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have in one central location, so we can toggle more easily
331 lines
5.3 KiB
ArmAsm
331 lines
5.3 KiB
ArmAsm
; The Planetarium / Dentist Office
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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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dentist_start:
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;===================
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; init screen
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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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; handle light switch
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jsr setup_backgrounds
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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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lda #0
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sta ANIMATE_FRAME
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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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jsr draw_marker_switch
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lda LOCATION
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cmp #DENTIST_PANEL
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beq fg_draw_panel
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jmp nothing_special
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fg_draw_panel:
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jsr draw_date
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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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;===========================
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; back to mist
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;===========================
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;===========================
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back_to_mist:
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lda DIRECTION
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cmp #DIRECTION_S
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beq go_back_to_mist
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oh_its_the_marker_switch:
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lda CURSOR_X
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cmp #10
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bcs use_door
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lda CURSOR_Y
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cmp #28
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bcc use_door
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cmp #40
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bcs use_door
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lda #MARKER_DENTIST
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jmp click_marker_switch
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use_door:
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lda LOCATION
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cmp #DENTIST_OUTSIDE
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bne go_inside
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open_door:
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lda #DENTIST_OUTSIDE_OPEN
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sta LOCATION
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jmp change_location
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go_inside:
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lda #DENTIST_INSIDE_DOOR
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sta LOCATION
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jmp change_location
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go_back_to_mist:
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lda #MIST_STEPS_4TH_LANDING
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sta LOCATION
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lda CURSOR_X
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cmp #20
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bcs go_west_young_man
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lda #DIRECTION_E
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jmp steps_direction
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go_west_young_man:
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lda #DIRECTION_W
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steps_direction:
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sta DIRECTION
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lda #LOAD_MIST
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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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done_door:
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rts
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;===========================
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;===========================
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; pull down panel
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;===========================
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;===========================
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pull_down_panel:
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lda #0
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sta button_smc+1 ; turn off blink
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lda #31
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sta startup_animate_smc+1 ; start startup animation
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lda #DENTIST_PANEL
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sta LOCATION
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lda #DIRECTION_N|DIRECTION_SPLIT
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sta DIRECTION
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jmp change_location
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light_switch:
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lda DENTIST_LIGHT
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eor #$1
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sta DENTIST_LIGHT
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jsr setup_backgrounds
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jmp change_location
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; setup backgrounds based on light switch being on or off
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setup_backgrounds:
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lda DENTIST_LIGHT
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bne lights_are_off
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; lights are on
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lights_are_on:
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ldy #LOCATION_NORTH_BG
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lda #<dentist_door_open_n_lzsa
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sta location1,Y
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lda #>dentist_door_open_n_lzsa
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sta location1+1,Y ; DENTIST_OUTSIDE_OPEN
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lda #<chair_view_n_lzsa
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sta location2,Y
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lda #>chair_view_n_lzsa
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sta location2+1,Y ; DENTIST_INSIDE_DOOR
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lda #<chair_close_n_lzsa
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sta location3,Y
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lda #>chair_close_n_lzsa
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sta location3+1,Y ; DENTIST_CHAIR_CLOSE
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lda #<panel_up_lzsa
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sta location4,Y
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lda #>panel_up_lzsa
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sta location4+1,Y ; DENTIST_PANEL_UP
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ldy #LOCATION_SOUTH_BG
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lda #<chair_view_s_lzsa
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sta location2,Y
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lda #>chair_view_s_lzsa
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sta location2+1,Y ; DENTIST_INSIDE_DOOR
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lda #<chair_close_s_lzsa
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sta location3,Y
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lda #>chair_close_s_lzsa
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sta location3+1,Y ; DENTIST_CHAIR_CLOSE
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rts
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; lights are off
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lights_are_off:
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ldy #LOCATION_NORTH_BG
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lda #<dentist_door_open_dark_n_lzsa
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sta location1,Y
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lda #>dentist_door_open_dark_n_lzsa
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sta location1+1,Y ; DENTIST_OUTSIDE_OPEN
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lda #<chair_view_dark_n_lzsa
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sta location2,Y
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lda #>chair_view_dark_n_lzsa
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sta location2+1,Y ; DENTIST_INSIDE_DOOR
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lda #<chair_close_dark_n_lzsa
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sta location3,Y
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lda #>chair_close_dark_n_lzsa
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sta location3+1,Y ; DENTIST_CHAIR_CLOSE
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lda #<panel_up_dark_lzsa
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sta location4,Y
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lda #>panel_up_dark_lzsa
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sta location4+1,Y ; DENTIST_PANEL_UP
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ldy #LOCATION_SOUTH_BG
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lda #<chair_view_dark_s_lzsa
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sta location2,Y
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lda #>chair_view_dark_s_lzsa
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sta location2+1,Y ; DENTIST_INSIDE_DOOR
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lda #<chair_close_dark_s_lzsa
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sta location3,Y
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lda #>chair_close_dark_s_lzsa
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sta location3+1,Y ; DENTIST_CHAIR_CLOSE
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rts
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;==========================
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; includes
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;==========================
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.include "gr_putsprite_raw.s"
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; level graphics
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.include "graphics_dentist/dentist_graphics.inc"
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; puzzles
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.include "dentist_panel.s"
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.include "marker_switch.s"
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; level data
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.include "leveldata_dentist.inc"
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; sound
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.include "simple_sounds.s"
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