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script23.s
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script23.s
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include macros.s
include mainsym.s
; Script 23, Jormungandr bossfight & interlude
org scriptCodeStart
dc.w MoveJormungandr
dc.w JormungandrInterlude
PHASE_RISE = 0
PHASE_WAIT = 1
PHASE_ATTACK = 2
PHASE_WAITDECISION = 3
PHASE_MINESDOWN = 4
PHASE_MINESUP = 5
JORMUNGANDR_YSIZE = 21
JORMUNGANDR_XSIZE = 20
JORMUNGANDR_OFFSETX = 18
LOWPOS = 23
HEADLOWPOS = 11
HIGHPOS = 1
NUMEYECOLORS = 6
; Jormungandr update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y,temp1-temp8,loader temp vars
MoveJormungandr:lda lvlObjB+$33
bmi MJ_WaitBegin
jsr MJ_Redraw
lda actHp,x
bne MJ_Alive
jmp MJ_Destroy
MJ_Alive: ldy actFlash,x ;Hit
cpy #COLOR_ONETIMEFLASH
bcc MJ_Shake
lda hitColorTbl-COLOR_ONETIMEFLASH,y
sta Irq1_Bg3+1
MJ_Shake: jsr Random ;Screen shake in all phases
and #$01
sta shakeScreen
ldy phase
lda phaseJumpLo,y
sta MJ_PhaseJump+1
lda phaseJumpHi,y
sta MJ_PhaseJump+2
MJ_PhaseJump: jmp $0000
MJ_WaitBegin: ldy #C_HAZARDS2 ;Make sure rolling mine sprites are loaded
jsr EnsureSpriteFile
lda actXH+ACTI_PLAYER
cmp #$f2 ;Wait until player approaches the balcony
bne MJ_WaitDone
ldy #$33
jsr InactivateObject
lda #MUSIC_NETHER+1
jsr PlaySong
ldx actIndex
MJ_InitRise: lda #LOWPOS*4 ;Init Jormungandr vertical screen position
sta screenPos
lda #$ff
sta lastScreenPos
sta lastFrame
lda #HP_JORMUNGANDR ;Init health now
sta actHp,x
lda #PHASE_RISE
sta frame
sta decision
sta eyeColor
sta MJ_OldEyePos+2
jmp MJ_SetPhase
MJ_Rise: lda #HP_JORMUNGANDR ;Keep resetting health to max. during
sta actHp,x ;initial rise
dec screenPos
lda screenPos
cmp #HIGHPOS*4
bne MJ_RiseDone
lda #PHASE_WAIT
jsr MJ_SetPhase
MJ_RiseDone:
MJ_MoveShake: ldy screenPos ;When Jormungandr moves, use the
tya ;shaking effect to smooth scrolling
and #$02
eor #$02
sta shakeScreen
MJ_AttackDone:
MJ_WaitDone: rts
MJ_Wait: lda eyeColor ;Restore white eye color now
beq MJ_NormalEyeColor
dec eyeColor
MJ_NormalEyeColor:
lda #0
sta frame
lda #5
sta actAttackD,x ;Minor fire delay in next phase
lda #PHASE_ATTACK
ldy #60
MJ_WaitNextPhase:
inc phaseTime
cpy phaseTime
bne MJ_WaitDone
MJ_SetPhase: sta phase
lda #$00
sta phaseTime
rts
MJ_Attack: lda #1
sta frame
sta temp4
lda actAttackD,x
bne MJ_FireDelay
sta temp3
sta tgtActIndex
lda #<wdFlameThrower
sta wpnLo
lda #>wdFlameThrower
sta wpnHi
ldy #WD_BITS
lda (wpnLo),y
sta wpnBits
lda #<(-$240)
sta temp1
lda #>(-$240)
sta temp2
lda #8
sta AH_FireDir+1
jsr AttackCustomOffset
ldy tgtActIndex
beq MJ_FireDone
lda #-60
sta actSX,y
lda phaseTime
lsr
and #$0f
tax
lda fireWaveTbl,x ;Custom firing angle
sta actSY,y
ldx actIndex
