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https://github.com/deater/dos33fsprogs.git
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monkey: you can walk around
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parent
da7b9745fc
commit
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@ -1,3 +1,6 @@
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; G = Give P=Pick up U=use M=walk
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; O = Open L=Look at H=push
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; C = Close T=Talk to N=pull
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;==============================
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; Handle Keypress
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@ -87,28 +90,99 @@ check_sound:
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; can't be ^J as that's the same as down
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check_joystick:
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; cmp #$10 ; control-P
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cmp #'J'
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bne check_load
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cmp #'J' ; J
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bne check_give
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lda JOYSTICK_ENABLED
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eor #1
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sta JOYSTICK_ENABLED
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jmp done_keypress
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check_load:
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cmp #$C ; control-L
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bne check_save
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check_give:
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cmp #'G'
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bne check_open
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lda #VERB_GIVE
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sta CURRENT_VERB
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jmp done_keypress
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check_open:
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cmp #'O'
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bne check_close
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lda #VERB_OPEN
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sta CURRENT_VERB
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jmp done_keypress
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check_close:
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cmp #'C'
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bne check_pick_up
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lda #VERB_CLOSE
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sta CURRENT_VERB
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jmp done_keypress
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check_pick_up:
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cmp #'P'
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bne check_look_at
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lda #VERB_PICK_UP
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sta CURRENT_VERB
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jmp done_keypress
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check_look_at:
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cmp #'L'
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bne check_talk_to
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lda #VERB_LOOK_AT
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sta CURRENT_VERB
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jmp done_keypress
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check_talk_to:
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cmp #'T'
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bne check_use
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lda #VERB_TALK_TO
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sta CURRENT_VERB
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jmp done_keypress
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check_use:
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cmp #'U'
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bne check_push
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lda #VERB_USE
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sta CURRENT_VERB
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jmp done_keypress
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check_push:
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cmp #'H'
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bne check_pull
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lda #VERB_PUSH
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sta CURRENT_VERB
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jmp done_keypress
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check_pull:
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cmp #'N'
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bne check_walk
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lda #VERB_PULL
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sta CURRENT_VERB
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jmp done_keypress
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check_walk:
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cmp #'M'
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bne check_left
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lda #VERB_WALK
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sta CURRENT_VERB
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jmp done_keypress
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;check_load:
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; cmp #$C ; control-L
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; bne check_save
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; jsr load_game
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jmp done_keypress
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; jmp done_keypress
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check_save:
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cmp #$13 ; control-S
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bne check_left
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;check_save:
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; cmp #$13 ; control-S
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; bne check_left
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; jsr save_game
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jmp done_keypress
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; jmp done_keypress
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check_left:
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cmp #'A'
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@ -185,7 +259,7 @@ check_return:
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return_pressed:
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special_return:
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jsr handle_special
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jsr handle_return
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; special case, don't make cursor visible
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jmp no_keypress
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@ -198,6 +272,21 @@ no_keypress:
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bit KEYRESET
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rts
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;============================
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; handle_return
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;============================
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handle_return:
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lda CURSOR_X
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sta DESTINATION_X
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lda CURSOR_Y
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and #$FE ; has to be even
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sta DESTINATION_Y
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rts
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;============================
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; handle_special
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;===========================
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@ -213,40 +302,7 @@ handle_special:
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rts
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;=============================
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; change direction
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;=============================
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change_direction:
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; split text/graphics
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; bit TEXTGR
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; also change sprite cutoff
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; ldx #40
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; stx psc_smc1+1
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; stx psc_smc2+1
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jmp done_split
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;no_split:
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; bit FULLGR
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; also change sprite cutoff
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; ldx #48
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; stx psc_smc1+1
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; stx psc_smc2+1
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done_split:
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ldy #0
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_LO
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iny
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_HI
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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rts
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;=============================
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@ -274,13 +330,21 @@ change_location:
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lda (LOCATIONS_L),Y
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sta LOCATION_STRUCT_H
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jsr change_direction
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rts
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;=============================
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; change direction
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;=============================
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change_direction:
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done_split:
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ldy #0
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_LO
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iny
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_HI
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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log2_table:
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; 0 1 2 3 4 5 6 7 8
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; .byte 0,0,1,1,2,2,2,2,3
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@ -60,6 +60,10 @@ monkey_start:
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lda #VERB_WALK
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sta CURRENT_VERB
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lda #$ff
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sta DESTINATION_X
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sta DESTINATION_Y
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game_loop:
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;=================
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; reset things
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@ -95,6 +99,58 @@ animate_gate_n:
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nothing_special:
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;====================================
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; move guybrush
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;====================================
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; only do it every 4th frame
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lda FRAMEL
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and #$3
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bne done_move_guybrush
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move_guybrush_x:
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lda DESTINATION_X
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bmi move_guybrush_y
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cmp GUYBRUSH_X
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beq guybrush_lr_done
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bcs move_guybrush_right
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move_guybrush_left:
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dec GUYBRUSH_X
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jmp move_guybrush_y
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move_guybrush_right:
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inc GUYBRUSH_X
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jmp move_guybrush_y
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guybrush_lr_done:
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lda #$ff
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sta DESTINATION_X
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move_guybrush_y:
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lda DESTINATION_Y
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bmi done_move_guybrush
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cmp GUYBRUSH_Y
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beq guybrush_ud_done
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bcs move_guybrush_up
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move_guybrush_down:
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dec GUYBRUSH_Y
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dec GUYBRUSH_Y
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jmp done_move_guybrush
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move_guybrush_up:
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inc GUYBRUSH_Y
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inc GUYBRUSH_Y
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jmp done_move_guybrush
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guybrush_ud_done:
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lda #$ff
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sta DESTINATION_Y
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done_move_guybrush:
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;====================================
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; draw guybrush
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;====================================
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NOUN_VECTOR_L = $88 ; pointer to callback for clicking noun
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NOUN_VECTOR_H = $89
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DESTINATION_X = $8A ; where to walk
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DESTINATION_Y = $8B
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; done game puzzle state
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