;======================= ; flip circuit breaker ; if room==MIST_TOWER2_TOP, and with #$fe ; if room==MIST_TOWER1_TOP, and with #$fd circuit_breaker: bit $C030 ; click speaker lda LOCATION cmp #MIST_TOWER2_TOP bne other_circuit_breaker lda BREAKER_TRIPPED and #$fe jmp done_circuit_breaker other_circuit_breaker: lda BREAKER_TRIPPED and #$fd done_circuit_breaker: sta BREAKER_TRIPPED bne done_turn_on_breaker turn_on_breaker: lda GENERATOR_VOLTS cmp #$60 bcs done_turn_on_breaker sta ROCKET_VOLTS sta ROCKET_VOLTS_DISP done_turn_on_breaker: rts ;====================== ; open the spaceship door open_ss_door: ; check if voltage is 59 lda ROCKET_VOLTS cmp #$59 bne done_ss_door ; change to open door image ldy #LOCATION_NORTH_BG lda #spaceship_door_open_n_lzsa sta location26+1,Y ; MIST_ROCKET_CLOSE ; change to load new level if through ldy #LOCATION_SPECIAL_FUNC lda #<(go_to_selena-1) sta location26,Y ; MIST_ROCKET_CLOSE lda #>(go_to_selena-1) sta location26+1,Y ; MIST_ROCKET_CLOSE jsr change_location done_ss_door: rts ;====================== ; go to selena go_to_selena: lda #3 ; Selena sta WHICH_LOAD lda #$ff sta LEVEL_OVER rts