mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
951 lines
12 KiB
ArmAsm
951 lines
12 KiB
ArmAsm
; Ootw Checkpoint2 -- Running around the Jail
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; call once before entering jail for first time
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ootw_jail_init:
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lda #0
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sta CITY_MOVIE_SEEN
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sta CART_OUT
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sta DUDE_OUT
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sta PHYSICIST_STATE
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sta WHICH_JAIL
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sta DIRECTION ; left
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sta HAVE_GUN
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lda #1
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sta JAIL_POWER_ON
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sta friend_out
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sta friend_direction
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lda #F_RUNNING
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sta friend_state
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lda #39
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sta DUDE_X
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lda #$FA
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sta CART_X
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lda #25
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sta friend_x
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lda #30
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sta friend_y
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lda #28
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sta PHYSICIST_X
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lda #30
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sta PHYSICIST_Y
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rts
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;===========================
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; enter new room in jail
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;===========================
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ootw_jail:
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;==============================
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; each room init
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lda #0
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sta ON_ELEVATOR
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sta TELEPORTING
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;==============================
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; setup per-room variables
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lda WHICH_JAIL
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bne jail1
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jail0:
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lda #(24+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 #1
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sta jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(cage_fell_rle)
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sta GBASH
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lda #<(cage_fell_rle)
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jmp jail_setup_done
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jail1:
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cmp #1
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bne jail2
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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 jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail2_rle)
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sta GBASH
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lda #<(jail2_rle)
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jmp jail_setup_done
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jail2:
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cmp #2
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bne jail3
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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 #3
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sta jer_smc+1
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; set left exit
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lda #1
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sta jel_smc+1
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; load background
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lda #>(jail3_rle)
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sta GBASH
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lda #<(jail3_rle)
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jmp jail_setup_done
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jail3:
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cmp #3
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bne jail4
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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 #7
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sta jer_smc+1
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; set left exit
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lda #2
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail4_rle)
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sta GBASH
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lda #<(jail4_rle)
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jmp jail_setup_done
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jail4:
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cmp #4
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bne jail5
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lda PHYSICIST_Y
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cmp #30 ; see if coming in on bottom
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bne jail4_top
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jail4_bottom:
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(28+128)
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sta RIGHT_LIMIT
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jmp jail4_ok
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jail4_top:
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lda #(10+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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lda #8
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sta PHYSICIST_Y
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jail4_ok:
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; set right exit
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lda #8
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sta jer_smc+1
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; set left exit
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lda #5
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sta jel_smc+1
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; setup teleporter
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lda #(-4+128)
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sta td_left_smc1+1
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lda #(28+128)
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sta td_right_smc1+1
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lda #(10+128)
