mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
371 lines
5.4 KiB
ArmAsm
371 lines
5.4 KiB
ArmAsm
;==============================
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; do the asplode routine
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;==============================
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; should move head to center
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; player explosion happens
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; do the "YOUR HEAD A SPLODE" animation
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; try to interleave the sound
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; in theory the background should pulse too but
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; that might be too much
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do_asplode:
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lda #0
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sta FRAME
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lda #16
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sta STRONGBAD_X
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asplode_loop:
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;===================
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; copy background
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;===================
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lda #$a0
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jsr hgr_copy
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;==========================
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; draw big head
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;==========================
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ldx HEAD_DAMAGE
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lda head_sprites_l,X
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sta INL
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lda head_sprites_h,X
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sta INH
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lda #16 ; center
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sta SPRITE_X
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lda #36
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;==========================
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; draw new sprite
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;==========================
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ldx FRAME
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lda asplode_sprite_l,X
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sta INL
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lda asplode_sprite_h,X
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sta INH
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cpx #11
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bcs use_hardcoded_x
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ldy BULLET_X
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dey
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tya
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jmp asplode_it_x
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use_hardcoded_x:
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lda asplode_sprite_x,X
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asplode_it_x:
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sta SPRITE_X
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lda asplode_sprite_y,X
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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ldx FRAME
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cpx #17
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bcc done_extra_sprites
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;==========================
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; draw your
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;==========================
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lda #<your_sprite
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sta INL
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lda #>your_sprite
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sta INH
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lda #8
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sta SPRITE_X
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lda #133
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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ldx FRAME
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cpx #23
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bcc done_extra_sprites
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;==========================
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; draw head
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;==========================
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lda #<head_sprite
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sta INL
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lda #>head_sprite
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sta INH
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lda #16
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sta SPRITE_X
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lda #133
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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ldx FRAME
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cpx #29
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bcc done_extra_sprites
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;==========================
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; draw A
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;==========================
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lda #<a_sprite
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sta INL
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lda #>a_sprite
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sta INH
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lda #22
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sta SPRITE_X
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lda #133
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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done_extra_sprites:
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jsr flip_page
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ldx FRAME
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sound_check_explode:
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cpx #2
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bne sound_check_your
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; play sound
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ldy #7
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bne do_play_asplode ; bra
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sound_check_your:
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cpx #16
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bne sound_check_head
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; play sound
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ldy #0
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beq do_play_asplode ; bra
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sound_check_head:
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cpx #22
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bne sound_check_a
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ldy #1
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bne do_play_asplode
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sound_check_a:
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cpx #28
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bne sound_check_splode
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ldy #2
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bne do_play_asplode
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sound_check_splode:
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cpx #34
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bne sound_check_done
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ldy #3
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do_play_asplode:
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jsr play_asplode
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sound_check_done:
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inc FRAME
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lda FRAME
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cmp #35
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bcs done_asplode_head
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jmp asplode_loop
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done_asplode_head:
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lda #20
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jsr long_wait ; tail call
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; reset things
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lda #0
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sta SHIELD_POSITION
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sta BULLET_Y
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sta SHIELD_COUNT
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lda #1
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sta BULLET_YDIR
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bit KEYRESET ; clear any keypresses during asplode
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rts
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asplode_sprite_l:
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; begining explosion
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.byte <asploding1_sprite ; 0
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.byte <asploding1_sprite ; 1
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.byte <asploding2_sprite ; 2
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.byte <asploding3_sprite ; 3
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.byte <asploding4_sprite ; 4
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.byte <asploding2_sprite ; 5
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.byte <asploding3_sprite ; 6
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.byte <asploding4_sprite ; 7
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.byte <asploding2_sprite ; 8
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.byte <asploding3_sprite ; 9
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.byte <asploding4_sprite ; 10
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; your
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.byte <your_sm_sprite ; 11
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.byte <your_sm_sprite ; 12
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.byte <your_med_sprite ; 13
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.byte <your_med_sprite ; 14
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.byte <your_sprite ; 15
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.byte <your_sprite ; 16
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; head
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.byte <head_sm_sprite ; 17
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.byte <head_sm_sprite ; 18
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.byte <head_med_sprite ; 19
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.byte <head_med_sprite ; 20
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.byte <head_sprite ; 21
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.byte <head_sprite ; 22
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; a
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.byte <a_sm_sprite ; 23
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.byte <a_sm_sprite ; 24
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.byte <a_med_sprite ; 25
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.byte <a_med_sprite ; 26
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.byte <a_sprite ; 27
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.byte <a_sprite ; 28
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; splode
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.byte <splode_sm_sprite ; 29
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.byte <splode_sm_sprite ; 30
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.byte <splode_med_sprite ; 31
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.byte <splode_med_sprite ; 32
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.byte <splode_sprite ; 33
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.byte <splode_sprite ; 34
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asplode_sprite_h:
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.byte >asploding1_sprite
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.byte >asploding1_sprite
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.byte >asploding2_sprite
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.byte >asploding3_sprite
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.byte >asploding4_sprite
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.byte >asploding2_sprite
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.byte >asploding3_sprite
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.byte >asploding4_sprite
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.byte >asploding2_sprite
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.byte >asploding3_sprite
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.byte >asploding4_sprite
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; your
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.byte >your_sm_sprite
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.byte >your_sm_sprite
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.byte >your_med_sprite
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.byte >your_med_sprite
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.byte >your_sprite
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.byte >your_sprite
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; head
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.byte >head_sm_sprite
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.byte >head_sm_sprite
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.byte >head_med_sprite
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.byte >head_med_sprite
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.byte >head_sprite
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.byte >head_sprite
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; a
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.byte >a_sm_sprite
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.byte >a_sm_sprite
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.byte >a_med_sprite
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.byte >a_med_sprite
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.byte >a_sprite
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.byte >a_sprite
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; splode
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.byte >splode_sm_sprite
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.byte >splode_sm_sprite
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.byte >splode_med_sprite
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.byte >splode_med_sprite
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.byte >splode_sprite
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.byte >splode_sprite
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asplode_sprite_x:
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.byte 19 ; FIXME: adjust for current pos
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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.byte 19
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; your
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.byte 18
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.byte 17
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.byte 14
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.byte 12
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.byte 9
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.byte 8
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; head
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.byte 18
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.byte 18
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.byte 17
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.byte 17
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.byte 16
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.byte 16
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; a
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.byte 19
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.byte 20
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.byte 20
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.byte 21
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.byte 22
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.byte 22
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; splode
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.byte 18
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.byte 20
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.byte 20
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.byte 21
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.byte 22
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.byte 24
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asplode_sprite_y:
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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.byte 150
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; your
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.byte 80
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.byte 90
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.byte 100
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.byte 111
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.byte 122
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.byte 133
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; head
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.byte 80
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.byte 90
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.byte 100
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.byte 111
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.byte 122
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.byte 133
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; a
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.byte 80
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.byte 90
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.byte 100
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.byte 111
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.byte 122
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.byte 133
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; splode
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.byte 80
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.byte 90
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.byte 100
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.byte 111
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.byte 122
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.byte 133
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long_wait:
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ldx #10
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long_wait_loop:
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lda #255
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jsr WAIT
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dex
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bne long_wait_loop
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rts
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