mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
ec2c38f0ea
this was lurking on a different devel machine, but I think it is necessary?
380 lines
5.1 KiB
ArmAsm
380 lines
5.1 KiB
ArmAsm
; Strongbad Zone -- Back Off Ladies section
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;
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; by popular demand. Too lazy to try to fit it in with the
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; main program so it gets loaded separately
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;
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; Yet Another HSR project
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;
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; by deater (Vince Weaver) <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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div7_table = $400
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mod7_table = $500
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hposn_high = $600
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hposn_low = $700
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back_off_start:
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;===================
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; set graphics mode
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;===================
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; assume already in graphics mode
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;====================
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; set up tables
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;====================
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; assume tables already there
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;==========================
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; Load Sound
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;===========================
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lda SOUND_STATUS
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and #SOUND_IN_LC
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beq done_load_sound
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; read/write RAM, use $d000 bank1
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bit $C083
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bit $C083
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lda #<sound_data
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sta ZX0_src
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lda #>sound_data
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sta ZX0_src+1
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lda #$D0
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jsr full_decomp
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; read ROM/no-write
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bit $C082
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done_load_sound:
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;=================
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; Load Background
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;=================
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; this is tricky as there's not enough room
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; so we are over-writing stuff carefully
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load_backgrounds:
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lda #<bg1_data
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sta ZX0_src
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lda #>bg1_data
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sta ZX0_src+1
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lda #$A0
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jsr full_decomp
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;===================
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; set up variables
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;===================
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; inline this?
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jsr do_back_off
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;==========================
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; done game
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;==========================
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done_game:
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bit KEYRESET
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jsr wait_until_keypress
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lda #$A0
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jsr hgr_copy
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jsr flip_page
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lda #0
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sta WHICH_LOAD
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rts
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wait_until_keypress:
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lda KEYPRESS ; 4
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bpl wait_until_keypress ; 3
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bit KEYRESET ; clear the keyboard buffer
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rts
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;==============================
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; do the backoff routine
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;==============================
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; should move head to center
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do_back_off:
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lda #0
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sta FRAME
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lda #16
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sta STRONGBAD_X
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back_off_loop:
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;===================
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; copy background
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;===================
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lda #$a0
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jsr hgr_copy
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;==========================
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; draw 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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use_hardcoded_x:
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lda asplode_sprite_x,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 #6
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bcc done_extra_sprites
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;==========================
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; draw back
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;==========================
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lda #<back_sprite
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sta INL
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lda #>back_sprite
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sta INH
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lda #11
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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 #12
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bcc done_extra_sprites
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;==========================
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; draw off
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;==========================
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lda #<off_sprite
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sta INL
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lda #>off_sprite
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sta INH
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lda #18
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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_back:
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cpx #5
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bne sound_check_off
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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_off:
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cpx #11
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bne sound_check_baby
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ldy #1
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bne do_play_asplode
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sound_check_baby:
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cpx #17
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bne sound_check_done
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ldy #2
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do_play_asplode:
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jsr play_back_off
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sound_check_done:
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inc FRAME
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lda FRAME
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cmp #18
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bcs done_back_off
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jmp back_off_loop
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done_back_off:
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lda #20
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jsr long_wait
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; reset things
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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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; back
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.byte <back_sm_sprite ; 11
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.byte <back_sm_sprite ; 12
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.byte <back_med_sprite ; 13
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.byte <back_med_sprite ; 14
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.byte <back_sprite ; 15
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.byte <back_sprite ; 16
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; off
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.byte <off_sm_sprite ; 17
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.byte <off_sm_sprite ; 18
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.byte <off_med_sprite ; 19
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.byte <off_med_sprite ; 20
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.byte <off_sprite ; 21
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.byte <off_sprite ; 22
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; baby
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.byte <baby_sm_sprite ; 29
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.byte <baby_sm_sprite ; 30
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.byte <baby_med_sprite ; 31
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.byte <baby_med_sprite ; 32
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.byte <baby_sprite ; 33
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.byte <baby_sprite ; 34
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asplode_sprite_h:
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; back
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.byte >back_sm_sprite
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.byte >back_sm_sprite
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.byte >back_med_sprite
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.byte >back_med_sprite
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.byte >back_sprite
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.byte >back_sprite
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; off
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.byte >off_sm_sprite
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.byte >off_sm_sprite
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.byte >off_med_sprite
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.byte >off_med_sprite
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.byte >off_sprite
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.byte >off_sprite
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; baby
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.byte >baby_sm_sprite
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.byte >baby_sm_sprite
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.byte >baby_med_sprite
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.byte >baby_med_sprite
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.byte >baby_sprite
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.byte >baby_sprite
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asplode_sprite_x:
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; back
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.byte 18
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.byte 17
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.byte 15
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.byte 14
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.byte 12
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.byte 11
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; off
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.byte 18
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.byte 18
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.byte 18
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.byte 18
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.byte 18
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.byte 18
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; baby
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.byte 18
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.byte 19
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.byte 20
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.byte 21 ;
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.byte 23
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.byte 24
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asplode_sprite_y:
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; back
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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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; off
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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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; baby
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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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;==========
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; flip page
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;==========
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flip_page:
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lda DRAW_PAGE
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beq draw_page2
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draw_page1:
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bit PAGE2
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lda #0
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beq done_flip
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draw_page2:
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bit PAGE1
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lda #$20
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done_flip:
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sta DRAW_PAGE
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rts
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.include "hgr_sprite_big.s"
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.include "hgr_copy_fast.s"
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.include "audio.s"
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.include "play_back_off.s"
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.include "asplode_graphics/bob_sprites.inc"
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bg1_data:
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.incbin "asplode_graphics/bob_bg.hgr.zx02"
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sound_data:
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.incbin "asplode_sound/back_off.btc.zx02"
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.include "zx02_optim.s"
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