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sta tu_left_smc1+1
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lda #(39+128)
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sta tu_right_smc1+1
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; load background
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lda #>(room_b4_rle)
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sta GBASH
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lda #<(room_b4_rle)
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jmp jail_setup_done
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jail5:
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cmp #5
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bne jail6
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lda #(30+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 #4
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sta jer_smc+1
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lda #30
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sta PHYSICIST_Y
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; set up teleporter
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lda #(30+128)
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sta td_left_smc1+1
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lda #(39+128)
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sta td_right_smc1+1
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lda #(6+128)
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sta tu_left_smc1+1
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lda #(32+128)
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sta tu_right_smc1+1
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; load background
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lda #>(room_b3_rle)
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sta GBASH
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lda #<(room_b3_rle)
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jmp jail_setup_done
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jail6:
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lda #(17+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 #9
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sta jer_smc+1
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lda #20
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sta PHYSICIST_Y
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; load background
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lda #>(room_b2_rle)
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sta GBASH
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lda #<(room_b2_rle)
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jmp jail_setup_done
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jail_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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ootw_jail_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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; copy to screen
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; jsr gr_copy_to_current
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; jsr page_flip
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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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; Jail Loop
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;============================
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;============================
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jail_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_JAIL
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bg_jail0:
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; Jail #0, draw miners, gun
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cmp #0
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bne bg_jail6
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jsr ootw_draw_miners
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lda HAVE_GUN
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bne c2_no_bg_action
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lda #35
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sta XPOS
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lda #44
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sta YPOS
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jsr draw_gun
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jmp c2_no_bg_action
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bg_jail6:
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; Jail #6, draw power animation
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cmp #6
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bne c2_no_bg_action
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; draw power
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lda JAIL_POWER_ON
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beq c2_no_bg_action ; skip if power off already
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lda #20
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sta XPOS
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lda #0
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sta YPOS
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lda FRAMEL
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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 power_line_sprites,Y
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sta INL
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lda power_line_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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c2_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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; move friend
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;===============================
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jsr move_friend
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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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; draw physicist
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lda TELEPORTING
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bne actively_teleporting
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jsr draw_physicist
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jmp c2_done_draw_physicist
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actively_teleporting:
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lda PHYSICIST_X
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sta XPOS
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lda #24
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sta YPOS
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lda #<teleport_sprite
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sta INL
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lda #>teleport_sprite
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sta INH
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jsr put_sprite_crop
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dec TELEPORTING
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c2_done_draw_physicist:
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;===============
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; draw friend
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jsr draw_friend
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c2_done_draw_friend:
