mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 17:29:49 +00:00
695 lines
9.8 KiB
ArmAsm
695 lines
9.8 KiB
ArmAsm
;=======================================
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; Move physicist based on current state
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;
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move_physicist:
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lda PHYSICIST_STATE
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cmp #P_WALKING
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beq move_physicist_walking
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cmp #P_RUNNING
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beq move_physicist_running
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rts
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;======================
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; walking
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move_physicist_walking:
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inc GAIT ; cycle through animation
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lda GAIT
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and #$7
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cmp #$4 ; only walk roughly 1/8 of time
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bne no_move_walk
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lda DIRECTION
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beq p_walk_left
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inc PHYSICIST_X ; walk right
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rts
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p_walk_left:
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dec PHYSICIST_X ; walk left
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no_move_walk:
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rts
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;======================
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; running
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move_physicist_running:
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; inc GAIT ; cycle through animation
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inc GAIT ; cycle through animation
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lda GAIT
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and #$3
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cmp #$2 ; only run roughly 1/4 of time
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bne no_move_run
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lda DIRECTION
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beq p_run_left
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inc PHYSICIST_X ; run right
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rts
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p_run_left:
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dec PHYSICIST_X ; run left
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no_move_run:
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rts
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;======================
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; standing
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move_physicist_standing:
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pstate_table_lo:
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.byte <physicist_standing ; 00
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.byte <physicist_walking ; 01
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.byte <physicist_running ; 02
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.byte <physicist_crouching ; 03
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.byte <physicist_kicking ; 04
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.byte <physicist_jumping ; 05
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.byte <physicist_collapsing ; 06
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.byte <physicist_falling_sideways; 07
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.byte <physicist_standing ; 08 swinging
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.byte <physicist_standing ; 09 elevator up
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.byte <physicist_standing ; 0A elevator down
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.byte <physicist_shooting ; 0B
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.byte <physicist_falling_down ; 0C
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.byte <physicist_impaled ; 0D
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.byte <physicist_crouch_shooting; 0E
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.byte <physicist_crouch_kicking ; 0F
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.byte <physicist_disintegrating ; 10
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pstate_table_hi:
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.byte >physicist_standing
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.byte >physicist_walking
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.byte >physicist_running
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.byte >physicist_crouching
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.byte >physicist_kicking
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.byte >physicist_jumping
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.byte >physicist_collapsing
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.byte >physicist_falling_sideways
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.byte >physicist_standing ; 08 swinging
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.byte >physicist_standing ; 09 elevator up
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.byte >physicist_standing ; 0A elevator down
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.byte >physicist_shooting ; 0B
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.byte >physicist_falling_down ; 0C
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.byte >physicist_impaled ; 0D
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.byte >physicist_crouch_shooting; 0E
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.byte >physicist_crouch_kicking ; 0F
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.byte >physicist_disintegrating ; 10
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; Urgh, make sure this doesn't end up at $FF or you hit the
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; NMOS 6502 bug
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.align 2
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pjump:
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.word $0000
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.align 1
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;======================================
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; draw physicist
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;======================================
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draw_physicist:
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lda PHYSICIST_STATE
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and #$1f ; mask off high state bits
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tax
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lda pstate_table_lo,x
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sta pjump
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lda pstate_table_hi,x
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sta pjump+1
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jmp (pjump)
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;==================================
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; STANDING
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;==================================
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physicist_standing:
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lda #<phys_stand
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sta INL
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lda #>phys_stand
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sta INH
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jmp finally_draw_him
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;==================================
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; SHOOTING
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;==================================
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physicist_shooting:
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lda #<shooting1
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sta INL
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lda #>shooting1
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sta INH
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jmp finally_draw_him
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;==================================
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; KICKING
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;==================================
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physicist_kicking:
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lda #<kick1
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sta INL
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lda #>kick1
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sta INH
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; If kicking long enough, return to standing
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dec GAIT
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bne short_draw
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lda #P_STANDING
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sta PHYSICIST_STATE
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short_draw:
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jmp finally_draw_him
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;===================================
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; CROUCHING
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;===================================
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physicist_crouching:
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; FIXME: we have an animation?
