mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 16:04:55 +00:00
657 lines
11 KiB
ArmAsm
657 lines
11 KiB
ArmAsm
; Mode-7 Flying code
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;===========
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; CONSTANTS
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;===========
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CONST_SHIPX = 15
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CONST_TILE_W = 16
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CONST_TILE_H = 16
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CONST_MAP_MASK_X = (CONST_TILE_W - 1)
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CONST_MAP_MASK_Y = (CONST_TILE_H - 1)
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CONST_LOWRES_W = 40
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CONST_LOWRES_H = 40
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CONST_BETA_I = $ff
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CONST_BETA_F = $80
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CONST_SCALE_I = $14
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CONST_SCALE_F = $00
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CONST_LOWRES_HALF_I = $ec ; -(LOWRES_W/2)
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CONST_LOWRES_HALF_F = $00
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mode7_flying:
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;===================
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; Clear screen/pages
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;===================
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bit PAGE0
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bit LORES ; Lo-res graphics
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bit TEXTGR ; mixed gr/text mode
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bit SET_GR ; set graphics
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jsr clear_screens
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lda #0
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sta DISP_PAGE
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lda #4
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sta DRAW_PAGE
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;===============
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; Init texture
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;===============
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jsr wires_create_lookup
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;===============
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; Init Variables
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;===============
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lda #20
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sta SHIPY
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lda #0
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sta TURNING
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sta SPACEX_I
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sta SPACEY_I
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sta CX_I
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sta CX_F
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sta CY_I
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sta CY_F
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sta DRAW_SPLASH
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sta SPEED
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sta SPLASH_COUNT
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sta KEY_COUNT
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sta KEY_OFFSET
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lda #0 ; slightly off North for better view of island
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sta ANGLE
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jsr draw_sky
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lda #4 ; starts out at 4.5 altitude
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sta SPACEZ_I
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lda #$80
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sta SPACEZ_F
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jsr update_z_factor
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flying_loop:
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lda SPLASH_COUNT ; 3
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beq flying_keyboard ; 2nt/3
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dec SPLASH_COUNT ; decrement splash count ; 5
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flying_keyboard:
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; jsr get_keypress ; get keypress ; 6
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lda KEY_COUNT
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bne done_key
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ldy KEY_OFFSET
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lda island_flying_directions,Y
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sta KEY_COUNT
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iny
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lda island_flying_directions,Y
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sta LASTKEY
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inc KEY_OFFSET
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inc KEY_OFFSET
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done_key:
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dec KEY_COUNT
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lda LASTKEY
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; cmp #0
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; bne key_was_pressed
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;
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; jmp check_done
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;key_was_pressed:
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; lda LASTKEY ; 3
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cmp #('Q') ; if quit, then return
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bne skipskip
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rts
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skipskip:
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cmp #'W' ; 2
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bne flying_check_down ; 3/2nt
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;===========
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; UP PRESSED
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;===========
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lda SHIPY
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cmp #17
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bcc flying_check_down ; bgt, if shipy>16
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dec SHIPY
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dec SHIPY ; move ship up
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inc SPACEZ_I ; incement height
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jsr update_z_factor
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lda #0
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sta SPLASH_COUNT
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jmp check_done
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flying_check_down:
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cmp #'S'
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bne flying_check_left
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;=============
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; DOWN PRESSED
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;=============
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lda SHIPY
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cmp #28
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bcs splashy ; ble, if shipy < 28
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inc SHIPY
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inc SHIPY ; move ship down
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dec SPACEZ_I ; decrement height
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jsr update_z_factor
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bcc done_flying_down
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splashy:
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lda #10
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sta SPLASH_COUNT
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done_flying_down:
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jmp check_done
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flying_check_left:
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cmp #'A'
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bne flying_check_right
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;=============
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; LEFT PRESSED
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;=============
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lda TURNING
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bmi turn_left
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beq turn_left
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lda #$0
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sta TURNING
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jmp check_done
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turn_left:
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lda #253 ; -3
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sta TURNING
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dec ANGLE
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jmp check_done
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flying_check_right:
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cmp #'D'
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bne check_speedup
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;==============
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; RIGHT PRESSED
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;==============
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lda TURNING ;; FIXME: optimize me
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bpl turn_right
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lda #0
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sta TURNING
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jmp check_done
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turn_right:
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lda #3
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sta TURNING
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inc ANGLE
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jmp check_done
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check_speedup:
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cmp #'Z'
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bne check_speeddown
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;=========
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; SPEED UP
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;=========
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lda #$8
