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sa: ending: sound works
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@ -1,5 +1,23 @@
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.include "zp.inc"
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JO EQU $00 ; fireball out
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JX EQU $01
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JY EQU $02
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JA EQU $03
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KO EQU $04 ; core out
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KXL EQU $05
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KXH EQU $06
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KY EQU $07
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KV EQU $08
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BO EQU $09 ; blue portal
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BXL EQU $0A
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BXH EQU $0B
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BY EQU $0C
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GO EQU $0D ; orange portal
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GXL EQU $0E
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GXH EQU $0F
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GY EQU $10
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HGR_SHAPE EQU $1A
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HGR_SHAPEH EQU $1B
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@ -23,6 +41,9 @@ X1 EQU $FD
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X2 EQU $FE
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Y1 EQU $FF
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SOUND1 EQU $300
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SOUND2 EQU $301
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HGR EQU $F3E2
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HCLR EQU $F3F2
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HPOSN EQU $F411
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@ -34,6 +55,14 @@ COLORTBL EQU $F6F6
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ending:
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;==========================
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; Init vars
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;==========================
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lda #0
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sta JO ; jam out
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;==========================
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; Setup Graphics
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;==========================
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@ -80,10 +109,177 @@ ending:
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jsr XDRAW1
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lda #150
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sta KXL
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lda #0
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sta KXH
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lda #65
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sta KY
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jsr draw_core
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game_loop:
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;===================
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; Physics Engine
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;===================
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; Draw/Move Fireball
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lda JO
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bne jo_out
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jo_not_out:
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lda #1 ; If JO=0 THEN JO=1
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sta JO
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lda #45
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sta JX ; JX=45
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lda #10
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sta JY ; JY=10
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lda #5
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sta JA ; JA=5
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lda #200 ; POKE 768,200:POKE 769,10:CALL 770
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sta SOUND1
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lda #10
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sta SOUND2
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jsr sound
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jmp jo_draw ; XDRAW 6 AT JX,JY
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jo_out:
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jsr draw_j ; erase old jo
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clc
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lda JY
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adc JA
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sta JY
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jo_draw:
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jsr draw_j ; draw new jo
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; Move Blue Core
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; IF KO=1 THEN KY=KY-KV:KV=KV-4.5
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;====================================
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; Portal Collision Detection
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;====================================
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; 203 IF KO=0 GOTO 206
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; 204 IF KX>BX-12 AND KX<BX+12 AND KY<BY+6 AND KY>BY-6 THEN SCALE=1:KX=GX:KY=GY+6
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; 205 IF KX>GX-12 AND KX<GX+12 AND KY<GY+6 AND KY>GY-6 THEN SCALE=1:KX=BX:KY=BY+6
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; ' Portal/Blob
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; 206 IF L=1 OR JO=0 GOTO 210
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; 207 IF JX>BX-12 AND JX<BX+12 AND JY<BY+6 AND JY>BY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=GX:JY=GY-6:JA=-JA:XDRAW 6 AT JX,JY
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; 208 IF JX>GX-12 AND JX<GX+12 AND JY<GY+6 AND JY>GY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=BX:JY=BY-6:JA=-JA:XDRAW 6 AT JX,JY
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;=====================================
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; Wall Collision Detection
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;=====================================
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; Dropping Blob
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lda JO
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beq collide_object
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bmi collide_object ; IF JO<=0 GOTO 229
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;225 IF JX>CX-5 AND JX<CX+5 AND JY>CY-7 AND JY<CY+7 THEN GOTO 800
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lda JY
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cmp #120
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bcc jo_off
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jsr draw_j ; IF JY>120 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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lda #0
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sta JO
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jo_off:
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lda JA
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bpl jo_not_up
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lda JY
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cmp #5
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bcs jo_not_up ; IF JA<0 AND JY<5 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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jsr draw_j
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lda #0
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sta JO
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jo_not_up:
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; check if hitting glados
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; IF JX>110 AND JX<130 AND JY>60 AND JY<85 THEN GOSUB 3000
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lda JX
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cmp #110
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bcc jo_no_hit
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cmp #130
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bcs jo_no_hit
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lda JY
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cmp #60
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bcc jo_no_hit
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cmp #85
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bcs jo_no_hit
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jmp explosion
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jo_no_hit:
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collide_object:
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;' Object
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;229 IF KO=1 AND KY>115 THEN KY=115:KV=0
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;' Object in Incinerator
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;230 IF KO=1 AND KX>240 AND KY>100 THEN GOSUB 4000
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;231 GOTO 240
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lda #128
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jsr WAIT
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jmp game_loop
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;======================================
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; Draw J
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;======================================
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draw_j:
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lda #2
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sta HGR_SCALE ; SCALE=2
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; XDRAW 6 AT JX,JY
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lda #<fireball
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sta HGR_SHAPE
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lda #>fireball
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sta HGR_SHAPE+1
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; HFNS puts X-coord in Y,X, Y-coord in A
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; HPOSN sets up GBASL/GBASH
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ldy #0
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lda JY
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ldx JX
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1 ; (tail call?)
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rts
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;======================
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; Draw Blue Core
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;======================
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draw_core:
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lda #<blue_core
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sta HGR_SHAPE
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lda #>blue_core
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@ -94,19 +290,22 @@ ending:
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; 2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
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ldy #0
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lda #65
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ldx #150
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ldy KXH
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ldx KXL
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lda KY
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jsr HPOSN
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lda HGR_ROTATION ; rotation
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lda #0 ; rotation
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jsr XDRAW1
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rts
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;=====================================
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; Draw Explosion
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;=====================================
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explosion:
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@ -254,13 +453,61 @@ loop4:
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cmp #$ff
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bne loop4
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infinite_loop:
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jmp infinite_loop
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rts
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; Script
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; shape, x, y
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; plasma drop
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; plasma drop
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; plasma drop
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; hit!
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; ball fall
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; ball fall
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; ball fall
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; move portal blue
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; move portal orange
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; ball fall
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; ball fall
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; ball fall
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; ending
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;=============================
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; sound
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;=============================
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; Violin sound, based on: https://gist.github.com/thelbane/9291cc81ed0d8e0266c8
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sound:
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; 300
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; 301
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ldy $0301 ; 302
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sound_l5:
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lda $0300 ; 305
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sta $FA
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sound_l4:
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ldx $0300
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sound_l2:
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cpx $FA
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bne sound_l1
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lda $C030
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sound_l1:
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dex
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bne sound_l2
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lda $C030
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dey
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beq sound_l3
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dec $FA
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bne sound_l4
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jmp sound_l5
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sound_l3:
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rts
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; 6 FOR L=770 TO 804:READ V:POKE L,V:NEXT L
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;.include "../asm_routines/hgr_offsets.s"
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;.include "../asm_routines/hgr_putsprite.s"
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.include "../asm_routines/hgr_slowclear.s"
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; Shape Table
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; NDN NDN UP NRT UP NRT UP NLT UP NLT DN NLT DN NLT DN NRT DN NRT
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; STOP
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fireball:
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.byte $12,$0c,$0c,$1c,$1c,$1e,$1e,$0e, $0e,$00
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; Shape 6
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