2020-12-16 14:54:12 +00:00
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; someone pressed UP
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up_action:
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2020-12-16 17:55:05 +00:00
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; set X and Y value
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; convert tile values to X,Y
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; X=((DUKE_X/2)-1)+TILEX
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lda DUKE_X
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lsr
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sec
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sbc #1
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clc
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adc TILEMAP_X
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sta XPOS
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; Y = (DUKEY/4)+TILEY
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lda DUKE_Y
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lsr
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lsr
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clc
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adc TILEMAP_Y
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sta YPOS
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; $39,$22 = 57,34
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2020-12-16 14:54:12 +00:00
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; check if it's a key slot
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check_red_keyhole:
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2020-12-16 17:55:05 +00:00
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; key slot is 280,148
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; 280,148 (-80,-12) -> 200,136 -> (/4,/4) -> 50,34
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lda XPOS
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cmp #50
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beq redkey_x
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cmp #51
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bne check_if_exit
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redkey_x:
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lda YPOS
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cmp #34
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bne check_if_exit
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2020-12-16 14:54:12 +00:00
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; check that we have the key
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lda INVENTORY
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and #INV_RED_KEY
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2020-12-16 18:47:58 +00:00
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bne open_the_wall
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no_red_key:
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jsr buzzer_noise
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jmp done_up_action
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2020-12-16 14:54:12 +00:00
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; open the red wall
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; there has to be a more efficient way of doing this
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2020-12-16 18:47:58 +00:00
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open_the_wall:
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2020-12-16 14:54:12 +00:00
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; reset smc
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lda #>BIG_TILEMAP
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sta rwr_smc1+2
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sta rwr_smc2+2
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remove_red_wall_outer:
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ldx #0
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remove_red_wall_loop:
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rwr_smc1:
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lda BIG_TILEMAP,X
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cmp #49 ; red key tile
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bne not_red_tile
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lda #2 ; lblue bg tile
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rwr_smc2:
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sta BIG_TILEMAP,X
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not_red_tile:
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inx
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bne remove_red_wall_loop
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inc rwr_smc1+2
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inc rwr_smc2+2
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lda rwr_smc1+2
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cmp #(>BIG_TILEMAP)+40
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bne remove_red_wall_outer
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; refresh local tilemap
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jsr copy_tilemap_subset
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2020-12-16 18:31:23 +00:00
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jsr rumble_noise
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2020-12-16 17:55:05 +00:00
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jmp done_up_action
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2020-12-16 14:54:12 +00:00
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; check if it's the exit
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check_if_exit:
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2020-12-16 17:55:05 +00:00
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; exit is 296,148
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; 296,148 (-80,-12) -> 216,136 -> (/4,/4) -> 54,34
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lda XPOS
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cmp #54
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beq exit_x
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cmp #55
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bne done_up_action
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exit_x:
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lda YPOS
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cmp #34
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bne done_up_action
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; check that we have the key
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lda INVENTORY
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and #INV_RED_KEY
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beq done_up_action
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lda #1
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sta DOOR_ACTIVATED
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sta FRAMEL ; restart timer
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2020-12-16 14:54:12 +00:00
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done_up_action:
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rts
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2020-12-16 17:55:05 +00:00
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;==========================
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; open the door, end level
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;==========================
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check_open_door:
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lda DOOR_ACTIVATED
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beq done_open_door
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asl
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tay
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lda door_opening,Y
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sta INL
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lda door_opening+1,Y
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sta INH
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; need to find actual door location
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; it's at 54,34
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; Y is going to be at 20 unless something weird is going on
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; X is going to be ((54-TILE_X)+2)*2
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lda #56
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sec
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sbc TILEMAP_X
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asl
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sta XPOS
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lda #20
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$7
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bne done_open_door
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; increment
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inc DOOR_ACTIVATED
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lda DOOR_ACTIVATED
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cmp #6
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bne done_open_door
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jsr level_end
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done_open_door:
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rts
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door_opening:
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.word door_sprite0
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.word door_sprite0
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.word door_sprite1
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.word door_sprite2
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.word door_sprite1
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.word door_sprite0
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door_sprite0:
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.byte 4,4
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.byte $15,$55,$55,$f5
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.byte $55,$f5,$5f,$55
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.byte $25,$25,$25,$25
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.byte $55,$55,$55,$55
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door_sprite1:
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.byte 4,4
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.byte $51,$f5,$f5,$5f
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.byte $55,$05,$05,$50
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.byte $05,$50,$50,$55
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.byte $52,$55,$55,$52
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door_sprite2:
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.byte 4,4
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.byte $f5,$05,$05,$f0
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.byte $55,$00,$00,$55
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.byte $55,$00,$00,$55
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.byte $05,$50,$50,$25
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