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sb: start using big sprites
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b29f0334ae
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@ -60,6 +60,8 @@ ASPLODE: asplode.o
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asplode.o: asplode.s zx02_optim.s \
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asplode_graphics/sb_title.hgr.zx02 \
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asplode_graphics/sb_zone.hgr.zx02 \
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asplode_graphics/sb_sprites.inc \
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hgr_sprite_big.s \
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zp.inc hardware.inc
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ca65 -o asplode.o asplode.s -l asplode.lst
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@ -1,3 +1,5 @@
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; Strongbad Zone
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;
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; Yet Another HR project
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;
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; by deater (Vince Weaver) <vince@deater.net>
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@ -19,7 +21,13 @@ hires_start:
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bit SET_GR
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bit PAGE1
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;====================
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; set up tables
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;====================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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;==========================
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; Load Title
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@ -38,18 +46,14 @@ load_title:
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jsr wait_until_keypress
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;===================
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; Load graphics
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; setup game
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;===================
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load_loop:
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;=============================
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;==========================
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; Load Image
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; Load Background
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;===========================
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load_image:
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load_background:
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; size in ldsizeh:ldsizel (f1/f0)
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@ -64,9 +68,88 @@ load_image:
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jsr full_decomp
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jsr wait_until_keypress
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lda #16
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sta STRONGBAD_X
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sta PLAYER_X
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which_ok:
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;==========================
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; main loop
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;===========================
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main_loop:
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;==========================
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; draw head
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;===========================
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lda #<head_sprite
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sta INL
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lda #>head_sprite
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sta INH
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lda STRONGBAD_X
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sta SPRITE_X
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lda #36
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sta SPRITE_Y
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jsr hgr_draw_sprite
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;==========================
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; draw player
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;===========================
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lda #<player_sprite
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sta INL
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lda #>player_sprite
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sta INH
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lda PLAYER_X
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sta SPRITE_X
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lda #138
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sta SPRITE_Y
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jsr hgr_draw_sprite
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check_keypress:
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lda KEYPRESS
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bpl check_keypress
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bit KEYRESET ; clear the keyboard strobe
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; clear high bit
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and #$7f
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; FIXME: adjust for lowercase too
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cmp #'Q'
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beq done_game
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cmp #27 ; escape
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beq done_game
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cmp #'A' ; shield left
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cmp #'S' ; shield center
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cmp #'D' ; shield right
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cmp #8 ; left
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beq move_left
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cmp #$15
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beq move_right ; right
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done_keyboard_check:
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jmp check_keypress
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move_left:
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dec PLAYER_X
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jmp main_loop
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move_right:
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inc PLAYER_X
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jmp main_loop
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;==========================
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; done game
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;==========================
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done_game:
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lda #0
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sta WHICH_LOAD
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rts
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@ -80,8 +163,11 @@ wait_until_keypress:
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bit KEYRESET ; clear the keyboard buffer
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rts
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.include "hgr_tables.s"
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.include "zx02_optim.s"
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.include "hgr_sprite_big.s"
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.include "asplode_graphics/sb_sprites.inc"
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title_data:
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.incbin "asplode_graphics/sb_title.hgr.zx02"
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@ -10,7 +10,7 @@ PNG2GR = ../../../utils/gr-utils/png2gr
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PNG2SPRITES = ../../../utils/gr-utils/png2sprites
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HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
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all: sb_zone.hgr.zx02 sb_title.hgr.zx02
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all: sb_zone.hgr.zx02 sb_title.hgr.zx02 sb_sprites.inc
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####
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@ -29,6 +29,15 @@ sb_title.hgr: sb_title.png
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$(PNG_TO_HGR) sb_title.png > sb_title.hgr
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####
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sb_sprites.inc: sb_sprites.png
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$(HGR_SPRITE) -s -l head_sprite sb_sprites.png 84 36 132 92 > sb_sprites.inc
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$(HGR_SPRITE) -s -l player_sprite sb_sprites.png 112 138 167 192 >> sb_sprites.inc
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####
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clean:
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BIN
games/sb/asplode_graphics/sb_sprites.png
Normal file
BIN
games/sb/asplode_graphics/sb_sprites.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
Binary file not shown.
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 15 KiB |
91
games/sb/hgr_sprite_big.s
Normal file
91
games/sb/hgr_sprite_big.s
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@ -0,0 +1,91 @@
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;===========================================
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; hgr draw sprite (only at 7-bit boundaries)
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;===========================================
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; SPRITE in INL/INH
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; Location at SPRITE_X SPRITE_Y
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; xsize, ysize in first two bytes
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; sprite AT INL/INH
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hgr_draw_sprite:
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ldy #0
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lda (INL),Y ; load xsize
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clc
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adc SPRITE_X
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sta sprite_width_end_smc+1 ; self modify for end of line
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iny ; load ysize
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lda (INL),Y
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sta sprite_ysize_smc+1 ; self modify
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; point smc to sprite
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lda INL ; 16-bit add
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sta sprite_smc1+1
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lda INH
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sta sprite_smc1+2
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ldx #0 ; X is pointer offset
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stx CURRENT_ROW ; actual row
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ldx #2
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hgr_sprite_yloop:
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lda CURRENT_ROW ; row
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clc
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adc SPRITE_Y ; add in cursor_y
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; calc GBASL/GBASH
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tay ; get output ROW into GBASL/H
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lda hposn_low,Y
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sta GBASL
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lda hposn_high,Y
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; eor #$00 draws on page2
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; eor #$60 draws on page1
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;hgr_sprite_page_smc:
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; eor #$00
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clc
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adc DRAW_PAGE
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sta GBASH
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; eor #$60
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; sta INH
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ldy SPRITE_X
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sprite_inner_loop:
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sprite_smc1:
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lda $f000,X ; load sprite data
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sta (GBASL),Y ; store to screen
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inx ; increment sprite offset
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; if > 1 page
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bne sprite_no_page_cross
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inc sprite_smc1+2
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sprite_no_page_cross:
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iny ; increment output position
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sprite_width_end_smc:
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cpy #6 ; see if reached end of row
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bne sprite_inner_loop ; if not, loop
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inc CURRENT_ROW ; row
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lda CURRENT_ROW ; row
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sprite_ysize_smc:
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cmp #31 ; see if at end
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bne hgr_sprite_yloop ; if not, loop
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rts
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@ -62,6 +62,8 @@ SOUND_STATUS = $67
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MENU_ITEM = $68
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OLD_MENU_ITEM = $69
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NOT_FIRST_TIME = $6A
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STRONGBAD_X = $6B
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PLAYER_X = $6C
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.if 0
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REGISTER_DUMP = $70
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