AbePralle-FGB/Source/Levels/L0215.asm

1149 lines
30 KiB
NASM

; L0215.asm BRAINIAC computer room
; Generated 07.09.2000 by mlevel
; Modified 07.09.2000 by Abe Pralle
INCLUDE "Source/Defs.inc"
INCLUDE "Source/Levels.inc"
;---------------------------------------------------------------------
SECTION "Level0215Section",ROMX
;---------------------------------------------------------------------
L0215_Contents::
DW L0215_Load
DW L0215_Init
DW L0215_Check
DW L0215_Map
brainiac_bg::
INCBIN "Data/Cinema/Intro/brainiac.bg"
haiku_bg::
INCBIN "Data/Cinema/MainCharDialog/haiku.bg"
dialog:
skippycapture_gyves1_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_gyves1.gtx"
skippycapture_gyves1_2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_gyves1_2.gtx"
skippycapture_brainiac1_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_brainiac1.gtx"
skippycapture_skippy1_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_skippy1.gtx"
skippycapture_skippy1_2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_skippy1_2.gtx"
skippycapture_brainiac2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_brainiac2.gtx"
skippycapture_skippy2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_skippy2.gtx"
skippycapture_brainiac3_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_brainiac3.gtx"
skippycapture_flour1_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_flour1.gtx"
skippycapture_haiku1_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_haiku1.gtx"
skippycapture_flour2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_flour2.gtx"
skippycapture_haiku2_gtx:
INCBIN "Data/Dialog/Intro/skippycapture_haiku2.gtx"
;----BS Dialog--------------------------------------
bs_justYouAnMe_gtx:
INCBIN "Data/Dialog/IntroBS/bs_justYouAnMe.gtx"
brainiac_sorry_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_sorry.gtx"
bs_answerSomeQuestions_gtx:
INCBIN "Data/Dialog/IntroBS/bs_answerSomeQuestions.gtx"
brainiac_lovzHelping_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_lovzHelping.gtx"
bs_showMe_gtx:
INCBIN "Data/Dialog/IntroBS/bs_showMe.gtx"
brainiac_notNeedBRAINIAC_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_notNeedBRAINIAC.gtx"
bs_gotAPoint_gtx:
INCBIN "Data/Dialog/IntroBS/bs_gotAPoint.gtx"
brainiac_sezAsk_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_sezAsk.gtx"
bs_reallyHard_gtx:
INCBIN "Data/Dialog/IntroBS/bs_reallyHard.gtx"
brainiac_canAnswerAny_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_canAnswerAny.gtx"
bs_hereGoes_gtx:
INCBIN "Data/Dialog/IntroBS/bs_hereGoes.gtx"
brainiac_computes1_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes1.gtx"
brainiac_computes2_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes2.gtx"
brainiac_computes3_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes3.gtx"
brainiac_computes4_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes4.gtx"
brainiac_computes5_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes5.gtx"
brainiac_computes6_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes6.gtx"
brainiac_computes7_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_computes7.gtx"
bs_well_gtx:
INCBIN "Data/Dialog/IntroBS/bs_well.gtx"
brainiac_surrender_gtx:
INCBIN "Data/Dialog/IntroBS/brainiac_surrender.gtx"
bs_wellSee_gtx:
INCBIN "Data/Dialog/IntroBS/bs_wellSee.gtx"
STATE_MOVETOBRAINIAC EQU 1
STATE_GYROTALKDELAY1 EQU 2
STATE_GYROTALKDELAY2 EQU 3
STATE_BRAINIACCINEMA EQU 4
STATE_SKIPPY_CAPTURE EQU 5
