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@sysl-dev
Created February 28, 2017 06:37
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#W (4) - Advance Text
#Q (5) - (In Cross Exam) Press
#E (6) - (In Cross Exam) Show Evidence
#A (7) - Move Left in Evidence
#D (9) - Move Right in Evidence
# 8CE Attourny
# An Octo Game
# You have 16 bytes ##################################################
:alias temp0 v0
:alias temp1 v1
:alias x v2
:alias y v3
:alias TEMPX v4
:alias TEMPY v5
:alias keypressed v6
:alias gamestate v7
:alias tempgamestate v8
:alias inv_count v9
:alias inv_show va
:alias BLANKb vb
:alias BLANKc vc
:alias loopcounter vd
:alias gtlt ve
:alias temp_inv ve
:alias textlength ve
:alias CARRY_FLAG vF
# Images Resources ##################################################
: textBoxBorder
0xFF 0x99 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFf
: button_press
0xFF 0xC7 0xF7 0xEE 0xFC
: button_object
0xFF 0xE3 0xE3 0x7B 0x3F
: cursor_object
0xE0 0x90 0x88 0xF8
: objection
0x10 0x38 0x7C 0x44 0xC6 0xC6 0xC6 0xC6
0xC6 0xFE 0xC6 0x44 0x7C 0x38 0x10
# People ##################################################
: ppl_jan_default_a
0x07 0x1F 0x20 0x2F 0x10
0x0B 0x1B 0x1F 0x0E 0x07
0x1C 0x21 0x53 0xFF 0x80
: ppl_jan_default_b
0xe0 0xF0 0x08 0xE8 0x10
0xA0 0xB0 0xF0 0x60 0xC0
0x70 0x08 0x94 0xFF 0x01
: ppl_law_default_a
0x0F 0x3C 0x73 0x6E 0xEE
0xEF 0x5D 0x5E 0xCF 0x6E
0xD9 0x26 0xD9 0xBE 0xBF
: ppl_law_default_b
0x90 0x60 0x80 0xC0 0xC0
0xC0 0x80 0x00 0x00 0x00
0x00 0x00 0x38 0x54 0xB4
: ppl_pro_default_a
0x00 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00
0x00 0x1C 0x2A 0x2E 0x3F
: ppl_pro_default_b
0x00 0x38 0x7C 0x7C 0x7C
0x5E 0xFE 0xFE 0x74 0x4C
0x3A 0xC7 0x4F 0x27 0xFF
: ppl_det_default_a
0x00 0x07 0x17 0x58 0x27
0x2D 0x8D 0xAF 0x44 0x13
0x98 0x67 0x84 0xFF 0x80
: ppl_det_default_b
0x00 0xC0 0xD0 0x34 0xC8
0x68 0x62 0xEA 0x44 0x90
0x32 0xCC 0x42 0xFF 0x01
: ppl_jud_default_a
0x00 0x07 0x0F 0x0D 0x1D
0x17 0x08 0x0F 0x0C 0x07
0x18 0x39 0x7C 0xFF 0x80
: ppl_jud_default_b
0x00 0xC0 0xE0 0x60 0x70
0xD0 0x20 0xE0 0x60 0xC0
0x30 0x3C 0x7E 0xFF 0x01
# Items ##################################################
: item_1 #badge
0x3C 0x42 0x99 0xA5 0xA5 0x99 0x42 0x3C
: item_2 #report
0xFF 0xB1 0x81 0xBD 0x81 0xBD 0x81 0xFF
: item_3 #photo
0x00 0xFF 0x81 0x85 0xB1 0xF9 0xFF 0x00
: item_4 #mug
0x3F 0x7F 0xFF 0xBF 0xBF 0xFF 0x7F 0x3F
: GAME_ITEMS
0 1 3 3
# Font ##################################################
: letA
0x70 0x88 0xF8 0x88 0x88
: letB
0xF0 0x88 0xF0 0x88 0xF0
: letC
0x70 0x88 0x80 0x88 0x70
: letD
0xF0 0x88 0x88 0x88 0xF0
: letE
0xF8 0x80 0xE0 0x80 0xF8
: letF
0xF8 0x80 0xE0 0x80 0x80
: letG
0x78 0x80 0x98 0x88 0x78
: letH
0x88 0x88 0xF8 0x88 0x88
: letI
0xF8 0x20 0x20 0x20 0xF8
: letJ
0xF8 0x10 0x10 0x50 0x70
: letK
0x88 0x90 0xE0 0x90 0x88
: letL
0x40 0x40 0x40 0x40 0x78
: letM
0xD8 0xA8 0x88 0x88 0x88
: letN
0xC8 0xC8 0xA8 0x98 0x98
: letO
0xF8 0x88 0x88 0x88 0xF8
: letP
0xF8 0x88 0xF8 0x80 0x80
: letQ
0xF8 0x88 0xA8 0xF8 0x10
: letR
0xF8 0x88 0xF0 0x88 0x88
: letS
0x78 0x80 0x70 0x08 0xF0
: letT
0xF8 0x20 0x20 0x20 0x20
: letU
0x88 0x88 0x88 0x88 0x70
: letV
0x88 0x88 0x88 0x50 0x20
: letW
0x88 0x88 0x88 0xA8 0xD8
: letX
0x88 0x50 0x20 0x50 0x88
: letY
0x88 0x50 0x20 0x20 0x20
: letZ
0xF8 0x10 0x20 0x40 0xF8
: letCOMMA
0x00 0x00 0x00 0x30 0x10
: letPERIOD
0x00 0x00 0x00 0x30 0x30
: letBANG
0x30 0x30 0x30 0x00 0x30
: letQUESTION
0x70 0x10 0x20 0x00 0x20
: letSPACE
0x00 0x00 0x00 0x00 0x00
: letMARK
0x00 0x70 0x50 0x70 0x00
: letHEART
: letCOLON
0x00 0x40 0x00 0x40 0x00
: let1
0x20 0x20 0x20 0x20 0x20
: let2
0xF0 0x08 0xF8 0x80 0xF8
: let3
0xf0 0x08 0xf8 0x08 0xf0
: let4
0x30 0x50 0x90 0xF8 0x10
: let5
0xF8 0x80 0xF0 0x08 0xF0
: let6
0x70 0x80 0xF0 0x88 0x70
: let7
0xF8 0x08 0x10 0x20 0x40
: let8
0x70 0x88 0x70 0x88 0x70
: let9
0xF8 0x88 0xF8 0x08 0x08
# Table ##################################################
: items
i := item_1 ; # 0
i := item_2 ; # 1
i := item_4 ; # 2
i := item_4 ; # 3
: font
i := letSPACE ; # 0
i := letA ; # 1
i := letB ; # 2
i := letC ; # 3
i := letD ; # 4
i := letE ; # 5
i := letF ; # 6
i := letG ; # 7
i := letH ; # 8
i := letI ; # 9
i := letJ ; # 10
i := letK ; # 11
i := letL ; # 12
i := letM ; # 13
i := letN ; # 14
i := letO ; # 15
i := letP ; # 16
i := letQ ; # 17
i := letR ; # 18
i := letS ; # 19
i := letT ; # 20
i := letU ; # 21
i := letV ; # 22
i := letW ; # 23
i := letX ; # 24
i := letY ; # 25
i := letZ ; # 26
i := letCOMMA ; # 27
i := letPERIOD ; # 28
i := letBANG ; # 29
i := letQUESTION ; # 30
i := letMARK ; # 31
i := letHEART ; # 32
i := letCOLON ; # 33
i := let1 ; # 34
i := let2 ; # 35
i := let3 ; # 36
i := let4 ; # 37
i := let5 ; # 38
i := let6 ; # 39
i := let7 ; # 40
i := let8 ; # 41
i := let9 ; # 42
# Strings #############################################################
# -- Items ############################################################
: t_item1 ####
12 01 23 25 05 18 00 02 04 07 03 15 21 18 20 00 09 04 00 00
# Lawyer_BDGCourt_ID__
: t_item2 ####
01 21 20 15 16 19 25 18 16 20 19 20 01 09 18 19 34 35 01 13
# AutopsyRPTStairs12AM
: t_item3 ####
16 08 15 20 15 00 02 15 04 25 01 14 04 00 19 08 01 18 04 19
# PHOTO_BODYAND_SHARDS
: t_item4 ####
16 18 15 19 05 03 21 20 15 18 03 15 06 06 05 05 00 03 21 16
# PROSECUTORCOFFEE_CUP
# -- Intro ############################################################
: txt_intro_0
00 34 15 33 15 15 00 01 13 00 03 15 21 18 20 08 15 21 19 05
# _10:00_AM_COURTHOUSE
: txt_intro_1
13 25 00 14 01 13 05 00 09 19 02 05 12 12 00 09 13 00 01 14
# MY_NAME_ISBELL_IM_AN
: txt_intro_2
01 20 20 15 18 14 05 25 28 00 20 08 09 19 00 09 19 00 13 25 00
# ATTORNEY._THIS_IS_MY
: txt_intro_3
03 12 09 05 14 20 00 00 00 00 01 09 10 01 25 28 00 08 05 19
# CLIENT____AIJAY._HES
: txt_intro_4
01 00 10 01 14 09 20 15 18 00 01 03 03 21 19 05 04 00 15 06
# A_JANITOR_ACCUSED_OF
: txt_intro_5
13 21 18 04 05 18 09 14 07 00 01 00 03 15 21 18 20 00 00 00
# MURDERING_A_COURT___
: txt_intro_6
07 21 01 18 04 28 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# GUARD.
