mirror of
https://github.com/deater/dos33fsprogs.git
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830 lines
12 KiB
ArmAsm
830 lines
12 KiB
ArmAsm
; Sluggy Freelance
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; slug behavior from game:
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; cavern1: three slugs (2 on ceiling)
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; cavern2: four slugs (1 on ceiling) but 3 more will respawn on ceiling
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; as you kill them
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; so 7 total to track
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; Crawl forward. When close, attack.
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; Ceiling: crawl until within X of physicist
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; then swing a few times and fall
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; face toward physicist when start crawling
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; Attacks: only attack if on ground and physicist is on ground
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; will attempt to attack if you jump over
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; Off edge of screen: will disappear but will respawn if leave/re-enter
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; Fall from ceiling when get too close, also earthquakes?
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; algorithm unclear
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;==================================
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; draw slugs
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;==================================
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NUM_SLUGS = 7
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; 1 is out, 2 is respawn?
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slugg_out:
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slugg0_out: .byte 1 ; 0
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slugg1_out: .byte 1 ; 0
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slugg2_out: .byte 1 ; 0
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slugg3_out: .byte 1 ; 0
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slugg4_out: .byte 1 ; 0
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slugg5_out: .byte 1 ; 0
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slugg6_out: .byte 1 ; 0
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slugg_attack:
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slugg0_attack: .byte 0 ; 1
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slugg1_attack: .byte 0
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slugg2_attack: .byte 0
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slugg3_attack: .byte 0 ; 1
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slugg4_attack: .byte 0
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slugg5_attack: .byte 0
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slugg6_attack: .byte 0
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slugg_dying:
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slugg0_dying: .byte 0 ; 2
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slugg1_dying: .byte 0
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slugg2_dying: .byte 0
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slugg3_dying: .byte 0 ; 2
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slugg4_dying: .byte 0
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slugg5_dying: .byte 0
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slugg6_dying: .byte 0
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slugg_x:
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slugg0_x: .byte 30 ; 3
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slugg1_x: .byte 30
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slugg2_x: .byte 30
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slugg3_x: .byte 30 ; 3
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slugg4_x: .byte 30
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slugg5_x: .byte 30
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slugg6_x: .byte 30
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slugg_y:
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slugg0_y: .byte 30 ; 4
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slugg1_y: .byte 30
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slugg2_y: .byte 2
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slugg3_y: .byte 30 ; 4
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slugg4_y: .byte 30
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slugg5_y: .byte 30
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slugg6_y: .byte 2
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slugg_dir:
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slugg0_dir: .byte $ff ; 5
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slugg1_dir: .byte $ff
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slugg2_dir: .byte $ff
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slugg3_dir: .byte $ff ; 5
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slugg4_dir: .byte $ff
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slugg5_dir: .byte $ff
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slugg6_dir: .byte $ff
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slugg_gait:
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slugg0_gait: .byte 0 ; 6
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slugg1_gait: .byte 0
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slugg2_gait: .byte 0
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slugg3_gait: .byte 0 ; 6
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slugg4_gait: .byte 0
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slugg5_gait: .byte 0
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slugg6_gait: .byte 0
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slugg_falling:
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slugg0_falling: .byte 0 ; 7
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slugg1_falling: .byte 0
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slugg2_falling: .byte 0
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slugg3_falling: .byte 0 ; 7
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slugg4_falling: .byte 0
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slugg5_falling: .byte 0
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slugg6_falling: .byte 0
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;========================
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; Init the slug creatures
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;========================
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init_slugs:
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; outside loop, init ceiling-ness
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; ground slugs
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lda #30
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sta slugg0_y
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sta slugg3_y
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sta slugg4_y
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sta slugg5_y
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; ceiling slugs
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lda #2
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sta slugg1_y
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sta slugg2_y
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sta slugg6_y
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ldx #0
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init_slug_loop:
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; Mark slug as out and alive
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; if slugs 4,5,6 then get 2 for respawn
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lda #1
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cpx #4
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bcc regular_slug ; blt
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lda #2
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regular_slug:
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sta slugg_out,X
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; Put 1st slug on floor, rest on ceiling
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; Mark slug as not attacking, dying, or falling
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lda #0
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sta slugg_attack,X
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sta slugg_dying,X
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sta slugg_falling,X
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; Point the slug in the correct direction (left in this case)
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lda #$ff
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sta slugg_dir,X
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; pick X
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jsr init_slug_x
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; Make the slug movement random so they don't all move in sync
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jsr random16
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lda SEEDL
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sta slugg_gait,X
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; incrememnt struct pointer until all are initialized
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inx
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cpx #NUM_SLUGS
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bne init_slug_loop
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; FIXME: originally forced some spacing between them
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rts
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init_slug_x:
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; Randomly pick an X value to appear at
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jsr random16
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lda SEEDL
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and #$1f
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clc
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adc #8 ; appear from x = 8..32
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cmp #32
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bcc slugx_not_too_high ; blt
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lsr ; div by two if too large
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slugx_not_too_high:
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sta slugg_x,X
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rts
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;========================
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; Refresh slugs
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;========================
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; call when re-enter room
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; any falling slugs put on ground
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; any off-screen slugs, respawn
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refresh_slugs:
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ldx #0
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refresh_slug_loop:
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; put falling slugs on ground
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lda #0
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sta slugg_falling,X
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lda slugg_y,X
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cmp #2
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beq refresh_y_ok
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lda #30
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sta slugg_y,X
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refresh_y_ok:
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; if X out of range, redo
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lda slugg_x,X
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bmi refresh_x
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cmp #38
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bcs refresh_x
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jmp refresh_x_fine
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refresh_x:
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jsr init_slug_x
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refresh_x_fine:
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; should also do something about attack/destroy
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; but that only an issue if they leave the room
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; really suddenly somehow
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inx
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cpx #NUM_SLUGS
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bne refresh_slug_loop
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rts
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;========================
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;========================
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; Draw the slug creatures
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;========================
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;========================
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draw_slugs:
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ds_smc1:
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ldx #0 ; loop through all. self-modify
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stx WHICH_SLUG
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draw_slugs_loop:
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ldx WHICH_SLUG
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lda slugg_out,X
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bne check_kicked ; don't draw if not there
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jmp slug_done
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check_kicked:
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lda slugg_dying,X ; only kick if alive
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bne check_attack
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lda slugg_y,X ; only kick if on ground
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cmp #30
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bne check_attack
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;==================
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; see if kicked
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lda PHYSICIST_STATE
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cmp #P_KICKING
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beq were_kicking
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cmp #P_CROUCH_KICKING
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bne check_attack
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were_kicking:
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lda PHYSICIST_X
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sec
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sbc slugg_x,X ; -4 to +4
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clc
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adc #4
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and #$f8
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bne not_kicked
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kicked:
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; lda #2
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; sta slugg_out,X
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lda #10
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sta slugg_dying,X
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lda DIRECTION
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sta slugg_dir,X
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not_kicked:
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check_attack:
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;==================
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; see if attack
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lda slugg_out,X ; only attack if out
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beq no_attack
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lda slugg_y,X ; only attack if on ground
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cmp #30
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bne no_attack
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lda slugg_dying,X ; only attack if not exploding
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bne no_attack
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lda slugg_falling,X ; only attack if not falling
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bne no_attack
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; lda PHYSICIST_Y ; only attack if physicist on ground
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; cmp #22
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; bne no_attack
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lda PHYSICIST_STATE ; don't attack if jumping
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cmp #P_JUMPING
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beq no_attack
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cmp #P_JUMPING|STATE_RUNNING
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beq no_attack
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lda PHYSICIST_X
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sec
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sbc slugg_x,X ; -2 to +2
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clc
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adc #2
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and #$fc
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bne no_attack
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attack:
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;=================
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; start an attack
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lda #1
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sta slugg_attack,X
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lda PHYSICIST_STATE ; don't re-attack if already dead
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cmp #P_COLLAPSING
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beq no_attack
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lda #P_COLLAPSING ; start collapsing
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sta PHYSICIST_STATE
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lda #0
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sta GAIT
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stx WHICH_SLUG
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jsr slug_cutscene
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ldx WHICH_SLUG
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no_attack:
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;====================
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; see if should fall
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lda slugg_y,X ; first see if on ceiling
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cmp #30
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beq no_falling
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lda slugg_falling,X
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bne no_falling
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lda slugg_x,X ; see if near physicist
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sec
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sbc PHYSICIST_X
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clc
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adc #8 ; fall if within 8 of physicist
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cmp #16
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bcs no_falling ; bge
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lda #1
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sta slugg_falling,X
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lda #0
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sta slugg_gait,X
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no_falling:
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inc slugg_gait,X ; increment slug gait counter
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lda slugg_gait,X ; only move every 64 frames
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and #$3f
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cmp #$00
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bne slug_no_move
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lda slugg_falling,X ; don't move X if falling
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bne slug_no_move ; move Y instead in some cases
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slug_move:
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lda slugg_x,X
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clc