STATE_FLOUR_ORDERS_RESCUE EQU 6
STATE_NORMAL EQU 7
STATE_WAIT_DIALOG EQU 8
STATE_BS1 EQU 9
STATE_BS2 EQU 10
STATE_BS3 EQU 11
STATE_BS4 EQU 12
STATE_BS5 EQU 13
STATE_BS6 EQU 14
STATE_BS7 EQU 15
STATE_BS8 EQU 16
STATE_BS9 EQU 17
STATE_BS10 EQU 18
STATE_BS11 EQU 19
STATE_BS12 EQU 20
STATE_BS13 EQU 21
STATE_BS14 EQU 22
STATE_BS15 EQU 23
STATE_BS16 EQU 24
STATE_BS17 EQU 25
STATE_BS18 EQU 26
STATE_BS19 EQU 27
STATE_BS20 EQU 28
STATE_BS21 EQU 29
VAR_LIGHT EQU 0
VAR_GYRO EQU 1
VAR_SKIPPY EQU 2
VAR_DELAY EQU 3
GYRO_DEST EQU $d0ce
LIGHTINDEX EQU 45
HULKINDEX EQU 134
GRUNTINDEX EQU 135
GYROINDEX EQU 137
SKIPPYINDEX EQU 138
PURPLEINDEX EQU 139
YELLOWINDEX EQU 140
BRAINIACINDEX EQU 141
;---------------------------------------------------------------------
; Load
;---------------------------------------------------------------------
L0215_Load:
DW ((L0215_LoadFinished - L0215_Load2)) ;size
L0215_Load2:
;ld a,STATE_NORMAL
;ldio [mapState],a
ldio a,[mapState]
or a
jr nz,.notZero
ld a,1
ld [mapState],a
.notZero
cp STATE_BRAINIACCINEMA
jr z,.brainiacCinema
cp STATE_MOVETOBRAINIAC
jr z,.zeroHealth
cp STATE_SKIPPY_CAPTURE
jr nz,.parseMap
ld a,BANK(alarm_gbm)
ld hl,alarm_gbm
call InitMusic
.zeroHealth
;zero health so sparklies don't show up on screen
xor a
ld [hero0_health],a
ld [hero1_health],a
ld a,2
ld [canJoinMap],a
.parseMap
call ParseMap
ret
.brainiacCinema
;----display cinema scenes------------------------------------
;----"BRAINIAC givez it to you straight :)"-------------------
ld a,BANK(dialog)
ld [dialogBank],a
.brain1
ld hl,dialogSettings
res DLG_BORDER_BIT,[hl]
ld a,BANK(brainiac_bg)
ld hl,brainiac_bg
call LoadCinemaBG
call ((.fadeFromBlack16-L0215_Load2)+levelCheckRAM)
ld de,((.skippy1 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld de,((.endCinemaPart1 - L0215_Load2) + levelCheckRAM)
call SetDialogSkip
ld c,0
ld de,skippycapture_brainiac1_gtx
call ShowDialogAtBottomNoWait
ld d,4
LONGCALLNOARGS AnimateBRAINIAC
;----"Well hot dang!!!"---------------------------------------
.skippy1
call ((.fadeToBlack1 - L0215_Load2) + levelCheckRAM)
call ((.loadSkippy - L0215_Load2) + levelCheckRAM)
call ((.fadeFromBlack1 - L0215_Load2) + levelCheckRAM)
ld de,((.skippy2 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld c,0
ld de,skippycapture_skippy1_gtx
call ShowDialogAtBottomNoWait
ld d,3
LONGCALLNOARGS AnimateSkippy
;----"just what were you fellers plannin to do"---------------
.skippy2
ld c,0
ld de,skippycapture_skippy1_2_gtx
call ShowDialogAtBottomNoWait
ld de,((.brain2 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld d,5
LONGCALLNOARGS AnimateSkippy
;----"we gonna capture big B12 officer"-----------------------
.brain2
call ((.loadBRAINIAC - L0215_Load2) + levelCheckRAM)
ld de,((.skippy3 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld c,0
ld de,skippycapture_brainiac2_gtx
call ShowDialogAtBottomNoWait
ld d,6
LONGCALLNOARGS AnimateBRAINIAC
;----"And just how were you thinkin you'd do that?"-----------
.skippy3
call ((.fadeToBlack1 - L0215_Load2) + levelCheckRAM)
call ((.loadSkippy - L0215_Load2) + levelCheckRAM)
call ((.fadeFromBlack1 - L0215_Load2) + levelCheckRAM)
ld de,((.brain3 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld c,0
ld de,skippycapture_skippy2_gtx
call ShowDialogAtBottomNoWait
ld d,4
LONGCALLNOARGS AnimateSkippy
;----"BRAINIAC sez gonna make him think he capture the base"--
.brain3
call ((.loadBRAINIAC - L0215_Load2) + levelCheckRAM)
