mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
2659de34b2
note: blends in with background :(
429 lines
5.7 KiB
ArmAsm
429 lines
5.7 KiB
ArmAsm
; draw/move the bad guy aliens
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MAX_ALIENS = 3
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alien_out:
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alien0_out: .byte 0
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alien1_out: .byte 0
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alien2_out: .byte 0
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alien_room:
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alien0_room: .byte 0
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alien1_room: .byte 0
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alien2_room: .byte 0
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alien_x:
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alien0_x: .byte 0
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alien1_x: .byte 0
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alien2_x: .byte 0
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alien_y:
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alien0_y: .byte 0
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alien1_y: .byte 0
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alien2_y: .byte 0
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alien_state:
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alien0_state: .byte 0
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alien1_state: .byte 0
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alien2_state: .byte 0
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A_STANDING = 0
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A_WALKING = 1
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A_RUNNING = 2
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A_CROUCHING = 3
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A_TURNING = 4
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A_YELLING = 5
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A_SHOOTING_UP = 6
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A_DISINTEGRATING = 7
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alien_gait:
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alien0_gait: .byte 0
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alien1_gait: .byte 0
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alien2_gait: .byte 0
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alien_direction:
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alien0_direction: .byte 0
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alien1_direction: .byte 0
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alien2_direction: .byte 0
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alien_gun:
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alien0_gun: .byte 0
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alien1_gun: .byte 0
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alien2_gun: .byte 0
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;=======================================
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; Move alien based on current state
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;
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move_alien:
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; FIXME: loop through all alieans
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ldx #0
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lda alien_out,X
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beq done_move_alien
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lda alien_state,X
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cmp #A_WALKING
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beq move_alien_walking
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cmp #A_RUNNING
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beq move_alien_running
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cmp #A_YELLING
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beq move_alien_yelling
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cmp #A_SHOOTING_UP
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beq move_alien_yelling
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done_move_alien:
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rts
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;======================
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; yelling
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move_alien_yelling:
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inc alien_gait,X ; cycle through animation
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rts
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;======================
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; walking
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move_alien_walking:
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inc alien_gait,X ; cycle through animation
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lda alien_gait,X
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and #$f
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cmp #$8 ; only walk roughly 1/8 of time
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bne alien_no_move_walk
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lda alien_direction,X
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beq a_walk_left
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inc alien_x,X ; walk right
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rts
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a_walk_left:
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dec alien_x,X ; walk left
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alien_no_move_walk:
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rts
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;======================
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; running
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move_alien_running:
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inc alien_gait,X ; cycle through animation
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lda alien_gait,X
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and #$3
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cmp #$2 ; only run roughly 1/4 of time
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bne alien_no_move_run
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lda alien_direction,X
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beq a_run_left
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inc alien_x,X ; run right
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rts
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a_run_left:
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dec alien_x,X ; run left
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alien_no_move_run:
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rts
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;======================
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; standing
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move_alien_standing:
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astate_table_lo:
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.byte <alien_standing ; 00
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.byte <alien_walking ; 01
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.byte <alien_running ; 02
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.byte <alien_crouching ; 03
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.byte <alien_turning ; 04
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.byte <alien_yelling ; 05
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.byte <alien_shooting_up; 06
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astate_table_hi:
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.byte >alien_standing ; 00
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.byte >alien_walking ; 01
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.byte >alien_running ; 02
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.byte >alien_crouching ; 03
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.byte >alien_turning ; 04
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.byte >alien_yelling ; 05
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.byte >alien_shooting_up; 06
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; Urgh, make sure this doesn't end up at $FF or you hit the
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; NMOS 6502 bug
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.align 2
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ajump:
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.word $0000
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.align 1
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;======================================
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; draw alien
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;======================================
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draw_alien:
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; FIXME
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ldx #0
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lda alien_out,X
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beq no_alien
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lda alien_state,X
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tay
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lda astate_table_lo,y
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sta ajump
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lda astate_table_hi,y
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sta ajump+1
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jmp (ajump)
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no_alien:
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rts
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;==================================
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; STANDING
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;==================================
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alien_standing:
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lda #<alien_stand
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sta INL
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lda #>alien_stand
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sta INH
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jmp finally_draw_alien
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;===================================
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; CROUCHING
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;===================================
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alien_crouching:
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; FIXME: we have an animation?
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lda #<alien_crouch2
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sta INL
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lda #>alien_crouch2
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sta INH
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jmp finally_draw_alien
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;===============================
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; Walking
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;================================
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alien_walking:
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lda alien_gait,X
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cmp #64
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bcc alien_gait_fine ; blt
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lda #0
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sta alien_gait,X
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alien_gait_fine:
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lsr
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lsr
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and #$fe
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tay
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lda alien_gun,X
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beq alien_walk_nogun
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alien_walk_gun:
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lda alien_walk_gun_progression,Y
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sta INL
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lda alien_walk_gun_progression+1,Y
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sta INH
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jmp finally_draw_alien
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alien_walk_nogun:
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lda alien_walk_progression,Y
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sta INL
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lda alien_walk_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Running
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;================================
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alien_running:
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lda alien_gait,X
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cmp #32
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bcc alien_run_gait_fine ; blt
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lda #0
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sta alien_gait,X
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alien_run_gait_fine:
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lsr
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and #$fe
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tay
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lda alien_run_progression,Y
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sta INL
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lda alien_run_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Turning
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;================================
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alien_turning:
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dec alien_gait,X
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bpl alien_draw_turning
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lda #0
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sta alien_gait,X
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; switch direction
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lda alien_direction,X
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eor #$1
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sta alien_direction,X
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lda #A_WALKING
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sta alien_state,X
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alien_draw_turning:
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lda #<alien_turning_sprite
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sta INL
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lda #>alien_turning_sprite
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sta INH
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jmp finally_draw_alien
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;===============================
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; Yelling
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;================================
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alien_yelling:
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lda alien_gait,X
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; 00
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; 01
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; 10
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; 11
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and #$40
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bne alien_yelling_no_waving
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lda alien_gait,X
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alien_yelling_no_waving:
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and #$10
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lsr
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lsr
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lsr
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and #2
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tay
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lda alien_yell_progression,Y
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sta INL
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lda alien_yell_progression+1,Y
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sta INH
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jmp finally_draw_alien
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;===============================
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; Shooting Upward
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;================================
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alien_shooting_up:
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lda alien_gait,X
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and #$30
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; 000 000
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; 010 000
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; 100 000
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; 110 000
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lsr
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lsr
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lsr
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and #6
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tay
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lda alien_shoot_up_progression,Y
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sta INL
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lda alien_shoot_up_progression+1,Y
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sta INH
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cpy #0
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lda alien_gait,X
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; and #$ff
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bne finally_draw_alien
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lda #32
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sta SHOOTING_BOTTOM
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lda #28
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sta SHOOTING_TOP
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inc LITTLEGUY_OUT
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; bne finally_draw_alien ; bra
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;=============================
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; Actually Draw Alien
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;=============================
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finally_draw_alien:
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lda alien_x,X
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sta XPOS
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lda alien_y,X
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sta YPOS
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lda alien_direction,X
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bne alien_facing_right
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alien_facing_left:
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jmp put_sprite_crop
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alien_facing_right:
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jmp put_sprite_flipped_crop
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;==================
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; clear aliens
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;==================
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clear_aliens:
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lda #0
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sta alien0_out
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sta alien1_out
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sta alien2_out
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rts
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