jmp MJ_FireDone
MJ_FireDelay: dec actAttackD,x
MJ_FireDone: lda #PHASE_WAITDECISION
ldy #100
jmp MJ_WaitNextPhase
MJ_WaitDecision:lda #0
sta frame
lda #5
sta actAttackD,x ;Minor fire delay in next phase
lda phaseTime
bne MJ_HasDecision
ldy #PHASE_ATTACK
jsr Random
and #$7f
adc #$30
adc decision
bcs MJ_DoMineAttackNext
sta decision
bpl MJ_DoFlameAttackNext
MJ_DoMineAttackNext:
ldy #PHASE_MINESDOWN
MJ_DoFlameAttackNext:
sty MJ_HasDecision+1
MJ_HasDecision: lda #PHASE_MINESDOWN
cmp #PHASE_MINESDOWN
bne MJ_NoEyeAnim
ldy phaseTime ;If going to do mine attack,
cpy #25 ;darken eye after one second
bcc MJ_NoEyeAnim
ldy eyeColor ;Darken eye now
cpy #NUMEYECOLORS-1
bcs MJ_NoEyeAnim
inc eyeColor
MJ_NoEyeAnim: ldy #60
jmp MJ_WaitNextPhase
MJ_MinesDown: lda #$00 ;Reset mine phase accumulator
sta decision
lda actT+ACTI_PLAYER ;If this is the end interlude, no spawning, just go down
beq MJ_EndInterludeNoMines
jsr MJ_SpawnMines
lda screenPos
cmp #HEADLOWPOS*4
bcs MJ_MinesDownWait
MJ_EndInterludeNoMines:
inc screenPos
jmp MJ_MoveShake
MJ_MinesDownWait:
lda #PHASE_MINESUP
ldy #25
jmp MJ_WaitNextPhase
MJ_MinesUp: jsr MJ_SpawnMines
dec screenPos
lda screenPos
cmp #HIGHPOS*4
bne MJ_MinesUpDone
lda #PHASE_WAIT ;Always flame at least once after mines
jsr MJ_SetPhase
MJ_MinesUpDone: jmp MJ_MoveShake
MJ_SpawnMines: lda actAttackD,x
bne MJ_SpawnMineDelay
jsr GetFreeNPC
bcc MJ_NoRoomForMine
lda #ACT_ROLLINGMINE
jsr SpawnActor
tya
tax
jsr InitActor
lda #-12*8
sta actSY,x
lda #-8*8
sta actSX,x
lda #$80
sta actD,x ;Head left
lda #AIMODE_BERZERK
sta actAIMode,x
lda #SFX_SHOTGUN
jsr PlaySfx
ldx actIndex
lda #41
sta actAttackD,x
MJ_SpawnMineDelay:
dec actAttackD,x
MJ_NoRoomForMine:
rts
MJ_Destroy: jsr Random
pha
and #$03
sta shakeScreen
pla
clc
and #$7f
adc actFall,x
sta actFall,x
bcc MJ_NoExplosion
jsr GetAnyFreeActor
bcc MJ_NoExplosion
inc screenPos
inc screenPos
lda screenPos
cmp #LOWPOS*4
bcs MJ_DestroyDone
lda #$01
sta Irq1_Bg3+1
lda #$0e
sta Irq1_Bg2+1
jsr MJ_GetOffsetSub
lda temp1
sta temp3
lda temp2
sta temp4
jsr MJ_GetOffsetSub
jsr SpawnWithOffset
tya
tax
jsr ExplodeActor ;Play explosion sound & init animation
ldx actIndex
rts
MJ_NoExplosion: jmp SetZoneColors
MJ_DestroyDone: jsr RemoveActor
lda #PLOT_DISRUPTCOMMS ;Communication disrupted?
jsr GetPlotBit
beq MJ_TriggerEnding ;If not, game ends now
ldy #$33 ;Exit door opens
jsr ActivateObject
lda #PLOT_ELEVATOR2 ;Elevator usable now
jsr SetPlotBit
lda #MUSIC_NETHER
jmp PlaySong
MJ_TriggerEnding:
jsr FadeSong
jsr ClearPanelText
jsr BlankScreen
lda #<EP_CONSTRUCTINTERLUDE
ldx #>EP_CONSTRUCTINTERLUDE
jmp ExecScript
MJ_GetOffsetSub:jsr Random
pha
sec
sbc #15*8
sta temp1
pla
and #$01
sbc #$00
sta temp2
MJ_NoRedraw: rts
MJ_Redraw: lda screenPos