: txt_intro_7
01 09 10 01 25 33 00 19 15 00 04 15 00 09 00 08 01 22 05 00
# AIJAY:_SO_DO_I_HAVE_
: txt_intro_8
01 00 03 08 01 14 03 05 00 00 02 05 12 12 30 00 00 00 00 00
# A_CHANCE__BELL?_____
: txt_intro_9
02 05 12 12 33 00 20 08 05 00 03 01 19 05 00 02 21 09 12 20
# BELL:_THE_CASE_BUILT
: txt_intro_10
09 19 00 23 05 01 11 27 00 00 23 05 12 12 00 23 09 14 28 00
# IS_WEAK,__WELL_WIN._
: txt_intro_11
01 09 10 01 25 33 00 00 00 00 20 08 01 14 11 00 25 15 21 28
# AIJAY:____THANK_YOU.
# -- Court Intro ###############################################
: txt_court_intro_1
00 34 15 33 34 38 00 01 13 00 03 15 21 18 20 08 15 21 19 05
# _10:15_AM_COURTHOUSE
: txt_court_intro_2
13 25 00 03 08 09 12 04 19 00 02 09 18 20 08 04 01 25 00 00
# My childs_birthday__
: txt_court_intro_3
09 19 00 20 15 14 09 07 08 20 19 15 00 12 05 20 19 00 00 00
# is tonightso lets___
: txt_court_intro_4
13 01 11 05 00 20 08 09 19 00 06 01 19 20 28 00 00 00 00 00
# make this_fast._____
: txt_court_intro_5
16 18 15 19 05 03 21 20 15 18 27 00 04 05 06 05 14 19 05 30
# Prosecutor, Defense?
: txt_court_intro_6
02 15 20 08 33 00 00 00 00 00 18 05 01 04 25 28 00 00 00 00
# Both:_____Ready.____
: txt_court_intro_7
10 21 04 07 05 33 00 15 11 27 04 05 20 05 03 20 09 22 05 30
# Judge: Ok,Detective?
: txt1
20 08 05 00 22 09 03 20 09 13 01 00 03 15 21 18 20 00 00 00
# The victima Court
: txt2
02 01 09 12 09 06 06 00 00 00 14 01 13 05 04 00 07 09 12 00
# Bailiff named Gil
: txt3
23 01 19 00 06 15 21 14 04 00 04 05 01 04 28 00 20 08 05 00
# was founddead. The
: txt4
20 09 13 05 00 15 06 00 00 00 04 05 01 20 08 00 23 01 19 00
# time of death was
: txt5
34 01 13 28 00 08 05 00 00 00 04 09 05 04 00 15 06 00 01 00
# 1AM. He died of a
: txt6
08 05 01 04 00 23 15 21 14 04 02 05 06 15 18 05 00 01 00 00
# head woundbefore
: txt7
06 01 12 12 00 04 15 23 14 00 19 20 01 09 18 19 28 00 00 00
# fall down stairs.
: t1
16 15 23 05 18 00 15 06 06 00 01 14 04 00 12 15 01 04 00 00
# POWER OFF AND LOAD
: t2
07 01 13 05 00 03 01 18 20 00 14 21 13 02 05 18 00 35 00 00
# GAME CART NUMBER 2
: cx1
20 08 05 10 01 14 09 20 15 18 04 09 04 00 09 20 28 00 00 00
# Thejanitordid it.
: cx2
03 01 13 05 18 01 00 19 01 23 20 08 05 13 00 05 14 20 05 18
# Camera sawthem enter
: cx3
20 08 05 18 05 19 00 14 15 00 15 14 05 00 05 12 19 05 28 00
# Theres noone else.
# System Code ##################################################
: main
drawtitle
waitinput()
clear
script_intro(1)
clear
script_court(judge)
clear
script_getitems
# Loop is always at the end.
loop
sync()
again
;
: sync() # Sync between Chip-8 versions.
loop
vf := delay
if vf != 0 then
again
;
# Draw_People ##################################################
: draw_person(jan)
x := 24
y := 2
i := ppl_jan_default_a
sprite x y 15
x += 8
i := ppl_jan_default_b
sprite x y 15
;
: draw_person(law)
x := 1
y := 2
i := ppl_law_default_a
sprite x y 15
x += 8
i := ppl_law_default_b
sprite x y 15
;
: draw_person(pro)
x := 47
y := 2
i := ppl_pro_default_a
sprite x y 15
x += 8
i := ppl_pro_default_b
sprite x y 15
;
: draw_person(dec)
x := 24
y := 2
i := ppl_det_default_a
sprite x y 15
x += 8
i := ppl_det_default_b
sprite x y 15
;
: draw_person(jud)
x := 24
y := 2
i := ppl_jud_default_a
sprite x y 15
x += 8
i := ppl_jud_default_b
sprite x y 15
;
: draw_objection(law)
x := 15
y := 1
i := objection
sprite x y 15
;
: draw_objection(pro)
x := 41
y := 1
i := objection
sprite x y 15
;
# Text Code ##################################################
: waitinput() # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed != 3 begin
loopcounter += 1
end
again
;
: gameinput() # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed == 4 begin
drawInventory()
end
if keypressed == 3 begin
loopcounter += 1
end
again
;
: drawTextBox() # Draw textbox for text.
x := 0
y := 17
i := textBoxBorder
loopcounter := 0
loop while loopcounter != 8
sprite x y 15
x += 8
loopcounter += 1
again
;
: drawOnscreenButtons() # During the cross exam stage
x := 0
y := 0
i := button_press
sprite x y 5
x := 56
i := button_object
sprite x y 5
;
: text(print) # Draw Text
: text(erase)
i := text-addr
save v1
x := 2
y := 20
loopcounter := 0
textlength := 20
loop while loopcounter != textlength
: text-addr i := 0 # self-modify to alter
i += loopcounter
load temp0
get-letter()
sprite x y 5
x += 6
loopcounter += 1
if x == 62 then y += 6
if x == 62 then x := 2
again
;
: get-letter() # I know I could skip the table, but I did this by myself.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 font
;
# inventory Code ##################################################
: drawInventory()
clear
x := 7
y := 5
loopcounter := 0
textlength := inv_count
loop while loopcounter != textlength
i := GAME_ITEMS
i += loopcounter
load temp0
get-items()
sprite x y 8
x += 16
loopcounter += 1
again
drawTextBox()
:unpack 0xA t_item1
text(print)
updateInvCursor()
;
: updateInvCursor()
i := cursor_object
x := 1
y := 7
sprite x y 4
inv_show := 1
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press ANYTHING?
if keypressed == 7 begin
temp_inv := inv_show
inv_show += 255
if inv_show == 0 begin
inv_show := 4
end
sprite x y 4
temp1 := 16
x -= temp1
sprite x y 4
updateInvText()
end
if keypressed == 9 begin
temp_inv := inv_show
inv_show += 1
if inv_show == 5 begin
inv_show := 1
end
sprite x y 4
x += 16
sprite x y 4
updateInvText()
end
if keypressed == 6 begin
loopcounter += 1
end
if keypressed == 4 begin
loopcounter += 1
inv_show := 0
end
again
if inv_show > inv_count begin
inv_show := 0
end
clear
;
: updateInvText() # Need to make sure it undraws and redraws correctly.
