mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
466 lines
6.7 KiB
ArmAsm
466 lines
6.7 KiB
ArmAsm
; Chess board, polyhedrons, circles, interference
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; o/~ One night in Bangkok makes a hard man humble... o/~
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;
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; by deater (Vince Weaver) <vince@deater.net>
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.include "../zp.inc"
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.include "../hardware.inc"
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.include "../qload.inc"
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.include "../music.inc"
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mod7_table = $1c00
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div7_table = $1d00
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hposn_low = $1e00
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hposn_high = $1f00
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chess_start:
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;=====================
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; initializations
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;=====================
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; some of this not necessary as we come in in HGR
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bit SET_GR
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bit HIRES
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bit FULLGR
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bit PAGE1
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bit KEYRESET
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lda #$00
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jsr hgr_page2_clearscreen
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;===================
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; Load graphics
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;===================
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; wait until pattern1
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pattern2_loop:
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lda #2
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jsr wait_for_pattern
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bcc pattern2_loop
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; technically the above, but we're not fast enough
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; lda #175
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; jsr wait_ticks
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; lda #$FF
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; jsr hgr_page1_clearscreen
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;==========================
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; Falling board animation
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;==========================
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; TODO
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; 148-192 = full = 44
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; 0 frames in = 0 high, bottom=125+13 Y=125
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; 4 frames in, 130-138 = 8 high bottom=138+17 Y=130
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; 8 frames in, from 135-155 = 20 bottom=155+25 Y=135
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;12 frames in, from 145-180 = 35 bottom=180 Y=145
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; first collapse down, top to 125 bottom up to 133
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; so 125 whie other 60
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ldx #0
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lda #191
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sta COUNT
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compact_loop:
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txa
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lsr
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bcc compact_not_even
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stx SAVEX
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ldx COUNT
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lda hposn_low,X
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sta GBASL
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lda hposn_high,X
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sta GBASH
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lda #0
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ldy #39
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compact_inner_loop2:
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sta (GBASL),Y
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dey
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bpl compact_inner_loop2
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dec COUNT
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ldx SAVEX
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compact_not_even:
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lda hposn_low,X
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sta GBASL
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lda hposn_high,X
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sta GBASH
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lda #0
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ldy #39
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compact_inner_loop:
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sta (GBASL),Y
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dey
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bpl compact_inner_loop
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lda #30
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jsr wait
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inx
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cpx #122
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bne compact_loop
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;=============================
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; Bouncing on board animation
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;=============================
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lda #10
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jsr setup_timeout
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bit PAGE2
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; load image offscreen $6000
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lda #<chess_data
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sta zx_src_l+1
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lda #>chess_data
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sta zx_src_h+1
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lda #$60
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jsr zx02_full_decomp
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lda #0
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sta COUNT
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sta DRAW_PAGE
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chess_bounce_loop:
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lda #$60 ; copy to screen
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jsr hgr_copy
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ldx COUNT
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lda bounce_coords_x,X
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sta SPRITE_X
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lda bounce_coords_y,X
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sta SPRITE_Y
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cmp #100
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bcs do_squashed
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lda #<object_data
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sta INL
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lda #>object_data
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jmp done_pick_object
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do_squashed:
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lda #<squished
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sta INL
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lda #>squished
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done_pick_object:
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sta INH
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jsr hgr_draw_sprite_big
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jsr hgr_page_flip
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inc COUNT
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lda COUNT
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cmp #36
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bne no_chess_bounce_oflo
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lda #0
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sta COUNT
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no_chess_bounce_oflo:
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jsr check_timeout
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bcc chess_bounce_loop ; clear if not timed out
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done_chess_bounce_loop:
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;=============================
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; Orange Blob Animation
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;=============================
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; load image offscreen $6000
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lda #<orange_data
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sta zx_src_l+1
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lda #>orange_data
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sta zx_src_h+1
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lda #$60
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jsr zx02_full_decomp
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ldx #0
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stx COUNT
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orange_loop:
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lda #$60 ; copy to screen
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jsr hgr_copy
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ldx COUNT
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lda object_coords_x,X
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; cmp #$FF ; needed?
