mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-26 11:30:12 +00:00
526 lines
8.1 KiB
ArmAsm
526 lines
8.1 KiB
ArmAsm
; Ootw for Apple II Lores
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; Checkpoint-6 (???)
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; by Vince "DEATER" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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;============================
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; ENTRY POINT FOR LEVEL
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;============================
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ootw_c6:
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; Initializing when entering level for first time
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;========================================================
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; RESTART: called when restarting level (after game over)
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;========================================================
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ootw_c6_restart:
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;===================================
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; re-initialize level state
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;===================================
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jsr ootw_c6_level_init
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;===========================
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; c6_new_room
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;===========================
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; enter new room on level 14
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c6_new_room:
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lda #0
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sta GAME_OVER
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;====================================
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; Initialize room based on WHICH_ROOM
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; and then play until we exit
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;====================================
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jsr ootw_c6_setup_room_and_play
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;====================================
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; we exited the room
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;====================================
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c6_check_done:
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lda GAME_OVER ; if died or quit, jump to quit level
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cmp #$ff
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beq quit_level
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;=====================================================
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; Check to see which room to enter next
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; If it's a special value, means we succesfully beat the level
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c6_defeated:
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lda WHICH_ROOM
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cmp #$ff
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bne c6_new_room
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; point to next level
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; and exit to the level loader
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lda #7
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sta WHICH_LOAD
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rts
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT ; text mode
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jsr HOME ; clear screen
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lda KEYRESET ; clear keyboard state
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lda #0 ; set to PAGE0
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sta DRAW_PAGE
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lda #<end_message ; print the end message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS ; wait for keypress
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bpl wait_loop
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lda KEYRESET ; clear strobe
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lda #0
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sta GAME_OVER
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jmp ootw_c6_restart ; restart level
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;=========================================
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;=========================================
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; Ootw Checkpoint 14 -- Tank Arena
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;=========================================
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;=========================================
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; call once before entering for first time
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ootw_c6_level_init:
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lda #0
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sta WHICH_ROOM
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sta NUM_DOORS
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #0
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sta PHYSICIST_X
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lda #10
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sta PHYSICIST_Y
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lda #P_STANDING
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sta PHYSICIST_STATE
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rts
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;===========================
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;===========================
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; enter new room
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;===========================
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;===========================
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ootw_c6_setup_room_and_play:
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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_ROOM
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bne room1
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jsr init_shields
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;===============================
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; Room0 -- the arena
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;===============================
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room:
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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 ; exit level if exit this way
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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 #16
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sta PHYSICIST_Y
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; load background
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lda #>(cave_rle)
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sta GBASH
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lda #<(cave_rle)
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jmp room_setup_done
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; ????
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room1:
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; cmp #1
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; bne room2
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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 room_setup_done
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room_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_room_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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; Room Loop
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;============================
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;============================
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room_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_room0:
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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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;===============================
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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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;===============================
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jsr check_screen_limit
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;===============================
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; adjust floor
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;===============================
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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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;=====================================
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jsr draw_physicist
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;=====================================
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; handle gun
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;=====================================
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jsr handle_gun
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;=====================================
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; draw foreground action
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;=====================================
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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 #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_room
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cmp #$ff ; if $ff, we died
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beq done_room
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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 room_exit_left
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;=================
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; exit to right
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room_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_ROOM
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jmp done_room
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;=====================
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; exit to left
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room_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_ROOM
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jmp done_room
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; loop forever
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still_in_room:
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lda #0
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sta GAME_OVER
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jmp room_loop
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done_room:
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rts
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end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: CEIL",0
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.include "text_print.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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;.include "gr_fast_clear.s"
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.include "gr_copy.s"
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;.include "gr_copy_offset.s"
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.include "gr_putsprite.s"
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;.include "gr_putsprite_flipped.s"
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.include "gr_putsprite_crop.s"
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.include "gr_offsets.s"
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;.include "gr_offsets_hl.s"
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.include "gr_hlin.s"
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.include "keyboard.s"
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.include "physicist.s"
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.include "alien.s"
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.include "dummy_friend.s"
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.include "gun.s"
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.include "laser.s"
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.include "alien_laser.s"
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.include "blast.s"
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.include "shield.s"
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.include "door.s"
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.include "collision.s"
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; room backgrounds
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.include "ootw_graphics/l6cave/ootw_c6_cave.inc"
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; sprites
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.include "ootw_graphics/sprites/physicist.inc"
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.include "ootw_graphics/sprites/alien.inc"
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