TEMPX := x
TEMPY := y
if temp_inv == 1 begin
:unpack 0xA t_item1
text(print)
end
if temp_inv == 2 begin
:unpack 0xA t_item2
text(print)
end
if temp_inv == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if temp_inv == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
if inv_show == 1 begin
:unpack 0xA t_item1
text(print)
end
if inv_show == 2 begin
:unpack 0xA t_item2
text(print)
end
if inv_show == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if inv_show == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
x := TEMPX
y := TEMPY
i := cursor_object
loopcounter := 0
;
: get-items() # todo make this and get-font the same with self-modifying code if space needed.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 items
;
# Game Events ##################################################
: script_intro(1)
:unpack 0xA txt_intro_0
text(print)
waitinput()
:unpack 0xA txt_intro_0
text(erase)
drawTextBox()
draw_person(law)
:unpack 0xA txt_intro_1
text(print)
waitinput()
:unpack 0xA txt_intro_1
text(erase)
:unpack 0xA txt_intro_2
text(print)
waitinput()
:unpack 0xA txt_intro_2
text(erase)
:unpack 0xA txt_intro_3
text(print)
draw_person(jan)
waitinput()
:unpack 0xA txt_intro_3
text(erase)
:unpack 0xA txt_intro_4
text(print)
waitinput()
:unpack 0xA txt_intro_4
text(erase)
:unpack 0xA txt_intro_5
text(print)
waitinput()
:unpack 0xA txt_intro_5
text(erase)
:unpack 0xA txt_intro_6
text(print)
waitinput()
:unpack 0xA txt_intro_6
text(erase)
:unpack 0xA txt_intro_7
text(print)
waitinput()
:unpack 0xA txt_intro_7
text(erase)
:unpack 0xA txt_intro_8
text(print)
waitinput()
:unpack 0xA txt_intro_8
text(erase)
:unpack 0xA txt_intro_9
text(print)
waitinput()
:unpack 0xA txt_intro_9
text(erase)
:unpack 0xA txt_intro_10
text(print)
waitinput()
:unpack 0xA txt_intro_10
text(erase)
:unpack 0xA txt_intro_11
text(print)
waitinput()
:unpack 0xA txt_intro_11
text(erase)
;
: script_court(judge)
:unpack 0xA txt_court_intro_1
text(print)
waitinput()
:unpack 0xA txt_court_intro_1
text(erase)
drawTextBox()
draw_person(jud)
:unpack 0xA txt_court_intro_2
text(print)
waitinput()
:unpack 0xA txt_court_intro_2
text(erase)
:unpack 0xA txt_court_intro_3
text(print)
waitinput()
:unpack 0xA txt_court_intro_3
text(erase)
:unpack 0xA txt_court_intro_4
text(print)
waitinput()
:unpack 0xA txt_court_intro_4
text(erase)
:unpack 0xA txt_court_intro_5
text(print)
waitinput()
:unpack 0xA txt_court_intro_5
text(erase)
draw_person(pro)
draw_person(law)
:unpack 0xA txt_court_intro_6
text(print)
waitinput()
:unpack 0xA txt_court_intro_6
text(erase)
draw_person(pro)
draw_person(law)
:unpack 0xA txt_court_intro_7
text(print)
waitinput()
:unpack 0xA txt_court_intro_7
text(erase)
draw_person(jud)
draw_person(dec)
:unpack 0xA txt1
text(print)
waitinput()
:unpack 0xA txt1
text(erase)
:unpack 0xA txt2
text(print)
waitinput()
:unpack 0xA txt2
text(erase)
:unpack 0xA txt3
text(print)
waitinput()
:unpack 0xA txt3
text(erase)
:unpack 0xA txt4
text(print)
waitinput()
:unpack 0xA txt4
text(erase)
:unpack 0xA txt5
text(print)
waitinput()
:unpack 0xA txt5
text(erase)
:unpack 0xA txt6
text(print)
waitinput()
:unpack 0xA txt6
text(erase)
:unpack 0xA txt7
text(print)
waitinput()
:unpack 0xA txt7
text(erase)
clear
;
: script_getitems
:unpack 0xA t1
text(print)
waitinput()
:unpack 0xA t1
text(erase)
:unpack 0xA t2
text(print)
waitinput()
:unpack 0xA t2
text(erase)
clear
script_getitems
;
: drawtitle
x := 10
y := 5
i := title1
sprite x y 10
x += 6
i := title2
sprite x y 10
x += 6
i := title3
sprite x y 10
x := 12
y += 10
i := title1
sprite x y 10
x += 6
y += 2
i := title4
sprite x y 5
x += 6
i := title4
sprite x y 5
x += 6
i := title5
sprite x y 5
x += 5
i := title6
sprite x y 5
x += 5
i := title7
sprite x y 5
x += 5
i := title8
sprite x y 7
x := 30
y := 1
i := title9
sprite x y 15
x += 8
i := title10
sprite x y 15
x := 20
y := 23
i := title11
sprite x y 4
x := 29
y := 23
i := title12
sprite x y 4
;
# Title Images
#Hacky because I noticed that I really needed to split this into multicarts...
: title1 #8
0x00 0x38 0x6C 0x44 0x6C 0x38 0x6C 0x44
0x6C 0x38
: title2 #c
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x40
0x64 0x38
: title3 #e
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x7C
0x60 0x38
: title4 #t
0x30 0x7C 0x30 0x34 0x3C
: title5 #o
0x38 0x7C 0x64 0x64 0x38
: title6
0x70 0x38 0x28 0x20 0x78
: title7
0x68 0x68 0x58 0x58 0x58
: title8
0x48 0x48 0x78 0x18 0x30 0x60 0x60
: title9
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0xEC
0x7F 0x07 0x01 0x00 0x00 0x00 0x00
: title10
0x00 0x18 0x3F 0x7F 0x7F 0x7E 0x7E 0x3C
0x3C 0xFC 0xFE 0xFE 0xFE 0xFE 0xFE
: title11
0xC9 0xA2 0xA9 0xCA
: title12
0xA2 0xC6 0xC2 0xA7
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# 8CE Attourny
# An Octo Game
# You have 16 bytes ##################################################
:alias temp0 v0
:alias temp1 v1
:alias x v2
:alias y v3
:alias TEMPX v4
:alias TEMPY v5
:alias keypressed v6
:alias gamestate v7
:alias tempgamestate v8
:alias inv_count v9
:alias inv_show va
:alias pressflag vb
:alias BLANKc vc
:alias loopcounter vd
:alias gtlt ve
:alias temp_inv ve
:alias textlength ve
:alias CARRY_FLAG vF
# Images Resources ##################################################
: textBoxBorder
0xFF 0x99 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFf
: button_press
0xFF 0xC7 0xF7 0xEE 0xFC
: button_object
0xFF 0xE3 0xE3 0x7B 0x3F
: cursor_object
0xE0 0x90 0x88 0xF8
: objection
0x10 0x38 0x7C 0x44 0xC6 0xC6 0xC6 0xC6
0xC6 0xFE 0xC6 0x44 0x7C 0x38 0x10
# People ##################################################
: ppl_jan_default_a
0x07 0x1F 0x20 0x2F 0x10
0x0B 0x1B 0x1F 0x0E 0x07
0x1C 0x21 0x53 0xFF 0x80
: ppl_jan_default_b
0xe0 0xF0 0x08 0xE8 0x10
0xA0 0xB0 0xF0 0x60 0xC0
0x70 0x08 0x94 0xFF 0x01
: ppl_law_default_a
0x0F 0x3C 0x73 0x6E 0xEE
0xEF 0x5D 0x5E 0xCF 0x6E
0xD9 0x26 0xD9 0xBE 0xBF
: ppl_law_default_b
0x90 0x60 0x80 0xC0 0xC0
0xC0 0x80 0x00 0x00 0x00
0x00 0x00 0x38 0x54 0xB4
