mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-26 11:30:12 +00:00
942053d58f
should have known better than to be clever like this
382 lines
5.3 KiB
ArmAsm
382 lines
5.3 KiB
ArmAsm
; Mist
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; a version of Myst?
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; (yes there's a subtle German joke here)
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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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mist_start:
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;===================
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; init screen
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;===================
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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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; init the clock bridge
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jsr raise_bridge
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; init the gear
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jsr open_the_gear
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; make the ship right
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jsr adjust_ship
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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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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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; handle marker switch drawing
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jsr draw_marker_switch
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; handle gear opening
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lda GEAR_OPEN
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beq not_gear_related
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jsr check_gear_delete
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not_gear_related:
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lda LOCATION
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; handle circuit breaker
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cmp #MIST_TOWER2_TOP
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bne check_if_pillars
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jsr draw_circuit_breaker
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jmp nothing_special
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; handle pillars
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check_if_pillars:
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cmp #MIST_PILLAR_EYE
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bcc check_if_compartment_open ; hack, depends on order
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cmp #MIST_SPACESHIP_PATH
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bcs check_if_compartment_open
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jsr draw_pillar
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jmp nothing_special
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; handle white page
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check_if_compartment_open:
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cmp #MIST_DOCK_SWITCH
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bne check_if_clock
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jsr draw_white_page
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jmp nothing_special
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; handle clock puzzles
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check_if_clock:
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cmp #MIST_CLOCK_PUZZLE ; clock puzzle
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beq location_clock
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cmp #MIST_CLOCK
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beq location_clock
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cmp #MIST_CLOCK_INSIDE
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beq location_inside_clock
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bne nothing_special
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location_clock:
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jsr draw_clock_face
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jmp nothing_special
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location_inside_clock:
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jsr draw_clock_inside
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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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; do this here (which is inefficient) because
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; it lets the switch turn green before the noise
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jsr check_change_ship
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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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; special exits
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go_to_meche:
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lda #LOAD_MECHE
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sta WHICH_LOAD
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lda #MECHE_INSIDE_GEAR
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sta LOCATION
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lda #DIRECTION_E
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sta DIRECTION
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jmp set_level_over
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pad_special:
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lda #MIST_TOWER2_PATH
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sta LOCATION
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jsr change_location
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rts
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leave_tower2:
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lda #MIST_TOWER2_TOP
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sta LOCATION
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lda #DIRECTION_W
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sta DIRECTION
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jsr change_location
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rts
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goto_dentist_steps:
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lda #MIST_STEPS_DENTIST
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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jmp change_location
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enter_octagon:
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lda #OCTAGON_TEMPLE_DOORWAY
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sta LOCATION
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lda #LOAD_OCTAGON
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sta WHICH_LOAD
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jmp set_level_over
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goto_dentist:
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lda #DENTIST_OUTSIDE
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sta LOCATION
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lda #LOAD_DENTIST
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sta WHICH_LOAD
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jmp set_level_over
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enter_viewer:
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lda #VIEWER_ENTRANCE
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sta LOCATION
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lda #LOAD_VIEWER
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sta WHICH_LOAD
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jmp set_level_over
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enter_channel_main:
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lda #CABIN_OUTSIDE
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sta LOCATION
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lda #LOAD_CABIN
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sta WHICH_LOAD
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lda #DIRECTION_E
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sta DIRECTION
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jmp set_level_over
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enter_channel_clock:
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lda #CABIN_CLOCK_PATH
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sta LOCATION
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lda #LOAD_CABIN
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sta WHICH_LOAD
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lda #DIRECTION_N
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sta DIRECTION
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jmp set_level_over
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enter_stoneyship:
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lda #SHIP_STERN
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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lda #LOAD_SHIP
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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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rts
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;===========================
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; read letter from catherine
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read_letter:
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lda #MIST_CAT_LETTER
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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jsr change_location
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bit SET_TEXT
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rts
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;===========================
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; marker switch clicks
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click_switch_gear:
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lda #MARKER_GEARS
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jmp click_marker_switch
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click_switch_spaceship:
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lda #MARKER_SPACESHIP
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jmp click_marker_switch
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click_switch_clock:
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lda #MARKER_CLOCK
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jmp click_marker_switch
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; also handle white page
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click_switch_dock:
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lda CURSOR_Y
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cmp #33
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bcc flip_dock_switch
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; pick up white page
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lda COMPARTMENT_OPEN
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bne grab_it
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rts
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grab_it:
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jmp grab_white_page
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flip_dock_switch:
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lda #MARKER_DOCK
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jmp click_marker_switch
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;==========================
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; includes
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;==========================
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; graphics data
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.include "graphics_mist/mist_graphics.inc"
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; puzzles
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.include "clock_bridge_puzzle.s"
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.include "marker_switch.s"
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.include "mist_puzzles.s"
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.include "handle_pages.s"
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.include "simple_sounds.s"
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; level data
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.include "leveldata_mist.inc"
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