2024-09-19 13:32:39 -04:00

226 lines
4.1 KiB
ArmAsm

; Peasant's Quest Intro Sequence
; by Vince `deater` Weaver vince@deater.net
; with apologies to everyone
.include "../hardware.inc"
.include "../zp.inc"
.include "../qload.inc"
.include "../music/music.inc"
peasant_quest_intro:
lda #0
sta ESC_PRESSED
sta LEVEL_OVER
sta PEASANT_STEPS
sta GAME_STATE_2
jsr hgr_make_tables
jsr hgr2
;==============================
; load sprite data
;==============================
lda #<walking_sprite_data
sta zx_src_l+1
lda #>walking_sprite_data
sta zx_src_h+1
lda #$A0 ; load to $A000
jsr zx02_full_decomp
;===============================
; restart music, only drum loop
;===============================
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq mockingboard_notfound
; hack! modify the PT3 file to ignore the latter half
lda #$ff ; end after 4 patterns
sta PT3_LOC+$C9+$4
lda #$0 ; set LOOP to 0
sta PT3_LOC+$66
jsr pt3_init_song
cli
mockingboard_notfound:
;========================
; Cottage
;========================
jsr intro_cottage
lda ESC_PRESSED
bne escape_handler
;========================
; Lake West
;========================
jsr intro_lake_west
lda ESC_PRESSED
bne escape_handler
;========================
; Lake East
;========================
jsr intro_lake_east
lda ESC_PRESSED
bne escape_handler
;========================
; River
;========================
jsr intro_river
lda ESC_PRESSED
bne escape_handler
;========================
; Knight
;========================
jsr intro_knight
;========================
; Start actual game
;========================
jsr draw_peasant
; wait a bit
lda #10
jsr wait_a_bit
escape_handler:
;==========================
; disable music
lda SOUND_STATUS
and #SOUND_MOCKINGBOARD
beq mockingboard_notfound2
sei ; turn off music
jsr clear_ay_both ; clear AY state
jsr mockingboard_disable_interrupt
mockingboard_notfound2:
;=============================
; start new game
;=============================
; just fall on through...
; jmp start_new_game
.include "new_game.s"
.include "intro_cottage.s"
.include "intro_lake_w.s"
.include "intro_lake_e.s"
.include "intro_river.s"
.include "intro_knight.s"
.include "../draw_peasant_new.s"
.include "../hgr_1x5_sprite.s"
.include "../hgr_sprite.s"
.include "../hgr_sprite_bg_mask.s"
.include "../gr_offsets.s"
.include "../hgr_partial_restore.s"
.include "../gr_copy.s"
.include "../hgr_copy.s"
.include "../wait.s"
.include "../wait_a_bit.s"
cottage_zx02: .incbin "../graphics_peasantry/cottage.zx02"
lake_w_zx02: .incbin "../graphics_peasantry/lake_w.zx02"
lake_e_zx02: .incbin "../graphics_peasantry/lake_e.zx02"
river_zx02: .incbin "../graphics_peasantry/river.zx02"
knight_zx02: .incbin "../graphics_peasantry/knight.zx02"
cottage_priority_zx02: .incbin "../graphics_peasantry/cottage_priority.zx02"
lake_w_priority_zx02: .incbin "../graphics_peasantry/lake_w_priority.zx02"
lake_e_priority_zx02: .incbin "../graphics_peasantry/lake_e_priority.zx02"
river_priority_zx02: .incbin "../graphics_peasantry/river_priority.zx02"
knight_priority_zx02: .incbin "../graphics_peasantry/knight_priority.zx02"
.include "../text/intro.inc"
.include "../animate_bubbles.s"
skip_text:
.byte 0,2,"ESC Skips",0
;===================
; print title
intro_print_title:
lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
lda #<skip_text
sta OUTL
lda #>skip_text
sta OUTH
jmp hgr_put_string ; tail call
; background restore parameters
; currently 5, should check this and error if we overflow
save_xstart:
.byte 0, 0, 0, 0, 0, 0
save_xend:
.byte 0, 0, 0, 0, 0, 0
save_ystart:
.byte 0, 0, 0, 0, 0, 0
save_yend:
.byte 0, 0, 0, 0, 0, 0
walking_sprite_data:
.incbin "../sprites_peasant/walking_sprites.zx02"
peasant_sprite_offset = $a000
peasant_sprites_xsize = peasant_sprite_offset+0
peasant_sprites_ysize = peasant_sprite_offset+36
peasant_sprites_data_l = peasant_sprite_offset+72
peasant_sprites_data_h = peasant_sprite_offset+108
peasant_mask_data_l = peasant_sprite_offset+144
peasant_mask_data_h = peasant_sprite_offset+180