mirror of https://github.com/AbePralle/FGB.git
771 lines
19 KiB
NASM
771 lines
19 KiB
NASM
; L0013.asm - first map, ba lands on the moon
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; Generated 07.09.2000 by mlevel
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; Modified 07.09.2000 by Abe Pralle
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INCLUDE "Source/Defs.inc"
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INCLUDE "Source/Levels.inc"
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DROPSPEED1 EQU $ff00 ;normal
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DROPSPEED2 EQU $0001
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;DROPSPEED1 EQU $fc00 ;fast
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;DROPSPEED2 EQU $0004
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;---------------------------------------------------------------------
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SECTION "Level0013Section",ROMX
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;---------------------------------------------------------------------
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L0013_Contents::
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DW L0013_Load
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DW L0013_Init
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DW L0013_Check
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DW L0013_Map
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;---------------------------------------------------------------------
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; Load
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;---------------------------------------------------------------------
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L0013_Load:
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DW ((L0013_LoadFinished - L0013_Load2)) ;size
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L0013_Load2:
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call ParseMap
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;load in tiles used for sprite ships
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;bg tiles 1153-1242 to Bank 0 100-189
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ldio a,[curROMBank]
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push af
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ld a,BANK(BGTiles1024)
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call SetActiveROM
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xor a ;bank 0
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ld c,90 ;number of tiles to copy
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ld de,$8000+1600
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ld hl,BGTiles1024 + 129*16
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call VMemCopy
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pop af
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call SetActiveROM
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ret
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L0013_LoadFinished:
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;---------------------------------------------------------------------
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; Map
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;---------------------------------------------------------------------
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L0013_Map:
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INCBIN "Data/Levels/L0013_intro_ba1.lvl"
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;---------------------------------------------------------------------
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; Init
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;---------------------------------------------------------------------
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ORIGINALTILE EQU 0
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VAR_HERO0_INDEX EQU 1
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VAR_HERO1_INDEX EQU 2
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HULKINDEX EQU 73
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GRUNTINDEX EQU 74
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B12PURPLEINDEX EQU 75
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B12GREYINDEX EQU 76
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B12YELLOWINDEX EQU 77
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STATE_INITIALDRAW EQU 0
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STATE_B12DROP_INIT EQU 1
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STATE_B12DROP EQU 2
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STATE_CROUTONDROP_INIT EQU 3
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STATE_CROUTONDROP EQU 4
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STATE_NORMAL EQU 5
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L0013_Init:
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DW ((L0013_InitFinished - L0013_Init2)) ;size
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L0013_Init2:
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ld a,BANK(moon_base_ba_gbm)
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ld hl,moon_base_ba_gbm
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call InitMusic
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ld hl,$0013
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call SetJoinMap
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ld hl,$0013
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call SetRespawnMap
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ld a,$13
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ld [respawnMap],a
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ld [joinMap],a
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ld a,$00
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ld [respawnMap+1],a
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ld [joinMap+1],a
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;get rid of existing monsters
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ld a,HULKINDEX
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call DeleteObjectsOfClassIndex
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ld a,GRUNTINDEX
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call DeleteObjectsOfClassIndex
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ld a,B12PURPLEINDEX
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call DeleteObjectsOfClassIndex
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ld a,B12GREYINDEX
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call DeleteObjectsOfClassIndex
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ld a,B12YELLOWINDEX
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call DeleteObjectsOfClassIndex
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ld a,[bgTileMap+48]
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ld [levelVars+ORIGINALTILE],a
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ld bc,((GROUP_MONSTERB<<8) | GROUP_HERO)
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ld a,1 ;make soldiers friends with hero
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call SetFOF
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ldio a,[mapState]
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cp STATE_NORMAL
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jr z,.afterRemoveHeroes
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cp STATE_CROUTONDROP_INIT
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jr z,.removeHeroes
