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ootw: c1: more beast work, plus some debugging stuff
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@ -28,14 +28,23 @@ setup_beast_right:
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lda WHICH_CAVE
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lda WHICH_CAVE
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cmp #4
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cmp #4
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bne beast_left_set_normal
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beq beast_right_rope
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cmp #2
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beq beast_right_end
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jmp beast_right_set_normal
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; give time to get zapped
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beast_right_end:
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lda #220
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jmp beast_right_set_x
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beast_right_rope:
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lda #240
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lda #240
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jmp beast_left_set_x
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jmp beast_right_set_x
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beast_left_set_normal:
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beast_right_set_normal:
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lda #248 ; -8 = 248
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lda #246 ; -8 = 248
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beast_left_set_x:
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beast_right_set_x:
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sta BEAST_X
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sta BEAST_X
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jmp setup_no_beast
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jmp setup_no_beast
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@ -48,11 +48,6 @@ mesa_left:
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lda #$c ; load image off-screen $c00
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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jsr load_rle_gr
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;=================================
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; copy to screen
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; jsr gr_copy_to_current
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; jsr page_flip
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;=================================
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;=================================
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; setup vars
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; setup vars
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@ -62,6 +57,9 @@ mesa_left:
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sta GAME_OVER
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sta GAME_OVER
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sta LEVELEND_PROGRESS
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sta LEVELEND_PROGRESS
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lda #2
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sta WHICH_CAVE
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jsr setup_beast
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jsr setup_beast
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;============================
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;============================
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@ -57,6 +57,8 @@ ootw_pool:
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lda #30
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lda #30
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sta TENTACLE_PROGRESS
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sta TENTACLE_PROGRESS
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lda #1
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sta BEAST_OUT
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;==================================
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;==================================
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; setup beast if we're running from it
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; setup beast if we're running from it
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@ -106,7 +106,8 @@ init_slug_loop:
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; Mark slug as out and alive
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; Mark slug as out and alive
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lda #1
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; lda #1
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lda #0
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sta slugg0_out,X
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sta slugg0_out,X
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