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blocky.asm
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blocky.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.define CAVE_TILE $080
.define BIGDOOR_TILE $0bc
.define BIGDOOR_TILE2 $0c8
.define BIGDOOR_TILE3 $0d4
.define BIGDOOR_TILE4 $0e0
.define URN_TILE $0ec
.define NOTE_TILE $0fc
;bigdoor and chest tile are not in the same room so
; no overlap actually exists
.define CHEST_TILE $0c0
.define TILE1 0
.define TILE2 4
.define TILE3 8
.define CAVE_PALETTE 0
.define BIGDOOR_PALETTE 1
.define URN_PALETTE 0
.define CHEST_PALETTE 0
.define NOTE_PALETTE 2
.segment "FIXED"
PROC gen_blocky_puzzle
lda current_bank
pha
lda #^do_gen_blocky_puzzle
jsr bankswitch
jsr do_gen_blocky_puzzle & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_blocky_treasure
lda current_bank
pha
lda #^do_gen_blocky_treasure
jsr bankswitch
jsr do_gen_blocky_treasure & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "EXTRA"
PROC do_gen_blocky_puzzle
lda #MUSIC_BLOCKY
jsr play_music
LOAD_ALL_TILES CAVE_TILE, cave_border_tiles
LOAD_ALL_TILES BIGDOOR_TILE, bigdoor_tiles
LOAD_ALL_TILES URN_TILE, urn_tiles
; Load cave palette
LOAD_PTR blocky_palette
jsr load_background_game_palette
jsr init_zombie_sprites
; Set up collision and spawning info
lda #$80 + BORDER_INTERIOR
sta traversable_tiles
lda #$80 + BORDER_INTERIOR
sta spawnable_tiles
lda #0
sta spawnable_tiles + 1
jsr gen_map_opening_locations
; Generate the sides of the cave wall
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_left_wall_1 & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_right_wall_1 & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_top_wall_bigdoor & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_bot_wall_1 & $ffff
lda #0
jsr gen_walkable_bot_path & $ffff
; Write our door in the open space
; and make it interactive
lda #INTERACT_BIGDOOR
sta interactive_tile_types + 2
lda #INTERACT_BIGDOOR
sta interactive_tile_types + 3
lda #INTERACT_BIGDOOR
sta interactive_tile_types + 4
;Make sure the open door variant is traversable
lda #BIGDOOR_TILE4 + TILE1
sta traversable_tiles
lda #BIGDOOR_TILE4 + TILE2
sta traversable_tiles + 1
lda #BIGDOOR_TILE4 + TILE3
sta traversable_tiles + 2
ldx #6
ldy #0
lda #BIGDOOR_TILE + TILE1
clc
adc blocky_door_state
sta interactive_tile_values + 2
clc
adc #BIGDOOR_PALETTE
jsr write_gen_map
ldx #7
ldy #0
lda #BIGDOOR_TILE + TILE2
clc
adc blocky_door_state
sta interactive_tile_values + 3
clc
adc #BIGDOOR_PALETTE
jsr write_gen_map
ldx #8
ldy #0
lda #BIGDOOR_TILE + TILE3
clc
adc blocky_door_state
sta interactive_tile_values + 4
clc
adc #BIGDOOR_PALETTE
jsr write_gen_map
lda #CAVE_TILE
jsr process_border_sides
; Place the rows of urns and make them interactable
lda #INTERACT_URN
sta interactive_tile_types
lda #INTERACT_URN
sta interactive_tile_types + 1
lda #URN_TILE + TILE1
sta interactive_tile_values
lda #URN_TILE + TILE2
sta interactive_tile_values + 1
ldy #2
jsr write_urn_row & $ffff
ldy #4
jsr write_urn_row & $ffff
ldy #7
jsr write_urn_row & $ffff
ldy #9
jsr write_urn_row & $ffff
rts
.endproc
PROC write_urn_row
ldx #2
loop_write_urn:
cpx #14
beq done
;save x and y in arg2/3
stx arg2
sty arg3
;determine which urn tile to use
jsr is_urn_on
cmp #0
beq urn_off
lda #URN_TILE + TILE1 + URN_PALETTE
jmp write_urn & $ffff
urn_off:
lda #URN_TILE + TILE2 + URN_PALETTE
write_urn:
ldx arg2
ldy arg3
jsr write_gen_map
inx
inx
jmp loop_write_urn & $ffff
done:
rts
.endproc
PROC do_gen_blocky_treasure
lda #MUSIC_BLOCKY
jsr play_music