: ppl_pro_default_a
0x00 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00
0x00 0x1C 0x2A 0x2E 0x3F
: ppl_pro_default_b
0x00 0x38 0x7C 0x7C 0x7C
0x5E 0xFE 0xFE 0x74 0x4C
0x3A 0xC7 0x4F 0x27 0xFF
: ppl_det_default_a
0x00 0x07 0x17 0x58 0x27
0x2D 0x8D 0xAF 0x44 0x13
0x98 0x67 0x84 0xFF 0x80
: ppl_det_default_b
0x00 0xC0 0xD0 0x34 0xC8
0x68 0x62 0xEA 0x44 0x90
0x32 0xCC 0x42 0xFF 0x01
: ppl_jud_default_a
0x00 0x07 0x0F 0x0D 0x1D
0x17 0x08 0x0F 0x0C 0x07
0x18 0x39 0x7C 0xFF 0x80
: ppl_jud_default_b
0x00 0xC0 0xE0 0x60 0x70
0xD0 0x20 0xE0 0x60 0xC0
0x30 0x3C 0x7E 0xFF 0x01
# Items ##################################################
: item_1 #badge
0x3C 0x42 0x99 0xA5 0xA5 0x99 0x42 0x3C
: item_2 #report
0xFF 0xB1 0x81 0xBD 0x81 0xBD 0x81 0xFF
: item_3 #photo
0x3F 0x7F 0xFF 0xBF 0xBF 0xFF 0x7F 0x3F
: item_4 #mug
0xC6 0xC6 0x6C 0x38 0x38 0x6C 0xC6 0xC6
: GAME_ITEMS
0 1 2 3
# Font ##################################################
: letA
0x70 0x88 0xF8 0x88 0x88
: letB
0xF0 0x88 0xF0 0x88 0xF0
: letC
0x70 0x88 0x80 0x88 0x70
: letD
0xF0 0x88 0x88 0x88 0xF0
: letE
0xF8 0x80 0xE0 0x80 0xF8
: letF
0xF8 0x80 0xE0 0x80 0x80
: letG
0x78 0x80 0x98 0x88 0x78
: letH
0x88 0x88 0xF8 0x88 0x88
: letI
0xF8 0x20 0x20 0x20 0xF8
: letJ
0xF8 0x10 0x10 0x50 0x70
: letK
0x88 0x90 0xE0 0x90 0x88
: letL
0x40 0x40 0x40 0x40 0x78
: letM
0xD8 0xA8 0x88 0x88 0x88
: letN
0xC8 0xC8 0xA8 0x98 0x98
: letO
0xF8 0x88 0x88 0x88 0xF8
: letP
0xF8 0x88 0xF8 0x80 0x80
: letQ
0xF8 0x88 0xA8 0xF8 0x10
: letR
0xF8 0x88 0xF0 0x88 0x88
: letS
0x78 0x80 0x70 0x08 0xF0
: letT
0xF8 0x20 0x20 0x20 0x20
: letU
0x88 0x88 0x88 0x88 0x70
: letV
0x88 0x88 0x88 0x50 0x20
: letW
0x88 0x88 0x88 0xA8 0xD8
: letX
0x88 0x50 0x20 0x50 0x88
: letY
0x88 0x50 0x20 0x20 0x20
: letZ
0xF8 0x10 0x20 0x40 0xF8
: letCOMMA
0x00 0x00 0x00 0x30 0x10
: letPERIOD
0x00 0x00 0x00 0x30 0x30
: letBANG
0x30 0x30 0x30 0x00 0x30
: letQUESTION
0x70 0x10 0x20 0x00 0x20
: letSPACE
0x00 0x00 0x00 0x00 0x00
: letMARK
0x00 0x70 0x50 0x70 0x00
: letHEART
: letCOLON
0x00 0x40 0x00 0x40 0x00
: let1
0x20 0x20 0x20 0x20 0x20
: let2
0xF0 0x08 0xF8 0x80 0xF8
: let3
0xf0 0x08 0xf8 0x08 0xf0
: let4
0x30 0x50 0x90 0xF8 0x10
: let5
0xF8 0x80 0xF0 0x08 0xF0
: let6
0x70 0x80 0xF0 0x88 0x70
: let7
0xF8 0x08 0x10 0x20 0x40
: let8
0x70 0x88 0x70 0x88 0x70
: let9
0xF8 0x88 0xF8 0x08 0x08
# Table ##################################################
: items
i := item_1 ; # 0
i := item_2 ; # 1
i := item_3 ; # 2
i := item_4 ; # 3
: font
i := letSPACE ; # 0
i := letA ; # 1
i := letB ; # 2
i := letC ; # 3
i := letD ; # 4
i := letE ; # 5
i := letF ; # 6
i := letG ; # 7
i := letH ; # 8
i := letI ; # 9
i := letJ ; # 10
i := letK ; # 11
i := letL ; # 12
i := letM ; # 13
i := letN ; # 14
i := letO ; # 15
i := letP ; # 16
i := letQ ; # 17
i := letR ; # 18
i := letS ; # 19
i := letT ; # 20
i := letU ; # 21
i := letV ; # 22
i := letW ; # 23
i := letX ; # 24
i := letY ; # 25
i := letZ ; # 26
i := letCOMMA ; # 27
i := letPERIOD ; # 28
i := letBANG ; # 29
i := letQUESTION ; # 30
i := letMARK ; # 31
i := letHEART ; # 32
i := letCOLON ; # 33
i := let1 ; # 34
i := let2 ; # 35
i := let3 ; # 36
i := let4 ; # 37
i := let5 ; # 38
i := let6 ; # 39
i := let7 ; # 40
i := let8 ; # 41
i := let9 ; # 42
# Strings #############################################################
# -- Items ############################################################
: t_item1 ####
12 01 23 25 05 18 00 02 04 07 03 15 21 18 20 00 09 04 00 00
# Lawyer_BDGCourt_ID__
: t_item2 ####
01 21 20 15 16 19 25 18 16 20 19 20 01 09 18 19 34 35 01 13
# AutopsyRPTStairs12AM
: t_item3 ####
16 18 15 19 05 03 21 20 15 18 03 15 06 06 05 05 00 03 21 16
# PHOTO_BODYAND_SHARDS
: t_item4 ####
03 01 14 03 05 12 00 00 00 00 00 00 00 00 00 00 00 00 00 00 # CANCEL
# PROSECUTORCOFFEE_CUP
# -- Tutorial 1 ############################################################
: tut0
03 18 15 19 19 00 05 24 01 13 08 05 00 04 09 04 00 09 20 00 # CROSS EXAMHE DID IT
: tut1
08 09 20 00 17 00 06 15 18 00 13 15 18 05 00 09 14 06 15 28 # HIT Q FOR MORE INFO.
: tut2
08 09 20 00 23 00 20 15 00 00 07 15 00 06 15 18 23 01 18 04 # HIT W TO GO FORWARD
: tut3
08 09 20 00 05 00 20 15 00 00 19 08 15 23 00 09 20 05 13 28 # HIT E TO SHOW ITEM.
# -- Cross Exam 1 ############################################################
: cx1
20 08 05 10 01 14 09 20 15 18 04 09 04 00 09 20 28 00 00 00
# Thejanitordid it.
: cx2
03 01 13 05 18 01 00 19 01 23 20 08 05 13 00 05 14 20 05 18
# Camera sawthem enter
: cx3
20 08 05 18 05 19 00 14 15 00 15 14 05 00 05 12 19 05 28 00
# Theres noone else.
# -- You fucked up ############################################################
: uf1
10 21 04 07 05 33 20 08 01 20 04 15 05 19 00 14 15 20 00 00 # JUDGE:ThatDoes Not
: uf2
13 01 11 05 00 19 05 14 19 05 00 00 00 00 00 00 00 00 00 00 # make sense
: uf3
02 05 12 12 33 00 00 00 00 00 19 15 18 18 25 28 00 00 00 00 # Bell: Sorry.
# -- Cross Exam 1 Responces ############################################################
: re11
02 05 12 12 33 00 23 08 25 00 04 15 00 25 15 21 00 19 01 25 # BELL: Why do you say
: re12
20 08 01 20 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 # that?
: re13
04 05 20 05 03 20 09 22 05 33 28 28 28 00 00 00 00 00 00 00 # DETECTIVE: ...
: re21
02 05 12 12 33 00 14 15 00 00 15 14 05 00 05 12 19 05 00 00 # Bell: No one else
: re22
12 05 06 20 05 24 03 05 16 20 13 25 00 03 12 09 05 14 20 30 # leftexceptmy client?
: re23
04 05 20 05 03 20 09 22 05 33 03 15 18 18 05 03 20 28 00 00 # DETECTIVE:Correct.
: re31
02 05 12 12 33 00 23 08 15 00 05 12 19 05 00 03 15 21 12 04 # BELL: Who else could
: re32
02 05 00 09 14 00 20 08 05 00 03 15 21 18 20 08 15 21 19 05 # be in the courthouse
: re33
12 01 20 05 00 01 20 00 00 00 14 09 07 08 20 30 00 00 00 00 # late at night?
: re34
03 01 14 00 09 16 18 15 22 05 09 20 00 23 09 20 08 00 01 14 # Can IProveit with an
: re35
05 22 09 04 05 14 03 05 30 00 00 00 00 00 00 00 00 00 00 00 # evidence?
