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sprites: faster as you shoot them
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@ -243,7 +243,7 @@ display_loop:
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; -348 -- erase asteroid
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; -31 -- move ship
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; -17 -- move fire
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; -51 -- collide asteroid/fire
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; -56 -- collide asteroid/fire
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; -40 -- collide ship
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; -35 -- move asteroid
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; -436 -- draw fire
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@ -256,7 +256,7 @@ display_loop:
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; -25 -- loop
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; -3 -- alignment
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;=======
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; 168
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; 163
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; -40 nop sled
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@ -354,7 +354,7 @@ move_asteroid:
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lda ASTEROID_SUBX ; 3
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adc ASTEROID_SPEED ; 3
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sta ASTEROID_SUBX ; 3
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cmp #$8 ; 2
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cmp #$12 ; 2
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bcc no_new_asteroid2; 3 blt
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;========
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; 16
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@ -484,9 +484,9 @@ nop_sled:
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;==========================
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; collision (fire/asteroid)
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;==========================
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; none: 13 [20+18]
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; xmatch not y: 13+20 [18]
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; explosion: 13+20+18 = 51
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; none: 13 [20+23]
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; xmatch not y: 13+20 [23]
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; explosion: 13+20+23 = 56
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sec ; 2
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lda ASTEROID_X ; 3
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@ -513,6 +513,8 @@ nop_sled:
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lda #1 ; 2
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sta ASTEROID_EXPLODE ; 3
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inc ASTEROID_SPEED ; 5
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lda #0 ; 2
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sta FIRE_X ; 3
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@ -520,7 +522,7 @@ nop_sled:
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jmp collision_done ; 3
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;====
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; 18
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; 23
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no_collide_x:
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inc TEMP ; 5
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inc TEMP ; 5
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@ -531,6 +533,7 @@ no_collide_y:
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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inc TEMP ; 5
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lda TEMP ; 3
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collision_done:
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@ -954,13 +957,10 @@ pad_time:
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wait_loop:
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; Try X=7 Y=3 cycles=124R4
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; Try X=11 Y=2 cycles=123
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nop
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nop
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ldy #3 ; 2
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loop1: ldx #7 ; 2
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ldy #2 ; 2
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loop1: ldx #11 ; 2
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loop2: dex ; 2
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bne loop2 ; 2nt/3
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dey ; 2
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