LOAD_ALL_TILES CAVE_TILE, cave_border_tiles
LOAD_ALL_TILES CHEST_TILE, treasure_tiles
LOAD_ALL_TILES URN_TILE, urn_tiles
LOAD_ALL_TILES NOTE_TILE, note_tiles
; Load cave palette
LOAD_PTR blocky_palette
jsr load_background_game_palette
; Generate the sides of the cave wall
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_left_wall_1 & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_right_wall_1 & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_top_wall_1 & $ffff
lda #CAVE_TILE + BORDER_CENTER + CAVE_PALETTE
jsr gen_bot_wall_bigdoor & $ffff
lda #CAVE_TILE
jsr process_border_sides
lda #INTERACT_BLOCKY_CHEST
sta interactive_tile_types
lda #CHEST_TILE + TILE1
sta interactive_tile_values
lda #INTERACT_BLOCKY_NOTE
sta interactive_tile_types + 1
lda #NOTE_TILE
sta interactive_tile_values + 1
; Place the treasure chest
ldx #7
ldy #3
lda #CHEST_TILE + TILE1 + CHEST_PALETTE
jsr write_gen_map
; Place the flag note
ldx #7
ldy #5
lda #NOTE_TILE + NOTE_PALETTE
jsr write_gen_map
; Place some urns around the room for some ambiance
ldx #5
ldy #3
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
ldx #9
ldy #3
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
ldx #3
ldy #5
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
ldx #11
ldy #5
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
ldx #3
ldy #8
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
ldx #11
ldy #8
lda #URN_TILE + TILE1 + URN_PALETTE
jsr write_gen_map
rts
.endproc
PROC gen_left_wall_1
sta arg4
lda #0
sta left_wall_top_extent
sta left_wall_bot_extent
sta arg0
lda #0
sta arg1
lda #0
sta arg2
lda #MAP_HEIGHT-1
sta arg3
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_right_wall_1
sta arg4
lda #MAP_WIDTH-1
sta left_wall_top_extent
sta left_wall_bot_extent
sta arg0
lda #0
sta arg1
lda #MAP_WIDTH-1
sta arg2
lda #MAP_HEIGHT-1
sta arg3
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_top_wall_1
sta arg4
lda #1
sta top_wall_left_extent
sta top_wall_right_extent
lda #0
sta arg1
lda #0
sta arg3
lda #0
sta arg0
lda #MAP_WIDTH-1
sta arg2
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_top_wall_bigdoor
sta arg4
lda #1
sta top_wall_left_extent
sta top_wall_right_extent
lda #0
sta arg1
lda #0
sta arg3
lda #0
sta arg0
lda #5
sta arg2
lda arg4
jsr fill_map_box
lda #9
sta arg0
lda #0
sta arg1
lda #MAP_WIDTH-1
sta arg2
lda #0
sta arg3
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_bot_wall_bigdoor
sta arg4
lda #MAP_HEIGHT-1
sta arg1
sta bot_wall_left_extent
sta bot_wall_right_extent
lda #MAP_HEIGHT
sta arg3
lda #0
sta arg0
lda #5
sta arg2
lda arg4
jsr fill_map_box
lda #9
sta arg0
lda #MAP_HEIGHT-1
sta arg1
lda #MAP_WIDTH-1
sta arg2
lda #MAP_HEIGHT-1
sta arg3
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_bot_wall_1
sta arg4
lda #MAP_HEIGHT-1
sta arg1
sta bot_wall_left_extent
sta bot_wall_right_extent
lda #MAP_HEIGHT
sta arg3
lda #0
sta arg0
lda #MAP_WIDTH-1
sta arg2
lda arg4
jsr fill_map_box
rts
.endproc
PROC gen_walkable_bot_path
sta arg4
; Generate bottom opening
lda bot_opening_size
lsr
sta arg0
lda bot_opening_pos
sec
sbc arg0
sta arg0
clc
adc bot_opening_size
adc #$ff
sta arg2
lda #MAP_HEIGHT - 1
sta arg3
sta arg1
lda arg4
jsr fill_map_box
rts
.endproc
.code
PROC urn_interact
PLAY_SOUND_EFFECT effect_light
jsr wait_for_vblank
ldx interaction_tile_x
ldy interaction_tile_y
jsr toggle_urn
ldx interaction_tile_x
ldy interaction_tile_y
jsr is_urn_on
cmp #0
beq urn_off
lda #URN_TILE + TILE1 + URN_PALETTE
jmp write_urn
urn_off:
lda #URN_TILE + TILE2 + URN_PALETTE
write_urn:
ldx interaction_tile_x
