mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
333 lines
4.6 KiB
ArmAsm
333 lines
4.6 KiB
ArmAsm
; Mist
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; a version of Myst?
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; (yes there's a subtle German joke here)
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "common_routines.inc"
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mist_start:
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;===================
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; init screen
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;===================
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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;=================
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; set up location
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;=================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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; init the clock bridge
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jsr raise_bridge
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; init the gear
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jsr open_the_gear
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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; handle gear opening
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lda GEAR_OPEN
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beq not_gear_related
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jsr check_gear_delete
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not_gear_related:
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; handle clock puzzles
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lda LOCATION
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cmp #MIST_CLOCK_PUZZLE ; clock puzzle
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beq location_clock
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cmp #MIST_CLOCK_INSIDE
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beq location_inside_clock
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bne location_generator
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location_clock:
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jsr draw_clock_face
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jmp nothing_special
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location_inside_clock:
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jsr draw_clock_inside
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jmp nothing_special
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; handle generator puzzle
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location_generator:
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cmp #MIST_GENERATOR_ROOM
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bne nothing_special
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lda DIRECTION
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and #$f
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cmp #DIRECTION_N
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bne nothing_special
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jsr generator_update_volts
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jsr generator_draw_buttons
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jmp nothing_special
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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;=================
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; special exits
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go_to_meche:
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lda #LOAD_MECHE
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sta WHICH_LOAD
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lda #MECHE_INSIDE_GEAR
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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jmp set_level_over
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pad_special:
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lda #MIST_TOWER2_PATH
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sta LOCATION
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jsr change_location
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rts
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leave_tower2:
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lda #MIST_TOWER2_TOP
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sta LOCATION
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lda #DIRECTION_W
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sta DIRECTION
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jsr change_location
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rts
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leave_tower1:
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lda #MIST_TOWER1_TOP
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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jsr change_location
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rts
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green_house:
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; FIXME: handle switch separately
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lda #MIST_GREEN_SHACK
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sta LOCATION
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jsr change_location
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rts
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enter_octagon:
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lda #OCTAGON_TEMPLE_DOORWAY
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sta LOCATION
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lda #LOAD_OCTAGON
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sta WHICH_LOAD
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jmp set_level_over
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goto_dentist:
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lda #DENTIST_OUTSIDE
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sta LOCATION
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lda #LOAD_DENTIST
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sta WHICH_LOAD
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jmp set_level_over
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enter_viewer:
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lda #VIEWER_STEPS
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sta LOCATION
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lda #LOAD_VIEWER
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sta WHICH_LOAD
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jmp set_level_over
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enter_channel_main:
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lda #CABIN_OUTSIDE
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sta LOCATION
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lda #LOAD_CABIN
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sta WHICH_LOAD
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lda #DIRECTION_E
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sta DIRECTION
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jmp set_level_over
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enter_channel_clock:
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lda #CABIN_CLOCK_PATH
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sta LOCATION
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lda #LOAD_CABIN
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sta WHICH_LOAD
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lda #DIRECTION_N
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sta DIRECTION
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jmp set_level_over
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enter_stoneyship:
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lda #STONEY_SHIP_STERN
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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lda #LOAD_STONEY
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sta WHICH_LOAD
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set_level_over:
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lda #$ff
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sta LEVEL_OVER
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rts
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;==========================
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; includes
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;==========================
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.if 0
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.include "gr_copy.s"
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.include "gr_offsets.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "text_print.s"
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.include "gr_fast_clear.s"
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.include "decompress_fast_v2.s"
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.include "keyboard.s"
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.include "draw_pointer.s"
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.include "audio.s"
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.include "end_level.s"
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.include "common_sprites.inc"
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.endif
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; graphics data
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.include "graphics_mist/mist_graphics.inc"
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; puzzles
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.include "clock_bridge_puzzle.s"
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.include "marker_switch.s"
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.include "generator_puzzle.s"
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; linking books
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; letters
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.include "letter_cat.s"
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; level data
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.include "leveldata_mist.inc"
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;.align $100
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;audio_red_page:
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;.incbin "audio/red_page.btc"
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