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; if we have some gait left, slide a bit
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lda GAIT
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beq crouch_done_slide
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dec GAIT
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bne crouch_done_slide
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lda DIRECTION
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beq p_slide_left
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inc PHYSICIST_X
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jmp crouch_done_slide
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p_slide_left:
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dec PHYSICIST_X
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crouch_done_slide:
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lda #<crouch2
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sta INL
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lda #>crouch2
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sta INH
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jmp finally_draw_him
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;===================================
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; CROUCH KICKING
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;===================================
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physicist_crouch_kicking:
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dec GAIT
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lda GAIT
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bpl still_kicking
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lda #P_CROUCHING
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sta PHYSICIST_STATE
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still_kicking:
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lda #<crouch_kicking
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sta INL
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lda #>crouch_kicking
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sta INH
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jmp finally_draw_him
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;===================================
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; CROUCH SHOOTING
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;===================================
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physicist_crouch_shooting:
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lda #<crouch_shooting
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sta INL
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lda #>crouch_shooting
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sta INH
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jmp finally_draw_him
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;===================================
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; JUMPING
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;===================================
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physicist_jumping:
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lda GAIT
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cmp #32
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bcc still_jumping ; blt
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; done juming
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lda #STATE_RUNNING
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bit PHYSICIST_STATE
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beq jump_to_stand
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jump_to_run:
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lda #0
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sta GAIT
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lda #P_RUNNING
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sta PHYSICIST_STATE
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jmp physicist_running
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jump_to_stand:
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lda #0
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sta GAIT
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lda #P_STANDING
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sta PHYSICIST_STATE
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jmp physicist_standing
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still_jumping:
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lsr
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and #$fe
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tax
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lda phys_jump_progression,X
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sta INL
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lda phys_jump_progression+1,X
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sta INH
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inc GAIT
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lda #STATE_RUNNING
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bit PHYSICIST_STATE
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beq jump_change_x_regular
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jump_change_x_running:
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lda GAIT
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; 1/4 not enough, 1/2 too much
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; 3/8?
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and #$7
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cmp #5
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bcc jump_no_move
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jmp jump_change_x
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; only change X every 8th frame
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jump_change_x_regular:
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lda GAIT
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and #$7
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bne jump_no_move
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jump_change_x:
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lda DIRECTION
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beq jump_left
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jump_right:
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inc PHYSICIST_X
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jmp finally_draw_him
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jump_left:
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dec PHYSICIST_X
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jump_no_move:
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jmp finally_draw_him
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;===============================
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; Walking
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;================================
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physicist_walking:
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lda GAIT
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cmp #40
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bcc gait_fine ; blt
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lda #0
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sta GAIT
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gait_fine:
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lsr
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and #$fe
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tax
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lda phys_walk_progression,X
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sta INL
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lda phys_walk_progression+1,X
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sta INH
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jmp finally_draw_him
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;===============================
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; Running
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;================================
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physicist_running:
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lda GAIT
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cmp #40
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bcc run_gait_fine ; blt
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lda #0
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sta GAIT
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run_gait_fine:
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lsr
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and #$fe
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tax
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lda phys_run_progression,X
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sta INL
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lda phys_run_progression+1,X
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sta INH
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jmp finally_draw_him
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;==================================
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; COLLAPSING
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;==================================
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physicist_collapsing:
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lda GAIT
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cmp #18
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bne collapse_not_done
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really_dead:
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lda #$ff
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sta GAME_OVER
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jmp finally_draw_him
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collapse_not_done:
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ldx GAIT
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lda collapse_progression,X
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sta INL
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lda collapse_progression+1,X
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sta INH
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lda FRAMEL
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and #$1f
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bne no_collapse_progress
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inc GAIT
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inc GAIT
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no_collapse_progress:
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jmp finally_draw_him
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;==================================
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; DISINTEGRATING
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;==================================
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physicist_disintegrating:
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lda GAIT
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cmp #28
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bne disintegrate_not_done
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disintegrate_really_dead:
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lda #$ff
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sta GAME_OVER
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jmp finally_draw_him
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disintegrate_not_done:
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ldx GAIT
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lda disintegrate_progression,X
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sta INL