ldy interaction_tile_y
jsr write_large_tile
jsr prepare_for_rendering
rts
.endproc
.segment "FIXED"
PROC get_urn_position
;trickery to get bit index of blocky_state from
; urn x and y position
txa
sec
sbc #2
lsr
asl
asl
sta temp
tya
sec
sbc #2
lsr
ora temp
sta temp
lsr
lsr
lsr
tax
lda temp
and #7
tay
rts
.endproc
;x = urns x value
;y = urns y value
PROC toggle_urn
jsr get_urn_position
;now we have the bit position y
;and the byte position in x
lda blocky_state, x
eor toggle_mask, y
sta blocky_state, x
rts
.endproc
;x = urns x value
;y = urns y value
; return 0 or non-zero in a
PROC is_urn_on
jsr get_urn_position
;now we have the bit position y
;and the byte position in x
lda blocky_state, x
and toggle_mask, y
rts
.endproc
.code
PROC spawn_fat_zombie
lda #ENEMY_FAT_ZOMBIE
jsr spawn_starting_enemy
rts
.endproc
PROC bigdoor_interact
jsr check_blocky_state
cmp #0
bne opendoor
lda #1
sta horde_active
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
jsr spawn_fat_zombie
lda #0
sta horde_active
rts
opendoor:
jsr wait_for_vblank
lda #INTERACT_NONE
sta interaction_type
jsr update_player_sprite
jsr prepare_for_rendering
ldx #30
jsr wait_for_frame_count
PLAY_SOUND_EFFECT effect_open
ldy #0
ldx #6
lda #BIGDOOR_TILE2 + TILE1 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #7
lda #BIGDOOR_TILE2 + TILE2 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #8
lda #BIGDOOR_TILE2 + TILE3 + BIGDOOR_PALETTE
jsr write_large_tile
jsr prepare_for_rendering
ldx #30
jsr wait_for_frame_count
PLAY_SOUND_EFFECT effect_open
ldy #0
ldx #6
lda #BIGDOOR_TILE3 + TILE1 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #7
lda #BIGDOOR_TILE3 + TILE2 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #8
lda #BIGDOOR_TILE3 + TILE3 + BIGDOOR_PALETTE
jsr write_large_tile
jsr prepare_for_rendering
ldx #30
jsr wait_for_frame_count
PLAY_SOUND_EFFECT effect_open
ldy #0
ldx #6
lda #BIGDOOR_TILE4 + TILE1 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #7
lda #BIGDOOR_TILE4 + TILE2 + BIGDOOR_PALETTE
jsr write_large_tile
ldy #0
ldx #8
lda #BIGDOOR_TILE4 + TILE3 + BIGDOOR_PALETTE
jsr write_large_tile
jsr prepare_for_rendering
lda #3
ora collision
sta collision
lda #$080
ora collision + 1
sta collision + 1
lda #36
sta blocky_door_state
rts
.endproc
PROC blocky_chest_interact
lda blocky_door_state
cmp #0
beq done
;change out the closed tile for the open one
jsr wait_for_vblank
ldx #7
ldy #3
lda #CHEST_TILE + TILE2 + CHEST_PALETTE
jsr write_large_tile
jsr prepare_for_rendering
lda #ITEM_GEM
ldx #5
jsr give_item_with_count
lda #ITEM_ARMOR
jsr give_item
jsr save
PLAY_SOUND_EFFECT effect_open
rts
done:
jsr game_over
rts
.endproc
PROC blocky_note_interact
LOAD_PTR blocky_flag_text
lda #^blocky_flag_text
jsr show_chat_text
rts
.endproc
.bss
VAR blocky_state
.byte 0, 0, 0
VAR blocky_door_state
.byte 0
.segment "TEMP"
VAR traces
.byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
.byte 0, 0, 0, 0, 0, 0, 0, 0
.data
VAR toggle_mask
.byte 1, 2, 4, 8, 16, 32, 64, 128
VAR blocky_urn
.word always_interactable
.word urn_interact
VAR blocky_bigdoor
.word always_interactable
.word bigdoor_interact
VAR blocky_chest
.word always_interactable
.word blocky_chest_interact
VAR blocky_note_descriptor
.word always_interactable
.word blocky_note_interact
VAR blocky_palette
.byte $0f, $07, $17, $27
.byte $0f, $1d, $3d, $2d
.byte $0f, $16, $27, $37
.byte $0f, $07, $17, $27
TILES bigdoor_tiles, 2, "tiles/cave/bigdoor.chr", 48
TILES treasure_tiles, 2, "tiles/cave/chest2.chr", 8
TILES urn_tiles, 2, "tiles/cave/urn.chr", 16