lsr
lsr
sta temp1
cmp lastScreenPos
bne MJ_NeedRedraw
lda frame
cmp lastFrame
bne MJ_NeedRedraw
lda lastScreenPos ;Do not redraw eye color if it's clipped to bottom
cmp #HEADLOWPOS ;(would cause glitch in blank char which is supposed to
bcs MJ_NoRedraw ;have black color)
ldy eyeColor
lda eyeColorTbl,y
jmp MJ_EraseEye
MJ_NeedRedraw: lda #$00
sta temp2
lda temp1
ldy #6
MJ_MakeActorPos:asl
rol temp2
dey
bne MJ_MakeActorPos
and #$c0
ldy frame
clc
adc frameActorYLOfs,y
sta actYL,x ;Set actor position based on screen position
lda temp2
adc #$73
sta actYH,x
lda frameActorXL,y
sta actXL,x
lda #$f7
sta actXH,x
lda #$08
jsr MJ_EraseEye
lda oldHornsPos
sta zpDestLo
cmp #<(screen2+SCROLLROWS*40) ;Erase the old horns from the top row
lda oldHornsPos+1 ;in case moved down
bpl MJ_NoOldPos
sta zpDestHi
sbc #>(screen2+SCROLLROWS*40)
bpl MJ_NoOldPos
ldy #10
lda #$00
sta (zpDestLo),y
iny
sta (zpDestLo),y
MJ_NoOldPos: ldy frame
sty lastFrame
lda frameTblLo,y
sta zpSrcLo
lda frameTblHi,y
sta zpSrcHi
lda temp1
sta lastScreenPos
ldy #40
ldx #<zpDestLo
jsr MulU
lda #JORMUNGANDR_OFFSETX
jsr Add8
ldy lastFrame
lda zpDestLo
clc
adc frameEyePosLo,y
sta MJ_EyePos+1
lda zpDestHi
adc frameEyePosHi,y
ora #>colors
sta MJ_EyePos+2 ;Calculate & draw new eye color,
lda MJ_EyePos+1 ;if it's not outside screen
cmp #<(colors+SCROLLROWS*40)
lda MJ_EyePos+2
sbc #>(colors+SCROLLROWS*40)
bpl MJ_NoNewEye
ldy eyeColor
lda eyeColorTbl,y
MJ_EyePos: sta $1000
lda MJ_EyePos+1
sta MJ_OldEyePos+1
lda MJ_EyePos+2
sta MJ_OldEyePos+2
MJ_NoNewEye: lda zpDestHi
ora #>screen2
sta zpDestHi
sta oldHornsPos+1 ;Remember last position of the top row (horns)
lda zpDestLo
sta oldHornsPos
lda #JORMUNGANDR_YSIZE
sta zpLenLo
MJ_RowLoop: lda zpDestLo
cmp #<(screen2+SCROLLROWS*40)
lda zpDestHi
sbc #>(screen2+SCROLLROWS*40)
bmi MJ_RowsNotDone
jmp MJ_RowsDone
MJ_RowsNotDone: ldy #0
repeat JORMUNGANDR_XSIZE
lda (zpSrcLo),y
sta (zpDestLo),y
iny
repend
tya
clc
adc zpSrcLo
sta zpSrcLo
bcc MJ_NoSrcOver
inc zpSrcHi
clc
MJ_NoSrcOver: lda zpDestLo
adc #40
sta zpDestLo
bcc MJ_NoDestOver
inc zpDestHi
MJ_NoDestOver: dec zpLenLo
beq MJ_RowsDone
jmp MJ_RowLoop
MJ_RowsDone: ldx actIndex
rts
MJ_EraseEye: ldy MJ_OldEyePos+2
bpl MJ_NoOldEye
MJ_OldEyePos: sta $1000
RHW_NoActor:
RHW_HasItem:
MJ_NoOldEye: rts
; Jormungandr attack/destroy interlude
;
; Parameters: -
; Returns: -
; Modifies: various
JormungandrInterlude:
lda #$00
sta actT+ACTI_PLAYER
sta blockX
sta scrollSX
sta scrollSY
lda #$02
sta blockY
ldx #$f0
stx mapX
stx actXH+ACTI_PLAYER
ldy #$71
sty mapY
sty actYH+ACTI_PLAYER
lda #10
jsr ChangeLevel
jsr FindPlayerZone
jsr RedrawAndAddActors
lda #PLOT_RIGTUNNELMACHINE ;Is this the simultaneous destruction ending, or Jormungandr's revenge?
