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Two kinds of actor. We now need vector tables!
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eg/game.60p
62
eg/game.60p
@ -30,8 +30,9 @@ reserve byte[16] actor_pos_hi
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reserve byte[16] actor_pos_lo
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reserve vector dispatch_state
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reserve vector dispatch_logic
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reserve byte[18] press_fire_msg: "PRESS FIRE TO PLAY"
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reserve byte[18] press_fire_msg: "PRESS`FIRE`TO`PLAY"
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routine calculate_new_position outputs (new_position) {
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clc
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@ -142,6 +143,9 @@ routine init_game {
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lda #$04
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sta actor_pos_hi, y
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tya
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clc
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asl .a
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asl .a
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sta actor_pos_lo, y
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iny
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cpy #8
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@ -167,6 +171,43 @@ routine state_title_screen {
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jmp (save_cinv)
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}
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routine logic_player {
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jsr read_stick
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jsr calculate_new_position
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jsr check_new_position_in_bounds
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if bcs {
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lda #32
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ldy #0
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sta (position), y
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copy new_position position
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lda #81
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ldy #0
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sta (position), y
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} else { }
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}
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routine logic_obstacle {
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lda #0
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sta >delta
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lda #1
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sta <delta
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jsr calculate_new_position
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jsr check_new_position_in_bounds
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if bcs {
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lda #32
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ldy #0
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sta (position), y
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copy new_position position
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lda #82
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ldy #0
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sta (position), y
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} else { }
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}
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routine indirect_jsr_logic {
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jmp (dispatch_logic)
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}
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routine state_play_game {
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reserve byte save_x
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ldx #0
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@ -178,18 +219,13 @@ routine state_play_game {
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lda actor_pos_lo, x
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sta <position
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jsr read_stick
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jsr calculate_new_position
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jsr check_new_position_in_bounds
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if bcs {
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lda #32
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ldy #0
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sta (position), y
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copy new_position position
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lda #81
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ldy #0
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sta (position), y
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} else { }
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cpx #0
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if beq {
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copy routine logic_player to dispatch_logic
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} else {
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copy routine logic_obstacle to dispatch_logic
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}
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jsr indirect_jsr_logic
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ldx save_x
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lda >position
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