2019-10-02 04:03:00 +00:00
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; draw/move the bad guy aliens
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MAX_ALIENS = 3
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alien_room:
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alien0_room: .byte 0
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alien1_room: .byte 0
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alien2_room: .byte 0
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alien_x:
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alien0_x: .byte 0
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alien1_x: .byte 0
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alien2_x: .byte 0
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alien_y:
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alien0_y: .byte 0
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alien1_y: .byte 0
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alien2_y: .byte 0
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alien_state:
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alien0_state: .byte 0
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alien1_state: .byte 0
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alien2_state: .byte 0
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A_STANDING = 0
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A_WALKING = 1
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A_RUNNING = 2
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A_CROUCHING = 3
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A_TURNING = 4
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A_YELLING = 5
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A_SHOOTING_UP = 6
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A_DISINTEGRATING = 7
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A_SHOOTING = 8
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alien_gait:
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alien0_gait: .byte 0
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alien1_gait: .byte 0
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alien2_gait: .byte 0
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alien_direction:
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alien0_direction: .byte 0
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alien1_direction: .byte 0
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alien2_direction: .byte 0
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alien_gun:
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alien0_gun: .byte 0
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alien1_gun: .byte 0
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alien2_gun: .byte 0
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;=======================================
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; Move alien based on current state
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;
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move_alien:
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ldx #0
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move_alien_loop:
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lda alien_room,X
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cmp WHICH_ROOM
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bne done_move_alien
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lda alien_state,X
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cmp #A_WALKING
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beq move_alien_walking
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cmp #A_RUNNING
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beq move_alien_running
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cmp #A_YELLING
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beq move_alien_yelling
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cmp #A_SHOOTING_UP
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beq move_alien_yelling
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cmp #A_STANDING
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beq move_alien_standing
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cmp #A_SHOOTING
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beq move_alien_shooting
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done_move_alien:
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inx
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cpx #MAX_ALIENS
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bne move_alien_loop
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rts
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;======================
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; yelling
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move_alien_yelling:
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inc alien_gait,X ; cycle through animation
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jmp done_move_alien
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;======================
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; walking
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move_alien_walking:
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inc alien_gait,X ; cycle through animation
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lda alien_gait,X
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and #$f
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cmp #$8 ; only walk roughly 1/8 of time
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bne alien_no_move_walk
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lda alien_direction,X
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beq a_walk_left
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inc alien_x,X ; walk right
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jmp done_move_alien
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a_walk_left:
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dec alien_x,X ; walk left
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alien_no_move_walk:
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jmp done_move_alien
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;======================
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; running
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move_alien_running:
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inc alien_gait,X ; cycle through animation
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lda alien_gait,X
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and #$3
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cmp #$2 ; only run roughly 1/4 of time
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bne alien_no_move_run
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lda alien_direction,X
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beq a_run_left
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inc alien_x,X ; run right
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jmp done_move_alien
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a_run_left:
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dec alien_x,X ; run left
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alien_no_move_run:
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jmp done_move_alien
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;======================
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; standing
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move_alien_standing:
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; turn to face physicist if on same level
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_Y
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2019-10-02 04:03:00 +00:00
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cmp alien_y,X
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bne done_move_alien_standing
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;=================
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; delay a bit so it doesn't happen instantaneously
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lda FRAMEL
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and #$3f
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bne done_move_alien_standing
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_X
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2019-10-02 04:03:00 +00:00
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cmp alien_x,X
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bcs alien_face_right
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alien_face_left:
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lda #0
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beq alien_done_facing
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alien_face_right:
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lda #1
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alien_done_facing:
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sta alien_direction,X
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; change to shooting
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lda #A_SHOOTING
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sta alien_state,X
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done_move_alien_standing:
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jmp done_move_alien
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;======================
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; shooting
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move_alien_shooting:
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; only fire occasionally
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lda FRAMEL
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and #$7f
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bne done_alien_shooting_now
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jsr fire_alien_laser
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done_alien_shooting_now:
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jmp done_move_alien
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astate_table_lo:
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.byte <alien_standing ; 00
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.byte <alien_walking ; 01
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.byte <alien_running ; 02
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.byte <alien_crouching ; 03
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.byte <alien_turning ; 04
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.byte <alien_yelling ; 05
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.byte <alien_shooting_up; 06
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.byte <alien_disintegrating; 07
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.byte <alien_shooting ; 08
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astate_table_hi:
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.byte >alien_standing ; 00
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.byte >alien_walking ; 01
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.byte >alien_running ; 02
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.byte >alien_crouching ; 03
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.byte >alien_turning ; 04
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.byte >alien_yelling ; 05
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.byte >alien_shooting_up; 06
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.byte >alien_disintegrating; 07
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.byte >alien_shooting ; 08
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; Urgh, make sure this doesn't end up at $FF or you hit the
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; NMOS 6502 bug
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.align 2
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ajump:
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.word $0000
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.align 1
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;======================================
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;======================================
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; draw alien
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;======================================
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;======================================
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draw_alien:
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ldx #0
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draw_alien_loop:
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lda alien_room,X
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cmp WHICH_ROOM
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bne no_alien
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txa
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pha
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lda alien_state,X
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tay
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lda astate_table_lo,y
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sta ajump
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lda astate_table_hi,y
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sta ajump+1
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jmp (ajump)
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done_draw_alien_loop:
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pla
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tax
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no_alien:
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inx
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cpx #MAX_ALIENS
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bne draw_alien_loop
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rts
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;==================================
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; STANDING
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;==================================
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alien_standing:
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lda #<alien_stand
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sta INL
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lda #>alien_stand
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sta INH
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jmp finally_draw_alien
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;==================================
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; SHOOTING
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;==================================
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alien_shooting:
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lda #<alien_shoot_sprite
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sta INL
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lda #>alien_shoot_sprite
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sta INH
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jmp finally_draw_alien
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;===================================
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; CROUCHING
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;===================================
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alien_crouching:
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; FIXME: we have an animation?