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cp STATE_CROUTONDROP
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jr z,.removeHeroes
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xor a
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ld [canJoinMap],a
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.removeHeroes
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;remove heroes
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ld a,[hero0_index]
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call ((.heroInvisible - L0013_Init2) + levelCheckRAM)
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ld a,[hero1_index]
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call ((.heroInvisible - L0013_Init2) + levelCheckRAM)
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ld a,1
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ld [heroesIdle],a
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.afterRemoveHeroes
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ret
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.heroInvisible
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or a
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ret z
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ld c,a
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call GetFirst
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call GetFacing
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ld c,a
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call RemoveFromMap
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ret
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L0013_InitFinished:
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;---------------------------------------------------------------------
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; Check
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;---------------------------------------------------------------------
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CROUTON_DROPY EQU 22
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L0013_Check:
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DW ((L0013_CheckFinished - L0013_Check2)) ;size
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L0013_Check2:
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;animate the radar tower (index 48-53) based on timer/8
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ldio a,[updateTimer]
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rrca ;(t/8)*6 == t/4*3
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and %00000110
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ld b,a
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add b
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add b
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ld b,a
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ld a,[levelVars+ORIGINALTILE]
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add b
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ld hl,bgTileMap + 48
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ld c,6
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.animateTower
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ld [hl+],a
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inc a
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dec c
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jr nz,.animateTower
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ldio a,[mapState]
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cp STATE_INITIALDRAW
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jr nz,.checkB12DropInit
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ld a,STATE_B12DROP_INIT
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ldio [mapState],a
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ret
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.checkB12DropInit
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cp STATE_B12DROP_INIT
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jr nz,.checkB12Drop
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;ld a,STATE_NORMAL
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;ldio [mapState],a
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;ret
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;----b12 drop init--------------------------------------------
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;set up mask table
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call ((.clearMask - L0013_Check2) + levelCheckRAM)
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call ((.createB12Ship - L0013_Check2) + levelCheckRAM)
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call ((.fadeOut - L0013_Check2) + levelCheckRAM)
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ld a,STATE_B12DROP
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ldio [mapState],a
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ret
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.checkB12Drop
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cp STATE_B12DROP
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jr z,.inB12Drop
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jp ((.checkCroutonDropInit-L0013_Check2)+levelCheckRAM)
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.inB12Drop
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;b12 dropship
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ld bc,DROPSPEED1
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ld hl,$cdc0
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call ScrollMetaSprite
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call ((.animateB12Thrusters - L0013_Check2) + levelCheckRAM)
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;remove ship if nose sprite is 192
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;get the x position of the first sprite on third row
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ld a,[$cdc0 + 16 + 1]
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ld l,a
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ld h,((spriteOAMBuffer>>8) & $ff)
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inc hl
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ld a,[hl]
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cp 192
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jr nz,.afterRemoveShip
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ld hl,$cdc0
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call FreeMetaSprite
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ld a,STATE_CROUTONDROP_INIT
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ldio [mapState],a
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ld hl,((.shipFadeSound - L0013_Check2) + levelCheckRAM)
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call PlaySound
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call ((.fadeIn - L0013_Check2) + levelCheckRAM)
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ld a,30
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ldio [mapState+1],a ;delay until next ship
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ret
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.afterRemoveShip
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;drop soldiers when ship is at specific pixel positions
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cp 48
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jr nz,.checkSoldierDrop2
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ld c,B12YELLOWINDEX
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ld hl,$d0ca
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push hl
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ld hl,$d0ea
