draw_door: lda FRAMEL lsr and #$3 tay lda door_l,Y sta INL lda door_h,Y sta INH ldx #9 ; 63 stx XPOS lda #36 sta YPOS jsr hgr_draw_sprite lda FRAMEL cmp #7 bne not_door_done inc DOOR_OPEN cli ; start music not_door_done: rts door_l: .byte door1_sprite,>door2_sprite,>door3_sprite,>door4_sprite