# -- AAAAh ######################
: w1
02 05 12 12 33 00 09 20 00 00 23 01 19 00 19 15 13 05 34 00 # Bell: It was some1
: w2
23 15 18 11 09 14 07 00 00 00 12 01 20 05 00 19 15 00 00 00 # working late so
: w3
20 08 05 25 00 23 15 21 12 04 14 15 20 00 02 05 00 15 14 00 # they wouldnot be on
: w4
03 01 13 05 18 01 29 00 00 00 00 00 00 00 00 00 00 00 00 00 # camera!
: w5
10 21 04 07 05 33 20 08 01 20 09 19 00 18 09 07 08 20 29 00 # Judge:Thatis right!
: t1
16 15 23 05 18 00 15 06 06 00 01 14 04 00 12 15 01 04 00 00
# POWER OFF AND LOAD
: t2
07 01 13 05 00 03 01 18 20 00 14 21 13 02 05 18 00 36 00 00
# GAME CART NUMBER 2
# System Code ##################################################
: main
inv_count := 4
if gamestate == 0 begin
drawtitle
waitinput()
clear
tutorial(1)
end
loop
if gamestate == 1 begin
crossexam
end
gamestate := 1
sync()
again
;
: script_getitems
:unpack 0xA t1
text(print)
waitinput()
:unpack 0xA t1
text(erase)
:unpack 0xA t2
text(print)
waitinput()
:unpack 0xA t2
text(erase)
clear
script_getitems
;
: sync() # Sync between Chip-8 versions.
loop
vf := delay
if vf != 0 then
again
;
# Draw_People ##################################################
: draw_person(jan)
x := 24
y := 2
i := ppl_jan_default_a
sprite x y 15
x += 8
i := ppl_jan_default_b
sprite x y 15
;
: draw_person(law)
x := 1
y := 2
i := ppl_law_default_a
sprite x y 15
x += 8
i := ppl_law_default_b
sprite x y 15
;
: draw_person(pro)
x := 47
y := 2
i := ppl_pro_default_a
sprite x y 15
x += 8
i := ppl_pro_default_b
sprite x y 15
;
: draw_person(dec)
x := 24
y := 2
i := ppl_det_default_a
sprite x y 15
x += 8
i := ppl_det_default_b
sprite x y 15
;
: draw_person(jud)
x := 24
y := 2
i := ppl_jud_default_a
sprite x y 15
x += 8
i := ppl_jud_default_b
sprite x y 15
;
: draw_objection(law)
x := 15
y := 1
i := objection
sprite x y 15
;
: draw_objection(pro)
x := 41
y := 1
i := objection
sprite x y 15
;
# Text Code ##################################################
: waitinput() # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed != 3 begin
loopcounter += 1
end
again
;
: gameinput(1) # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed == 6 begin
drawInventory()
end
if keypressed == 4 begin
pressflag := 1
loopcounter += 1
end
if keypressed == 5 begin
loopcounter += 1
end
again
;
: drawTextBox() # Draw textbox for text.
x := 0
y := 17
i := textBoxBorder
loopcounter := 0
loop while loopcounter != 8
sprite x y 15
x += 8
loopcounter += 1
again
;
: drawOnscreenButtons() # During the cross exam stage
x := 0
y := 0
i := button_press
sprite x y 5
x := 56
i := button_object
sprite x y 5
;
: text(print) # Draw Text
: text(erase)
i := text-addr
save v1
x := 2
y := 20
loopcounter := 0
textlength := 20
loop while loopcounter != textlength
: text-addr i := 0 # self-modify to alter
i += loopcounter
load temp0
get-letter()
sprite x y 5
x += 6
loopcounter += 1
if x == 62 then y += 6
if x == 62 then x := 2
again
;
: get-letter() # I know I could skip the table, but I did this by myself.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 font
;
# inventory Code ##################################################
: drawInventory()
clear
x := 7
y := 5
loopcounter := 0
textlength := inv_count
loop while loopcounter != textlength
i := GAME_ITEMS
i += loopcounter
load temp0
get-items()
sprite x y 8
x += 16
loopcounter += 1
again
drawTextBox()
:unpack 0xA t_item1
text(print)
updateInvCursor()
;
: updateInvCursor()
i := cursor_object
x := 1
y := 7
sprite x y 4
inv_show := 1
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press ANYTHING?
if keypressed == 7 begin
temp_inv := inv_show
inv_show += 255
if inv_show == 0 begin
inv_show := 4
end
sprite x y 4
temp1 := 16
x -= temp1
sprite x y 4
updateInvText()
end
if keypressed == 9 begin
temp_inv := inv_show
inv_show += 1
if inv_show == 5 begin
inv_show := 1
end
sprite x y 4
x += 16
sprite x y 4
updateInvText()
end
if keypressed == 6 begin
loopcounter += 1
end
again
if inv_show > inv_count begin
inv_show := 0
end
clear
;
: updateInvText() # Need to make sure it undraws and redraws correctly.
TEMPX := x
TEMPY := y
if temp_inv == 1 begin
:unpack 0xA t_item1
text(print)
end
if temp_inv == 2 begin
:unpack 0xA t_item2
text(print)
end
if temp_inv == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if temp_inv == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
if inv_show == 1 begin
:unpack 0xA t_item1
text(print)
end
if inv_show == 2 begin
:unpack 0xA t_item2
text(print)
end
if inv_show == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if inv_show == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
x := TEMPX
y := TEMPY
i := cursor_object
loopcounter := 0
;
: get-items() # todo make this and get-font the same with self-modifying code if space needed.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 items
;
# Game Events ##################################################
: tutorial(1)
drawTextBox()
draw_person(law)
:unpack 0xA tut1
text(print)
waitinput()
:unpack 0xA tut1
text(erase)
:unpack 0xA tut2
text(print)
waitinput()
:unpack 0xA tut2
text(erase)
:unpack 0xA tut3
text(print)
waitinput()
:unpack 0xA tut3
text(erase)
draw_person(law)
drawTextBox()
:unpack 0xA tut0
text(print)
waitinput()
:unpack 0xA tut0
text(erase)
clear
;
: crossexam
if inv_show == 1 begin
draw_person(law)
draw_person(jud)
drawTextBox()
:unpack 0xA w1
text(print)
waitinput()
:unpack 0xA w1
text(erase)
:unpack 0xA w2
text(print)
waitinput()
:unpack 0xA w2
text(erase)
:unpack 0xA w3
text(print)
waitinput()
:unpack 0xA w3
text(erase)
:unpack 0xA w4
text(print)
waitinput()
:unpack 0xA w4
text(erase)
:unpack 0xA w5
text(print)
waitinput()
:unpack 0xA w5
text(erase)
clear
inv_show := 0
script_getitems
end
if inv_show == 2 begin
clear
draw_person(law)
draw_person(jud)
drawTextBox()
:unpack 0xA uf1
text(print)
waitinput()
:unpack 0xA uf1
text(erase)
:unpack 0xA uf2
text(print)
waitinput()
:unpack 0xA uf2
text(erase)
:unpack 0xA uf3
text(print)
waitinput()
:unpack 0xA uf3
text(erase)
clear
inv_show := 0
end
if inv_show == 3 begin
clear
draw_person(law)
draw_person(jud)
drawTextBox()
:unpack 0xA uf1
text(print)
waitinput()
:unpack 0xA uf1
text(erase)
:unpack 0xA uf2
text(print)
waitinput()
:unpack 0xA uf2
text(erase)
:unpack 0xA uf3
text(print)
waitinput()
:unpack 0xA uf3
text(erase)
clear
inv_show := 0
end
if inv_show == 4 begin
inv_show := 0
end
drawTextBox()
draw_person(dec)
drawOnscreenButtons()
:unpack 0xA cx1
text(print)
gamestate := 2
gameinput(1)
if inv_show != 0 begin
clear
return
end
:unpack 0xA cx1
text(erase)
if pressflag == 1 begin
drawOnscreenButtons()
draw_person(law)
:unpack 0xA re11
text(print)
waitinput()
:unpack 0xA re11
text(erase)
:unpack 0xA re12
text(print)
waitinput()
:unpack 0xA re12
text(erase)
:unpack 0xA re13
text(print)
waitinput()
:unpack 0xA re13
text(erase)
draw_person(law)
drawOnscreenButtons()
pressflag := 0
end
:unpack 0xA cx2
text(print)
gamestate := 3
gameinput(1)
if inv_show != 0 begin
clear
return
end
:unpack 0xA cx2
text(erase)
if pressflag == 1 begin
drawOnscreenButtons()
draw_person(law)
:unpack 0xA re21
text(print)
waitinput()
:unpack 0xA re21
text(erase)
:unpack 0xA re22
text(print)
waitinput()
:unpack 0xA re22
text(erase)
:unpack 0xA re23
text(print)
waitinput()
:unpack 0xA re23
text(erase)
draw_person(law)
drawOnscreenButtons()
pressflag := 0
end
:unpack 0xA cx3
text(print)
gameinput(1)
if inv_show != 0 begin
clear
return
end
gamestate := 4
:unpack 0xA cx3
text(erase)
if pressflag == 1 begin
drawOnscreenButtons()
draw_person(law)
:unpack 0xA re31
text(print)
waitinput()
:unpack 0xA re31
text(erase)
:unpack 0xA re32
text(print)
waitinput()
:unpack 0xA re32
text(erase)
:unpack 0xA re33
text(print)
waitinput()
:unpack 0xA re33
text(erase)
waitinput()
:unpack 0xA re34
text(print)
waitinput()
:unpack 0xA re34
text(erase)
:unpack 0xA re35
text(print)
waitinput()
:unpack 0xA re35
text(erase)
draw_person(law)
drawOnscreenButtons()
pressflag := 0
end
clear
gamestate := 1
;
# Title Screen ##################################################
: drawtitle
x := 10
y := 5
i := title1
sprite x y 10
x += 6
i := title2
sprite x y 10
x += 6
i := title3
sprite x y 10
x := 12
y += 10
i := title1
sprite x y 10
x += 6
y += 2
i := title4
sprite x y 5
x += 6
i := title4
sprite x y 5
x += 6
i := title5
sprite x y 5
x += 5
i := title6
sprite x y 5
x += 5
i := title7
sprite x y 5
x += 5
i := title8
sprite x y 7
x := 30
y := 1
i := title9
sprite x y 15
x += 8
i := title10
sprite x y 15
x := 20
y := 23
i := title11
sprite x y 4
x := 29
y := 23
i := title12
sprite x y 4
;
# Title Images
#Hacky because I noticed that I really needed to split this into multicarts...
