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ootw: c4: start making doors generic
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@ -281,10 +281,10 @@ blast_door_left:
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txa
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and #$f
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tax
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tay
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lda #DOOR_STATUS_EXPLODING1
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sta door_status,X
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sta (DOOR_STATUS),Y
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jsr recalc_walk_collision
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@ -331,10 +331,10 @@ blast_alien_right:
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blast_door_right:
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txa
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and #$f
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tax
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tay
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lda #DOOR_STATUS_EXPLODING1
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sta door_status,X
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sta (DOOR_STATUS),Y
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jsr recalc_walk_collision
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@ -33,43 +33,43 @@ recalc_walk_left:
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lda PHYSICIST_X
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ldx NUM_DOORS
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dex
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ldy NUM_DOORS
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dey
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recalc_walk_left_loop:
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cmp door_x,X
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cmp door_x,Y
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bcc recalc_walk_left_continue ; bcs
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lda door_status,X
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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bne recalc_walk_left_continue
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; early exit
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lda door_x,X
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lda door_x,Y
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ora #$80
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sta LEFT_WALK_LIMIT
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jmp done_recalc_walk_left_collision
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recalc_walk_left_continue:
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dex
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dey
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bpl recalc_walk_left_loop
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done_recalc_walk_left_collision:
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lda PHYSICIST_X
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ldx #0
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ldy #0
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recalc_walk_right_loop:
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cmp door_x,X
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cmp door_x,Y
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bcs recalc_walk_right_continue ; bge
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lda door_status,X
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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bne recalc_walk_right_continue
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; early exit
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lda door_x,X
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lda door_x,Y
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sec
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sbc #4
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ora #$80
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@ -77,8 +77,8 @@ recalc_walk_right_loop:
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jmp done_recalc_walk_right_collision
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recalc_walk_right_continue:
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inx
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cpx NUM_DOORS
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iny
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cpy NUM_DOORS
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bne recalc_walk_right_loop
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done_recalc_walk_right_collision:
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@ -120,15 +120,15 @@ calc_gun_right_door:
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calc_gun_right_doors:
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ldx #0
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ldy #0
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calc_gun_right_door_loop:
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lda PHYSICIST_X
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cmp door_x,X
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cmp door_x,Y
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bcs calc_gun_right_door_continue ; bge
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lda door_status,X
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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beq calc_gun_right_door_there
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cmp #DOOR_STATUS_CLOSED
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@ -136,18 +136,18 @@ calc_gun_right_door_loop:
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calc_gun_right_door_there:
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; early exit
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lda door_x,X
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lda door_x,Y
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sta RIGHT_SHOOT_LIMIT
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txa ; set target if hit
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tya ; set target if hit
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ora #TARGET_DOOR
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sta RIGHT_SHOOT_TARGET
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jmp done_calc_gun_right_door_collision
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calc_gun_right_door_continue:
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inx
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cpx NUM_DOORS
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iny
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cpy NUM_DOORS
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bne calc_gun_right_door_loop
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done_calc_gun_right_door_collision:
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@ -228,15 +228,15 @@ left_limit_ok:
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calc_gun_left_doors:
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ldx NUM_DOORS
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dex
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ldy NUM_DOORS
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dey
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calc_gun_left_door_loop:
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lda PHYSICIST_X
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cmp door_x,X
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cmp door_x,Y
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bcc calc_gun_left_door_continue ; blt
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lda door_status,X
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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beq calc_gun_left_door_there
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cmp #DOOR_STATUS_CLOSED
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@ -244,17 +244,17 @@ calc_gun_left_door_loop:
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calc_gun_left_door_there:
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; early exit
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lda door_x,X
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lda door_x,Y
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sta LEFT_SHOOT_LIMIT
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txa ; set target if hit
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tya ; set target if hit
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ora #TARGET_DOOR
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sta LEFT_SHOOT_TARGET
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jmp done_calc_gun_left_door_collision
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calc_gun_left_door_continue:
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dex
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dey
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bpl calc_gun_left_door_loop
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done_calc_gun_left_door_collision:
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77
ootw/door.s
77
ootw/door.s
@ -23,27 +23,28 @@ draw_doors:
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lda NUM_DOORS
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beq done_draw_doors
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ldx #0
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ldy #0
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draw_doors_loop:
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ldy door_status,X
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lda (DOOR_STATUS),Y
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tax
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lda door_sprite_lookup_lo,Y
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lda door_sprite_lookup_lo,X
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sta INL
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lda door_sprite_lookup_hi,Y
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lda door_sprite_lookup_hi,X
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sta INH
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actually_draw_door:
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lda door_x,X
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lda door_x,Y
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sta XPOS
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lda door_y,X
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lda door_y,Y
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sta YPOS
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txa
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tya
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pha
