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ootw: c4: clean up loose ends with blast
remove now unneeded ZP usage add head to end of blast
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21
ootw/blast.s
21
ootw/blast.s
@ -79,7 +79,7 @@ draw_blast:
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lda blast0_out
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beq done_draw_blast
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lda #$f6
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lda #$fe
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sta hlin_color_smc+1
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lda #$00
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@ -96,6 +96,25 @@ draw_blast:
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jsr hlin
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ldy blast0_y
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sty YPOS
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lda blast0_direction
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beq blast_going_left
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ldy blast0_end
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jmp blast_going_done
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blast_going_left:
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ldy blast0_start
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blast_going_done:
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sty XPOS
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lda #<gun_charge_sprite8
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sta INL
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lda #>gun_charge_sprite8
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sta INH
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jsr put_sprite_crop
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done_draw_blast:
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rts
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@ -662,29 +662,6 @@ no_fire_laser:
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jsr handle_gun
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;================
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; activate_shield
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;================
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; lda ACTIVATE_SHIELD
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; beq no_activate_shield
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; jsr activate_shield
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;no_activate_shield:
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; lda #0
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; sta ACTIVATE_SHIELD
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;================
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; fire blast
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;================
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; lda ACTIVATE_BLAST
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; beq no_fire_blast
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; jsr fire_blast
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;no_fire_blast:
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; lda #0
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; sta ACTIVATE_BLAST
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;================
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; draw gun effect
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;================
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@ -118,13 +118,9 @@ LZ4_DONE = $96
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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GUN_FIRE = $D4 ; 2+
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GUN_FIRE = $D6 ; 2+
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GUN_STATE = $D5 ; 2+
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ACTIVATE_BLAST = $D6 ; 2+
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ACTIVATE_SHIELD = $D7 ; 2+
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GUN_STATE = $D7 ; 2+
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BLAST_OUT = $D8 ; 2+
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