ld de,((.endCinemaPart1 - L0215_Load2) + levelCheckRAM)
call SetDialogForward
ld c,0
ld de,skippycapture_brainiac3_gtx
call ShowDialogAtBottomNoWait
ld d,6
LONGCALLNOARGS AnimateBRAINIAC
.endCinemaPart1
call ClearDialog
ld a,16
call SetupFadeToStandard
call WaitFade
ld a,STATE_SKIPPY_CAPTURE
ldio [mapState],a
ld a,1
ld [timeToChangeLevel],a
ret
.fadeToBlack1
call ClearDialog
ld a,1
call SetupFadeToBlack
jr .fadeCommon
.fadeFromBlack1
ld a,1
call SetupFadeFromBlack
jr .fadeCommon
.fadeToBlack16
ld a,16
call SetupFadeToBlack
jr .fadeCommon
.fadeFromBlack16
ld a,16
call SetupFadeFromBlack
jr .fadeCommon
.fadeCommon
call WaitFade
ret
.loadSkippy
ld a,BANK(skippy_bg)
ld hl,skippy_bg
call LoadCinemaBG
ret
.loadBRAINIAC
call ((.fadeToBlack1-L0215_Load2)+levelCheckRAM)
call ClearDialog
ld a,BANK(brainiac_bg)
ld hl,brainiac_bg
jr .loadCommon
ret
.loadFlour
ld a,BANK(flour_bg)
ld hl,flour_bg
call LoadCinemaBG
ret
.loadCommon
call LoadCinemaBG
call ((.fadeFromBlack1-L0215_Load2)+levelCheckRAM)
ret
L0215_LoadFinished:
;---------------------------------------------------------------------
; Map
;---------------------------------------------------------------------
L0215_Map:
INCBIN "Data/Levels/L0215_intro_bs3.lvl"
;---------------------------------------------------------------------
; Init
;---------------------------------------------------------------------
L0215_Init:
DW ((L0215_InitFinished - L0215_Init2)) ;size
L0215_Init2:
;ld a,STATE_NORMAL
;ldio [mapState],a
call SetPressBDialog
ld a,BANK(dialog)
ld [dialogBank],a
ld a,10
ld [camera_i],a
ld [camera_j],a
ld a,1
ld [mapLeft],a
ld a,[bgTileMap+LIGHTINDEX] ;tile index of first light
ld [levelVars+VAR_LIGHT],a
ldio a,[mapState]
cp STATE_MOVETOBRAINIAC
jr nz,.checkSkippyCapture
;----skippy and gyro moving to brainiac-----------------------
;create Gyro, Skippy, and some B12 guards
call ((.removeHulks - L0215_Init2) + levelCheckRAM)
ld c,GYROINDEX ;gyro
ld hl,$d22a
call CreateInitAndDrawObject
ld hl,$d18e
call SetActorDestLoc
call PointerDEToIndex
ld [levelVars + VAR_GYRO],a
ld c,SKIPPYINDEX ;skippy
ld hl,$d1ea
call CreateInitAndDrawObject
ld hl,$d14e
call SetActorDestLoc
call PointerDEToIndex
ld [levelVars + VAR_SKIPPY],a
call ((.createGuards - L0215_Init2) + levelCheckRAM)
call ((.removeHeroes - L0215_Init2) + levelCheckRAM)
ld bc,classB12Soldier
ld de,classDoNothing
call ChangeClass
ld bc,classMajorSkippy
ld de,classActor2x2
call ChangeClass
ld bc,classGeneralGyro
ld de,classActor2x2
call ChangeClass
ret
.checkSkippyCapture
cp STATE_SKIPPY_CAPTURE
jr nz,.checkNormal
;----crouton grunts moving to kill guards---------------------
call ((.removeHulks - L0215_Init2) + levelCheckRAM)
ld c,GYROINDEX
ld hl,$d0ce
call CreateInitAndDrawObject
ld b,DIR_EAST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ld a,GROUP_MONSTERN
call SetGroup
ld c,SKIPPYINDEX ;skippy
ld hl,$d0cb
call CreateInitAndDrawObject
ld b,DIR_EAST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ld a,GROUP_MONSTERN
call SetGroup
call ((.createGuards - L0215_Init2) + levelCheckRAM)
call ((.removeHeroes - L0215_Init2) + levelCheckRAM)
;create croutons
ld b,6
ld hl,$d1e9
call ((.createCroutons - L0215_Init2) + levelCheckRAM)
ld b,6
ld hl,$d209
call ((.createCroutons - L0215_Init2) + levelCheckRAM)
ld b,2
ld hl,$d22a
call ((.createCroutons - L0215_Init2) + levelCheckRAM)
ld b,2
ld hl,$d24a
call ((.createCroutons - L0215_Init2) + levelCheckRAM)
ld bc,classMajorSkippy
