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v+1 again
Works on zero page and ghosts
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3a00ab2537
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@ -14,6 +14,16 @@ gPINKY = 2
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gBLINKY = 3
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gCLYDE = 4
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dirDOWN = 0
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dirUP = 1
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dirRIGHT = 2
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dirLEFT = 3
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score1600 = 0
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score200 = 2
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score400 = 4
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score800 = 8
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nbDOTS = 248 ; 244 normal dots & 4 energizer dots
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L0300 = $0300 ; buffer area to save scores
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@ -68,10 +78,34 @@ zpDOTTEMPO = $5e ; (byte) tempo for energizer dot blinking
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zpDOTFLAG = $5f ; (byte) 0: show dots, 1: hide dots
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pacmanX = $60 ; (byte) Pacman X
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pacmanY = $61 ; (byte) Pacman Y
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pacmanDIR = $62 ; (byte) Pacman direction (see above)
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*
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bonusINDEX = $68 ; (byte) 2/4/8/16 for bonus 200/400/800/1600
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boardY = $6a ; (byte) y-coord in board
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boardX = $6b ; (byte) x-coord in board
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enemyX = $70 ; (byte) enemy X
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enemyY = $71 ; (byte) enemy Y
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*
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ghosDATA = $70 ; (struct) structure of 8/20 bytes for the current ghost
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ghostX = $70 ; (byte) enemy X
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ghostY = $71 ; (byte) enemy Y
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ghostFRIGHTENED = $78 ; (byte) 0: ghost is not frightened, 1: ghost is frightened
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ghostISDEAD = $79 ; (byte) 0: ghost is alive, dead otherwise
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*--- Each ghost data is: 84 / 98 / AC / C0
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ghost1DATA = $84
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ghost1X = ghost1DATA
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ghost1Y = ghost1DATA+1
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ghost1FRIGHTENED = ghost1DATA+8
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ghost2DATA = $98
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ghost2X = ghost2DATA
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ghost2Y = ghost2DATA+1
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ghost2FRIGHTENED = ghost2DATA+8
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ghost3DATA = $ac
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ghost3X = ghost3DATA
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ghost3Y = ghost3DATA+1
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ghost3FRIGHTENED = ghost3DATA+8
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ghost4DATA = $c0
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ghost4X = ghost4DATA
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ghost4Y = ghost4DATA+1
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ghost4FRIGHTENED = ghost4DATA+8
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ghostINDEX = $e0 ; (byte) 1: Inky, 2: Pinky, 3: Blinky, 4: Clyde
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fgDEMO = $e8 ; (byte) 0: game, 1: demo
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zpSPEED = f3 ; (byte) ghosts speed
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1053
pacman/PACMAN.S
1053
pacman/PACMAN.S
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