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ootw: split slugs into own file
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@ -17,7 +17,7 @@ OOTW: ootw.o
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ootw.o: ootw.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s gr_putsprite.s \
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keyboard.s \
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keyboard.s sluggy.s \
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ootw_rope.s \
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ootw_pool.s ootw_cavern.s physicist.s random16.s slug_cutscene.s \
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ootw_pool.inc \
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@ -119,6 +119,7 @@ end_message:
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.include "ootw_pool.s"
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.include "ootw_cavern.s"
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.include "physicist.s"
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.include "sluggy.s"
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.include "text_print.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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264
ootw/sluggy.s
Normal file
264
ootw/sluggy.s
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@ -0,0 +1,264 @@
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; Sluggy Freelance
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;==================================
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; draw slugs
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;==================================
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; outstate 0=dead 1=normal 2=dieing 3=falling
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slugg0_out: .byte 1 ; 0
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slugg0_attack: .byte 0 ; 1
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slugg0_dieing: .byte 0 ; 2
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slugg0_x: .byte 30 ; 3
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slugg0_dir: .byte $ff ; 4
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slugg0_gait: .byte 0 ; 5
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slugg1_out: .byte 1 ; 6
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slugg1_attack: .byte 0
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slugg1_dieing: .byte 0
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slugg1_x: .byte 30
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slugg1_dir: .byte $ff
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slugg1_gait: .byte 0
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slugg2_out: .byte 1
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slugg2_attack: .byte 0
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slugg2_dieing: .byte 0
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slugg2_x: .byte 30
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slugg2_dir: .byte $ff
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slugg2_gait: .byte 0
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draw_slugs:
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ldx #0
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stx WHICH_SLUG
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draw_slugs_loop:
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ldx WHICH_SLUG
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lda slugg0_out,X
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bne check_kicked ; don't draw if not there
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jmp slug_done
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check_kicked:
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lda slugg0_out,X ; only kick if normal
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cmp #1
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bne check_attack
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;==================
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; see if kicked
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lda KICKING
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beq check_attack
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lda PHYSICIST_X
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sec
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sbc slugg0_x,X ; -4 to +4
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clc
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adc #4
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and #$f8
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bne not_kicked
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kicked:
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lda #2
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sta slugg0_out,X
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lda #10
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sta slugg0_dieing,X
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lda DIRECTION
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sta slugg0_dir,X
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not_kicked:
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check_attack:
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;==================
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; see if attack
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lda slugg0_out,X
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cmp #1
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bne no_attack
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lda PHYSICIST_X
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sec
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sbc slugg0_x,X ; -2 to +2
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clc
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adc #2
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and #$fc
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bne no_attack
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attack:
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;=================
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; start an attack
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lda #1
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sta slugg0_attack,X
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lda SLUGDEATH ; don't re-attack if already dead
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bne no_attack
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lda #$1
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sta SLUGDEATH
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lda #0
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sta SLUGDEATH_PROGRESS
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stx WHICH_SLUG
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jsr slug_cutscene
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ldx WHICH_SLUG
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no_attack:
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inc slugg0_gait,X ; increment slug gait counter
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lda slugg0_gait,X ; only move every 64 frames
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and #$3f
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cmp #$00
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bne slug_no_move
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slug_move:
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lda slugg0_x,X
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clc
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adc slugg0_dir,X
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sta slugg0_x,X
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slug_check_right:
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cmp #37
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bne slug_check_left
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jmp remove_slug
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slug_check_left:
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cmp #0
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bne slug_no_move
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jmp remove_slug
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slug_no_move:
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;===============================
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;===============================
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; DRAW SLUG
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;===============================
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;===============================
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;==============
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; if exploding
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;==============
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lda slugg0_dieing,X
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beq check_draw_attacking
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slug_exploding:
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stx WHICH_SLUG
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tax ; urgh can't forget tax
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lda slug_die_progression,X
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sta INL
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lda slug_die_progression+1,X
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sta INH
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ldx WHICH_SLUG
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bit SPEAKER
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lda FRAMEL
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and #$f
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bne no_progress
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bit SPEAKER
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dec slugg0_dieing,X
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dec slugg0_dieing,X
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bne no_progress
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jmp remove_slug
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no_progress:
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jmp slug_selected
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;==============
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; if attacking
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;==============
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check_draw_attacking:
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lda slugg0_attack,X
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beq slug_normal
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slug_attacking:
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lda slugg0_gait,X
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stx WHICH_SLUG
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and #$70
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lsr
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lsr
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lsr
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tax
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lda slug_attack_progression,X
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sta INL
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lda slug_attack_progression+1,X
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sta INH
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ldx WHICH_SLUG
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jmp slug_selected
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;==============
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; if normal
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;==============
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slug_normal:
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lda slugg0_gait,X
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and #$20
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beq slug_squinched
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slug_flat:
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lda #<slug1
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sta INL
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lda #>slug1
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sta INH
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bne slug_selected
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slug_squinched:
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lda #<slug2
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sta INL
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lda #>slug2
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sta INH
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;================
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; end slug normal
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;================
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slug_selected:
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lda slugg0_x,X
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sta XPOS
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lda #30
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sec
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sbc EARTH_OFFSET
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sta YPOS
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lda slugg0_dir,X
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stx WHICH_SLUG
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bmi slug_right
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slug_left:
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jsr put_sprite
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jmp slug_done
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slug_right:
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jsr put_sprite_flipped
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slug_done:
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lda WHICH_SLUG
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clc
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adc #6
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tax
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stx WHICH_SLUG
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cpx #18
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beq slug_exit
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jmp draw_slugs_loop
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slug_exit:
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rts
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remove_slug:
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lda #0
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sta slugg0_out,X
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jmp slug_done
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