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; beq done_orange_loop
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sta SPRITE_X
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lda object_coords_y,X
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sta SPRITE_Y
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lda #<object_data
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sta INL
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lda #>object_data
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sta INH
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jsr hgr_draw_sprite_big
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jsr hgr_page_flip
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inc COUNT
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lda COUNT
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cmp #48
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bne no_orange_oflo
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lda #0
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sta COUNT
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no_orange_oflo:
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; finish at music pattern #10 or keypress
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lda #10
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jsr wait_for_pattern
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bcc orange_loop
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; lda KEYPRESS
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; bpl orange_loop
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;done_orange_loop:
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; bit KEYRESET
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chess_done:
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;==================
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;==================
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;==================
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; DO TUNNEL HERE
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;==================
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;==================
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;==================
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; load image $2000
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lda #<tunnel1_data
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sta zx_src_l+1
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lda #>tunnel1_data
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sta zx_src_h+1
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lda #$20
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jsr zx02_full_decomp
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; load image $4000
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lda #<tunnel2_data
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sta zx_src_l+1
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lda #>tunnel2_data
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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tunnel_loop:
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bit PAGE1
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lda #8
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jsr wait_irq
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bit PAGE2
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lda #8
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jsr wait_irq
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; finish at music pattern #13 or keypress
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lda #13
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jsr wait_for_pattern
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bcc tunnel_loop
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main_tunnel_done:
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;==================
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;==================
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;==================
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; DO circles HERE
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;==================
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;==================
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;==================
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jsr zooming_circles
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lda #$ff
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sta clear_all_color+1
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jsr clear_all
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; todo, fade to white
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;==================
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;==================
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;==================
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; DO INTERFERENCE #1 HERE
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;==================
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;==================
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;==================
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; first until pattern 18
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lda #18
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sta interference_end_smc+1
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jsr interference
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;======================
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; TODO: falling bars
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;======================
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lda #0
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sta DRAW_PAGE
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bit PAGE1
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jsr clear_all
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; left
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lda #$FF
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sta BAR_X1
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lda #13
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sta BAR_X2
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jsr falling_bars
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lda #7
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jsr wait_ticks
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; middle
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lda #13
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sta BAR_X1
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lda #26
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sta BAR_X2
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jsr falling_bars
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lda #7
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jsr wait_ticks
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; right
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lda #26
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sta BAR_X1
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lda #39
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sta BAR_X2
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jsr falling_bars
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lda #7
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jsr wait_ticks
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;==================
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;==================
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;==================
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; DO INTERFERENCE #2 HERE
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;==================
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;==================
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;==================
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; again until pattern 25
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; lda #25
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; sta interference_end_smc+1
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; jsr interference
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jsr sier_zoom
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main_interference_done:
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rts
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;.align $100
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.include "../wait_keypress.s"
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; .include "../zx02_optim.s"
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; .include "../hgr_table.s"
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.include "../hgr_clear_screen.s"
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.include "../hgr_copy_fast.s"
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.include "../hgr_sprite_big.s"
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.include "../irq_wait.s"
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.include "interference.s"
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.include "circles.s"
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.include "sierzoom.s"
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.include "../hgr_page_flip.s"
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.include "falling_bars.s"
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; wait A * 1/50s
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wait_irq:
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; lda #50
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sta IRQ_COUNTDOWN
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wait_irq_loop:
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lda IRQ_COUNTDOWN
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bne wait_irq_loop
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rts
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chess_data:
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.incbin "graphics/chessboard.hgr.zx02"
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orange_data:
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.incbin "graphics/orange_bg.hgr.zx02"
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object_data:
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.include "graphics/object.inc"
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tunnel1_data:
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.incbin "graphics/tunnel1_cropped.hgr.zx02"
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tunnel2_data:
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.incbin "graphics/tunnel2_cropped.hgr.zx02"
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; object is roughly 15 wide?
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; this is a triangle pattern
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; we could reverse at some point
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; 12*4 = 48
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object_coords_x:
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.byte 13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2
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.byte 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12
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.byte 13,14,15,16,17,18,19,20,21,22,23,24
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.byte 25,24,23,22,21,20,19,18,17,16,15,14
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object_coords_y:
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.byte 5,10,16,23,30,36,43,49,55,62,68,75
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.byte 82,82,82,82,82,82,82,82,82,82,82,82
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.byte 82,82,82,82,82,82,82,82,82,82,82,82
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.byte 75,68,62,55,49,43,36,30,23,16,10, 5
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; 9*4=36
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bounce_coords_x:
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.byte 12, 12, 12, 12, 12, 12, 12, 10, 10
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.byte 10, 10, 12, 12, 12, 12, 12, 12, 12
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.byte 12, 12, 12, 12, 12, 12, 12, 10, 10
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.byte 10, 10, 12, 12, 12, 12, 12, 12, 12
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bounce_coords_y:
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.byte 4, 20, 35, 45, 60, 70, 82, 102, 115
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.byte 115,102, 82, 70, 60, 45, 35, 20, 4
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.byte 4, 20, 35, 45, 60, 70, 82, 102, 115
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.byte 115,102, 82, 70, 60, 45, 35, 20, 4
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