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;========================
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; draw foreground action
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lda WHICH_JAIL
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cmp #1
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bne c2_no_cart_action
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c2_draw_cart:
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lda CART_X
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sta XPOS
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lda #36
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sta YPOS
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lda #<cart_sprite
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sta INL
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lda #>cart_sprite
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sta INH
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jsr put_sprite_crop
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jmp c2_no_fg_action
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c2_no_cart_action:
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lda WHICH_JAIL
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cmp #2
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bne c2_no_fg_action
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c2_draw_dude:
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lda DUDE_X
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sta XPOS
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lda #36
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sta YPOS
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lda DUDE_X
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and #3
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asl
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tay
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lda walking_dude_sprites,Y
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sta INL
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lda walking_dude_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jmp c2_no_fg_action
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c2_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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lda CART_OUT
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bne c2_fg_check_jail2
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inc CART_OUT
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c2_fg_check_jail2:
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lda WHICH_JAIL
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cmp #2
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bne c2_move_fg_objects
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lda DUDE_OUT
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bne c2_move_fg_objects
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inc DUDE_OUT
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;================
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; move fg objects
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;================
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c2_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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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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cart_not_out:
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lda DUDE_OUT
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cmp #1
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bne dude_not_out
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; move dude
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lda FRAMEL
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and #$7
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bne dude_not_out
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dec DUDE_X
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lda DUDE_X
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cmp #$fa
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bne dude_not_out
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inc DUDE_OUT
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dude_not_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 jail_frame_no_oflo
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inc FRAMEH
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jail_frame_no_oflo:
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;====================
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; handle teleporters
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lda WHICH_JAIL
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cmp #4
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beq handle_teleporter1
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cmp #5
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beq handle_teleporter2
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bne no_teleporters
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handle_teleporter1:
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lda PHYSICIST_X
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cmp #14
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bcs no_teleporters ; bge
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cmp #11
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bcc no_teleporters ; blt
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lda #1
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bne save_teleporters ; bra
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handle_teleporter2:
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lda PHYSICIST_X
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cmp #32
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bcs no_teleporters ; bge
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cmp #29
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bcc no_teleporters ; blt
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lda #1
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bne save_teleporters ; bra
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no_teleporters:
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lda #0
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save_teleporters:
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sta ON_ELEVATOR
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;==========================
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; handle teleporting
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;==========================
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lda PHYSICIST_STATE
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teleporter_check_up:
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cmp #P_ELEVATING_UP
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bne teleporter_check_down
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teleporting_up:
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lda #3
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sta TELEPORTING
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lda #0
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sta PHYSICIST_STATE
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lda #8
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sta PHYSICIST_Y
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tu_left_smc1:
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lda #(10+128)
