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ootw: c4: action sequence hooked up
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@ -7,14 +7,33 @@
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; action sequence
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;=================
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;=================
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; A has the sequence step+1
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action_sequence:
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tax ; it's actually one higher
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dex
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lda FRAMEL ; slow it down a bit
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and #$3
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bne not_done_action
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inc ACTION_COUNT
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lda ACTION_COUNT
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cmp #69
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bne not_done_action
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lda #0
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sta ACTION_COUNT
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rts
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not_done_action:
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; draw both lines in the hlin
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lda #$00
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sta hlin_mask_smc+1
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ldx #65
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; ldx #65
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lda action_list_lo,x
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sta ac_jump
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lda action_list_hi,x
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@ -868,7 +887,7 @@ action_frame59:
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ldy #28
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jsr action_draw_alien2
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ldx #254
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ldx #250
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ldy #24
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jmp action_draw_alien1
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@ -933,7 +952,7 @@ action_frame63:
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; frame64: (125)
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; alien_eye@28,30 (-12,-4)
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action_frame64:
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ldx #26
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ldx #16
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ldy #26
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jmp action_draw_alien1
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@ -14,6 +14,14 @@ ootw_city_init:
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sta LASER_OUT
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sta ALIEN_OUT
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sta ACTION_TRIGGERED
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sta ACTION_COUNT
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; lda #1
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; sta ACTION_COUNT
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;===============
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; set up aliens
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@ -94,6 +102,10 @@ alien_room_continue:
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cpx #MAX_ALIENS
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bne alien_room_loop
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lda #0
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sta FRAMEL ; reset frame count for action timer
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sta FRAMEH
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;==============================
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; setup per-room variables
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@ -672,63 +684,32 @@ c4_room4_cover:
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c4_no_fg_cover:
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;========================
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; handle cinematic action
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;========================
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;c2_draw_doorway:
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;
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; lda CART_X
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; sta XPOS
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; lda #36
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; sta YPOS
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; lda #<cart_sprite
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; sta INL
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; lda #>cart_sprite
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; sta INH
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; jsr put_sprite_crop
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; jmp c2_no_fg_action
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lda WHICH_ROOM ; only on causeway1
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cmp #2
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bne no_action_movie
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c4_no_fg_action:
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lda FRAMEH
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cmp #1
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bne action_no_trigger
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;====================
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; activate fg objects
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;====================
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;c2_fg_check_jail1:
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; lda WHICH_JAIL
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; cmp #1
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; bne c2_fg_check_jail2
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;
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; lda CART_OUT
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; bne c2_fg_check_jail2
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;
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; inc CART_OUT
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lda ACTION_TRIGGERED ; already triggered
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bne action_no_trigger
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action_trigger:
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lda #1
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sta ACTION_COUNT
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sta ACTION_TRIGGERED
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action_no_trigger:
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;================
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; move fg objects
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;================
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c4_move_fg_objects:
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; lda CART_OUT
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; cmp #1
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; bne cart_not_out
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; move cart
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; lda FRAMEL
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; and #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;===============
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; make pink (where applicable)
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;===============
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lda ACTION_COUNT
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beq no_action_movie
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jsr action_sequence
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no_action_movie:
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;===============
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; page flip
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@ -125,8 +125,10 @@ LASER_OUT = $DB ; 2+
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GUN_CHARGE = $DC ; 2+
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MONSTER_AI = $DD ; C1 underwater
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ACTION_COUNT = $DD ; C4
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BG_BEAST = $DE ; C1
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ACTION_TRIGGERED= $DE ; C4
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ON_ELEVATOR = $DF ; ALL
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