: title1 #8
0x00 0x38 0x6C 0x44 0x6C 0x38 0x6C 0x44
0x6C 0x38
: title2 #c
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x40
0x64 0x38
: title3 #e
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x7C
0x60 0x38
: title4 #t
0x30 0x7C 0x30 0x34 0x3C
: title5 #o
0x38 0x7C 0x64 0x64 0x38
: title6
0x70 0x38 0x28 0x20 0x78
: title7
0x68 0x68 0x58 0x58 0x58
: title8
0x48 0x48 0x78 0x18 0x30 0x60 0x60
: title9
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0xEC
0x7F 0x07 0x01 0x00 0x00 0x00 0x00
: title10
0x00 0x18 0x3F 0x7F 0x7F 0x7E 0x7E 0x3C
0x3C 0xFC 0xFE 0xFE 0xFE 0xFE 0xFE
: title11
0xC9 0xA2 0xA9 0xCA
: title12
0xA7 0xC1 0xC6 0xA7
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# 8CE Attourny
# An Octo Game
# You have 16 bytes ##################################################
:alias temp0 v0
:alias temp1 v1
:alias x v2
:alias y v3
:alias TEMPX v4
:alias TEMPY v5
:alias keypressed v6
:alias gamestate v7
:alias tempgamestate v8
:alias inv_count v9
:alias inv_show va
:alias BLANKb vb
:alias BLANKc vc
:alias loopcounter vd
:alias gtlt ve
:alias temp_inv ve
:alias textlength ve
:alias CARRY_FLAG vF
# Images Resources ##################################################
: textBoxBorder
0xFF 0x99 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFF
0xFF 0xFF 0xFF 0xFF 0xFf
: button_press
0xFF 0xC7 0xF7 0xEE 0xFC
: button_object
0xFF 0xE3 0xE3 0x7B 0x3F
: cursor_object
0xE0 0x90 0x88 0xF8
: objection
0x10 0x38 0x7C 0x44 0xC6 0xC6 0xC6 0xC6
0xC6 0xFE 0xC6 0x44 0x7C 0x38 0x10
# People ##################################################
: ppl_jan_default_a
0x07 0x1F 0x20 0x2F 0x10
0x0B 0x1B 0x1F 0x0E 0x07
0x1C 0x21 0x53 0xFF 0x80
: ppl_jan_default_b
0xe0 0xF0 0x08 0xE8 0x10
0xA0 0xB0 0xF0 0x60 0xC0
0x70 0x08 0x94 0xFF 0x01
: ppl_law_default_a
0x0F 0x3C 0x73 0x6E 0xEE
0xEF 0x5D 0x5E 0xCF 0x6E
0xD9 0x26 0xD9 0xBE 0xBF
: ppl_law_default_b
0x90 0x60 0x80 0xC0 0xC0
0xC0 0x80 0x00 0x00 0x00
0x00 0x00 0x38 0x54 0xB4
: ppl_pro_default_a
0x00 0x00 0x00 0x00 0x00
0x00 0x00 0x00 0x00 0x00
0x00 0x1C 0x2A 0x2E 0x3F
: ppl_pro_default_b
0x00 0x38 0x7C 0x7C 0x7C
0x5E 0xFE 0xFE 0x74 0x4C
0x3A 0xC7 0x4F 0x27 0xFF
: ppl_det_default_a
0x0F 0x3C 0x73 0x6F 0xE9 0xE9 0x5F 0x5B
0xC8 0x6C 0xD7 0x20 0xD9 0xBE 0xBF
: ppl_det_default_b
0x90 0x60 0x80 0xC0 0x40 0xC0 0x80 0x00
0x00 0x00 0x00 0x00 0x38 0x54 0xB4
: ppl_jud_default_a
0x00 0x07 0x0F 0x0D 0x1D
0x17 0x08 0x0F 0x0C 0x07
0x18 0x39 0x7C 0xFF 0x80
: ppl_jud_default_b
0x00 0xC0 0xE0 0x60 0x70
0xD0 0x20 0xE0 0x60 0xC0
0x30 0x3C 0x7E 0xFF 0x01
# Items ##################################################
: item_1 #badge
0x3C 0x42 0x99 0xA5 0xA5 0x99 0x42 0x3C
: item_2 #report
0xFF 0xB1 0x81 0xBD 0x81 0xBD 0x81 0xFF
: item_3 #photo
0x00 0xFF 0x81 0x85 0xB1 0xF9 0xFF 0x00
: item_4 #mug
0x3F 0x7F 0xFF 0xBF 0xBF 0xFF 0x7F 0x3F
: GAME_ITEMS
0 1 3 3
# Font ##################################################
: letA
0x70 0x88 0xF8 0x88 0x88
: letB
0xF0 0x88 0xF0 0x88 0xF0
: letC
0x70 0x88 0x80 0x88 0x70
: letD
0xF0 0x88 0x88 0x88 0xF0
: letE
0xF8 0x80 0xE0 0x80 0xF8
: letF
0xF8 0x80 0xE0 0x80 0x80
: letG
0x78 0x80 0x98 0x88 0x78
: letH
0x88 0x88 0xF8 0x88 0x88
: letI
0xF8 0x20 0x20 0x20 0xF8
: letJ
0xF8 0x10 0x10 0x50 0x70
: letK
0x88 0x90 0xE0 0x90 0x88
: letL
0x40 0x40 0x40 0x40 0x78
: letM
0xD8 0xA8 0x88 0x88 0x88
: letN
0xC8 0xC8 0xA8 0x98 0x98
: letO
0xF8 0x88 0x88 0x88 0xF8
: letP
0xF8 0x88 0xF8 0x80 0x80
: letQ
0xF8 0x88 0xA8 0xF8 0x10
: letR
0xF8 0x88 0xF0 0x88 0x88
: letS
0x78 0x80 0x70 0x08 0xF0
: letT
0xF8 0x20 0x20 0x20 0x20
: letU
0x88 0x88 0x88 0x88 0x70
: letV
0x88 0x88 0x88 0x50 0x20
: letW
0x88 0x88 0x88 0xA8 0xD8
: letX
0x88 0x50 0x20 0x50 0x88
: letY
0x88 0x50 0x20 0x20 0x20
: letZ
0x00 0x00 0x70 0x00 0x00
: letCOMMA
0x00 0x00 0x00 0x30 0x10
: letPERIOD
0x00 0x00 0x00 0x30 0x30
: letBANG
0x30 0x30 0x30 0x00 0x30
: letQUESTION
0x70 0x10 0x20 0x00 0x20
: letSPACE
0x00 0x00 0x00 0x00 0x00
: letMARK
0x00 0x70 0x50 0x70 0x00
: letHEART
: letCOLON
0x00 0x40 0x00 0x40 0x00
: let1
0x20 0x20 0x20 0x20 0x20
: let2
0xF0 0x08 0xF8 0x80 0xF8
: let3
0xf0 0x08 0xf8 0x08 0xf0
: let4
0x30 0x50 0x90 0xF8 0x10
: let5
0xF8 0x80 0xF0 0x08 0xF0
: let6
0x70 0x80 0xF0 0x88 0x70
: let7
0xF8 0x08 0x10 0x20 0x40
: let8
0x70 0x88 0x70 0x88 0x70
: let9
0xF8 0x88 0xF8 0x08 0x08
# Table ##################################################
: items
i := item_1 ; # 0
i := item_2 ; # 1
i := item_4 ; # 2
i := item_4 ; # 3
: font
i := letSPACE ; # 0
i := letA ; # 1
i := letB ; # 2
i := letC ; # 3
i := letD ; # 4
i := letE ; # 5
i := letF ; # 6
i := letG ; # 7
i := letH ; # 8
i := letI ; # 9
i := letJ ; # 10
i := letK ; # 11
i := letL ; # 12
i := letM ; # 13
i := letN ; # 14
i := letO ; # 15
i := letP ; # 16
i := letQ ; # 17
i := letR ; # 18
i := letS ; # 19
i := letT ; # 20
i := letU ; # 21
i := letV ; # 22
i := letW ; # 23
i := letX ; # 24
i := letY ; # 25
i := letZ ; # 26
i := letCOMMA ; # 27
i := letPERIOD ; # 28
i := letBANG ; # 29
i := letQUESTION ; # 30