ld de,classDoNothing
call ChangeClass
ld bc,classGeneralGyro
ld de,classDoNothing
call ChangeClass
ret
.checkNormal
;----BS Enters room, must kill hulks--------------------------
ld a,30 ;delay after killing last hulk before text box
ld [levelVars + VAR_DELAY],a
ld a,BANK(main_in_game_gbm)
ld hl,main_in_game_gbm
call InitMusic
ret
.createGuards
ld c,PURPLEINDEX ;purple guard
ld hl,$d144
call CreateInitAndDrawObject
ld b,DIR_EAST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ld hl,$d184
call CreateInitAndDrawObject
ld b,DIR_EAST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ld c,YELLOWINDEX ;yellow guard
ld hl,$d152
call CreateInitAndDrawObject
ld b,DIR_WEST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ld hl,$d192
call CreateInitAndDrawObject
ld b,DIR_WEST
call ((.faceDirection - L0215_Init2) + levelCheckRAM)
ret
.createCroutons
ld c,GRUNTINDEX ;crouton class index
call CreateInitAndDrawObject
inc hl
dec b
jr nz,.createCroutons
ret
.faceDirection
ld a,b
call SetFacing
ld b,METHOD_DRAW
call CallMethod
ret
.removeHeroes
ld a,[hero0_index]
call ((.removeHero - L0215_Init2) + levelCheckRAM)
ld a,[hero1_index]
call ((.removeHero - L0215_Init2) + levelCheckRAM)
ld a,1
ld [heroesIdle],a
ret
.removeHero
or a
ret z
ld c,a
call GetFirst
call GetFacing
ld c,a
call RemoveFromMap
ret
.removeHulks
ld a,HULKINDEX
call DeleteObjectsOfClassIndex
ret
L0215_InitFinished:
;---------------------------------------------------------------------
; Check
;---------------------------------------------------------------------
;STATE_MOVETOBRAINIAC EQU 0
;STATE_SKIPPY_CAPTURE EQU 1
;STATE_NORMAL EQU 2
L0215_Check:
DW ((L0215_CheckFinished - L0215_Check2)) ;size
L0215_Check2:
call SetSkipStackPos
call CheckSkip
;animate dice lights
ld a,[levelVars+VAR_LIGHT]
ld b,a
;slow lights
ldio a,[updateTimer]
swap a
and %00000011
add b
ld hl,bgTileMap+LIGHTINDEX
call ((.updateTwoLights - L0215_Check2) + levelCheckRAM)
;fast lights
ldio a,[updateTimer]
swap a
rlca
and %00000011
add b
call ((.updateTwoLights - L0215_Check2) + levelCheckRAM)
VECTORTOSTATE ((.stateTable - L0215_Check2) + levelCheckRAM)
.stateTable
DW ((.checkMoveToBRAINIAC-L0215_Check2)+levelCheckRAM)
DW ((.checkMoveToBRAINIAC-L0215_Check2)+levelCheckRAM)
DW ((.checkGyroTalkDelay1-L0215_Check2)+levelCheckRAM)
DW ((.checkGyroTalkDelay2-L0215_Check2)+levelCheckRAM)
DW ((.checkBRAINIACCinema-L0215_Check2)+levelCheckRAM)
DW ((.checkSkippyCapture-L0215_Check2)+levelCheckRAM)
DW ((.checkFlourOrdersRescue-L0215_Check2)+levelCheckRAM)
DW ((.checkNormal-L0215_Check2)+levelCheckRAM)
DW ((.checkWaitDialog-L0215_Check2)+levelCheckRAM)
DW ((.checkBS1-L0215_Check2)+levelCheckRAM)
DW ((.checkBS2-L0215_Check2)+levelCheckRAM)
DW ((.checkBS3-L0215_Check2)+levelCheckRAM)
DW ((.checkBS4-L0215_Check2)+levelCheckRAM)
DW ((.checkBS5-L0215_Check2)+levelCheckRAM)
DW ((.checkBS6-L0215_Check2)+levelCheckRAM)
DW ((.checkBS7-L0215_Check2)+levelCheckRAM)
DW ((.checkBS8-L0215_Check2)+levelCheckRAM)
DW ((.checkBS9-L0215_Check2)+levelCheckRAM)
DW ((.checkBS10-L0215_Check2)+levelCheckRAM)
DW ((.checkBS11-L0215_Check2)+levelCheckRAM)
DW ((.checkBS12-L0215_Check2)+levelCheckRAM)
DW ((.checkBS13-L0215_Check2)+levelCheckRAM)
DW ((.checkBS14-L0215_Check2)+levelCheckRAM)
DW ((.checkBS15-L0215_Check2)+levelCheckRAM)
DW ((.checkBS16-L0215_Check2)+levelCheckRAM)
DW ((.checkBS17-L0215_Check2)+levelCheckRAM)
DW ((.checkBS18-L0215_Check2)+levelCheckRAM)
