mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
244 lines
2.8 KiB
ArmAsm
244 lines
2.8 KiB
ArmAsm
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;===========================
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; magic attack
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;===========================
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magic_attack:
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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lda #$15
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sta DAMAGE_VAL_LO
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lda #$00
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sta DAMAGE_VAL_HI
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lda MAGIC_TYPE
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cmp #MENU_MAGIC_HEAL
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beq do_magic_heal
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cmp #MENU_MAGIC_FIRE
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beq do_magic_fire
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cmp #MENU_MAGIC_ICE
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beq do_magic_ice
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cmp #MENU_MAGIC_BOLT
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beq do_magic_bolt
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cmp #MENU_MAGIC_MALAISE
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beq do_magic_malaise
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brk
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do_magic_heal: ; MENU_MAGIC_HEAL
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lda #33
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sta MAGIC_X
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lda #20
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sta MAGIC_Y
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jmp done_magic_setup
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do_magic_fire: ; MENU_MAGIC_FIRE
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lda #2
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sta MAGIC_X
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lda #20
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sta MAGIC_Y
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jmp done_magic_setup
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do_magic_ice: ; MENU_MAGIC_ICE
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lda #2
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sta MAGIC_X
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lda #20
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sta MAGIC_Y
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jmp done_magic_setup
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do_magic_bolt: ; MENU_MAGIC_BOLT
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lda #2
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sta MAGIC_X
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lda #20
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sta MAGIC_Y
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jmp done_magic_setup
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do_magic_malaise: ; MENU_MAGIC_MALAISE
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lda #2
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sta MAGIC_X
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lda #20
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sta MAGIC_Y
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jmp done_magic_setup
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done_magic_setup:
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;=========================================
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; cast the magic
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; FIXME: damage based on weakness of enemy
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; FIXME: disallow if not enough MP
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cast_the_magic:
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lda #10
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sta ANIMATE_LOOP
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cast_magic_loop:
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jsr gr_copy_to_current
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; sprite with hands up
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lda HERO_X
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sta XPOS
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lda #20
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sta YPOS
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lda #<tfv_victory_sprite
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sta INL
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lda #>tfv_victory_sprite
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sta INH
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jsr put_sprite_crop
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_battle_bottom
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jsr page_flip
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; delay a bit
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lda #50
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jsr WAIT
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dec ANIMATE_LOOP
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bne cast_magic_loop
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;========================
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; Actually do the magic
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lda #15
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sta ANIMATE_LOOP
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magic_happens_loop:
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero (no sword while casting)
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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jsr draw_hero
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lda ANIMATE_LOOP
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and #$1
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clc
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adc MAGIC_X
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sta XPOS
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lda MAGIC_Y
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sta YPOS
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lda MAGIC_TYPE
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asl
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tay
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lda magic_sprites,Y
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sta INL
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lda magic_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jsr draw_battle_bottom
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jsr page_flip
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; delay a bit
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lda #200
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jsr WAIT
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dec ANIMATE_LOOP
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bne magic_happens_loop
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;=============================
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; decrease magic points
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lda #5
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sta MAGIC_COST
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jsr hero_use_magic
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;=============================
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; copy to current
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jsr gr_copy_to_current
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;==============================
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; draw hero
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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jsr draw_hero
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; jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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lda MAGIC_TYPE
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cmp #MENU_MAGIC_HEAL
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beq was_heal_magic
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jsr damage_enemy
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lda #2
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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jmp done_magic_damage
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was_heal_magic:
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jsr heal_hero
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lda #30
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sta XPOS
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lda #10
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sta YPOS
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lda #$ee ; print teal
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jsr gr_put_num_color
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done_magic_damage:
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jsr draw_battle_bottom
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jsr page_flip
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; wait 1.5s
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ldx #150
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jsr long_wait
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rts
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