mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-08-28 12:29:35 +00:00
ootw: c5: add bare-bones level5
This commit is contained in:
parent
b0981bb2c4
commit
038a7fc033
@ -7,7 +7,7 @@ PNG2LZ4 = ../gr-utils/png2lz4
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all: ootw.dsk
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ootw.dsk: HELLO LOADER INTRO OOTW_C1 OOTW_C2 OOTW_C3 OOTW_C4
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ootw.dsk: HELLO LOADER INTRO OOTW_C1 OOTW_C2 OOTW_C3 OOTW_C5
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cp empty.dsk ootw.dsk
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$(DOS33) -y ootw.dsk SAVE A HELLO
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$(DOS33) -y ootw.dsk BSAVE -a 0x1400 LOADER
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@ -16,6 +16,7 @@ ootw.dsk: HELLO LOADER INTRO OOTW_C1 OOTW_C2 OOTW_C3 OOTW_C4
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$(DOS33) -y ootw.dsk BSAVE -a 0x1700 OOTW_C2
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$(DOS33) -y ootw.dsk BSAVE -a 0x1700 OOTW_C3
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$(DOS33) -y ootw.dsk BSAVE -a 0x1700 OOTW_C4
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$(DOS33) -y ootw.dsk BSAVE -a 0x1700 OOTW_C5
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# $(DOS33) -y ootw.dsk BSAVE -a 0x1700 AUDIO_TEST
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# $(DOS33) -y ootw.dsk BSAVE -a 0x2000 COMPRESS-TEST
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@ -99,6 +100,20 @@ ootw_c4.o: ootw_c4.s \
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ootw_graphics/l4city/ootw_c4_city.inc
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ca65 -o ootw_c4.o ootw_c4.s -l ootw_c4.lst
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###
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OOTW_C5: ootw_c5.o
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ld65 -o OOTW_C5 ootw_c5.o -C ../linker_scripts/apple2_1700.inc
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ootw_c5.o: ootw_c5.s \
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gr_copy.s gr_copy_offset.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s ootw_c5_cave.s \
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door.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l5cave/ootw_c5_cave.inc
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ca65 -o ootw_c5.o ootw_c5.s -l ootw_c5.lst
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####
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104
ootw/ootw_c5.s
Normal file
104
ootw/ootw_c5.s
Normal file
@ -0,0 +1,104 @@
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; Ootw for Apple II Lores
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; Checkpoint5 (accidentally in a coal mine it was found)
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; by Vince "Deater" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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ootw_c5:
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; Initialize some variables
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ootw_c5_restart:
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jsr ootw_cave_init
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;=========================
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; c5_new_cave
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;=========================
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; enter new cave on level5
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c5_new_cave:
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lda #0
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sta GAME_OVER
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jsr ootw_cave
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c5_check_done:
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lda GAME_OVER
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cmp #$ff
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beq quit_level
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; only exit if done level
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; FIXME: or quit pressed?
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lda WHICH_JAIL
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cmp #11
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bne c5_new_cave
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT
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jsr HOME
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lda KEYRESET ; clear strobe
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lda #0
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sta DRAW_PAGE
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lda #<end_message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS
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bpl wait_loop
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lda KEYRESET ; clear strobe
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lda #0
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sta GAME_OVER
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jmp ootw_c5_restart
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end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: CAVE",0
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.include "ootw_c5_cave.s"
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.include "text_print.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_copy_offset.s"
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.include "gr_putsprite.s"
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.include "gr_putsprite_flipped.s"
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.include "gr_putsprite_crop.s"
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.include "gr_offsets.s"
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.include "gr_offsets_hl.s"
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.include "random16.s"
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.include "keyboard.s"
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.include "physicist.s"
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.include "alien.s"
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.include "door.s"
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; room backgrounds
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.include "ootw_graphics/l5cave/ootw_c5_cave.inc"
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; sprites
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.include "ootw_graphics/sprites/physicist.inc"
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.include "ootw_graphics/sprites/alien.inc"
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324
ootw/ootw_c5_cave.s
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324
ootw/ootw_c5_cave.s
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@ -0,0 +1,324 @@
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; Ootw Checkpoint5 -- Running around the Caves
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; call once before entering cave for first time
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ootw_cave_init:
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lda #0
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sta PHYSICIST_STATE
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sta WHICH_CAVE
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #0
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sta PHYSICIST_X
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lda #20
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sta PHYSICIST_Y
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rts
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;===========================
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; enter new room in cave
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;===========================
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ootw_cave:
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;==============================
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; each room init
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; lda #0
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; sta ON_ELEVATOR
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; sta TELEPORTING
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;==============================
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; setup per-room variables
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lda WHICH_CAVE
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bne cave1
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; Room0 entrance
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cave0:
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lda #(0+128)
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sta LEFT_LIMIT
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lda #(38+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #14
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sta PHYSICIST_Y
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; load background
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lda #>(entrance_rle)
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sta GBASH
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lda #<(entrance_rle)
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jmp cave_setup_done
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; hallway with weird ceiling
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cave1:
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; cmp #1
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; bne cave2
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; lda #(-4+128)
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; sta LEFT_LIMIT
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; lda #(39+128)
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; sta RIGHT_LIMIT
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; set right exit
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; lda #2
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; sta cer_smc+1
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; set left exit
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; lda #0
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; sta cel_smc+1
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; lda #8
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; sta PHYSICIST_Y
