mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-02-28 22:30:09 +00:00
ootw: initial laser stance
This commit is contained in:
parent
cec8ff9412
commit
381661a3d0
10
ootw/TODO
10
ootw/TODO
@ -12,6 +12,11 @@ BEHAVIOR DIFFERENCES:
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- earthquake can happen while on rope?
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- sometimes falling rocks can follow you to next screen
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+ L2
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- gun movement: gun is held by head when running
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- separate left facing vs right facing sprites
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KNOWN BUGS:
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+ ootw: pool monster grabs you a edge of pool (glitch)
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+ intro: there's still a bit of a pause when the elevator door finishes opening
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@ -31,9 +36,7 @@ General:
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+ physicist crouch-kicking
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+ physicist run+jumping
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+ physicist swimming
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+ physicist getting out of pool
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+ beast tripping
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+ physicist holding gun
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+ physicist shot
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+ alien shot
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+ alien running
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@ -113,6 +116,5 @@ Level/Checkpoint #4:
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Level/Checkpoint #5:
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+ Falling as enter level
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+ Add rock sprites (so can walk behind them)
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+ Allow falling into first pit
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+ Detect X and adjust Y so we stay on ground surface
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@ -78,6 +78,8 @@ left_going_left:
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lda PHYSICIST_STATE
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cmp #P_STANDING
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beq walk_left
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cmp #P_SHOOTING
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beq walk_left
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cmp #P_WALKING
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beq run_left
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cmp #P_CROUCHING
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@ -95,6 +97,9 @@ left_going_right:
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beq stand_right
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cmp #P_STANDING
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beq stand_left
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cmp #P_SHOOTING
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beq stand_left
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cmp #P_CROUCHING
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beq stand_left
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@ -126,6 +131,8 @@ right_going_right:
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lda PHYSICIST_STATE
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cmp #P_STANDING
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beq walk_right
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cmp #P_SHOOTING
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beq walk_right
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cmp #P_WALKING
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beq run_right
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cmp #P_CROUCHING
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@ -143,6 +150,8 @@ right_going_left:
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beq stand_left
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cmp #P_STANDING
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beq stand_right
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cmp #P_SHOOTING
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beq stand_right
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cmp #P_CROUCHING
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beq stand_left
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@ -263,9 +272,18 @@ check_space:
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bne unknown
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;======================
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; Kick
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; Kick or shoot
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;======================
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space:
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lda HAVE_GUN
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beq kick
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shoot:
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lda #P_SHOOTING
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sta PHYSICIST_STATE
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jmp done_keypress
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kick:
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lda #P_KICKING
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sta PHYSICIST_STATE
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lda #15
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@ -1,4 +1,14 @@
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; note, for some reason these are all facing left
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; also note: too lazy to make separate sprites for running w/ gun
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; don't think it would work well at this resolution anyway
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; also technically should have separate sprites for facing left/right
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; rather than cheating and just mirror-flipping it
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; TODO:
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; crouch-kick
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; crouch-shoot
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; zapped by laser
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;=====================
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;=====================
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@ -10,7 +20,7 @@
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; Going Left
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phys_stand:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -42,7 +52,7 @@ phys_walk_progression:
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phys_walk_left1:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -53,7 +63,7 @@ phys_walk_left1:
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.byte $af,$af,$7a,$7c,$aa
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phys_walk_left2:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -64,7 +74,7 @@ phys_walk_left2:
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.byte $af,$f4,$7a,$7c,$aa
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phys_walk_left3:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -75,7 +85,7 @@ phys_walk_left3:
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.byte $fa,$f4,$7a,$7c,$aa
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phys_walk_left4:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -86,7 +96,7 @@ phys_walk_left4:
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.byte $fa,$f4,$aa,$7c,$a7
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phys_walk_left5:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -97,7 +107,7 @@ phys_walk_left5:
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.byte $aa,$f7,$f4,$aa,$aa
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phys_walk_left6:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -108,7 +118,7 @@ phys_walk_left6:
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.byte $aa,$a7,$fa,$f4,$aa
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phys_walk_left7:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -119,7 +129,7 @@ phys_walk_left7:
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.byte $a7,$7c,$fa,$f4,$aa
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phys_walk_left8:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -130,7 +140,7 @@ phys_walk_left8:
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.byte $7a,$7c,$aa,$fa,$af
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phys_walk_left9:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -141,7 +151,7 @@ phys_walk_left9:
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.byte $aa,$7a,$7c,$af,$aa
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phys_walk_left10:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -171,7 +181,7 @@ phys_run_progression:
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.word phys_run_left9
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phys_run_left1:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -182,7 +192,7 @@ phys_run_left1:
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.byte $aa,$fa,$f4,$aa,$aa
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phys_run_left2:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -193,7 +203,7 @@ phys_run_left2:
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.byte $aa,$aa,$fa,$f4,$aa
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phys_run_left3:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -204,7 +214,7 @@ phys_run_left3:
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.byte $a7,$a7,$fa,$af,$aa
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phys_run_left4:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -215,7 +225,7 @@ phys_run_left4:
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.byte $7a,$a7,$aa,$fa,$af
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phys_run_left5:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -226,7 +236,7 @@ phys_run_left5:
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.byte $7a,$7c,$aa,$aa,$aa
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phys_run_left6:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -237,7 +247,7 @@ phys_run_left6:
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.byte $aa,$7a,$7c,$aa,$aa
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phys_run_left7:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -248,7 +258,7 @@ phys_run_left7:
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.byte $aa,$7a,$7c,$aa,$aa
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phys_run_left8:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -259,7 +269,7 @@ phys_run_left8:
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.byte $af,$af,$7a,$7c,$aa
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phys_run_left9:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -284,7 +294,7 @@ phys_run_left9:
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; note: he needs to be facing left by default
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kick1:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -294,6 +304,24 @@ kick1:
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.byte $aa,$44,$a4,$ca,$aa
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.byte $af,$f4,$5a,$5c,$aa
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;=====================
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;=====================
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; SHOOTING
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;=====================
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;=====================
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shooting1:
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.byte 5,8
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.byte $AA,$AA,$9A,$9A,$AA
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.byte $AA,$AA,$bb,$99,$AA
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.byte $0A,$0A,$AA,$0B,$AA
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.byte $AA,$A0,$AB,$B0,$AA
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.byte $AA,$AA,$AA,$00,$AA
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.byte $AA,$AA,$AA,$44,$AA
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.byte $AA,$AA,$44,$c4,$AA
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.byte $AA,$fA,$f4,$7A,$7C
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;=====================
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;=====================
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; FALLING
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@ -303,7 +331,7 @@ kick1:
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; note: he falls into a crouch
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phys_falling:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$9a,$9a,$aa
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.byte $aa,$aa,$bb,$99,$aa
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@ -326,7 +354,7 @@ crouch_progression:
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.word crouch2
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crouch1:
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.byte $3,$8
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.byte 3,8
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.byte $aa,$aa,$aa
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.byte $9a,$9a,$aa
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.byte $bb,$99,$aa
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@ -337,7 +365,7 @@ crouch1:
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.byte $5a,$fc,$f4
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crouch2:
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.byte $3,$8
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.byte 3,8
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.byte $aa,$aa,$aa
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.byte $aa,$aa,$aa
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.byte $9a,$9a,$aa
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@ -376,16 +404,7 @@ collapse_progression:
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.word collapse5 ; 16
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collapse1:
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.byte $4,$8
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; .byte $aa,$aa,$9a,$9a
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; .byte $aa,$aa,$99,$ab
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; .byte $aa,$aa,$0b,$aa
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; .byte $aa,$aa,$bb,$aa
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; .byte $aa,$aa,$bb,$aa
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; .byte $aa,$aa,$44,$aa
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; .byte $aa,$4a,$a4,$aa
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; .byte $aa,$f4,$fa,$aa