DW ((.checkBS19-L0215_Check2)+levelCheckRAM)
DW ((.checkBS20-L0215_Check2)+levelCheckRAM)
DW ((.checkBS21-L0215_Check2)+levelCheckRAM)
.checkNormal
;normal state
;wait 'till all hulks are dead
ld c,HULKINDEX
call GetFirst
or a
ret nz
ld a,1
ld [heroesIdle],a
ld a,STATE_BS1
ldio [mapState],a
ret
.checkWaitDialog
STDWAITDIALOG
ret
.setupBRAINIAC
call SetSpeakerToFirstHero
ld c,BRAINIACINDEX
ld hl,dialogSettings
set DLG_BRAINIAC_BIT,[hl]
ret
.checkBS1
ld hl,levelVars + VAR_DELAY ;allow bullets to explode etc
dec [hl]
ret nz
ld de,((.endBSBRAINIAC - L0215_Check2) + levelCheckRAM)
call SetDialogSkip
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_justYouAnMe_gtx
WAITDIALOG STATE_BS2
ret
.checkBS2
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_sorry_gtx
WAITDIALOG STATE_BS3
ret
.checkBS3
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_answerSomeQuestions_gtx
WAITDIALOG STATE_BS4
ret
.checkBS4
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_lovzHelping_gtx
WAITDIALOG STATE_BS5
ret
.checkBS5
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_showMe_gtx
WAITDIALOG STATE_BS6
ret
.checkBS6
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_notNeedBRAINIAC_gtx
WAITDIALOG STATE_BS7
ret
.checkBS7
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_gotAPoint_gtx
WAITDIALOG STATE_BS8
ret
.checkBS8
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_sezAsk_gtx
WAITDIALOG STATE_BS9
ret
.checkBS9
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_reallyHard_gtx
WAITDIALOG STATE_BS10
ret
.checkBS10
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_canAnswerAny_gtx
WAITDIALOG STATE_BS11
ret
.checkBS11
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_hereGoes_gtx
WAITDIALOG STATE_BS12
ret
.checkBS12
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes1_gtx
WAITDIALOGNOCLEAR STATE_BS13
ret
.checkBS13
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes2_gtx
WAITDIALOGNOCLEAR STATE_BS14
ret
.checkBS14
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes3_gtx
WAITDIALOGNOCLEAR STATE_BS15
ret
.brainiacPrint
ld h,29
ld de,$1205
ld bc,$0203
call BlitMap
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
ret
.checkBS15
ld l,1
call ((.brainiacPrint-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes4_gtx
WAITDIALOGNOCLEAR STATE_BS16
ret
.checkBS16
ld l,4
call ((.brainiacPrint-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes5_gtx
WAITDIALOGNOCLEAR STATE_BS17
ret
.checkBS17
ld l,7
call ((.brainiacPrint-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes6_gtx
WAITDIALOGNOCLEAR STATE_BS18
ret
.checkBS18
ld l,10
call ((.brainiacPrint-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_computes7_gtx
WAITDIALOG STATE_BS19
ret
.checkBS19
call SetSpeakerToFirstHero
DIALOGBOTTOM bs_well_gtx
WAITDIALOG STATE_BS20
ret
.checkBS20
call ((.setupBRAINIAC-L0215_Check2)+levelCheckRAM)
DIALOGTOP brainiac_surrender_gtx
WAITDIALOG STATE_BS21
ret
.checkBS21
;call SetSpeakerToFirstHero
;DIALOGBOTTOM bs_wellSee_gtx
.endBSBRAINIAC
call ClearDialog
ld a,96
call SetupFadeToStandard
call WaitFade
ld hl,fadeFinalPalette
ld de,gamePalette
call CopyPalette64
ld hl,$1402
ld a,l
ld [curLevelIndex],a
ld a,h
ld [curLevelIndex+1],a
call YankRemotePlayer
ld a,1
ld [timeToChangeLevel],a
ret
.checkMoveToBRAINIAC
ld de,((.checkBRAINIACCinema - L0215_Check2) + levelCheckRAM)
call SetDialogSkip
ld de,((.bothAtFinalDest - L0215_Check2) + levelCheckRAM)
call SetDialogForward
;skippy there yet?