jsr GetPlotBit
beq JI_SetHealth
lda #$00
jsr JI_SpawnScrapMetal
lda #$ff
jsr JI_SpawnScrapMetal
lda #MUSIC_SILENCE ;Play the silence tune so that explosions can be heard
jsr PlaySong
lda #$02 ;Ending 3
bpl JI_BeginLoop
JI_SetHealth: lda #ACT_JORMUNGANDR
jsr FindActor
inc actHp,x
lda #PHASE_WAITDECISION
sta phase
lda #$01 ;Ending 2
sta phaseTime ;Set phasetime nonzero so that the attack type isn't randomized
JI_BeginLoop: pha
lda #4
sta screenPos
jsr MJ_NeedRedraw ;Draw Jormungandr immediately
JI_Loop: jsr ScrollLogic
jsr DrawActors
jsr FinishFrame
jsr UpdateActors
jsr FinishFrame
lda screenPos ;Wait until fully descended
cmp #LOWPOS*4-2
bcc JI_Loop
jsr BlankScreen
pla
tay
lda #<EP_ENDSEQUENCE ;Now run the actual endsequence
ldx #>EP_ENDSEQUENCE
jmp ExecScriptParam
JI_SpawnScrapMetal:
pha
jsr GetAnyFreeActor
tya
tax
lda #$f5
sta actXH,x
lda #$74
sta actYH,x
pla
sta actXL,x
sta actYL,x
lda #$05
sta actTime,x
lda #$ff
sta actSX,x
sta actSY,x
lda #ACT_EXPLOSIONGENERATOR
sta actT,x
jmp EE_SpawnScrapMetal
; Variables
screenPos: dc.b 0
lastScreenPos: dc.b 0
frame: dc.b 0
lastFrame: dc.b 0
phase: dc.b 0
phaseTime: dc.b 0
decision: dc.b 0
eyeColor: dc.b 0
oldHornsPos: dc.w 0
; Phase jumptable
phaseJumpLo: dc.b <MJ_Rise
dc.b <MJ_Wait
dc.b <MJ_Attack
dc.b <MJ_WaitDecision
dc.b <MJ_MinesDown
dc.b <MJ_MinesUp
phaseJumpHi: dc.b >MJ_Rise
dc.b >MJ_Wait
dc.b >MJ_Attack
dc.b >MJ_WaitDecision
dc.b >MJ_MinesDown
dc.b >MJ_MinesUp
; Frame related data
frameTblLo: dc.b <frame0,<frame1
frameTblHi: dc.b >frame0,>frame1
frameEyePosLo: dc.b <247,<286
frameEyePosHi: dc.b >247,>286
frameActorYLOfs:dc.b $40,$80
frameActorXL: dc.b $40,$00
hitColorTbl: dc.b $01,$0e
fireWaveTbl: dc.b 3,6,9,12,15,18,21,24,21,18,15,12,9,6,3,0
eyeColorTbl: dc.b $09,$0f,$0f,$0f,$0f,$0a
; Char graphics
frame0: dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$d1,$d2,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$d3,$d4,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$4c,$4d,$4e,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$4f,$50,$51,$52,$5b,$5c,$5d,$5e,$67,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$49,$53,$54,$55,$56,$5f,$60,$61,$62,$68,$69,$6a,$00
dc.b $00,$00,$00,$00,$00,$00,$4a,$4b,$57,$58,$59,$5a,$63,$64,$65,$66,$00,$6b,$6c,$00
dc.b $00,$00,$00,$00,$6d,$6e,$6f,$70,$7d,$7e,$7f,$fe,$87,$88,$89,$8a,$00,$00,$97,$00
dc.b $00,$00,$6d,$a0,$71,$72,$73,$f7,$80,$81,$82,$fe,$8b,$8c,$8d,$8e,$00,$98,$99,$00
dc.b $00,$a1,$a2,$a3,$75,$76,$77,$78,$83,$84,$85,$86,$8f,$90,$91,$92,$9a,$9b,$9c,$00
dc.b $00,$a4,$a5,$a6,$79,$7a,$7b,$7c,$fe,$fe,$fe,$fe,$93,$94,$95,$96,$9d,$9e,$9f,$00
dc.b $00,$a7,$a8,$a9,$ab,$ac,$fe,$ad,$b6,$78,$b7,$b8,$bc,$bd,$be,$bf,$c7,$c8,$c9,$00
dc.b $00,$00,$00,$aa,$ae,$af,$b0,$b1,$00,$00,$b9,$ba,$fe,$c0,$fe,$fe,$ca,$cb,$00,$00
dc.b $00,$00,$00,$00,$00,$b2,$b3,$6a,$00,$00,$00,$bb,$c1,$fe,$fe,$c2,$cc,$cd,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$b4,$b5,$00,$00,$00,$74,$c3,$c4,$c5,$c6,$ce,$9d,$6a,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$cf,$fe,$fe,$fe,$fe,$bf,$c7,$d0,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$b9,$ba,$fe,$c0,$fe,$fe,$ca,$cb,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$bb,$c1,$fe,$fe,$c2,$cc,$cd,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$74,$c3,$c4,$c5,$c6,$ce,$9d,$6a
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$cf,$fe,$fe,$fe,$fe,$bf,$c7,$d0
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$b9,$ba,$fe,$c0,$fe,$fe,$ca,$cb
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$bb,$c1,$fe,$fe,$c2,$cc,$cd
frame1: dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$00,$d1,$d2,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$00,$d3,$d4,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$4c,$4d,$4e,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$00,$4f,$50,$51,$52,$5b,$5c,$5d,$5e,$67,$00,$00,$00,$00
dc.b $00,$00,$00,$00,$00,$00,$49,$53,$54,$55,$56,$5f,$60,$61,$62,$68,$69,$6a,$00,$00
dc.b $00,$00,$00,$00,$00,$4a,$4b,$57,$58,$59,$5a,$63,$64,$65,$66,$00,$6b,$6c,$00,$00
dc.b $00,$00,$00,$6d,$6e,$6f,$70,$7d,$7e,$7f,$fe,$87,$88,$89,$8a,$00,$00,$97,$00,$00
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checkscriptend