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adc slugg_dir,X
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sta slugg_x,X
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;
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; we let slugs go off the end, we catch it on room re-init
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; though in theory if we wait long enough the slug will wrap
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;slug_check_right:
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; cmp #39
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; bne slug_check_left
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; jmp remove_slug
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;slug_check_left:
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; cmp #0
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; bne slug_no_move
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; jmp remove_slug
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slug_no_move:
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;===============================
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;===============================
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; DRAW SLUG
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;===============================
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;===============================
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;==============
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; if exploding
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;==============
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lda slugg_dying,X
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beq check_draw_falling
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slug_exploding:
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stx WHICH_SLUG
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tax ; urgh can't forget tax
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lda slug_die_progression,X
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sta INL
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lda slug_die_progression+1,X
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sta INH
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ldx WHICH_SLUG
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bit SPEAKER
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lda FRAMEL
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and #$f
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bne no_progress
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bit SPEAKER
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dec slugg_dying,X
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dec slugg_dying,X
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bne no_progress
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jmp remove_slug
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no_progress:
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jmp slug_selected
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;===============
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; if falling
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;===============
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check_draw_falling:
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lda slugg_falling,X
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beq check_draw_attacking
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tay
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dey
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lda FRAMEL ; slow things down
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and #$7
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bne done_falling_slugs
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; actually fall
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cpy #7
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beq falling_slugs
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falling_slug_inc:
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inc slugg_falling,X
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lda slugg_falling,X
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cmp #13
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bne done_falling_slugs
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; transition to ground slug
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lda #0
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sta slugg_falling,X
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; set direction
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lda slugg_x,X
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cmp PHYSICIST_X
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bpl slug_transition_left
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lda #1
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bne slug_transition_store
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slug_transition_left:
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lda #$ff
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slug_transition_store:
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sta slugg_dir,X
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jmp done_falling_slugs
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falling_slugs:
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lda slugg_y,X
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cmp #30
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beq falling_slug_inc
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clc
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adc #2
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sta slugg_y,X
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done_falling_slugs:
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lda slug_falling_progression_lo,Y
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sta INL
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lda slug_falling_progression_hi,Y
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sta INH
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jmp slug_selected
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;==============
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; if attacking
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;==============
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check_draw_attacking:
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lda slugg_attack,X
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beq check_slug_ceiling
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slug_attacking:
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lda slugg_gait,X
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stx WHICH_SLUG
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and #$70
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lsr
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lsr
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lsr
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tax
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lda slug_attack_progression,X
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sta INL
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lda slug_attack_progression+1,X
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sta INH
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ldx WHICH_SLUG
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jmp slug_selected
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;==============
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; if on ceiling
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;==============
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check_slug_ceiling:
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lda slugg_y,X
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cmp #30
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beq slug_normal
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;=====================
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; ceiling slug
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;=====================
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slug_ceiling:
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lda slugg_gait,X
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and #$20
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beq slug_ceiling_squinched
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slug_ceiling_flat:
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lda #<slug_ceiling1
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sta INL
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lda #>slug_ceiling1
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sta INH
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bne slug_selected
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slug_ceiling_squinched:
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lda #<slug_ceiling2
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sta INL
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lda #>slug_ceiling2
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sta INH
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jmp slug_selected
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;==============
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; if normal
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;==============
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slug_normal:
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lda slugg_gait,X
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and #$20
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beq slug_squinched
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slug_flat:
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lda #<slug1
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sta INL
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lda #>slug1
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sta INH
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bne slug_selected
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slug_squinched:
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lda #<slug2
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sta INL
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lda #>slug2
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sta INH
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;================
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; end slug normal
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;================