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sta LEFT_LIMIT
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tu_right_smc1:
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lda #(39+128)
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sta RIGHT_LIMIT
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jmp done_teleport
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teleporter_check_down:
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cmp #P_ELEVATING_DOWN
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bne not_teleporting_today
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teleporting_down:
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lda #3
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sta TELEPORTING
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lda #0
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sta PHYSICIST_STATE
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lda #30
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sta PHYSICIST_Y
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td_left_smc1:
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lda #(-4+128)
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sta LEFT_LIMIT
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td_right_smc1:
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lda #(28+128)
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sta RIGHT_LIMIT
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done_teleport:
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not_teleporting_today:
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;==========================
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; see if picking up gun
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;==========================
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lda WHICH_JAIL
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bne not_picking_up_gun
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lda HAVE_GUN
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bne not_picking_up_gun
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lda PHYSICIST_STATE
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cmp #P_CROUCHING
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bne not_picking_up_gun
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; gun at 35,36,37
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; so we should be at 32-39
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lda PHYSICIST_X
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cmp #32
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bcc not_picking_up_gun ; blt
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lda #1
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sta HAVE_GUN
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jsr gun_movie
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lda #P_STANDING
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sta PHYSICIST_STATE
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not_picking_up_gun:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
|
|
beq still_in_jail
|
|
|
|
cmp #$ff ; if $ff, we died
|
|
beq done_jail
|
|
|
|
;===============================
|
|
; check if exited room to right
|
|
cmp #1
|
|
beq jail_exit_left
|
|
|
|
;=================
|
|
; exit to right
|
|
|
|
jail_right_yes_exit:
|
|
|
|
lda #0
|
|
sta PHYSICIST_X
|
|
jer_smc:
|
|
lda #$0 ; smc+1 = exit location
|
|
sta WHICH_CAVE
|
|
jmp done_jail
|
|
|
|
;=====================
|
|
; exit to left
|
|
|
|
jail_exit_left:
|
|
|
|
lda #37
|
|
sta PHYSICIST_X
|
|
jel_smc:
|
|
lda #0 ; smc+1
|
|
sta WHICH_CAVE
|
|
jmp done_jail
|
|
|
|
; loop forever
|
|
still_in_jail:
|
|
lda #0
|
|
sta GAME_OVER
|
|
|
|
jmp jail_loop
|
|
|
|
done_jail:
|
|
rts
|
|
|
|
|
|
power_line_sprites:
|
|
.word power_line_sprite0
|
|
.word power_line_sprite1
|
|
.word power_line_sprite2
|
|
.word power_line_sprite3
|
|
|
|
power_line_sprite0:
|
|
.byte 1,8
|
|
; XXXoXXXoXXXoXXXo
|
|
.byte $77,$67,$77,$67,$77,$67,$77,$07
|
|
|
|
power_line_sprite1:
|
|
.byte 1,8
|
|
; XXoXXXoXXXoXXXoX
|
|
.byte $77,$76,$77,$76,$77,$76,$77,$06
|
|
|
|
power_line_sprite2:
|
|
.byte 1,8
|
|
; XoXXXoXXXoXXXoXX
|
|
.byte $67,$77,$67,$77,$67,$77,$67,$07
|
|
|
|
power_line_sprite3:
|
|
.byte 1,8
|
|
; oXXXoXXXoXXXoXXX
|
|
.byte $76,$77,$76,$77,$76,$77,$76,$07
|
|
|
|
|
|
cart_sprite:
|
|
.byte 7,6
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$0a,$00,$0a,$00,$0a,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
.byte $00,$0a,$00,$0a,$00,$0a,$00
|
|
.byte $00,$aa,$00,$aa,$00,$aa,$00
|
|
|
|
|
|
|
|
walking_dude_sprites:
|
|
.word walking_dude0
|
|
.word walking_dude1
|
|
.word walking_dude2
|
|
.word walking_dude1
|
|
|
|
walking_dude0: .byte 6,6
|
|
.byte $AA,$AA,$AA,$AA,$AA,$AA
|
|
.byte $7A,$77,$f7,$f7,$7A,$AA
|
|
.byte $77,$7f,$77,$77,$77,$AA
|
|
.byte $A7,$77,$77,$07,$07,$AA
|
|
.byte $AA,$07,$70,$f7,$70,$00
|
|
.byte $AA,$00,$77,$7f,$77,$00
|
|
|
|
walking_dude1: .byte 6,6
|
|
.byte $AA,$AA,$7A,$7A,$7A,$AA
|
|
.byte $77,$f7,$7f,$7f,$77,$AA
|
|
.byte $77,$77,$77,$77,$77,$AA
|
|
.byte $AA,$77,$07,$70,$00,$0A
|
|
.byte $AA,$00,$77,$ff,$77,$00
|
|
.byte $AA,$00,$77,$77,$77,$00
|
|
|
|
walking_dude2: .byte 6,6
|
|
.byte $7A,$77,$f7,$f7,$7A,$AA
|
|
.byte $77,$7f,$77,$77,$77,$AA
|
|
.byte $A7,$77,$77,$07,$07,$AA
|
|
.byte $AA,$07,$70,$f7,$70,$00
|
|
.byte $AA,$00,$77,$7f,$77,$00
|
|
.byte $AA,$00,$77,$77,$77,$00
|
|
|
|
teleport_sprite:
|
|
.byte 3,8
|
|
.byte $BB,$AA,$BA
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BB
|
|
.byte $BB,$44,$BA
|
|
.byte $BB,$99,$BB
|
|
.byte $AB,$59,$BB
|
|
.byte $AA,$45,$AB
|
|
|
|
|
|
gun_sprite:
|
|
.byte 3,1
|
|
.byte $0a,$0a,$00
|
|
|
|
|
|
;====================
|
|
; draw gun
|
|
;====================
|
|
; xpos/ypos already set
|
|
draw_gun:
|
|
lda #<gun_sprite
|
|
sta INL
|
|
lda #>gun_sprite
|
|
sta INH
|
|
|
|
jmp put_sprite_crop
|
|
|
|
|
|
|
|
|
|
; blank screen
|
|
; off (1)
|
|
; 8 until green on (2)
|
|
; 25 until gren off (1)
|
|
; 25 until green on (2)
|
|
; 24 until hand grab (3)
|
|
; 8 until next (4)
|
|
; 8 until next (5)
|
|
; 8 until next (6)
|
|
; 8 until next (7)
|
|
; 8 until next (8)
|
|
; 40 of blank
|
|
|
|
laser_movie:
|
|
.word laserg_01_rle ; 0
|
|
|
|
.word laserg_02_rle ; 1
|
|
.word laserg_02_rle ; 2
|
|
.word laserg_02_rle ; 3
|
|
|
|
.word laserg_01_rle ; 4
|
|
.word laserg_01_rle ; 5
|
|
.word laserg_01_rle ; 6
|
|
|
|
.word laserg_02_rle ; 7
|
|
.word laserg_02_rle ; 8
|
|
.word laserg_02_rle ; 9
|
|
|
|
.word laserg_03_rle ; 10
|
|
.word laserg_04_rle ; 11
|
|
.word laserg_05_rle ; 12
|
|
.word laserg_06_rle ; 13
|
|
.word laserg_07_rle ; 14
|
|
.word laserg_08_rle ; 15
|
|
|
|
.word laserg_blank_rle ; 16
|
|
.word laserg_blank_rle ; 17
|
|
.word laserg_blank_rle ; 18
|
|
.word laserg_blank_rle ; 19
|
|
.word laserg_blank_rle ; 20
|
|
.word laserg_blank_rle ; 21
|
|
|
|
;==========================
|
|
; play the gun pickup movie
|
|
;==========================
|
|
gun_movie:
|
|
|
|
lda #<laser_bg_rle
|
|
sta GBASL
|
|
lda #>laser_bg_rle
|
|
sta GBASH
|
|
|
|
lda #$c
|
|
jsr load_rle_gr
|
|
|
|
ldx #0
|
|
|
|
gun_movie_loop:
|
|
lda laser_movie,X
|
|
sta GBASL
|
|
lda laser_movie+1,X
|
|
sta GBASH
|
|
|
|
txa
|
|
pha
|
|
|
|
lda #$10
|
|
jsr load_rle_gr
|
|
|
|
jsr gr_overlay
|
|
jsr page_flip
|
|
|
|
lda #180
|
|
jsr WAIT
|
|
|
|
pla
|
|
tax
|
|
|
|
inx
|
|
inx
|
|
cmp #42
|
|
bne gun_movie_loop
|
|
|
|
; restore background
|
|
|
|
lda #<(cage_fell_rle)
|
|
sta GBASL
|
|
lda #>(cage_fell_rle)
|
|
sta GBASH
|
|
|
|
lda #$c
|
|
jsr load_rle_gr
|
|
|
|
rts
|