i := letMARK ; # 31
i := letHEART ; # 32
i := letCOLON ; # 33
i := let1 ; # 34
i := let2 ; # 35
i := let3 ; # 36
i := let4 ; # 37
i := let5 ; # 38
i := let6 ; # 39
i := let7 ; # 40
i := let8 ; # 41
i := let9 ; # 42
# Strings #############################################################
# -- Items ############################################################
: t_item1 ####
12 01 23 25 05 18 00 02 04 07 03 15 21 18 20 00 09 04 00 00
# Lawyer_BDGCourt_ID__
: t_item2 ####
01 21 20 15 16 19 25 18 16 20 19 20 01 09 18 19 34 35 01 13
# AutopsyRPTStairs12AM
: t_item3 ####
16 08 15 20 15 00 02 15 04 25 01 14 04 00 19 08 01 18 04 19
# PHOTO_BODYAND_SHARDS
: t_item4 ####
16 18 15 19 05 03 21 20 15 18 03 15 06 06 05 05 00 03 21 16
# PROSECUTORCOFFEE_CUP
# -- Intro ############################################################
: txt_intro_0
02 05 12 12 33 00 20 08 01 20 16 05 18 19 15 14 00 09 19 00 00 # Bell: Thatperson is
: txt_intro_1
09 14 00 20 08 09 19 00 00 00 18 15 15 13 29 00 00 00 00 00 00 # in this room!
# MY_NAME_ISBELL_IM_AN
: txt_intro_2
10 21 04 07 05 33 00 00 00 00 23 08 01 20 29 30 00 00 00 00 00 # Judge: What!?
# ATTORNEY._THIS_IS_MY
: txt_intro_3
02 05 12 12 33 00 25 05 19 27 09 20 19 00 20 08 05 00 00 00 00 # Bell: Yes,its the
# CLIENT____AIJAY._HES
: txt_intro_4
16 18 15 19 05 03 21 26 00 00 20 09 15 14 29 00 00 00 00 00 # prosecuz tion!
# A_JANITOR_ACCUSED_OF
: txt_intro_5
16 18 15 19 05 03 21 20 15 18 23 08 01 20 30 00 00 00 00 00 # prosecutorWHAT?
# MURDERING_A_COURT___
: txt_intro_6
02 05 12 12 33 00 20 08 05 00 19 08 01 18 04 19 00 15 06 00 # Bell: The shards of
# GUARD.
: txt_intro_7
07 12 01 19 19 00 19 08 15 23 09 20 19 00 25 15 21 29 00 00 # glass showits you!
# AIJAY:_SO_DO_I_HAVE_
: txt_intro_8
03 08 05 03 11 00 20 08 05 00 16 18 09 14 20 19 28 00 00 00 # Check the prints.
# A_CHANCE__BELL?_____
: txt_intro_9
09 20 00 23 01 19 25 15 21 18 03 15 06 06 05 05 00 13 21 07 # It wasyourcoffee mug
# BELL:_THE_CASE_BUILT
: txt_intro_10
16 18 15 19 05 03 21 20 15 18 14 15 15 15 15 15 15 15 15 29 # prosecutorNOOOOOOOO!
# IS_WEAK,__WELL_WIN._
: txt_intro_11
03 15 21 18 20 08 15 21 19 05 00 34 15 33 36 15 00 16 13 00 # COURTHOUSE 1o:3o PM
# AIJAY:____THANK_YOU.
# -- Court Intro ###############################################
: txt_court_intro_1
01 09 10 01 25 33 00 00 00 00 20 08 01 14 11 00 25 15 21 28 # AIJAY: Thank you.
# _10:15_AM_COURTHOUSE
: txt_court_intro_2
08 15 23 04 00 25 15 21 00 00 06 09 07 21 18 05 00 09 20 00 # howd you figure it
# My childs_birthday__
: txt_court_intro_3
19 15 00 06 01 19 20 30 00 00 00 00 00 00 00 00 00 00 00 00 # so fast?
# is tonightso lets___
: txt_court_intro_4
02 05 12 12 33 00 09 22 05 00 02 12 01 03 11 13 01 09 12 00 # Bell: Ive blackmail
# make this_fast._____
: txt_court_intro_5
15 14 00 20 08 05 00 00 00 00 10 21 04 07 05 28 00 00 00 00 # on the judge.
# Prosecutor, Defense?
: txt_court_intro_6
09 00 01 12 23 01 25 19 00 00 23 09 14 28 28 28 00 00 00 00 # I always win...
# Both:_____Ready.____
: txt_court_intro_7
08 01 08 01 08 01 08 01 08 01 08 01 08 01 08 01 08 01 08 01 # HAHAHAHAHAHAHAHAHAHA
# Judge: Ok,Detective?
: txt1
01 09 10 01 25 33 00 28 28 28 00 00 00 00 00 00 00 00 00 00 # AIJAY: ...
# The victima Court
: txt2
23 09 12 12 00 19 15 13 05 26 15 14 05 00 04 05 06 05 01 20 # Will somezone defeat
# Bailiff named Gil
: txt3
20 08 05 00 05 22 09 12 00 00 02 05 12 12 30 00 00 00 00 00 # the evil Bell?
# was founddead. The
: txt4
06 09 14 04 00 15 21 20 00 00 09 14 28 28 28 00 00 00 00 00 # find out in...
# time of death was
: txt5
19 21 16 05 18 41 03 05 00 00 41 20 20 15 21 18 14 25 28 00 # Super8ce 8ttourny.
# 1AM. He died of a
# System Code ##################################################
: main
drawtitle
waitinput()
clear
script_intro(1)
clear
script_court(judge)
clear
script_getitems
# Loop is always at the end.
loop
sync()
again
;
: sync() # Sync between Chip-8 versions.
loop
vf := delay
if vf != 0 then
again
;
# Draw_People ##################################################
: draw_person(jan)
x := 24
y := 2
i := ppl_jan_default_a
sprite x y 15
x += 8
i := ppl_jan_default_b
sprite x y 15
;
: draw_person(law)
x := 1
y := 2
i := ppl_law_default_a
sprite x y 15
x += 8
i := ppl_law_default_b
sprite x y 15
;
: draw_person(pro)
x := 47
y := 2
i := ppl_pro_default_a
sprite x y 15
x += 8
i := ppl_pro_default_b
sprite x y 15
;
: draw_person(dec)
x := 1
y := 2
i := ppl_det_default_a
sprite x y 15
x += 8
i := ppl_det_default_b
sprite x y 15
;
: draw_person(jud)
x := 24
y := 2
i := ppl_jud_default_a
sprite x y 15
x += 8
i := ppl_jud_default_b
sprite x y 15
;
: draw_objection(law)
x := 15
y := 1
i := objection
sprite x y 15
;
: draw_objection(pro)
x := 41
y := 1
i := objection
sprite x y 15
;
# Text Code ##################################################
: waitinput() # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed != 3 begin
loopcounter += 1
end
again
;
: gameinput() # Press any key to continue.