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slug_selected:
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lda slugg_x,X
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sta XPOS
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lda slugg_y,X
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sec
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sbc EARTH_OFFSET
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sta YPOS
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lda slugg_dir,X
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stx WHICH_SLUG
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bmi slug_right
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slug_left:
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jsr put_sprite_crop
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jmp slug_done
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slug_right:
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jsr put_sprite_flipped_crop
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slug_done:
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ldx WHICH_SLUG
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inx
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stx WHICH_SLUG
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ds_smc2:
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cpx #3
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beq slug_exit
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jmp draw_slugs_loop
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slug_exit:
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rts
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remove_slug:
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dec slugg_out,X
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beq slug_removed
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; was higher, so re-spawn
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; respawn on ceiling
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lda #2
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sta slugg_y,X
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; direction=left
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lda #$ff
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sta slugg_dir,X
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; put in random spot
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jsr init_slug_x
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slug_removed:
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jmp slug_done
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;===========================
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;===========================
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; slug cutscene
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;===========================
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;===========================
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slug_cutscene:
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;====================
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; First the slug part
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lda #$8
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sta DRAW_PAGE
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jsr clear_top
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lda #<slug_background
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sta INL
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lda #>slug_background
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sta INH
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lda #15
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sta XPOS
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lda #10
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sta YPOS
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jsr put_sprite
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lda #$0
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sta DRAW_PAGE
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jsr gr_copy_to_current
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jsr page_flip
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jsr gr_copy_to_current
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jsr page_flip
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ldx #0
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stx CUTFRAME
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sluggy_loop:
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jsr gr_copy_to_current
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ldx CUTFRAME
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lda slug_frames,X
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sta INL
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lda slug_frames+1,X
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sta INH
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lda #15
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sta XPOS
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lda #18
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sta YPOS
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jsr put_sprite
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jsr page_flip
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ldx #2
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long_delay:
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lda #250
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jsr WAIT
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dex
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bne long_delay
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ldx CUTFRAME
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inx
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inx
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stx CUTFRAME
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cpx #12
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beq sluggy_end
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jmp sluggy_loop
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sluggy_end:
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;====================
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; Then the leg part
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lda #$8
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sta DRAW_PAGE
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jsr clear_top
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lda #<leg_background
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sta INL
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lda #>leg_background
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sta INH
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lda #15
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sta XPOS
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lda #10
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sta YPOS
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jsr put_sprite
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lda #$0
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sta DRAW_PAGE
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jsr gr_copy_to_current
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jsr page_flip
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jsr gr_copy_to_current
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jsr page_flip
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ldx #0
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stx CUTFRAME
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leg_loop:
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jsr gr_copy_to_current
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ldx CUTFRAME
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lda leg_frames,X
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sta INL
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lda leg_frames+1,X
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sta INH
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lda #18
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sta XPOS
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lda #18
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sta YPOS
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jsr put_sprite
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jsr page_flip
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ldx #4
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long_delay2:
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lda #250
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jsr WAIT
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dex
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bne long_delay2
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ldx CUTFRAME
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inx
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inx
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stx CUTFRAME
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cpx #12
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beq leg_end
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jmp leg_loop
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leg_end:
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;=============================
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; Restore background to $c00
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jmp cavern_load_background
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; rts ; tail call?
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; sluggy freelance
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slug_frames:
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.word sluggy1
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.word sluggy2
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.word sluggy3
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.word sluggy4
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.word sluggy5
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.word sluggy6
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leg_frames:
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.word leg1
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.word leg2
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.word leg3
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.word leg4
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.word leg5
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.word leg5
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