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ootw: c15: more laser work
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@ -46,8 +46,20 @@ draw_trapezoid_loop:
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trapezoid_color_smc:
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lda #$11
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ldx trapezoid_x_start
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bmi trap_clamp0
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cpx #40
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bcc trapezoid_draw_loop ; blt
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ldx #39
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jmp trapezoid_draw_loop
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trap_clamp0:
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ldx #0
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jmp trapezoid_draw_loop
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trapezoid_draw_loop:
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trapezoid_draw_loop_smc:
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sta $c00,X
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158
ootw/ootw_c15.s
158
ootw/ootw_c15.s
@ -576,9 +576,9 @@ fg_guard_no_laser:
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lsr
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tay
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lda shot_lookup,Y
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lda shot_lookup1,Y
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sta INL
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lda shot_lookup+1,Y
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lda shot_lookup1+1,Y
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sta INH
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jsr draw_trapezoid
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@ -592,7 +592,10 @@ skip_this:
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c15_room1_foreground:
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cmp #1
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bne c15_draw_friend_cliff
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beq actual_room1_foreground
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jmp c15_draw_friend_cliff
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actual_room1_foreground:
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; run soldier/laser in the front
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@ -663,7 +666,12 @@ no_update_enemy_walk:
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skip_enemy_walk:
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; test shots
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; occasional laser
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; FRAMEL: every 8th frame (111) update, draw 4-long animation
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; cycle through 4 possible shots
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; FIXME: we could randomly adjust some of the parameters?
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lda FRAMEL
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and #$18
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@ -671,11 +679,39 @@ skip_enemy_walk:
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lsr
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tay
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lda shot_lookup,Y
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sta INL
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lda shot_lookup+1,Y
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sta INH
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lda FRAMEL
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and #$60
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beq shot4_base
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cmp #$20
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beq shot3_base
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cmp #$40
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beq shot2_base
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shot1_base:
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lda shot_lookup1,Y
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sta INL
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lda shot_lookup1+1,Y
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jmp draw_shot
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shot2_base:
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lda shot_lookup2,Y
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sta INL
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lda shot_lookup2+1,Y
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jmp draw_shot
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shot3_base:
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lda shot_lookup3,Y
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sta INL
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lda shot_lookup3+1,Y
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jmp draw_shot
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shot4_base:
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lda shot_lookup4,Y
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sta INL
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lda shot_lookup4+1,Y
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draw_shot:
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sta INH
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jsr draw_trapezoid
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@ -974,12 +1010,30 @@ guard_laser:
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.byte $1A,$1A,$1A,$11,$A1,$A1,$A1,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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shot_lookup:
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shot_lookup1:
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.word shot1_frame1
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.word shot1_frame2
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.word shot1_frame3
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.word shot1_hole
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shot_lookup2:
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.word shot2_frame1
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.word shot2_frame2
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.word shot2_frame3
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.word shot2_hole
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shot_lookup3:
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.word shot3_frame1
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.word shot3_frame2
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.word shot3_frame3
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.word shot3_hole
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shot_lookup4:
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.word shot4_frame1
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.word shot4_frame2
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.word shot4_frame3
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.word shot4_hole
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shot1_frame1:
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.byte 2,128 ; LEFT SLOPE H/L
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@ -989,8 +1043,7 @@ shot1_frame1:
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.byte 36,46 ; ENDY/STARTY
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shot1_frame2:
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.byte 2,0 ; LEFT SLOPE H/L
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; .byte 0,$60 ; RIGHT SLOPE H/L ; approximately 1/3?
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.byte 0,$80 ; RIGHT SLOPE H/L ; approximately 1/3?
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.byte 0,$80 ; RIGHT SLOPE H/L
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.byte 5,0 ; STARTX H/L
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.byte 16,128 ; ENDX H/L
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.byte 30,46 ; ENDY/STARTY
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@ -1007,6 +1060,89 @@ shot1_hole:
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.byte 0,0 ; ENDX H/L
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.byte 0,$ff ; ENDY/STARTY
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; shot 2
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shot2_frame1:
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.byte $ff,00 ; LEFT SLOPE H/L
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.byte $fe,00 ; RIGHT SLOPE H/L
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.byte 19,0 ; STARTX H/L
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.byte 32,0 ; ENDX H/L
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.byte 28,46 ; ENDY/STARTY
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shot2_frame2:
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.byte $ff,00 ; LEFT SLOPE H/L
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.byte $fe,$80 ; RIGHT SLOPE H/L ; approximately 1/3?
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.byte 17,0 ; STARTX H/L
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.byte 23,0 ; ENDX H/L
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.byte 18,36 ; ENDY/STARTY
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shot2_frame3:
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.byte 0,0 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 7,0 ; STARTX H/L
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.byte 9,0 ; ENDX H/L
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.byte 18,20 ; ENDY/STARTY
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shot2_hole:
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.byte 6,20 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 0,0 ; STARTX H/L
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.byte 0,0 ; ENDX H/L
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.byte 0,$ff ; ENDY/STARTY
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; shot3
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shot3_frame1:
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.byte $FE,0 ; LEFT SLOPE H/L
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.byte $FE,$80 ; RIGHT SLOPE H/L
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.byte 37,0 ; STARTX H/L
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.byte 40,0 ; ENDX H/L
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.byte 18,24 ; ENDY/STARTY
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shot3_frame2:
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.byte $FD,0 ; LEFT SLOPE H/L
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.byte $FD,0 ; RIGHT SLOPE H/L
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.byte 19,0 ; STARTX H/L
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.byte 23,0 ; ENDX H/L
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.byte 12,16 ; ENDY/STARTY
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shot3_frame3:
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.byte 0,0 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 9,0 ; STARTX H/L
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.byte 10,0 ; ENDX H/L
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.byte 10,12 ; ENDY/STARTY
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shot3_hole:
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.byte 7,12 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 0,0 ; STARTX H/L
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.byte 0,0 ; ENDX H/L
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.byte 0,$ff ; ENDY/STARTY
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; shot4
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shot4_frame1:
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.byte $FD,$00 ; LEFT SLOPE H/L
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.byte $FF,$80 ; RIGHT SLOPE H/L
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.byte 13,0 ; STARTX H/L
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.byte 18,0 ; ENDX H/L
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.byte $FE,6 ; ENDY/STARTY
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shot4_frame2:
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.byte $FD,$00 ; LEFT SLOPE H/L
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.byte $FF,$00 ; RIGHT SLOPE H/L
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.byte 22,0 ; STARTX H/L
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.byte 24,0 ; ENDX H/L
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.byte 0,10 ; ENDY/STARTY
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shot4_frame3:
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.byte 0,0 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 24,0 ; STARTX H/L
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.byte 25,9 ; ENDX H/L
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.byte 10,12 ; ENDY/STARTY
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shot4_hole:
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.byte 23,12 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 0,0 ; STARTX H/L
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.byte 0,0 ; ENDX H/L
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.byte 0,$ff ; ENDY/STARTY
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; shot notes
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