugg0_gait,X ; increment slug gait counter
lda slugg0_gait,X ; only move every 64 frames
and #$3f
cmp #$00
bne slug_no_move
slug_move:
lda slugg0_x,X
clc
adc slugg0_dir,X
sta slugg0_x,X
slug_check_right:
cmp #37
bne slug_check_left
jmp remove_slug
slug_check_left:
cmp #0
bne slug_no_move
jmp remove_slug
slug_no_move:
;===============================
;===============================
; DRAW SLUG
;===============================
;===============================
;==============
; if exploding
;==============
lda slugg0_dieing,X
beq check_draw_attacking
slug_exploding:
stx WHICH_SLUG
tax ; urgh can't forget tax
lda slug_die_progression,X
sta INL
lda slug_die_progression+1,X
sta INH
ldx WHICH_SLUG
bit SPEAKER
lda FRAMEL
and #$f
bne no_progress
bit SPEAKER
dec slugg0_dieing,X
dec slugg0_dieing,X
bne no_progress
jmp remove_slug
no_progress:
jmp slug_selected
;==============
; if attacking
;==============
check_draw_attacking:
lda slugg0_attack,X
beq slug_normal
slug_attacking:
lda slugg0_gait,X
stx WHICH_SLUG
and #$70
lsr
lsr
lsr
tax
lda slug_attack_progression,X
sta INL
lda slug_attack_progression+1,X
sta INH
ldx WHICH_SLUG
jmp slug_selected
;==============
; if normal
;==============
slug_normal:
lda slugg0_gait,X
and #$20
beq slug_squinched
slug_flat:
lda #<slug1
sta INL
lda #>slug1
sta INH
bne slug_selected
slug_squinched:
lda #<slug2
sta INL
lda #>slug2
sta INH
;================
; end slug normal
;================
slug_selected:
lda slugg0_x,X
sta XPOS
lda #30
sec
sbc EARTH_OFFSET
sta YPOS
lda slugg0_dir,X
stx WHICH_SLUG
bmi slug_right
slug_left:
jsr put_sprite
jmp slug_done
slug_right:
jsr put_sprite_flipped
slug_done:
lda WHICH_SLUG
clc
adc #6
tax
stx WHICH_SLUG
cpx #18
beq slug_exit
jmp draw_slugs_loop
slug_exit:
rts
remove_slug:
lda #0
sta slugg0_out,X
jmp slug_done
;=========================================================
; gr_copy_to_current, 40x48 version
;=========================================================
; copy 0x1000 to DRAW_PAGE
gr_copy_to_current_40:
lda DRAW_PAGE ; 3
clc ; 2
adc #$4 ; 2
sta gr_copy_line_40+5 ; 4
sta gr_copy_line_40+11 ; 4
adc #$1 ; 2
sta gr_copy_line_40+17 ; 4
sta gr_copy_line_40+23 ; 4
adc #$1 ; 2
sta gr_copy_line_40+29 ; 4
sta gr_copy_line_40+35 ; 4
adc #$1 ; 2
sta gr_copy_line_40+41 ; 4
sta gr_copy_line_40+47 ; 4
;===========
; 45
ldy #119 ; for early ones, copy 120 bytes ; 2
gr_copy_line_40:
lda $1000,Y ; load a byte (self modified) ; 4
sta $400,Y ; store a byte (self modified) ; 5
lda $1080,Y ; load a byte (self modified) ; 4
sta $480,Y ; store a byte (self modified) ; 5
lda $1100,Y ; load a byte (self modified) ; 4
sta $500,Y ; store a byte (self modified) ; 5
lda $1180,Y ; load a byte (self modified) ; 4
sta $580,Y ; store a byte (self modified) ; 5
lda $1200,Y ; load a byte (self modified) ; 4
sta $600,Y ; store a byte (self modified) ; 5
lda $1280,Y ; load a byte (self modified) ; 4
sta $680,Y ; store a byte (self modified) ; 5
lda $1300,Y ; load a byte (self modified) ; 4
sta $700,Y ; store a byte (self modified) ; 5
lda $1380,Y ; load a byte (self modified) ; 4
sta $780,Y ; store a byte (self modified) ; 5
dey ; decrement pointer ; 2
bpl gr_copy_line_40 ; ; 2nt/3
rts ; 6