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lda door_status,X
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_EXPLODING1
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bcs draw_exploding_door
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@ -52,11 +53,11 @@ actually_draw_door:
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after_door_put_sprite:
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pla
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tax
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tay
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draw_doors_continue:
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inx
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cpx NUM_DOORS
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iny
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cpy NUM_DOORS
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bne draw_doors_loop
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done_draw_doors:
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@ -69,13 +70,16 @@ draw_exploding_door:
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and #$7
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bne not_done_exploding_door
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inc door_status,X
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lda door_status,X
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lda (DOOR_STATUS),Y
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clc
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adc #1
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sta (DOOR_STATUS),Y
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cmp #DOOR_STATUS_EXPLODING6
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bcc not_done_exploding_door
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lda #DOOR_STATUS_EXPLODED
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sta door_status,X
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sta (DOOR_STATUS),Y
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not_done_exploding_door:
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dec XPOS
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@ -96,11 +100,11 @@ handle_doors:
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lda NUM_DOORS
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beq done_handle_doors
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ldx #0
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ldy #0
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handle_doors_loop:
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; state machine
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lda door_status,X
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lda (DOOR_STATUS),Y
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; if locked->do nothing
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cmp #DOOR_STATUS_LOCKED
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@ -126,11 +130,14 @@ handle_doors_loop:
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; if opening, continue to open
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; if closing, continue to close
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handle_door_inc_state:
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inc door_status,X
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lda (DOOR_STATUS),Y
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clc
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adc #1
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sta (DOOR_STATUS),Y
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handle_doors_continue:
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inx
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cpx NUM_DOORS
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iny
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cpy NUM_DOORS
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bne handle_doors_loop
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done_handle_doors:
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@ -139,19 +146,17 @@ done_handle_doors:
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handle_doors_open:
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; only open/close if on same level
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ldy door_y,X
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iny
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iny
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iny
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iny
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cpy PHYSICIST_Y
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lda door_y,Y
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clc
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adc #4
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cmp PHYSICIST_Y
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bne close_door
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lda PHYSICIST_X
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cmp door_xmax,X
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cmp door_xmax,Y
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bcs close_door ; bge
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cmp door_xmin,X
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cmp door_xmin,Y
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bcc close_door ; blt
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; made it here, we are in bounds, stay open
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@ -160,31 +165,29 @@ handle_doors_open:
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close_door:
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lda #DOOR_STATUS_CLOSING1
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sta door_status,X
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sta (DOOR_STATUS),Y
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jmp handle_doors_continue
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handle_doors_closed:
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; only open if on same level
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ldy door_y,X
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iny
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iny
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iny
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iny
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cpy PHYSICIST_Y
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lda door_y,Y
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clc
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adc #4
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cmp PHYSICIST_Y
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bne handle_doors_continue
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lda PHYSICIST_X
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cmp door_xmax,X
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cmp door_xmax,Y
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bcs handle_doors_continue
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cmp door_xmin,X
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cmp door_xmin,Y
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bcc handle_doors_continue
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open_door:
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lda #DOOR_STATUS_OPENING1
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sta door_status,X
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sta (DOOR_STATUS),Y
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jmp handle_doors_continue
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@ -118,6 +118,11 @@ room0:
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lda #5
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sta NUM_DOORS
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lda #<door_status
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sta DOOR_STATUS
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lda #>door_status
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sta DOOR_STATUS_H
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lda #(6+128)
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sta LEFT_LIMIT
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lda #(39+128)
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@ -974,12 +979,6 @@ pit_door_cover:
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door_y:
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c4_r0_door0_y: .byte 24
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c4_r0_door1_y: .byte 24
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c4_r0_door2_y: .byte 24
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c4_r0_door3_y: .byte 24
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c4_r0_door4_y: .byte 24
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door_status:
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c4_r0_door0_status: .byte DOOR_STATUS_CLOSED
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@ -995,6 +994,13 @@ door_x:
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c4_r0_door3_x: .byte 31
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c4_r0_door4_x: .byte 33
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door_y:
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c4_r0_door0_y: .byte 24
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c4_r0_door1_y: .byte 24
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c4_r0_door2_y: .byte 24
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c4_r0_door3_y: .byte 24
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c4_r0_door4_y: .byte 24
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door_xmin:
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c4_r0_door0_xmin: .byte 0 ; 7-4-5
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c4_r0_door1_xmin: .byte 11 ; 18-4-5
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12
ootw/zp.inc
12
ootw/zp.inc
@ -118,6 +118,18 @@ LZ4_DONE = $96
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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DOOR_STATUS = $C0
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DOOR_STATUS_H = $C1
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DOOR_X = $C2
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DOOR_X_H = $C3
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DOOR_Y = $C4
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DOOR_Y_H = $C5
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DOOR_XMIN = $C6
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DOOR_XMIN_H = $C7
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DOOR_XMAX = $C8
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DOOR_XMAX_H = $C9
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LEFT_SHOOT_TARGET = $CF ; ALL
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RIGHT_SHOOT_TARGET = $D0 ; ALL
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