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push hl
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ld hl,$d10a
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push hl
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jp ((.createSoldiers - L0013_Check2) + levelCheckRAM)
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.checkSoldierDrop2
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cp 40
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jr nz,.checkSoldierDrop3
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ld c,B12YELLOWINDEX
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ld hl,$d0c9
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push hl
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ld hl,$d0e9
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push hl
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ld hl,$d109
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push hl
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jp ((.createSoldiers - L0013_Check2) + levelCheckRAM)
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.checkSoldierDrop3
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cp 32
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jr nz,.checkSoldierDrop4
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ld c,B12PURPLEINDEX
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ld hl,$d0c8
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push hl
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ld hl,$d0e8
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push hl
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ld hl,$d108
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push hl
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jp ((.createSoldiers - L0013_Check2) + levelCheckRAM)
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.checkSoldierDrop4
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cp 24
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jr nz,.checkSoldierDrop5
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ld c,B12PURPLEINDEX
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ld hl,$d0c7
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push hl
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ld hl,$d0e7
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push hl
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ld hl,$d107
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push hl
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jp ((.createSoldiers - L0013_Check2) + levelCheckRAM)
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.checkSoldierDrop5
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cp 16
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jr nz,.checkSoldierDrop6
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;make heroes visible
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ld a,[hero0_index]
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call ((.heroVisible - L0013_Check2) + levelCheckRAM)
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ld a,[hero1_index]
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call ((.heroVisible - L0013_Check2) + levelCheckRAM)
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ret
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.heroVisible
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or a
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ret z
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ld c,a
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call GetFirst
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ld b,METHOD_DRAW
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call CallMethod
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ret
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;ld c,B12PURPLEINDEX
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;ld hl,$d0c6
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;push hl
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;ld hl,$d0e6
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;push hl
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;ld hl,$d106
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;push hl
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;jp ((.createSoldiers - L0013_Check2) + levelCheckRAM)
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.checkSoldierDrop6
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ret
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.checkCroutonDropInit
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cp STATE_CROUTONDROP_INIT
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jr nz,.checkCroutonDrop
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;crouton drop init
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ld hl,mapState+1
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ld a,[hl]
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or a
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jr z,.afterDelay
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dec [hl]
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ret
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.afterDelay
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;set up mask table
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call ((.clearMask - L0013_Check2) + levelCheckRAM)
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call ((.createCroutonShip - L0013_Check2)+levelCheckRAM)
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ld hl,((.croutonShipApproachSound - L0013_Check2) + levelCheckRAM)
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call PlaySound
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call ((.fadeOut - L0013_Check2) + levelCheckRAM)
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ld a,STATE_CROUTONDROP
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ldio [mapState],a
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ret
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.checkCroutonDrop
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cp STATE_CROUTONDROP
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jr z,.inCroutonDrop
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ld a,1 ;can join now
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ld [canJoinMap],a
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jp ((.checkNormal - L0013_Check2)+levelCheckRAM)
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.inCroutonDrop
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;crouton dropship
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ld bc,DROPSPEED2
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ld hl,$cdc0
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call ScrollMetaSprite
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call ((.animateCroutonThrusters-L0013_Check2)+levelCheckRAM)
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;remove ship if top sprite is 161
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;get the y position of the first sprite
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ld a,[$cdc0 + 1]
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ld l,a
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ld h,((spriteOAMBuffer>>8) & $ff)
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ld a,[hl]
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cp 162
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jr nz,.afterRemoveCroutonShip
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ld hl,$cdc0
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call FreeMetaSprite
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ld a,STATE_NORMAL