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cmp SPEED
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beq skip_speedup
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inc SPEED
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skip_speedup:
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jmp check_done
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check_speeddown:
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cmp #'X'
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bne check_brake
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;===========
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; SPEED DOWN
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;===========
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lda SPEED
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beq skip_speeddown
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dec SPEED
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skip_speeddown:
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jmp check_done
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check_brake:
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cmp #' '
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bne check_land
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;============
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; BRAKE
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;============
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lda #$0
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sta SPEED
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jmp check_done
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check_land:
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cmp #13
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bne check_help
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.if 0
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;=====
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; LAND
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;=====
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; finds value in space_x.i,space_y.i
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; returns color in A
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lda CX_I
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sta SPACEX_I
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lda CY_I
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sta SPACEY_I
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jsr lookup_map
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cmp #COLOR_BOTH_LIGHTGREEN
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bne must_land_on_grass
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landing_loop:
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jsr draw_background_mode7
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; Draw Shadow
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lda #>shadow_forward
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sta INH
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lda #<shadow_forward
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sta INL
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lda #(CONST_SHIPX+3)
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sta XPOS
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clc
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lda SPACEZ_I
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adc #31
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and #$fe ; make sure it's even
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sta YPOS
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jsr put_sprite
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lda #>ship_forward
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sta INH
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lda #<ship_forward
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sta INL
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lda #CONST_SHIPX
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sta XPOS
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lda SHIPY
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sta YPOS
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jsr put_sprite
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jsr page_flip
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dec SPACEZ_I
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jsr update_z_factor
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lda SPACEZ_I
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bpl landing_loop
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done_flying:
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lda #LOAD_WORLD
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sta WHICH_LOAD
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rts ; finish flying
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must_land_on_grass:
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.endif
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check_help:
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cmp #('H')
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bne check_done
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;=====
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; HELP
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;=====
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; jsr print_help
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; jsr draw_sky
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check_done:
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;================
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; Wrap the Angle
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;================
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; FIXME: only do this in right/left routine?
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lda ANGLE ; 3
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and #$f ; 2
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sta ANGLE ; 3
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;================
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; Handle Movement
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;================
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speed_move:
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ldx SPEED ; 3
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beq draw_background ; 2nt/3
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;=============
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lda ANGLE ; dx.i=fixed_sin[(angle+4)&0xf].i; // cos() ; 3
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clc ; 2
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adc #4 ; 2
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and #$f ; 2
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asl ; 2
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tay ; 2
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lda fixed_sin_scale,Y ; 4
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sta DX_I ; 3
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iny ; dx.f=fixed_sin[(angle+4)&0xf].f; // cos() ; 2
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lda fixed_sin_scale,Y ; 4
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sta DX_F ; 3
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lda ANGLE ; dy.i=fixed_sin[angle&0xf].i; // sin() ; 3
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and #$f ; 2
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asl ; 2
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tay ; 2
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lda fixed_sin_scale,Y ; 4
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sta DY_I ; 3
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iny ; dx.f=fixed_sin[angle&0xf].f; // sin() ; 2
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lda fixed_sin_scale,Y ; 4
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sta DY_F ; 3
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;============
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; 54
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speed_loop:
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clc ; fixed_add(&cx,&dx,&cx); ; 2
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lda CX_F ; 3
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adc DX_F ; 3
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sta CX_F ; 3
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lda CX_I ; 3
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adc DX_I ; 3
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sta CX_I ; 3
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clc ; fixed_add(&cy,&dy,&cy); ; 2
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lda CY_F ; 3
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adc DY_F ; 3
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sta CY_F ; 3
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lda CY_I ; 3
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adc DY_I ; 3
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sta CY_I ; 3
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dex ; 2
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bne speed_loop ; 2nt/3
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;============
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; 45
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;====================
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; Draw the background
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;====================
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draw_background:
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jsr draw_background_mode7 ; 6
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.if 0
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check_over_water:
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; See if we are over water
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lda CX_I ; 3
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sta SPACEX_I ; 3
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lda CY_I ; 3
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sta SPACEY_I ; 3
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jsr lookup_map ; 6
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sec ; 2
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sbc #COLOR_BOTH_DARKBLUE ; 2
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sta OVER_LAND ; 3
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;===========
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; 31
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; Calculate whether to draw the splash
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lda #0 ; set splash drawing to 0 ; 2
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sta DRAW_SPLASH ; 3
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lda SPEED ; if speed==0, no splash ; 3
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beq no_splash ; 2nt/3
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lda TURNING ; 3
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beq no_turning_splash ; 2nt/3