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lda disintegrate_progression+1,X
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sta INH
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lda FRAMEL
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and #$7
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bne no_disintegrate_progress
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inc GAIT
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inc GAIT
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no_disintegrate_progress:
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jmp finally_draw_him
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;==================================
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; FALLING SIDEWAYS
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;==================================
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physicist_falling_sideways:
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lda FRAMEL
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and #$3
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bne no_fall_progress
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inc PHYSICIST_X
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inc PHYSICIST_Y ; must me mul of 2
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inc PHYSICIST_Y
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no_fall_progress:
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lda PHYSICIST_Y
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fall_sideways_destination_smc:
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cmp #22
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bne still_falling
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done_falling:
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; lda #0
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; sta GAIT
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lda #P_CROUCHING
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sta PHYSICIST_STATE
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jmp physicist_crouching
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still_falling:
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lda #<phys_falling
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sta INL
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lda #>phys_falling
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sta INH
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jmp finally_draw_him
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;==================================
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; FALLING DOWN
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;==================================
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physicist_falling_down:
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falling_stop_smc: ; $2C to fall, $4C for not
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bit still_falling_down
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lda FRAMEL
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and #$1
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bne no_fall_down_progress
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inc PHYSICIST_Y ; must be mul of 2
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inc PHYSICIST_Y
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no_fall_down_progress:
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lda PHYSICIST_Y
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fall_down_destination_smc:
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cmp #22
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bne still_falling_down
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done_falling_down:
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lda #P_CROUCHING
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sta PHYSICIST_STATE
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jmp physicist_crouching
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still_falling_down:
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lda #<phys_stand
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sta INL
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lda #>phys_stand
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sta INH
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jmp finally_draw_him
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;==================================
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; IMPALED
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;==================================
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physicist_impaled:
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lda GAIT
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cmp #$80
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bne impale_not_done
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impale_really_dead:
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lda #$ff
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sta GAME_OVER
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jmp finally_draw_him
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impale_not_done:
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cmp #2 ; slide down one more
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bne impale_enough
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inc PHYSICIST_Y
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inc PHYSICIST_Y
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impale_enough:
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inc GAIT
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lda #<physicist_spike_sprite
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sta INL
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lda #>physicist_spike_sprite
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sta INH
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jmp finally_draw_him
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;=============================
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; Actually Draw Him
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;=============================
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finally_draw_him:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sec
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sbc EARTH_OFFSET ; adjust for earthquakes
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sta YPOS
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lda DIRECTION
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bne facing_right
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facing_left:
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jmp put_sprite_crop
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facing_right:
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jmp put_sprite_flipped_crop
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;======================================
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;======================================
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; Check screen limits
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;======================================
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;======================================
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; If too far right or left, stop at boundary
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; If also > 39 or < -4 then exit room
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check_screen_limit:
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clc
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lda PHYSICIST_X
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adc #$80
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cmp LEFT_WALK_LIMIT
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bcs just_fine_left ; (bge==bcs)
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left_on_screen:
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; if limit was -4, means we are off screen
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; otherwise, stop physicist at limit
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lda LEFT_WALK_LIMIT
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cmp #($80 - 4)
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beq too_far_left
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left_stop_at_barrier:
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lda #0
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sta PHYSICIST_STATE
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lda LEFT_WALK_LIMIT
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sec
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sbc #$7f
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sta PHYSICIST_X
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rts
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too_far_left:
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lda #1
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sta GAME_OVER
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rts
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just_fine_left:
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; Check right edge of screen
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; lda PHYSICIST_X
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cmp RIGHT_WALK_LIMIT
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bcc just_fine_right ; blt
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right_on_screen:
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; if limit was 39, means we are off screen
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; otherwise, stop physicist at limit
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lda RIGHT_WALK_LIMIT
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cmp #($80 + 39)
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beq too_far_right
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right_stop_at_barrier:
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lda #0
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sta PHYSICIST_STATE
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lda RIGHT_WALK_LIMIT
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clc
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adc #$7f
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sta PHYSICIST_X
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rts
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too_far_right:
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lda #2
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sta GAME_OVER
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just_fine_right:
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rts
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; LIMIT VALUE FLAGS
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; 0 10 -----
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; 0 0 Z----
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; 0 FF
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; 1 -> 129
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; 0 -> 128
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; -1 -> 127 FF + 80 = 7f
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; XPOS XSIZE XMAX
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; -5 8 3
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; -4 4
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; -3 5
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; -2 6
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; -1 7
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; 0 8
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; 1 9
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; 2
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; 3
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|
; 4
|
|
; 5
|