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https://github.com/deater/dos33fsprogs.git
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mist: add book animation in the dome
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parent
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commit
e1f9eb7679
@ -1,3 +1,22 @@
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; first time changes from book to fly animation
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; second time switches us to selenetic, plays sound
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; disables organ and display
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dome_pressed:
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dome_press_first:
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rts
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dome_press_second:
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lda #0
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sta ANIMATE_FRAME
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rts
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;==========================
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; o/` Standing in my yard
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; where they tore down the garage
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@ -203,10 +222,17 @@ ss_buttons_smc:
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rts
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ROCKET_SOLUTION_0 = $00
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ROCKET_SOLUTION_1 = $01
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ROCKET_SOLUTION_2 = $05
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ROCKET_SOLUTION_3 = $0a
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; twice as many as necessary as X increments by two
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rocket_notes:
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.byte $00,$00,$1,$00,$5,$00,$0a,$00
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.byte ROCKET_SOLUTION_0,$00,ROCKET_SOLUTION_1,$00
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.byte ROCKET_SOLUTION_2,$00,ROCKET_SOLUTION_3,$00
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controls_pressed:
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@ -357,6 +383,36 @@ draw_handle_buttons_outer_loop:
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lda #0
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sta ROCKET_HANDLE_STEP
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; check to see if right code
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lda rocket_notes
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cmp #ROCKET_SOLUTION_0
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bne done_checking_code
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lda rocket_notes+2
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cmp #ROCKET_SOLUTION_1
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bne done_checking_code
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lda rocket_notes+4
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cmp #ROCKET_SOLUTION_2
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bne done_checking_code
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lda rocket_notes+6
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cmp #ROCKET_SOLUTION_3
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bne done_checking_code
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correct_code:
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lda #1
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sta ANIMATE_FRAME
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; FIXME: remap special to be dome
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; also switch to not point?
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; yes, I think in real life you can mess with sliders after
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; you activate book, but not sure it's worth trouble of doing
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; that in our version
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done_checking_code:
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rts
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.if 0
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@ -507,3 +563,94 @@ done_rocket_volts:
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.endif
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selena_movie:
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; static
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.word static1_sprite,static1_sprite,static2_sprite,static3_sprite
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.word static2_sprite,static3_sprite,static2_sprite,static3_sprite
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.word static1_sprite
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; book
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.word book1_sprite,book2_sprite,book3_sprite,book4_sprite
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; flyover
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static1_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$60,$26,$62,$20,$00
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.byte $20,$67,$26,$62,$20,$60
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.byte $26,$62,$20,$72,$26,$62
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.byte $20,$72,$26,$62,$26,$67
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.byte $26,$62,$26,$67,$06,$62
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.byte $00,$67,$06,$67,$06,$00
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.byte $80,$00,$06,$02,$00,$88
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static2_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$70,$72,$72,$70,$00
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.byte $60,$26,$66,$66,$62,$60
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.byte $72,$02,$72,$72,$02,$72
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.byte $20,$20,$20,$00,$20,$20
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.byte $62,$60,$62,$62,$62,$62
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.byte $00,$72,$76,$72,$06,$00
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.byte $80,$00,$02,$02,$00,$88
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static3_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$20,$72,$26,$70,$00
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.byte $20,$70,$20,$70,$20,$70
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.byte $72,$26,$72,$26,$72,$26
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.byte $20,$70,$20,$70,$20,$70
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.byte $76,$22,$76,$22,$76,$22
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.byte $00,$20,$70,$20,$00,$00
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.byte $80,$00,$02,$06,$00,$88
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book1_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$05,$15,$15,$05,$50
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.byte $66,$00,$11,$11,$11,$55
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.byte $66,$00,$11,$11,$11,$75
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.byte $66,$00,$11,$11,$01,$77
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.byte $00,$66,$67,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book2_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$10,$00
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.byte $60,$05,$11,$11,$11,$50
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.byte $66,$00,$11,$11,$11,$15
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.byte $66,$60,$01,$11,$11,$f0
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.byte $66,$66,$00,$f1,$7f,$77
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.byte $00,$66,$60,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book3_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$05,$15,$05,$f5,$50
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.byte $66,$00,$11,$11,$ff,$55
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.byte $66,$00,$11,$11,$ff,$55
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.byte $66,$00,$11,$01,$ff,$77
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.byte $00,$66,$67,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book4_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$65,$05,$15,$15,$50
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.byte $66,$66,$00,$11,$11,$ff
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.byte $66,$00,$11,$11,$f1,$7f
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.byte $66,$00,$11,$11,$ff,$77
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.byte $00,$66,$61,$70,$0f,$00
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.byte $80,$00,$06,$07,$00,$88
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@ -85,33 +85,35 @@ game_loop:
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; handle animated linking book
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; lda ANIMATE_FRAME
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; asl
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; tay
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; lda meche_movie,Y
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; sta INL
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; lda meche_movie+1,Y
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; sta INH
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lda ANIMATE_FRAME
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beq nothing_special
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; lda #22
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; sta XPOS
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; lda #12
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; sta YPOS
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asl
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tay
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lda selena_movie,Y
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sta INL
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lda selena_movie+1,Y
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sta INH
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; jsr put_sprite_crop
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lda #17
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sta XPOS
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lda #4
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sta YPOS
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; lda FRAMEL
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; and #$f
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; bne done_animate_book
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jsr put_sprite_crop
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; inc ANIMATE_FRAME
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; lda ANIMATE_FRAME
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; cmp #11
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; bne done_animate_book
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; lda #0
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; sta ANIMATE_FRAME
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lda FRAMEL
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and #$f
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bne done_animate_book
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;done_animate_book:
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inc ANIMATE_FRAME
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lda ANIMATE_FRAME
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cmp #13
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bne done_animate_book
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lda #9
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sta ANIMATE_FRAME
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done_animate_book:
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nothing_special:
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