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; load background
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; lda #>(hallway_rle)
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; sta GBASH
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; lda #<(hallway_rle)
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jmp cave_setup_done
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cave_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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ootw_cave_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Cave Loop
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;============================
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;============================
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cave_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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lda WHICH_CAVE
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bg_cave0:
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; cmp #0
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; bne c4_no_bg_action
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; lda FRAMEL
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; and #$c
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; lsr
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; tay
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; lda #11
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; sta XPOS
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; lda #24
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; sta YPOS
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; lda recharge_bg_progression,Y
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; sta INL
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; lda recharge_bg_progression+1,Y
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; sta INH
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; jsr put_sprite
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c5_no_bg_action:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============================
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; move friend
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;===============================
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; jsr move_friend
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;===============
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; draw friend
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; jsr draw_friend
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c5_done_draw_friend:
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;========================
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; draw foreground action
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; lda WHICH_CAVE
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; cmp #2
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; bne c4_no_fg_action
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;c2_draw_cart:
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;
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; lda CART_X
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; sta XPOS
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; lda #36
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; sta YPOS
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; lda #<cart_sprite
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; sta INL
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; lda #>cart_sprite
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; sta INH
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; jsr put_sprite_crop
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; jmp c2_no_fg_action
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c5_no_fg_action:
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;====================
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; activate fg objects
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;====================
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;c2_fg_check_jail1:
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; lda WHICH_JAIL
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; cmp #1
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; bne c2_fg_check_jail2
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;
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; lda CART_OUT
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; bne c2_fg_check_jail2
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;
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; inc CART_OUT
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;================
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; move fg objects
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;================
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c4_move_fg_objects:
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; lda CART_OUT
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; cmp #1
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; bne cart_not_out
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; move cart
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; lda FRAMEL
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; and #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne cave_frame_no_oflo
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inc FRAMEH
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cave_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_cave
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cmp #$ff ; if $ff, we died
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beq done_cave
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;===============================
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; check if exited room to right
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cmp #1
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beq cave_exit_left
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;=================
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; exit to right
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cave_right_yes_exit:
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lda #0
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sta PHYSICIST_X
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cer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_cave
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;=====================
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; exit to left
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cave_exit_left:
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lda #37
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sta PHYSICIST_X
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cel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_cave
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; loop forever
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still_in_cave:
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lda #0
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sta GAME_OVER
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jmp cave_loop
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done_cave:
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rts
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23
ootw/ootw_graphics/l5cave/ootw_c5_cave.inc
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23
ootw/ootw_graphics/l5cave/ootw_c5_cave.inc
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entrance_rle: .byte $28 ; ysize=48
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.byte $A0,$17,$00, $20, $A0,$26,$00, $02, $A6,$00, $02, $20,$20
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.byte $AA,$00, $20, $A0,$12,$00, $22, $AA,$00, $06,$06, $A3,$20
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.byte $A3,$00, $20, $00, $22, $A0,$11,$00, $22, $A0,$13,$00
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.byte $22, $00, $22, $20, $00,$00, $A3,$20, $26
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.byte $06, $02,$02, $20,$20, $A3,$00, $20, $02, $A0,$14,$00
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.byte $22, $00, $02, $22, $AB,$00, $A4,$02, $A0,$15,$00
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.byte $22, $00,$00, $02, $A0,$24,$00, $22, $A0,$20,$00, $02,$02
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.byte $66, $60, $A4,$00, $22, $A0,$21,$00, $20, $22
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.byte $A4,$00, $22, $AA,$00, $60, $A0,$16,$00, $62, $60
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.byte $A4,$00, $22, $AB,$00, $66, $A0,$11,$00, $20, $22
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.byte $00,$00, $06, $66, $60, $A3,$00, $22, $A9,$00
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.byte $20,$20, $06, $A0,$15,$00, $22, $02, $06, $A3,$00
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.byte $22, $AB,$00, $02, $22, $A0,$14,$00, $02, $60
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.byte $62, $60,$60, $00,$00, $02, $20, $AA,$00, $22
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.byte $AA,$00, $A3,$20, $22, $02,$02, $06, $00,$00, $02
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.byte $A7,$00, $20, $02, $00,$00, $A5,$20, $00,$00, $02
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.byte $20, $A4,$00, $A4,$26, $06, $02,$02, $A0,$10,$00, $02
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.byte $00, $A3,$02, $A7,$00, $22, $A0,$27,$00, $02, $20
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.byte $A0,$27,$00, $22, $A0,$27,$00, $22, $A0,$27,$00, $22, $A0,$27,$00
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.byte $22, $A0,$27,$00, $62, $A0,$27,$00, $66, $A0,$27,$00, $66
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.byte $A0,$18,$00
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.byte $A1
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@ -133,7 +133,7 @@ EXIT_COUNT = $E2 ; C1 pool
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WHICH_SLUG = $E2 ; C1
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TELEPORTING = $E2 ; C2 jail
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WHICH_CAVE = $E3 ; C1
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WHICH_CAVE = $E3 ; C1,C5
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WHICH_JAIL = $E3 ; C2
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WHICH_ROOM = $E3 ; C4
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