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ldio [mapState],a
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ld hl,((.croutonShipFadeSound - L0013_Check2) + levelCheckRAM)
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call PlaySound
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call ((.fadeIn - L0013_Check2) + levelCheckRAM)
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ld hl,musicEnabled ;enable track 4
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set 3,[hl]
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;everybody start fighting
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ld bc,classDoNothing
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ld de,classB12Soldier
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call ChangeClass
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ld bc,classDoNothing2
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ld de,classCroutonGrunt
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call ChangeClass
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ld bc,classDoNothing3
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ld de,classCroutonHulk
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call ChangeClass
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;let the heroes move
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xor a
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ld [heroesIdle],a
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ld a,STATE_NORMAL
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ldio [mapState],a
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ret
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.afterRemoveCroutonShip
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;place croutons under ship based on y position
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cp CROUTON_DROPY
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jr nz,.placeCroutons2
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ld hl,$d06e
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons2
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cp CROUTON_DROPY + 8*1
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jr nz,.placeCroutons3
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ld hl,$d08e
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons3
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cp CROUTON_DROPY + 8*2
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jr nz,.placeCroutons4
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ld hl,$d0ae
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jp ((.placeCroutonDoubleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons4
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cp CROUTON_DROPY + 8*4
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jr nz,.placeCroutons5
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ld hl,$d0ee
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons5
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cp CROUTON_DROPY + 8*5
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jr nz,.placeCroutons6
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ld hl,$d10e
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jp ((.placeCroutonDoubleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons6
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cp CROUTON_DROPY + 8*7
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jr nz,.placeCroutons7
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ld hl,$d14e
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons7
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cp CROUTON_DROPY + 8*8
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jr nz,.placeCroutons8
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ld hl,$d16e
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jp ((.placeCroutonDoubleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons8
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cp CROUTON_DROPY + 8*10
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jr nz,.placeCroutons9
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ld hl,$d1ae
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.placeCroutons9
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cp CROUTON_DROPY + 8*11
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ret nz
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ld hl,$d1ce
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jp ((.placeCroutonSingleRow-L0013_Check2)+levelCheckRAM)
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.checkNormal
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ret
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.createSoldiers
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push bc
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ld bc,classDoNothing
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ld de,classB12Soldier
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call ChangeClass
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pop bc
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ld b,3
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.createSoldiersLoop
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pop hl
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push bc
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call CreateObject
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ld b,METHOD_INIT
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call CallMethod
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ld a,DIR_EAST
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call SetFacing
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ld b,METHOD_DRAW
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call CallMethod
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pop bc
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dec b
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jr nz,.createSoldiersLoop
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ld bc,classB12Soldier
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ld de,classDoNothing
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call ChangeClass
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ret
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.clearMask
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ld hl,$cdc0
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ld c,49
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ld a,1
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.clearMaskLoop
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ld [hl+],a
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dec c
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jr nz,.clearMaskLoop
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ret
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.createB12Ship
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;clear spots in the mask
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xor a
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ld [$cdc0 + 0 + 1],a
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ld [$cdc0 + 1 + 1],a
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ld [$cdc0 + 7 + 1],a
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ld [$cdc0 + 1*8+0 + 1],a
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ld [$cdc0 + 1*8+7 + 1],a
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ld [$cdc0 + 4*8+0 + 1],a
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ld [$cdc0 + 4*8+7 + 1],a
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ld [$cdc0 + 5*8+0 + 1],a
