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Display message on-screen at start of game.
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@ -29,14 +29,16 @@ byte joy2 @ $dc00
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pointer ptr @ 254
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word pos
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word delta
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byte button_down : 0 // effectively static-local to check_button
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byte table press_fire_msg: "PRESS`FIRE`TO`PLAY"
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//
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// Points to the routine that implements the current game state.
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//
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vector dispatch_game_state
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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@ -53,13 +55,13 @@ vector dispatch_game_state
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//
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vector cinv
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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@ 788
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vector save_cinv
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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@ -163,7 +165,7 @@ routine clear_screen
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//
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routine game_state_play
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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@ -183,16 +185,20 @@ routine game_state_play
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}
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routine game_state_title_screen
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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ld y, 10
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ld y, 0
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repeat {
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ld a, 90
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ld a, press_fire_msg + y
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st on, c
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sub a, 64 // yuck. oh well
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st a, screen1 + y
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inc y
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cmp y, 20
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cmp y, 18
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} until z
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st off, c
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@ -212,7 +218,7 @@ routine game_state_title_screen
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// *************************
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routine our_cinv
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inputs joy2, pos, button_down, dispatch_game_state
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inputs joy2, pos, button_down, press_fire_msg, dispatch_game_state
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outputs delta, pos, screen, screen1, button_down, dispatch_game_state
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trashes a, x, y, c, z, n, v, ptr
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{
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