ld c,SKIPPYINDEX ;skippy class index
ld a,[levelVars + VAR_SKIPPY]
call ((.checkActorAtDest - L0215_Check2) + levelCheckRAM)
jr z,.afterResetSkippy
;reset skippy once he gets to his waypoint
call GetCurZone
cp 4
jr nz,.afterResetSkippy
ld hl,$d0cb
call SetActorDestLoc
ret
.checkActorAtDest
call IndexToPointerDE
call IsActorAtDest
or a
ret
.afterResetSkippy
;do the same for gyro
ld c,GYROINDEX
ld a,[levelVars + VAR_GYRO]
call ((.checkActorAtDest - L0215_Check2) + levelCheckRAM)
ret z
call GetCurZone
cp 4
jr nz,.bothAtFinalDest
ld hl,GYRO_DEST
call SetActorDestLoc
ret
.bothAtFinalDest
call SetSpeakerToFirstHero
ld c,GYROINDEX
ld de,skippycapture_gyves1_gtx
call ShowDialogAtBottomNoWait
ld de,((.checkBRAINIACCinema - L0215_Check2) + levelCheckRAM)
call SetDialogSkip
ld de,((.gyvesIntroduce2 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
ld a,100
ld [levelVars + VAR_DELAY],a
ld a,STATE_GYROTALKDELAY1
ldio [mapState],a
ret
.checkGyroTalkDelay1
ld hl,levelVars + VAR_DELAY
dec [hl]
ret nz
.gyvesIntroduce2
ld a,140 ;reset delay for next dialog
ld [levelVars + VAR_DELAY],a
;display second half of dialog
ld c,GYROINDEX ;gyro class index
ld de,skippycapture_gyves1_2_gtx
call ShowDialogAtBottomNoWait
ld de,((.checkBRAINIACCinema - L0215_Check2) + levelCheckRAM)
call SetDialogForward
ld a,STATE_GYROTALKDELAY2
ldio [mapState],a
ld a,1
;ld [timeToChangeLevel],a
ret
.checkGyroTalkDelay2
ld hl,levelVars + VAR_DELAY
dec [hl]
ret nz
.checkBRAINIACCinema
call ClearDialog
ld a,STATE_BRAINIACCINEMA
ldio [mapState],a
ld a,1
ld [timeToChangeLevel],a
ret
.checkSkippyCapture
ld de,((.fadeOut - L0215_Check2) + levelCheckRAM)
call SetDialogForward
call SetDialogSkip
;wait until all the guards (PURPLEINDEX & YELLOWINDEX are dead
;OR all the croutons (GRUNTINDEX) are dead (god forbid)
ld c,PURPLEINDEX
call GetFirst
or a
jr nz,.checkCroutonsRemaining
ld c,YELLOWINDEX
call GetFirst
or a
jr z,.fadeOut
.checkCroutonsRemaining
ld c,GRUNTINDEX
call GetFirst
or a
ret nz
.fadeOut
ld a,96
call SetupFadeToBlack
ld de,0
call SetDialogForward
call SetDialogSkip
ld a,STATE_FLOUR_ORDERS_RESCUE
ldio [mapState],a
ret
.checkFlourOrdersRescue
.isFlourOrdersRescue
ld a,[specialFX]
and FX_FADE
ret nz
ld hl,dialogSettings
res DLG_BORDER_BIT,[hl]
call ResetSprites
ld a,BANK(moon_bg)
ld hl,moon_bg
call LoadCinemaBG
ld de,((.endCinemaPart2 - L0215_Check2) + levelCheckRAM)
call SetDialogSkip
ld de,((.flour1 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
ld a,60
call SetupFadeFromBlack
call WaitFade
ld a,60
call Delay
call ((.fadeToBlack16-L0215_Check2)+levelCheckRAM)
ld a,BANK(triumphBIG_bg)
ld hl,triumphBIG_bg
call LoadCinemaBG
ld bc,$140c
ld hl,$1402
ld de,$0000
call CinemaBlitRect
ld a,1
call Delay
call ((.fadeFromBlack16-L0215_Check2)+levelCheckRAM)
ld a,30
call Delay
.flour1
;----"Oh my gosh Major Skippy's been kidnapped!"--------------
