mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
ff77c52c62
big change, only saves 2k per level? maybe worth it?
619 lines
8.9 KiB
ArmAsm
619 lines
8.9 KiB
ArmAsm
; The Stone Ship level
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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.include "common_routines.inc"
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stoney_start:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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;=================
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; set up location
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;=================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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; resets if you leave
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sta BATTERY_CHARGE
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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; FIXME
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; handle gear visibility
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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lda LOCATION
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cmp #STONEY_SHIP_BOOK_OPEN
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beq animate_stoney_book
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cmp #STONEY_BOOK_TABLE_OPEN
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beq animate_mist_book
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cmp #STONEY_RED_DRESSER_OPEN
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beq fg_draw_red_page
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cmp #STONEY_BLUE_ROOM
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beq fg_draw_blue_page
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cmp #STONEY_UMBRELLA
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beq draw_umbrella_light
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cmp #STONEY_LIGHTHOUSE_UPSTAIRS
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beq draw_crank_handle
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cmp #STONEY_LIGHTHOUSE_BATTERY
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beq draw_battery_level
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cmp #STONEY_BOOK_TABLE
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beq animate_magic_table
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jmp nothing_special
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animate_stoney_book:
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jsr do_animate_stoney_book
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jmp nothing_special
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animate_magic_table:
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jsr do_animate_magic_table
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jmp nothing_special
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animate_mist_book:
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lda ANIMATE_FRAME
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cmp #6
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bcc mist_book_good ; blt
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lda #0
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sta ANIMATE_FRAME
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mist_book_good:
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asl
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tay
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lda mist_movie,Y
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sta INL
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lda mist_movie+1,Y
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_mist_book
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inc ANIMATE_FRAME
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done_animate_mist_book:
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jmp nothing_special
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fg_draw_red_page:
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jsr draw_red_page
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jmp nothing_special
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fg_draw_blue_page:
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jsr draw_blue_page
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jmp nothing_special
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draw_umbrella_light:
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jsr do_draw_umbrella_light
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jmp nothing_special
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draw_crank_handle:
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jsr do_draw_crank_handle
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jmp nothing_special
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draw_battery_level:
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jsr do_draw_battery_level
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jmp nothing_special
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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jsr draw_pointer
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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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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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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 level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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jmp end_level
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back_to_mist:
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lda #$ff
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sta LEVEL_OVER
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lda #MIST_ARRIVAL_DOCK ; the dock
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sta LOCATION
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lda #DIRECTION_N
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sta DIRECTION
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lda #LOAD_MIST
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sta WHICH_LOAD
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rts
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stoney_take_red_page:
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lda #STONEY_PAGE
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jmp take_red_page
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stoney_take_blue_page:
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lda #STONEY_PAGE
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jmp take_blue_page
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;=============================
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draw_red_page:
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lda RED_PAGES_TAKEN
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and #STONEY_PAGE
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bne no_draw_page
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lda #14
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sta XPOS
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lda #36
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sta YPOS
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lda #<red_page_sprite
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sta INL
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lda #>red_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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draw_blue_page:
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lda DIRECTION
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cmp #DIRECTION_W
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bne no_draw_page
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lda BLUE_PAGES_TAKEN
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and #STONEY_PAGE
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bne no_draw_page
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lda #18
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sta XPOS
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lda #30
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sta YPOS
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lda #<blue_page_sprite
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sta INL
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lda #>blue_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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no_draw_page:
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rts
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;======================
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; handle half message
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stoney_half_message:
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lda #STONEY_BLUE_HALFMESSAGE
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sta LOCATION
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jsr change_location
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bit SET_TEXT ; set text mode
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rts
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;======================
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; handle umbrella pump buttons
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umbrella_buttons:
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lda CURSOR_X
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cmp #15
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bcc left_button_pressed
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cmp #19
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bcc center_button_pressed
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right_button_pressed:
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; drain lighthouse
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lda #2
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bne done_umbrella
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left_button_pressed:
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; drain mist tunnel
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lda #0
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beq done_umbrella
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center_button_pressed:
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; drain room tunnels
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lda #1
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done_umbrella:
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sta PUMP_STATE
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rts
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;========================
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; handle generator crank
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handle_crank:
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inc CRANK_ANGLE
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lda CRANK_ANGLE
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and #$3
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sta CRANK_ANGLE
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lda BATTERY_CHARGE
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cmp #7
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beq skip_charge
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inc BATTERY_CHARGE
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skip_charge:
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rts
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do_draw_umbrella_light:
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lda DIRECTION
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cmp #DIRECTION_W
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bne done_draw_umbrella
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lda PUMP_STATE
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asl
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asl ; *4
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tay
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lda #$99 ; orange