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.byte 4,8
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.byte $9a,$9a,$aa,$aa
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.byte $ab,$99,$aa,$aa
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.byte $aa,$0b,$aa,$aa
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@ -397,16 +416,7 @@ collapse1:
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collapse2:
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.byte $5,$8
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; .byte $aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$99,$b9
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; .byte $aa,$aa,$aa,$b9,$ab
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; .byte $aa,$aa,$aa,$b0,$aa
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; .byte $aa,$aa,$00,$bb,$aa
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; .byte $aa,$4a,$44,$bb,$aa
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; .byte $4a,$a4,$aa,$ab,$aa
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; .byte $f4,$fa,$aa,$aa,$aa
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.byte 5,8
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.byte $aa,$aa,$aa,$aa,$aa
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.byte $b9,$99,$aa,$aa,$aa
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.byte $ab,$b9,$aa,$aa,$aa
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@ -419,16 +429,7 @@ collapse2:
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collapse3:
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.byte $6,$8
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; .byte $aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$9a,$9a
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; .byte $aa,$aa,$aa,$aa,$99,$bb
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; .byte $aa,$aa,$aa,$0a,$0b,$aa
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; .byte $aa,$aa,$4a,$00,$bb,$aa
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; .byte $fa,$44,$44,$a0,$bb,$aa
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; .byte $ff,$a4,$aa,$aa,$ab,$aa
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.byte 6,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa
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.byte $9a,$9a,$aa,$aa,$aa,$aa
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@ -439,16 +440,7 @@ collapse3:
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.byte $aa,$ab,$aa,$aa,$a4,$ff
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collapse4:
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.byte $7,$8
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$9a,$9a
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; .byte $aa,$aa,$aa,$0a,$00,$bb,$99
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; .byte $fa,$4a,$44,$00,$bb,$aa,$aa
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; .byte $ff,$a4,$aa,$bb,$aa,$aa,$aa
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.byte 7,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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@ -460,16 +452,7 @@ collapse4:
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collapse5:
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.byte $8,$8
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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; .byte $aa,$4a,$bb,$00,$b0,$00,$b9,$99
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; .byte $ff,$44,$b4,$bb,$aa,$aa,$ab,$a9
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.byte 8,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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@ -500,7 +483,7 @@ phys_jump_progression:
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jump1:
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.byte $5,$8
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.byte 5,8
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.byte $aa,$9a,$9a,$aa,$aa
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.byte $aa,$bb,$99,$aa,$aa
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.byte $aa,$aa,$0b,$aa,$aa
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@ -511,7 +494,7 @@ jump1:
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.byte $fa,$f4,$5c,$aa,$aa
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jump2:
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.byte $5,$8
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.byte 5,8
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.byte $9a,$9a,$aa,$aa,$aa
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.byte $bb,$99,$aa,$aa,$aa
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.byte $aa,$0b,$00,$aa,$aa
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@ -522,7 +505,7 @@ jump2:
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.byte $fa,$f4,$5c,$aa,$aa
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jump3:
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.byte $5,$8
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.byte 5,8
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.byte $9a,$9a,$aa,$aa,$aa
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.byte $bb,$99,$aa,$aa,$aa
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.byte $aa,$0b,$00,$aa,$aa
|
||||
@ -533,7 +516,7 @@ jump3:
|
||||
.byte $fa,$f4,$5a,$a5,$aa
|
||||
|
||||
jump4:
|
||||
.byte $5,$8
|
||||
.byte 5,8
|
||||
.byte $9a,$9a,$aa,$aa,$aa
|
||||
.byte $bb,$99,$aa,$aa,$aa
|
||||
.byte $aa,$0b,$00,$aa,$aa
|
||||
@ -544,7 +527,7 @@ jump4:
|
||||
.byte $aa,$aa,$f4,$f4,$aa
|
||||
|
||||
jump5:
|
||||
.byte $5,$8
|
||||
.byte 5,8
|
||||
.byte $b9,$99,$aa,$aa,$aa
|
||||
.byte $ab,$b9,$aa,$aa,$aa
|
||||
.byte $ba,$b0,$0b,$aa,$aa
|
||||
@ -555,7 +538,7 @@ jump5:
|
||||
.byte $aa,$aa,$aa,$aa,$af
|
||||
|
||||
jump6:
|
||||
.byte $5,$8
|
||||
.byte 5,8
|
||||
.byte $aa,$b9,$99,$aa,$aa
|
||||
.byte $aa,$ab,$b9,$aa,$aa
|
||||
.byte $ab,$ba,$b0,$aa,$aa
|
||||
@ -566,7 +549,7 @@ jump6:
|
||||
.byte $a5,$a5,$aa,$aa,$aa
|
||||
|
||||
jump7:
|
||||
.byte $5,$8
|
||||
.byte 5,8
|
||||
.byte $aa,$b9,$99,$aa,$aa
|
||||
.byte $aa,$ab,$b9,$aa,$aa
|
||||
.byte $aa,$aa,$b0,$aa,$aa
|
||||
@ -577,7 +560,7 @@ jump7:
|
||||
.byte $a5,$a5,$aa,$aa,$aa
|
||||
|
||||
jump8:
|
||||
.byte $5,$8
|
||||
.byte 5,8
|
||||
.byte $aa,$9a,$9a,$aa,$aa
|
||||
.byte $aa,$bb,$99,$aa,$aa
|
||||
.byte $aa,$aa,$0b,$aa,$aa
|
||||
|
@ -72,6 +72,7 @@ pstate_table_lo:
|
||||
.byte <physicist_standing ; 08 swinging
|
||||
.byte <physicist_standing ; 09 elevator up
|
||||
.byte <physicist_standing ; 0A elevator down
|
||||
.byte <physicist_shooting ; 0B
|
||||
|
||||
pstate_table_hi:
|
||||
.byte >physicist_standing
|
||||
@ -85,6 +86,7 @@ pstate_table_hi:
|
||||
.byte >physicist_standing ; 08 swinging
|
||||
.byte >physicist_standing ; 09 elevator up
|
||||
.byte >physicist_standing ; 0A elevator down
|
||||
.byte >physicist_shooting ; 0B
|
||||
|
||||
; Urgh, make sure this doesn't end up at $FF or you hit the
|
||||
; NMOS 6502 bug
|
||||
@ -124,6 +126,21 @@ physicist_standing:
|
||||
|
||||
jmp finally_draw_him
|
||||
|
||||
;==================================
|
||||
; SHOOTING
|
||||
;==================================
|
||||
|
||||
physicist_shooting:
|
||||
|
||||
lda #<shooting1
|
||||
sta INL
|
||||
|
||||
lda #>shooting1
|
||||
sta INH
|
||||
|
||||
jmp finally_draw_him
|
||||
|
||||
|
||||
;==================================
|
||||
; KICKING
|
||||
;==================================
|
||||
|
@ -180,7 +180,7 @@ PHYSICIST_STATE = $EA
|
||||
P_SWINGING = $08 ; no keypress
|
||||
P_ELEVATING_UP = $09
|
||||
P_ELEVATING_DOWN = $0A
|
||||
|
||||
P_SHOOTING = $0B
|
||||
|
||||
BUBBLES_Y = $EB ; C1 underwater
|
||||
BEFORE_SWING = $EB ; C1
|
||||
|
Loading…
x
Reference in New Issue
Block a user