☝ Go to Top
CITDEL.NAR - Rev. B
The top most file for the Fortress of Narzod:
NARZOD.ASM
The LINKed files:
;
;
IF L.CIT = OFF ;-------------------------------------------
LIST -L ;-- CITDEL -------------------------------
ENDIF ;-------------------------------------------
;
;
;
; DRAW CITADEL SCENERY
; ====================
;
SETDP $D0
; ===== ===
;
CITDEL LDA LVLTMR ; DRAW PLAYER STATUS
BEQ CIT0 ; . SKIP DISPLAY ?
DEC LVLTMR ; . DECREMENT STATUS DISPLAY TIMER
;
JSR INTMAX ; . INDICATE ACTIVE GAME LEVEL
LDU #RLEVEL ; . . RASTER MESSAGE 'LEVEL'
JSR SMESS ; . . .
;
LDU #PLEVEL ; . . RASTER LEVEL NUMBER
LDA ACTPLY ; . . . FETCH FIELD POINTER
LDU A,U ; . . . .
LDY #$463E ; . . . SET POSITION
JSR ASMESS ; . . .
;
LDD #$FA38 ; . DISPLAY REMAINING BLASTERS
STD SIZRAS ; . . SET MARKER SIZE
LDX #$8030 ; . . FETCH BLASTER COUNT
LDB BLSCNT ; . . .
BMI CIT0 ; . . . .
BEQ CIT0 ; . . . .
LDA #$68 ; . . SET MARKER CHARACTER
JSR DSHIP ; . . DISPLAY MARKERS
;
;
CIT0 LDA ACTIVE ; . GATE OPEN ?
BNE CIT2 ; . .
LDA GRDTYP ; . . STOMPERS ?
CMPA #$11 ; . . .
BLT CIT2 ; . . .
;
JSR INTMAX ; . SET INTENSITY FOR MESSAGE
;
LDA LFLAG ; . PRE-KILLER SEQUENCE ?
CMPA #$02 ; . .
BGE CIT1 ; . .
;
LDU #RPASS ; . DISPLAY GATE OPEN MESSAGE
JSR SMESS ; . .
BRA CIT2 ; . .
;
CIT1 LDU #RABAND ; . ABANDON ALL HOPE
JSR TXTSIZ ; . .
;
;
CIT2 LDA KILFLG ; KILLER SEQUENCE ?
BNE KILCIT ; .
;
JSR INT3Q ; DISPLAY ROADWAY FOR MAIN SEQUENCE
LDU #XROAD1 ; . DRAW VECTOR STRING
JSR SPRCNT ; . .
;
LDA LFLAG ; . DISPLAY WHICH PORTAL ?
BEQ CTDL0 ; . . GATE FOR LOWER ROADWAY ?
DECA ; . . GATE FOR MIDDLE ROADWAY ?
BEQ CTDL1 ; . . .
;
LDA #$54 ; . DISPLAY GATE FOR UPPER ROADWAY
JSR INTENS ; . .
LDU #XGATE1 ; . . DRAW VECTOR STRING
JSR SPRCNT ; . . .
LDA #$48 ; . .
JSR INTENS ; . .
LDX #GATE33 ; . .
JSR IDUFFY ; . .
BRA CTDL5 ; . .
;
CTDL0 LDA #$54 ; . DISPLAY GATE FOR LOWER ROADWAY
JSR INTENS ; . .
LDU #XGATE1 ; . . DRAW VECTOR STRING
JSR SPRCNT ; . . .
BRA CTDL5 ; . .
;
CTDL1 LDA #$54 ; . DISPLAY GATE FOR MIDDLE ROADWAY
JSR INTENS ; . .
LDU #XGATE2 ; . . DRAW VECTOR STRING
JSR SPRCNT ; . . .
;
;
CTDL5 JSR INT2Q ; . DRAW FORTRESS LANDSCAPE
LDU #XBCKSC ; . . DRAW VECTOR STRING
JSR SPRCNT ; . . .
RTS ; RETURN TO CALLER
;
;
;
KILCIT LDA EKLTMR ; DISPLAY ROADWAY FOR KILLER SEQUENCE
BEQ KILCT1 ; . KILLER DISMEMBERMENT ?
;
JSR RANDOM ; . KILLER DISMEMBERMENT IN PROGRESS
STA DASH ; . .
;
KILCT1 LDA KLLINT ; . DRAW FORTRESS CITY
JSR INTENS ; . .
;
LDU #XCITY ; . .
JSR SPRCNT ; . .
;
JSR INT3Q ; . DRAW FORTRESS BACKGROUND
LDU #KBACK ; . .
JSR SPRCNT ; . .
;
RTS ; RETURN TO CALLER
;
;
IF L.CIT = OFF ;-------------------------------------------
LIST * ;-------------------------------------------
ENDIF ;-------------------------------------------
Copyright 2025
All Rights Reserved
Thank you for visiting our website.
In closing, please keep in mind that we can not guarantee the accuracy or timeliness of the information on this website, so use with care. We encourage you to double-check the information that is critical to you.
If you've found an error or have additional information that you would like to share, please don't hesitate to write: Click here to contact us.
This page was last modified/updated: 26 Apr 2025
We're sorry, navigation for this website requires JavaScript and your browser does not support it.