mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 20:06:09 +00:00
391 lines
5.1 KiB
ArmAsm
391 lines
5.1 KiB
ArmAsm
; Ootw Checkpoint2 -- Using the elevator
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ootw_elevator:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=============================
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; load background image
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jsr elevator_load_background
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;==============================
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; setup physicist
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lda #16
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sta PHYSICIST_Y
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;==============================
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; setup per-room variables
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lda WHICH_JAIL
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cmp #4
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bne elevator5
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elevator4:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #3
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sta eel_smc+1
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; set up exit
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lda #7
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sta going_up_smc+1
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; set down exit
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lda #5
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sta going_down_smc+1
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jmp elevator_setup_done
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elevator5:
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cmp #5
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bne elevator6
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #9
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sta eel_smc+1
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; set up exit
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lda #4
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sta going_up_smc+1
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; set down exit
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lda #6
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sta going_down_smc+1
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jmp elevator_setup_done
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elevator6:
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cmp #6
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bne elevator7
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(21+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #8
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sta eel_smc+1
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; set up exit
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lda #5
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sta going_up_smc+1
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; no down exit
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jmp elevator_setup_done
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elevator7:
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lda #(10+128)
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sta LEFT_LIMIT
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lda #(30+128)
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sta RIGHT_LIMIT
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; set up exit
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; no up exit
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; set down exit
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lda #4
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sta going_down_smc+1
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; fallthrough
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elevator_setup_done:
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAIT
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;============================
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; Elevator Loop
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;============================
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elevator_loop:
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lda #0
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sta GAME_OVER
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;================================
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; draw elevator
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lda #16
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sta XPOS
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lda #32
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sta YPOS
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lda FRAMEL
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and #$10
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bne elevator_anim2
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lda #<elevator_sprite1
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sta INL
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lda #>elevator_sprite1
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sta INH
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jmp draw_elevator
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elevator_anim2:
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lda #<elevator_sprite2
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sta INL
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lda #>elevator_sprite2
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sta INH
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draw_elevator:
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jsr put_sprite_crop
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;================
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; draw foreground
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne elevator_frame_no_oflo
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inc FRAMEH
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elevator_frame_no_oflo:
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;==========================
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; handle elevator
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;==========================
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lda PHYSICIST_X
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cmp #17
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bcc not_on_elevator ; blt
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lda #1
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bne update_elevator ; balways
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not_on_elevator:
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lda #0
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update_elevator:
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sta ON_ELEVATOR
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;==========================
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; handle elevating
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;==========================
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lda PHYSICIST_STATE
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elevator_check_up:
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cmp #P_ELEVATING_UP
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bne elevator_check_down
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going_up:
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going_up_smc:
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lda #7
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sta WHICH_JAIL
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lda #0
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sta PHYSICIST_STATE
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jmp done_elevator
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elevator_check_down:
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cmp #P_ELEVATING_DOWN
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bne going_nowhere
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going_down:
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going_down_smc:
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lda #4
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sta WHICH_JAIL
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lda #0
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sta PHYSICIST_STATE
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jmp done_elevator
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going_nowhere:
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;==========================
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; check if done this room
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;==========================
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lda GAME_OVER
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beq still_in_elevator
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cmp #$ff ; if $ff, we died
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beq done_elevator
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;===============================
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; check if exited room to right
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cmp #1
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beq elevator_exit_left
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; exit to right ???
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; it's never possible to exit right from an elevator screen
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elevator_exit_right:
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lda #0
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sta PHYSICIST_STATE
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lda RIGHT_LIMIT
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sec
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sbc #$81
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sta PHYSICIST_X
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jmp still_in_elevator
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elevator_exit_left:
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lda #37
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sta PHYSICIST_X
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eel_smc:
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lda #0
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sta WHICH_CAVE
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jmp done_elevator
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; loop forever
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still_in_elevator:
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jmp elevator_loop
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done_elevator:
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rts
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;===============================
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; load proper background to $c00
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;===============================
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elevator_load_background:
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ldy #0
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elevator_background_loop:
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lda gr_offsets_l,Y
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sta line0_left_loop+1
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sta line0_center_loop+1
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sta line0_right_loop+1
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lda gr_offsets_h,Y
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clc
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adc #$8
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sta line0_left_loop+2
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sta line0_center_loop+2
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sta line0_right_loop+2
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lda elevator_fb_l,Y
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ldx #0
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line0_left_loop:
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sta $c00,X
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inx
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cpx #17
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bne line0_left_loop
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lda elevator_fb_c,Y
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line0_center_loop:
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sta $c00,X
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inx
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cpx #25
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bne line0_center_loop
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lda #$88
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line0_right_loop:
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sta $c00,X
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inx
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cpx #40
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bne line0_right_loop
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iny
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cpy #24
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bne elevator_background_loop
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rts
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elevator_fb_l:
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.byte $88,$88,$88,$88,$88,$88,$88
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $88,$88,$88,$88,$88,$88,$88,$88
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elevator_fb_c:
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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elevator_sprite1:
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.byte 10,1
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.byte $5A,$25,$25,$25,$25,$25,$25,$25,$25,$A5
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elevator_sprite2:
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.byte 10,1
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.byte $A5,$25,$25,$25,$25,$25,$25,$25,$25,$5A
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; low/high nothing
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; high/low xBxxxxxx
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; low/high xxBBBxxx
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; high low xxxxxxBx
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