mirror of https://github.com/AbePralle/FGB.git
343 lines
8.1 KiB
NASM
343 lines
8.1 KiB
NASM
; L0015.asm
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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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;---------------------------------------------------------------------
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SECTION "Level0015Section",ROMX
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;---------------------------------------------------------------------
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L0015_Contents::
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DW L0015_Load
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DW L0015_Init
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DW L0015_Check
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DW L0015_Map
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dialog:
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soldier_how_gtx:
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INCBIN "Data/Dialog/IntroBS/soldier_how.gtx"
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bs_likeButter_gtx:
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INCBIN "Data/Dialog/IntroBS/bs_likeButter.gtx"
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soldier_yellow_gtx:
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INCBIN "Data/Dialog/IntroBS/soldier_yellow.gtx"
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bs_slippery_gtx:
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INCBIN "Data/Dialog/IntroBS/bs_slippery.gtx"
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guard_freeze_gtx:
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INCBIN "Data/Dialog/IntroBS/guard_freeze.gtx"
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bs_actually_gtx:
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INCBIN "Data/Dialog/IntroBS/bs_actually.gtx"
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guard_moveAlong_gtx:
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INCBIN "Data/Dialog/IntroBS/guard_moveAlong.gtx"
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;---------------------------------------------------------------------
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; Load
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;---------------------------------------------------------------------
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L0015_Load:
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DW ((L0015_LoadFinished - L0015_Load2)) ;size
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L0015_Load2:
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call ParseMap
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ret
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L0015_LoadFinished:
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;---------------------------------------------------------------------
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; Map
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;---------------------------------------------------------------------
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L0015_Map:
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INCBIN "Data/Levels/L0015_intro_bs1.lvl"
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;---------------------------------------------------------------------
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; Init
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;---------------------------------------------------------------------
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VAR_RADAR EQU 0
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VAR_SPEAKINGHERO EQU 1
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RADARINDEX EQU 52
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GRUNTINDEX EQU 87
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B12SOLDIERINDEX EQU 88
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STATE_INITIALDRAW EQU 0
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STATE_TALKSOLDIER1 EQU 1
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STATE_TALKSOLDIER2 EQU 2
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STATE_TALKSOLDIER3 EQU 3
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STATE_TALKSOLDIER4 EQU 4
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STATE_TALKGUARD1 EQU 5
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STATE_TALKGUARD2 EQU 6
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STATE_TALKGUARD3 EQU 7
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STATE_NORMAL EQU 8
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STATE_WAIT_DIALOG EQU 9
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L0015_Init:
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DW ((L0015_InitFinished - L0015_Init2)) ;size
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L0015_Init2:
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ld hl,$0015
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call SetJoinMap
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ld hl,$0015
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call SetRespawnMap
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ld a,BANK(bs_gbm)
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ld hl,bs_gbm
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call InitMusic
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call SetPressBDialog
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ld a,BANK(dialog)
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ld [dialogBank],a
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ld a,[bgTileMap+RADARINDEX]
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ld [levelVars+VAR_RADAR],a
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ld bc,classB12Soldier
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ld de,classDoNothing
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call ChangeClass
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ld bc,classCroutonGrunt
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ld de,classDoNothing
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call ChangeClass
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ret
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L0015_InitFinished:
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;---------------------------------------------------------------------
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; Check
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;---------------------------------------------------------------------
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L0015_Check:
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DW ((L0015_CheckFinished - L0015_Check2)) ;size
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L0015_Check2:
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call ((.animateRadar-L0015_Check2)+levelCheckRAM)
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ldio a,[mapState]
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cp STATE_NORMAL
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jr nz,.checkInitialDraw
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ret
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.checkInitialDraw
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cp STATE_INITIALDRAW
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jr nz,.checkTalkSoldier1
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ld a,STATE_TALKSOLDIER1
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ldio [mapState],a
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ret
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.checkTalkSoldier1
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cp STATE_TALKSOLDIER1
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jr nz,.checkTalkSoldier2
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call SetSpeakerToFirstHero
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ld de,soldier_how_gtx
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ld c,B12SOLDIERINDEX
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call ShowDialogAtTopNoWait
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ld de,((.endTalkSoldier-L0015_Check2)+levelCheckRAM)
