mirror of
https://github.com/deater/dos33fsprogs.git
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413 lines
5.3 KiB
ArmAsm
413 lines
5.3 KiB
ArmAsm
; Ootw Checkpoint5 -- Running around the Caves
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; call once before entering cave for first time
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ootw_cave_init:
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lda #0
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sta WHICH_CAVE
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; yes you fall in facing left for some reason
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sta DIRECTION ; left
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sta NUM_DOORS
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lda #1
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sta HAVE_GUN
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lda #0
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sta PHYSICIST_X
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lda #230
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sta PHYSICIST_Y
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lda #P_FALLING_DOWN
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sta PHYSICIST_STATE
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lda #14
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sta fall_down_destination_smc+1
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rts
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;===========================
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; enter new room in cave
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;===========================
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ootw_cave:
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;==============================
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; each room init
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;==============================
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; setup per-room variables
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lda WHICH_CAVE
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bne cave1
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jsr init_shields
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; Room0 entrance
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cave0:
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lda #(0+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #$ff
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda PHYSICIST_STATE
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cmp #P_FALLING_DOWN
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beq falling_in
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not_falling_in:
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lda #14
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sta PHYSICIST_Y
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falling_in:
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; load background
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lda #>(entrance_rle)
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sta GBASH
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lda #<(entrance_rle)
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jmp cave_setup_done
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; ????
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cave1:
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; cmp #1
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; bne cave2
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; lda #(-4+128)
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; sta LEFT_LIMIT
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; lda #(39+128)
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; sta RIGHT_LIMIT
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; set right exit
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; lda #2
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; sta cer_smc+1
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; set left exit
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; lda #0
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; sta cel_smc+1
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; lda #8
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; sta PHYSICIST_Y
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; load background
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; lda #>(hallway_rle)
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; sta GBASH
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; lda #<(hallway_rle)
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jmp cave_setup_done
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cave_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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;=====================
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; setup walk collision
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jsr recalc_walk_collision
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ootw_cave_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; Cave Loop
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;============================
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;============================
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cave_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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lda WHICH_CAVE
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bg_cave0:
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; cmp #0
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; bne c4_no_bg_action
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; lda FRAMEL
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; and #$c
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; lsr
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; tay
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; lda #11
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; sta XPOS
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; lda #24
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; sta YPOS
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; lda recharge_bg_progression,Y
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; sta INL
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; lda recharge_bg_progression+1,Y
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; sta INH
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; jsr put_sprite
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c5_no_bg_action:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;=================
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; adjust floor
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lda PHYSICIST_STATE
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cmp #P_FALLING_DOWN
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beq check_floor0_done
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lda WHICH_CAVE
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cmp #0
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bne check_floor1
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lda #14
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sta PHYSICIST_Y
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lda PHYSICIST_X
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cmp #19
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bcc check_floor0_done
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lda #12
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sta PHYSICIST_Y
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lda PHYSICIST_X
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cmp #28
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bcc check_floor0_done
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lda #10
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sta PHYSICIST_Y
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check_floor0_done:
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check_floor1:
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;===============
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; draw physicist
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jsr draw_physicist
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;===============
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; handle gun
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jsr handle_gun
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;========================
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; draw foreground action
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lda WHICH_CAVE
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cmp #0
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bne c5_no_fg_action
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c5_draw_rocks:
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lda #1
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sta XPOS
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lda #26
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sta YPOS
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lda #<small_rock
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sta INL
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lda #>small_rock
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sta INH
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jsr put_sprite
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lda #10
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sta XPOS
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lda #18
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sta YPOS
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lda #<medium_rock
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sta INL
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lda #>medium_rock
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sta INH
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jsr put_sprite
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lda #31
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sta XPOS
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lda #14
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sta YPOS
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lda #<large_rock
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sta INL
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lda #>large_rock
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sta INH
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jsr put_sprite
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c5_no_fg_action:
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;====================
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; activate fg objects
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;====================
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;c2_fg_check_jail1:
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; lda WHICH_JAIL
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; cmp #1
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; bne c2_fg_check_jail2
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;
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; lda CART_OUT
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; bne c2_fg_check_jail2
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;
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; inc CART_OUT
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;================
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; move fg objects
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;================
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c4_move_fg_objects:
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; lda CART_OUT
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; cmp #1
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; bne cart_not_out
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; move cart
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; lda FRAMEL
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; and #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne cave_frame_no_oflo
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inc FRAMEH
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cave_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_cave
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cmp #$ff ; if $ff, we died
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beq done_cave
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;===============================
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; check if exited room to right
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cmp #1
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beq cave_exit_left
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;=================
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; exit to right
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cave_right_yes_exit:
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lda #0
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sta PHYSICIST_X
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cer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_cave
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;=====================
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; exit to left
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cave_exit_left:
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lda #37
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sta PHYSICIST_X
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cel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_cave
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; loop forever
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still_in_cave:
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lda #0
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sta GAME_OVER
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jmp cave_loop
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done_cave:
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rts
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; at 1,26
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small_rock:
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.byte 3,3
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.byte $0A,$02,$20
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.byte $00,$20,$A2
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.byte $AA,$A2,$AA
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; at 10,18
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medium_rock:
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.byte 5,6
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.byte $AA,$AA,$6A,$AA,$AA
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.byte $AA,$00,$00,$66,$AA
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.byte $AA,$20,$20,$A6,$AA
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.byte $0A,$00,$00,$02,$22
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.byte $A0,$00,$00,$00,$22
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.byte $2A,$00,$00,$02,$2A
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; at 31,14
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large_rock:
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.byte 7,6
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.byte $AA,$0A,$02,$02,$66,$6A,$AA
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.byte $AA,$00,$00,$00,$20,$22,$AA
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.byte $AA,$AA,$0A,$00,$62,$6A,$AA
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.byte $2A,$22,$00,$00,$06,$66,$6A
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.byte $00,$00,$00,$00,$22,$A2,$A6
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.byte $AA,$A0,$00,$00,$02,$AA,$AA
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