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lda #<alien_crouch2
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sta INL
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lda #>alien_crouch2
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sta INH
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jmp finally_draw_alien
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;===============================
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; Walking
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;================================
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alien_walking:
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lda alien_gait,X
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cmp #64
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bcc alien_gait_fine ; blt
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lda #0
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sta alien_gait,X
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alien_gait_fine:
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lsr
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lsr
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and #$fe
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tay
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lda alien_gun,X
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beq alien_walk_nogun
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alien_walk_gun:
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lda alien_walk_gun_progression,Y
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sta INL
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lda alien_walk_gun_progression+1,Y
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sta INH
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jmp finally_draw_alien
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alien_walk_nogun:
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lda alien_walk_progression,Y
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sta INL
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lda alien_walk_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Running
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;================================
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alien_running:
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lda alien_gait,X
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cmp #32
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bcc alien_run_gait_fine ; blt
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lda #0
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sta alien_gait,X
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alien_run_gait_fine:
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lsr
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and #$fe
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tay
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lda alien_run_progression,Y
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sta INL
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lda alien_run_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Turning
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;================================
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alien_turning:
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dec alien_gait,X
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bpl alien_draw_turning
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lda #0
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sta alien_gait,X
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; switch direction
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lda alien_direction,X
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eor #$1
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sta alien_direction,X
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lda #A_WALKING
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sta alien_state,X
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alien_draw_turning:
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lda #<alien_turning_sprite
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sta INL
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lda #>alien_turning_sprite
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sta INH
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jmp finally_draw_alien
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;===============================
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; Yelling
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;================================
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alien_yelling:
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lda alien_gait,X
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; 00
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; 01
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; 10
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; 11
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and #$40
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bne alien_yelling_no_waving
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lda alien_gait,X
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alien_yelling_no_waving:
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and #$10
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lsr
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lsr
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lsr
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and #2
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tay
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lda alien_yell_progression,Y
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sta INL
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lda alien_yell_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Disintegrating
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;================================
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alien_disintegrating:
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lda alien_gait,X
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cmp #13
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bne alien_keep_disintegrating
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lda #$ff
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sta alien_room,X
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dec ALIEN_OUT
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jmp done_draw_alien_loop
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alien_keep_disintegrating:
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asl
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tay
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lda alien_disintegrating_progression,Y
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sta INL
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lda alien_disintegrating_progression+1,Y
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sta INH
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lda FRAMEL
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and #$7
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bne slow_disintegration
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inc alien_gait,X
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slow_disintegration:
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jmp finally_draw_alien
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|
;===============================
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; Shooting Upward
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|
;================================
|
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alien_shooting_up:
|
|
|
|
lda alien_gait,X
|
|
|
|
and #$30
|
|
|
|
|
|
|
|
; 000 000
|
|
|
|
; 010 000
|
|
|
|
; 100 000
|
|
|
|
; 110 000
|
|
|
|
|
|
|
|
lsr
|
|
|
|
lsr
|
|
|
|
lsr
|
|
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|
|
|
|
|
and #6
|
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|
|
tay
|
|
|
|
|
|
|
|
lda alien_shoot_up_progression,Y
|
|
|
|
sta INL
|
|
|
|
|
|
|
|
lda alien_shoot_up_progression+1,Y
|
|
|
|
sta INH
|
|
|
|
|
|
|
|
cpy #0
|
|
|
|
|
|
|
|
lda alien_gait,X
|
|
|
|
; and #$ff
|
|
|
|
bne finally_draw_alien
|
|
|
|
|
|
|
|
lda #32
|
|
|
|
sta SHOOTING_BOTTOM
|
|
|
|
lda #28
|
|
|
|
sta SHOOTING_TOP
|
|
|
|
|
|
|
|
inc LITTLEGUY_OUT
|
|
|
|
|
|
|
|
; bne finally_draw_alien ; bra
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
;=============================
|
|
|
|
; Actually Draw Alien
|
|
|
|
;=============================
|
|
|
|
|
|
|
|
|
|
|
|
finally_draw_alien:
|
|
|
|
lda alien_x,X
|
|
|
|
sta XPOS
|
|
|
|
|
|
|
|
lda alien_y,X
|
|
|
|
sta YPOS
|
|
|
|
|
|
|
|
lda alien_direction,X
|
|
|
|
bne alien_facing_right
|
|
|
|
|
|
|
|
alien_facing_left:
|
|
|
|
jsr put_sprite_crop
|
|
|
|
jmp done_draw_alien_loop
|
|
|
|
|
|
|
|
alien_facing_right:
|
|
|
|
jsr put_sprite_flipped_crop
|
|
|
|
jmp done_draw_alien_loop
|
|
|
|
|
|
|
|
;==================
|
|
|
|
;==================
|
|
|
|
; clear aliens
|
|
|
|
;==================
|
|
|
|
;==================
|
|
|
|
clear_aliens:
|
|
|
|
lda #$ff
|
|
|
|
sta alien0_room
|
|
|
|
sta alien1_room
|
|
|
|
sta alien2_room
|
|
|
|
|
|
|
|
rts
|
|
|
|
|
|
|
|
|