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lda SHIPY ; 3
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cmp #27 ; 2
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bcc no_turning_splash ; blt if shipy<25 skip ; 2nt/3
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lda #1 ; 2
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sta SPLASH_COUNT ; 3
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no_turning_splash:
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lda OVER_LAND ; no splash if over land ; 3
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bne no_splash ; 2nt/3
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lda SPLASH_COUNT ; no splash if splash_count expired ; 3
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beq no_splash ; 2nt/3
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lda #1 ; 2
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sta DRAW_SPLASH ; 3
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.endif
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no_splash:
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;==============
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; Draw the ship
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;==============
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clv ; 2
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lda TURNING ; 3
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beq draw_ship_forward ; 2nt/3
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bpl draw_ship_right ; 2nt/3
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bmi draw_ship_left ;; FIXME: optimize order ; 2nt/3
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draw_ship_forward:
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lda DRAW_SPLASH ; 2
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beq no_forward_splash ; 2nt/3
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; Draw Splash
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lda #>splash_forward ; 2
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sta INH ; 3
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lda #<splash_forward ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SHIPY ; 3
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adc #9 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;==========
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; 33
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no_forward_splash:
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; Draw Shadow
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lda #>shadow_forward ; 2
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sta INH ; 3
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lda #<shadow_forward ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_forward ; 2
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sta INH ; 3
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lda #<ship_forward ; 2
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sta INL ; 3
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bvc draw_ship ; 3
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;===========
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; 46
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draw_ship_right:
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lda DRAW_SPLASH ; 3
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beq no_right_splash ; 2nt/3
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; Draw Splash
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lda #>splash_right ; 2
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sta INH ; 3
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lda #<splash_right ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda #36 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 28
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no_right_splash:
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; Draw Shadow
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lda #>shadow_right ; 2
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sta INH ; 3
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lda #<shadow_right ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_right ; 2
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sta INH ; 3
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lda #<ship_right ; 2
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sta INL ; 3
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dec TURNING ; 5
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bvc draw_ship ; 3
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;==========
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; 51
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draw_ship_left:
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lda DRAW_SPLASH ; 3
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beq no_left_splash ; 2nt/3
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; Draw Splash
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lda #>splash_left ; 2
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sta INH ; 3
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lda #<splash_left ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+1) ; 2
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sta XPOS ; 3
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clc ; 2
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lda #36 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 28
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no_left_splash:
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; Draw Shadow
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lda #>shadow_left ; 2
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sta INH ; 3
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lda #<shadow_left ; 2
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sta INL ; 3
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lda #(CONST_SHIPX+3) ; 2
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sta XPOS ; 3
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clc ; 2
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lda SPACEZ_I ; 3
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adc #31 ; 2
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and #$fe ; make sure it's even ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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lda #>ship_left ; 2
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sta INH ; 3
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lda #<ship_left ; 2
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sta INL ; 3
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inc TURNING ; 5
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;==========
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; 48
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draw_ship:
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lda #CONST_SHIPX ; 2
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sta XPOS ; 3
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lda SHIPY ; 3
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sta YPOS ; 3
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jsr put_sprite ; 6
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;===========
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; 17
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;==================
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; flip pages
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;==================
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jsr page_flip ; 6
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;==================
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; loop forever
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;==================
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done_flying_loop:
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jmp flying_loop ; 3
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update_z_factor:
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; we only do the following if Z changes
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; fixed_mul(&space_z,&BETA,&factor);
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;mul1
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lda SPACEZ_I ; 3
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sta NUM1H ; 3
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; interlude, update SPACEZ_SHIFTED
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asl ; 2
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asl ; 2
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asl ; 2
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asl ; 2
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asl ; 2
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sec ; 2
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sbc #8 ; 2
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sta spacez_shifted+1 ; 4
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lda SPACEZ_F ; 3
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sta NUM1L ; 3
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lda #CONST_BETA_I ; BETA_I ; 2
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sta NUM2H ; 3
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lda #CONST_BETA_F ; BETA_F ; 2
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sta NUM2L ; 3
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sec ; don't reuse old values ; 2
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jsr multiply ; 6
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stx FACTOR_I ; 3
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sta FACTOR_F ; 3
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rts ; 6
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;===========
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; 60
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;flying_map:
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; .byte $22,$ff,$ff,$ff, $ff,$ff,$ff,$22
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; .byte $dd,$cc,$cc,$88, $44,$44,$00,$dd
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; .byte $dd,$cc,$cc,$cc, $88,$44,$44,$dd
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; .byte $dd,$cc,$cc,$88, $44,$44,$44,$dd
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; .byte $dd,$cc,$99,$99, $88,$44,$44,$dd
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; .byte $dd,$cc,$99,$88, $44,$44,$44,$dd
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; .byte $dd,$cc,$99,$99, $11,$44,$44,$dd
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; .byte $22,$dd,$dd,$dd, $dd,$dd,$dd,$22
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;===============================================
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; External modules
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;===============================================
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.include "flying_sprites.inc"
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.include "flying_dir.inc"
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