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press anything?
if keypressed == 4 begin
drawInventory()
end
if keypressed == 3 begin
loopcounter += 1
end
again
;
: drawTextBox() # Draw textbox for text.
x := 0
y := 17
i := textBoxBorder
loopcounter := 0
loop while loopcounter != 8
sprite x y 15
x += 8
loopcounter += 1
again
;
: drawOnscreenButtons() # During the cross exam stage
x := 0
y := 0
i := button_press
sprite x y 5
x := 56
i := button_object
sprite x y 5
;
: text(print) # Draw Text
: text(erase)
i := text-addr
save v1
x := 2
y := 20
loopcounter := 0
textlength := 20
loop while loopcounter != textlength
: text-addr i := 0 # self-modify to alter
i += loopcounter
load temp0
get-letter()
sprite x y 5
x += 6
loopcounter += 1
if x == 62 then y += 6
if x == 62 then x := 2
again
;
: get-letter() # I know I could skip the table, but I did this by myself.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 font
;
# inventory Code ##################################################
: drawInventory()
clear
x := 7
y := 5
loopcounter := 0
textlength := inv_count
loop while loopcounter != textlength
i := GAME_ITEMS
i += loopcounter
load temp0
get-items()
sprite x y 8
x += 16
loopcounter += 1
again
drawTextBox()
:unpack 0xA t_item1
text(print)
updateInvCursor()
;
: updateInvCursor()
i := cursor_object
x := 1
y := 7
sprite x y 4
inv_show := 1
loopcounter := 0
loop while loopcounter != 1
keypressed := key # Did they press ANYTHING?
if keypressed == 7 begin
temp_inv := inv_show
inv_show += 255
if inv_show == 0 begin
inv_show := 4
end
sprite x y 4
temp1 := 16
x -= temp1
sprite x y 4
updateInvText()
end
if keypressed == 9 begin
temp_inv := inv_show
inv_show += 1
if inv_show == 5 begin
inv_show := 1
end
sprite x y 4
x += 16
sprite x y 4
updateInvText()
end
if keypressed == 6 begin
loopcounter += 1
end
if keypressed == 4 begin
loopcounter += 1
inv_show := 0
end
again
if inv_show > inv_count begin
inv_show := 0
end
clear
;
: updateInvText() # Need to make sure it undraws and redraws correctly.
TEMPX := x
TEMPY := y
if temp_inv == 1 begin
:unpack 0xA t_item1
text(print)
end
if temp_inv == 2 begin
:unpack 0xA t_item2
text(print)
end
if temp_inv == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if temp_inv == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
if inv_show == 1 begin
:unpack 0xA t_item1
text(print)
end
if inv_show == 2 begin
:unpack 0xA t_item2
text(print)
end
if inv_show == 3 begin
if inv_count > 2 begin
:unpack 0xA t_item3
text(print)
end
end
if inv_show == 4 begin
if inv_count > 3 begin
:unpack 0xA t_item4
text(print)
end
end
x := TEMPX
y := TEMPY
i := cursor_object
loopcounter := 0
;
: get-items() # todo make this and get-font the same with self-modifying code if space needed.
v0 <<= v0 # multiply by 4, the table entry size
v0 <<= v0
jump0 items
;
# Game Events ##################################################
: script_intro(1)
:unpack 0xA txt_intro_0
text(print)
waitinput()
:unpack 0xA txt_intro_0
text(erase)
drawTextBox()
draw_person(law)
:unpack 0xA txt_intro_1
text(print)
waitinput()
draw_person(jud)
:unpack 0xA txt_intro_1
text(erase)
:unpack 0xA txt_intro_2
text(print)
waitinput()
:unpack 0xA txt_intro_2
text(erase)
:unpack 0xA txt_intro_3
text(print)
waitinput()
:unpack 0xA txt_intro_3
text(erase)
:unpack 0xA txt_intro_4
text(print)
waitinput()
draw_person(pro)
:unpack 0xA txt_intro_4
text(erase)
:unpack 0xA txt_intro_5
text(print)
waitinput()
:unpack 0xA txt_intro_5
text(erase)
:unpack 0xA txt_intro_6
text(print)
waitinput()
:unpack 0xA txt_intro_6
text(erase)
:unpack 0xA txt_intro_7
text(print)
waitinput()
:unpack 0xA txt_intro_7
text(erase)
:unpack 0xA txt_intro_8
text(print)
waitinput()
:unpack 0xA txt_intro_8
text(erase)
:unpack 0xA txt_intro_9
text(print)
waitinput()
:unpack 0xA txt_intro_9
text(erase)
:unpack 0xA txt_intro_10
text(print)
waitinput()
:unpack 0xA txt_intro_10
text(erase)
clear
:unpack 0xA txt_intro_11
text(print)
waitinput()
:unpack 0xA txt_intro_11
text(erase)
;
: script_court(judge)
drawTextBox()
draw_person(jan)
:unpack 0xA txt_court_intro_1
text(print)
waitinput()
:unpack 0xA txt_court_intro_1
text(erase)
:unpack 0xA txt_court_intro_2
text(print)
waitinput()
:unpack 0xA txt_court_intro_2
text(erase)
:unpack 0xA txt_court_intro_3
text(print)
waitinput()
:unpack 0xA txt_court_intro_3
text(erase)
draw_person(law)
:unpack 0xA txt_court_intro_4
text(print)
waitinput()
:unpack 0xA txt_court_intro_4
text(erase)
:unpack 0xA txt_court_intro_5
text(print)
waitinput()
:unpack 0xA txt_court_intro_5
text(erase)
:unpack 0xA txt_court_intro_6
text(print)
waitinput()
:unpack 0xA txt_court_intro_6
text(erase)
:unpack 0xA txt_court_intro_7
draw_person(law)
draw_person(dec)
text(print)
waitinput()
:unpack 0xA txt_court_intro_7
text(erase)
:unpack 0xA txt1
text(print)
waitinput()
:unpack 0xA txt1
text(erase)
:unpack 0xA txt2
text(print)
waitinput()
:unpack 0xA txt2
text(erase)
:unpack 0xA txt3
text(print)
waitinput()
:unpack 0xA txt3
text(erase)
clear
;
: script_getitems
:unpack 0xA txt4
text(print)
waitinput()
:unpack 0xA txt4
text(erase)
:unpack 0xA txt5
text(print)
waitinput()
:unpack 0xA txt5
text(erase)
clear
script_getitems
;
: drawtitle
x := 10
y := 5
i := title1
sprite x y 10
x += 6
i := title2
sprite x y 10
x += 6
i := title3
sprite x y 10
x := 12
y += 10
i := title1
sprite x y 10
x += 6
y += 2
i := title4
sprite x y 5
x += 6
i := title4
sprite x y 5
x += 6
i := title5
sprite x y 5
x += 5
i := title6
sprite x y 5
x += 5
i := title7
sprite x y 5
x += 5
i := title8
sprite x y 7
x := 30
y := 1
i := title9
sprite x y 15
x += 8
i := title10
sprite x y 15
x := 20
y := 23
i := title11
sprite x y 4
x := 29
y := 23
i := title12
sprite x y 4
;
# Title Images
#Hacky because I noticed that I really needed to split this into multicarts...
: title1 #8
0x00 0x38 0x6C 0x44 0x6C 0x38 0x6C 0x44
0x6C 0x38
: title2 #c
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x40
0x64 0x38
: title3 #e
0x00 0x00 0x00 0x00 0x00 0x38 0x64 0x7C
0x60 0x38
: title4 #t
0x30 0x7C 0x30 0x34 0x3C
: title5 #o
0x38 0x7C 0x64 0x64 0x38
: title6
0x70 0x38 0x28 0x20 0x78
: title7
0x68 0x68 0x58 0x58 0x58
: title8
0x48 0x48 0x78 0x18 0x30 0x60 0x60
: title9
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0xEC
0x7F 0x07 0x01 0x00 0x00 0x00 0x00
: title10
0x00 0x18 0x3F 0x7F 0x7F 0x7E 0x7E 0x3C
0x3C 0xFC 0xFE 0xFE 0xFE 0xFE 0xFE
: title11
0xC9 0xA2 0xA9 0xCA
: title12
0xA7 0xC3 0xC1 0xA7
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