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call SetDialogSkip
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKSOLDIER2
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.checkTalkSoldier2
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cp STATE_TALKSOLDIER2
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jr nz,.checkTalkSoldier3
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call SetSpeakerToFirstHero
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ld de,bs_likeButter_gtx
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call ShowDialogAtBottomNoWait
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKSOLDIER3
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.checkTalkSoldier3
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cp STATE_TALKSOLDIER3
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jr nz,.checkTalkSoldier4
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ld de,soldier_yellow_gtx
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ld c,B12SOLDIERINDEX
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call ShowDialogAtTopNoWait
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKSOLDIER4
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.checkTalkSoldier4
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cp STATE_TALKSOLDIER4
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jr nz,.checkTalkGuard1
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call SetSpeakerToFirstHero
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ld de,bs_slippery_gtx
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call ShowDialogAtBottomNoWait
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKGUARD1
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.endTalkSoldier
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xor a
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ld [heroesIdle],a
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ld [allIdle],a
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ld de,0
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call SetDialogSkip
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call ClearDialog
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ld a,STATE_TALKGUARD1
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ldio [mapState],a
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ret
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.checkTalkGuard1
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cp STATE_TALKGUARD1
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jr nz,.checkTalkGuard2
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ld a,[hero0_index]
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call ((.checkHeroTalkToGuard-L0015_Check2)+levelCheckRAM)
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ld a,[hero1_index]
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call ((.checkHeroTalkToGuard-L0015_Check2)+levelCheckRAM)
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ret
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.checkTalkGuard2
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cp STATE_TALKGUARD2
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jr nz,.checkTalkGuard3
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ld a,[levelVars + VAR_SPEAKINGHERO]
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ld c,a
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call SetSpeakerFromHeroIndex
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ld de,bs_actually_gtx
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call ShowDialogAtBottomNoWait
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKGUARD3
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.checkTalkGuard3
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cp STATE_TALKGUARD3
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jr nz,.checkWaitDialog
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ld c,GRUNTINDEX
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ld de,guard_moveAlong_gtx
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call ShowDialogAtTopNoWait
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_NORMAL
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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.endTalkGuard
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ld de,0
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call SetDialogSkip
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xor a
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ld [heroesIdle],a
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ld [allIdle],a
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call ClearDialog
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ld a,STATE_NORMAL
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ldio [mapState],a
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ret
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.checkWaitDialog
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call CheckDialogContinue
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or a
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ret z
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xor a
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ld [heroesIdle],a
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ldio a,[mapState+1]
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ldio [mapState],a
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ret
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ret
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.animateRadar
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;animate the radar tower (index 47-52) 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+VAR_RADAR]
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add b
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ld hl,bgTileMap + RADARINDEX
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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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ret
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.checkHeroTalkToGuard
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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 GetCurZone
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cp 2
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ret nz
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ld a,c
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ld [levelVars + VAR_SPEAKINGHERO],a
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call SetSpeakerFromHeroIndex
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ld de,guard_freeze_gtx
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ld c,GRUNTINDEX
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call ShowDialogAtTopNoWait
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pop bc ;adjust stack pos for dialog skip
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ld de,((.endTalkGuard-L0015_Check2)+levelCheckRAM)
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call SetDialogSkip
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push bc
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ld a,1
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ld [heroesIdle],a
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ld a,STATE_TALKGUARD2
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ldio [mapState+1],a
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ld a,STATE_WAIT_DIALOG
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ldio [mapState],a
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ret
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L0015_CheckFinished:
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PRINTT "0015 Script Sizes (Load/Init/Check) (of $500): "
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PRINTV (L0015_LoadFinished - L0015_Load2)
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PRINTT " / "
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PRINTV (L0015_InitFinished - L0015_Init2)
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PRINTT " / "
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PRINTV (L0015_CheckFinished - L0015_Check2)
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PRINTT "\n"
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