call ((.fadeToBlack16-L0215_Check2)+levelCheckRAM)
call ((.loadFlour - L0215_Check2) + levelCheckRAM)
call ((.fadeFromBlack16-L0215_Check2)+levelCheckRAM)
ld c,0
ld de,skippycapture_flour1_gtx
call ShowDialogAtBottomNoWait
ld de,((.haiku1 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
ld d,6
LONGCALLNOARGS AnimateFlour
.haiku1
;----"Yes what is it?"----------------------------------------
call ((.loadHaiku - L0215_Check2) + levelCheckRAM)
ld a,BANK(haiku_gbm)
ld hl,haiku_gbm
call InitMusic
ld c,0
ld de,skippycapture_haiku1_gtx
call ShowDialogAtBottomNoWait
ld de,((.flour2 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
LONGCALLNOARGS AnimateHaiku
.flour2
;----"Take your merry band of Ninjas..."----------------------
call ((.fadeToBlack1-L0215_Check2)+levelCheckRAM)
call ((.loadFlour - L0215_Check2) + levelCheckRAM)
call ((.fadeFromBlack1-L0215_Check2)+levelCheckRAM)
ld c,0
ld de,skippycapture_flour2_gtx
call ShowDialogAtBottomNoWait
ld de,((.haiku2 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
ld d,6
LONGCALLNOARGS AnimateFlour
.haiku2
;----"I will take Quatrain..."--------------------------------
call ((.loadHaiku - L0215_Check2) + levelCheckRAM)
ld c,0
ld de,skippycapture_haiku2_gtx
call ShowDialogAtBottomNoWait
ld de,((.endCinemaPart2 - L0215_Check2) + levelCheckRAM)
call SetDialogForward
LONGCALLNOARGS AnimateHaiku
.endCinemaPart2
call ClearDialog
;ld a,16
;call SetupFadeToWhite
;call WaitFade
ld hl,2058 ;haiku
ld a,l
ld [hero0_class],a
ld a,h
ld [hero0_class+1],a
ld a,HERO_HAIKU_FLAG
ld [hero0_type],a
ld hl,FREEVERSE_CINDEX
ld a,l
ld [hero1_class],a
ld a,h
ld [hero1_class+1],a
ld a,HERO_BS_FLAG
ld [hero1_type],a
xor a
ld [hero0_health],a
ld [hero1_health],a
ld hl,$0014
ld a,l
ld [curLevelIndex],a
ld a,h
ld [curLevelIndex+1],a
ld a,EXIT_D
ld [hero0_enterLevelFacing],a
ld a,1
ld [timeToChangeLevel],a
ld a,STATE_NORMAL
ldio [mapState],a
ret
.updateTwoLights
ld [hl+],a
call ((.incCount4 - L0215_Check2) + levelCheckRAM)
ld [hl+],a
ret
.fadeToBlack1
ld a,1
call SetupFadeToBlack
jr .fadeCommon
.fadeFromBlack1
ld a,1
call SetupFadeFromBlack
jr .fadeCommon
.fadeToBlack16
ld a,16
call SetupFadeToBlack
jr .fadeCommon
.fadeFromBlack16
ld a,16
call SetupFadeFromBlack
jr .fadeCommon
.fadeCommon
call WaitFade
ret
.incCount4
sub b
inc a
and %00000011
add b
ret
.loadSkippy
ld a,BANK(skippy_bg)
ld hl,skippy_bg
jr .loadCommon
ret
.loadFlour
ld a,BANK(flour_bg)
ld hl,flour_bg
call LoadCinemaBG
ret
.loadHaiku
call ((.fadeToBlack1-L0215_Check2)+levelCheckRAM)
ld a,BANK(haiku_bg)
ld hl,haiku_bg
jr .loadCommon
ret
.loadCommon
call LoadCinemaBG
call ((.fadeFromBlack1-L0215_Check2)+levelCheckRAM)
ret
L0215_CheckFinished:
PRINT "0215 Script Sizes (Load/Init/Check) (of $500): "
PRINT (L0215_LoadFinished - L0215_Load2)
PRINT " / "
PRINT (L0215_InitFinished - L0215_Init2)
PRINT " / "
PRINT (L0215_CheckFinished - L0215_Check2)
PRINT "\n"