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sta $528+15,Y ; page 0
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sta $928+15,Y ; page 1
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; 15,20
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; 19,20
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; 23,20
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done_draw_umbrella:
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rts
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do_draw_crank_handle:
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lda DIRECTION
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cmp #DIRECTION_W
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bne done_draw_it
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lda CRANK_ANGLE
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asl
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tay
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lda crank_sprites,Y
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sta INL
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lda crank_sprites+1,Y
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sta INH
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lda #17
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sta XPOS
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lda #32
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bne draw_it
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do_draw_battery_level:
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lda BATTERY_CHARGE
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and #7
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asl
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tay
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lda battery_sprites,Y
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sta INL
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lda battery_sprites+1,Y
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sta INH
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lda #16
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sta XPOS
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lda #20
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; bne draw_it
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draw_it:
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sta YPOS
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jsr put_sprite_crop
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done_draw_it:
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rts
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do_animate_stoney_book:
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; handle animated linking book
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lda ANIMATE_FRAME
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asl
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tay
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lda stoney_movie,Y
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sta INL
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lda stoney_movie+1,Y
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sta INH
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lda #22
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_book
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inc ANIMATE_FRAME
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lda ANIMATE_FRAME
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cmp #16
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bne done_animate_book
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lda #0
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sta ANIMATE_FRAME
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done_animate_book:
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rts
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do_animate_magic_table:
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; handle book rising from table
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lda ANIMATE_FRAME
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asl
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tay
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lda table_movie,Y
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sta INL
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lda table_movie+1,Y
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sta INH
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lda #18
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sta XPOS
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lda #14
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$1f
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bne done_animate_table
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lda ANIMATE_FRAME
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cmp #4
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beq done_animate_table
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inc ANIMATE_FRAME
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done_animate_table:
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rts
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crank_sprites:
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.word crank_sprite0,crank_sprite1,crank_sprite2,crank_sprite3
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battery_sprites:
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.word battery_sprite0,battery_sprite1,battery_sprite2,battery_sprite3
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.word battery_sprite4,battery_sprite5,battery_sprite6,battery_sprite7
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table_movie:
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.word table_frame0,table_frame1,table_frame2,table_frame3
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.word table_frame4
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table_frame0:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$dA,$dA,$dA,$dA
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table_frame1:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $dA,$Ad,$dA,$dA,$dA
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.byte $dd,$Ad,$Ad,$Ad,$Ad
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table_frame2:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $Ad,$dd,$dd,$dd,$dd
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.byte $da,$dd,$77,$7d,$da
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.byte $dd,$dd,$77,$dd,$Ad
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table_frame3:
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.byte 5,5
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.byte $AA,$dA,$dA,$da,$da
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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.byte $AA,$dd,$dd,$dd,$dd
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table_frame4:
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.byte 5,5
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.byte $AA,$07,$d7,$d7,$07
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.byte $AA,$00,$dd,$dd,$dd
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.byte $AA,$00,$d5,$d5,$dd
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.byte $AA,$00,$dd,$dd,$dd
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.byte $AA,$00,$dd,$dd,$0d
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crank_sprite0:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$dd,$AA,$AA
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.byte $AA,$AA,$dd,$AA,$AA
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.byte $AA,$11,$AA,$AA,$AA
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crank_sprite1:
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.byte 5,5
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.byte $1A,$AA,$AA,$AA,$AA
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.byte $A1,$dA,$dA,$AA,$AA
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.byte $AA,$AA,$ad,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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crank_sprite2:
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.byte 5,5
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.byte $AA,$AA,$AA,$dA,$11
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.byte $AA,$AA,$dA,$AA,$AA
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.byte $AA,$AA,$Ad,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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crank_sprite3:
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.byte 5,5
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$Ad,$AA,$AA
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.byte $AA,$AA,$AA,$dA,$1d
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.byte $AA,$AA,$AA,$A1,$AA
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battery_sprite0:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$AA,$AA
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battery_sprite1:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$AA,$FF
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battery_sprite2:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$AA,$FF,$FF
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battery_sprite3:
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.byte 1,7
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.byte $51,$AA,$AA,$AA,$FF,$FF,$FF
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battery_sprite4:
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.byte 1,7
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.byte $51,$AA,$AA,$FF,$FF,$FF,$FF
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battery_sprite5:
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.byte 1,7
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.byte $51,$AA,$FF,$FF,$FF,$FF,$FF
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battery_sprite6:
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.byte 1,7
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.byte $51,$FF,$FF,$FF,$FF,$FF,$FF
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battery_sprite7:
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.byte 1,7
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.byte $5c,$FF,$FF,$FF,$FF,$FF,$FF
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;==========================
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; includes
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;==========================
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.if 0
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.include "gr_copy.s"
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.include "gr_offsets.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "text_print.s"
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.include "gr_fast_clear.s"
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.include "decompress_fast_v2.s"
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.include "keyboard.s"
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.include "draw_pointer.s"
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.include "end_level.s"
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.include "audio.s"
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.include "common_sprites.inc"
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.include "page_sprites.inc"
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.endif
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; level graphics
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.include "graphics_stoney/stoney_graphics.inc"
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; linking books
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.include "link_book_stoney.s"
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.include "link_book_mist.s"
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; puzzles
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.include "handle_pages.s"
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; level data
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.include "leveldata_stoney.inc"
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