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ld [$cdc0 + 5*8+1 + 1],a
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ld [$cdc0 + 5*8+7 + 1],a
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ld a,192 ;190
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ld [metaSprite_x],a
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ld a,44
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ld [metaSprite_y],a
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ld bc,$0806 ;width and height of metasprite
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ld d,100 ;starts at pattern #100
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ld e,5 ;default attributes (palette)
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ld hl,$cdc0
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call CreateMetaSpriteUsingMask
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ld hl,musicEnabled ;disable track 4
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res 3,[hl]
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ld hl,((.shipApproachSound - L0013_Check2) + levelCheckRAM)
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call PlaySound
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ret
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.animateB12Thrusters
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;animate thrusters by setting or clearing +128 to each
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;thruster sprite's y position
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ld hl,$cdc0 + 6 + 1
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push hl
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ld hl,$cdc0 + 8 + 6 + 1
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push hl
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ld hl,$cdc0 + 8*4 + 6 + 1
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push hl
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ld hl,$cdc0 + 8*5 + 6 + 1
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push hl
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ld b,0
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ld a,[updateTimer]
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bit 0,a
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jr nz,.afterSetMask
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ld b,%10000000
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.afterSetMask
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ld c,4
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.thrusterChangeLoop
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pop hl
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ld l,[hl]
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ld h,((spriteOAMBuffer>>8) & $ff)
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ld a,[hl]
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and %01111111
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or b
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ld [hl],a
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dec c
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jr nz,.thrusterChangeLoop
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ret
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.createCroutonShip
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;clear spots in the mask
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xor a
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ld [$cdc0 + 5*6+1 + 1],a
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ld [$cdc0 + 5*6+4 + 1],a
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ld [$cdc0 + 6*6+1 + 1],a
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ld [$cdc0 + 6*6+2 + 1],a
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ld [$cdc0 + 6*6+3 + 1],a
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ld [$cdc0 + 6*6+4 + 1],a
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ld a,104
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ld [metaSprite_x],a
|
|
ld a,166
|
|
ld [metaSprite_y],a
|
|
|
|
ld bc,$0607 ;width and height of metasprite
|
|
ld d,$94 ;initial pattern number
|
|
ld e,6 ;default attributes (palette)
|
|
ld hl,$cdc0
|
|
call CreateMetaSpriteUsingMask
|
|
ret
|
|
|
|
.animateCroutonThrusters
|
|
;animate thrusters by setting or clearing +128 to each
|
|
;thruster sprite's y position
|
|
ld hl,$cdc0 + 1
|
|
push hl
|
|
ld hl,$cdc0 + 5 + 1
|
|
push hl
|
|
|
|
ld b,0
|
|
ld a,[updateTimer]
|
|
bit 0,a
|
|
jr nz,.afterSetCroutonMask
|
|
ld b,80
|
|
.afterSetCroutonMask
|
|
ld c,2
|
|
.croutonThrusterChangeLoop
|
|
pop hl
|
|
ld l,[hl]
|
|
ld h,((spriteOAMBuffer>>8) & $ff)
|
|
inc hl ;to sprite x pos
|
|
ld a,[hl]
|
|
cp 160
|
|
jr c,.xposOriginal
|
|
sub 80
|
|
.xposOriginal
|
|
add b
|
|
ld [hl],a
|
|
dec c
|
|
jr nz,.croutonThrusterChangeLoop
|
|
ret
|
|
|
|
.placeCroutonSingleRow
|
|
ld b,2
|
|
ld c,GRUNTINDEX
|
|
push hl
|
|
inc hl
|
|
push hl
|
|
jr .createCroutons
|
|
|
|
.placeCroutonDoubleRow
|
|
push hl
|
|
ld bc,((.drowRetAddr-L0013_Check2)+levelCheckRAM)
|
|
push bc
|
|
jr .placeCroutonSingleRow
|
|
.drowRetAddr
|
|
pop hl
|
|
push hl
|
|
ld bc,32
|
|
add hl,bc
|
|
ld bc,((.drowRetAddr2-L0013_Check2)+levelCheckRAM)
|
|
push bc
|
|
jr .placeCroutonSingleRow
|
|
.drowRetAddr2
|
|
pop hl
|
|
|
|
ld bc,((.afterCreateHulk-L0013_Check2)+levelCheckRAM)
|
|
push bc
|
|
inc hl
|
|
inc hl
|
|
push hl
|
|
|
|
ld bc,classDoNothing3
|
|
ld de,classCroutonHulk
|
|
call ChangeClass
|
|
|
|
ld b,1
|
|
ld c,HULKINDEX
|
|
jr .createCroutons
|
|
.afterCreateHulk
|
|
ld bc,classCroutonHulk
|
|
ld de,classDoNothing3
|
|
call ChangeClass
|
|
ret
|
|
|
|
.createCroutons
|
|
push bc
|
|
ld bc,classDoNothing2
|
|
ld de,classCroutonGrunt
|
|
call ChangeClass
|
|
pop bc
|
|
pop hl
|
|
push bc
|
|
call CreateObject
|
|
ld b,METHOD_INIT
|
|
call CallMethod
|
|
ld a,DIR_WEST
|
|
call SetFacing
|
|
ld b,METHOD_DRAW
|
|
call CallMethod
|
|
pop bc
|
|
dec b
|
|
jr nz,.createCroutons
|
|
ld bc,classCroutonGrunt
|
|
ld de,classDoNothing2
|
|
call ChangeClass
|
|
ret
|
|
|
|
.fadeOut
|
|
ld a,FADEBANK
|
|
ld [$ff70],a
|
|
|
|
;set final bg palette to be all white w/black bg
|
|
ld hl,gamePalette
|
|
ld de,fadeFinalPalette
|
|
call FadeCommonCopyPalette
|
|
|
|
ld hl,fadeFinalPalette
|
|
call ((.setPaletteToWhiteBlackBG-L0013_Check2)+levelCheckRAM)
|
|
|
|
;set cur palette to be copy of current game palette
|
|
ld hl,gamePalette
|
|
ld de,fadeCurPalette
|
|
call FadeCommonCopyPalette
|
|
|
|
ld a,120
|
|
call FadeInit
|
|
ret
|
|
|
|
.fadeIn
|
|
ld a,FADEBANK
|
|
ld [$ff70],a
|
|
|
|
;set cur palette to be all white w black bg
|
|
ld hl,gamePalette
|
|
ld de,fadeCurPalette
|
|
call FadeCommonCopyPalette
|
|
ld hl,fadeCurPalette
|
|
call ((.setPaletteToWhiteBlackBG-L0013_Check2)+levelCheckRAM)
|
|
|
|
;set final palette to be copy of current game palette
|
|
ld hl,gamePalette
|
|
ld de,fadeFinalPalette
|
|
call FadeCommonCopyPalette
|
|
|
|
ld a,30
|
|
call FadeInit
|
|
ret
|
|
|
|
.setPaletteToWhiteBlackBG
|
|
ld c,8
|
|
.setBlackLoop
|
|
ld a,$ff
|
|
ld [hl+],a
|
|
ld a,$7f
|
|
ld [hl+],a
|
|
ld b,3
|
|
.setWhiteLoop
|
|
ld a,$b5
|
|
ld [hl+],a
|
|
ld a,$56
|
|
ld [hl+],a
|
|
dec b
|
|
jr nz,.setWhiteLoop
|
|
dec c
|
|
jr nz,.setBlackLoop
|
|
ret
|
|
|
|
.shipApproachSound
|
|
DB 4,$00,$0f,$81,$80
|
|
.shipFadeSound
|
|
DB 4,$00,$f7,$81,$80
|
|
.croutonShipApproachSound
|
|
DB 4,$00,$0f,$82,$80
|
|
.croutonShipFadeSound
|
|
DB 4,$00,$f7,$82,$80
|
|
|
|
L0013_CheckFinished:
|
|
PRINT "0013 Script Sizes (Load/Init/Check) (of $500): "
|
|
PRINT (L0013_LoadFinished - L0013_Load2)
|
|
PRINT " / "
|
|
PRINT (L0013_InitFinished - L0013_Init2)
|
|
PRINT " / "
|
|
PRINT (L0013_CheckFinished - L0013_Check2)
|
|
PRINT "\n"
|
|
|