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https://github.com/deater/dos33fsprogs.git
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368 lines
5.4 KiB
ArmAsm
368 lines
5.4 KiB
ArmAsm
NUM_ENEMIES = 8
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;=======================
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; laser enemies
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;=======================
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; see if laser hits any enemies
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laser_enemies:
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ldy #0
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laser_enemies_loop:
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; see if out
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lda enemy_data+ENEMY_DATA_OUT,Y
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beq done_laser_enemy
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; get local tilemap co-ord
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sec
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lda enemy_data+ENEMY_DATA_TILEX,Y
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sbc TILEMAP_X
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sta TILE_TEMP
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sec
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lda enemy_data+ENEMY_DATA_TILEY,Y
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sbc TILEMAP_Y
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asl
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asl
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asl
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asl
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clc
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adc TILE_TEMP
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cmp LASER_TILE
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bne done_laser_enemy
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; hit something
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hit_something:
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lda #0
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sta LASER_OUT
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sta FRAMEL
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; sta enemy_data+ENEMY_DATA_OUT,Y
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lda #1
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sta enemy_data+ENEMY_DATA_EXPLODING,Y
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jsr enemy_noise
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jsr inc_score_by_10
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jmp exit_laser_enemy
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done_laser_enemy:
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tya
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clc
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adc #8
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tay
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cpy #(NUM_ENEMIES*8)
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bne laser_enemies_loop
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exit_laser_enemy:
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rts
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;=======================
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; move enemy
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;=======================
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; which one is in Y
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move_enemy:
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lda enemy_data+ENEMY_DATA_TYPE,Y
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and #$fc
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cmp #ENEMY_CAMERA
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beq aim_camera
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; FIXME: actually move them
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move_bot:
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move_crawler:
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lda FRAMEL
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and #$f
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bne done_move_enemy
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lda enemy_data+ENEMY_DATA_TYPE,Y
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eor #$2
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sta enemy_data+ENEMY_DATA_TYPE,Y
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jmp done_move_enemy
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aim_camera:
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lda DUKE_X
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lsr
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clc
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adc TILEMAP_X
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cmp enemy_data+ENEMY_DATA_TILEX,Y
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bcc aim_camera_left
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aim_camera_right:
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lda #2
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sta enemy_data+ENEMY_DATA_TYPE,Y
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jmp done_move_enemy
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aim_camera_left:
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lda #0
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sta enemy_data+ENEMY_DATA_TYPE,Y
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done_move_enemy:
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rts
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;=======================
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; draw and move enemies
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;=======================
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draw_enemies:
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ldy #0
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draw_enemies_loop:
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; see if out
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lda enemy_data+ENEMY_DATA_OUT,Y
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beq done_draw_enemy
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; check if on screen
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lda TILEMAP_X
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cmp enemy_data+ENEMY_DATA_TILEX,Y
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bcs done_draw_enemy
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clc
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adc #14
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cmp enemy_data+ENEMY_DATA_TILEX,Y
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bcc done_draw_enemy
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lda TILEMAP_Y
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cmp enemy_data+ENEMY_DATA_TILEY,Y
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bcs done_draw_enemy
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clc
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adc #10
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cmp enemy_data+ENEMY_DATA_TILEY,Y
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bcc done_draw_enemy
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; set X and Y value
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; convert tile values to X,Y
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; X = (ENEMY_TILE_X-TILEX)*2 + 6
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lda enemy_data+ENEMY_DATA_TILEX,Y
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sec
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sbc TILEMAP_X
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asl
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clc
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adc #4
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sta XPOS
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; Y = (ENEMY_TILE_Y-TILEY)*4
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lda enemy_data+ENEMY_DATA_TILEY,Y
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sec
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sbc TILEMAP_Y
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asl
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asl
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sta YPOS
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; see if exploding
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lda enemy_data+ENEMY_DATA_EXPLODING,Y
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beq draw_proper_enemy
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draw_exploding_enemy:
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asl
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tax
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lda enemy_explosion_sprites,X
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sta INL
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lda enemy_explosion_sprites+1,X
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sta INH
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lda FRAMEL
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and #$3
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bne done_exploding
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; move to next frame
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lda enemy_data+ENEMY_DATA_EXPLODING,Y
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clc
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adc #1
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sta enemy_data+ENEMY_DATA_EXPLODING,Y
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cmp #4
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bne done_exploding
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lda #0
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sta enemy_data+ENEMY_DATA_OUT,Y
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done_exploding:
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jmp draw_enemy
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; otherwise draw proper sprite
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draw_proper_enemy:
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lda enemy_data+ENEMY_DATA_TYPE,Y
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tax
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lda enemy_sprites,X
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sta INL
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lda enemy_sprites+1,X
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sta INH
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draw_enemy:
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tya
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pha
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jsr put_sprite_crop
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pla
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tay
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jsr move_enemy
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done_draw_enemy:
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tya
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clc
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adc #8
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tay
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cpy #(NUM_ENEMIES*8)
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beq exit_draw_enemy
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jmp draw_enemies_loop
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exit_draw_enemy:
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rts
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enemy_sprites:
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.word enemy_shroom_sprite1
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.word enemy_shroom_sprite2
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.word enemy_terp_sprite1
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.word enemy_terp_sprite2
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enemy_shroom_sprite1:
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.byte 2,2
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.byte $11,$11
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.byte $dd,$dd
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enemy_shroom_sprite2:
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.byte 2,2
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.byte $11,$11
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.byte $dd,$dd
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enemy_terp_sprite1:
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.byte 2,2
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.byte $99,$4a
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.byte $49,$44
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enemy_terp_sprite2:
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.byte 2,2
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.byte $99,$4a
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.byte $49,$44
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enemy_explosion_sprites:
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite2
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.word enemy_explosion_sprite3
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enemy_explosion_sprite1:
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.byte 2,2
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.byte $d9,$d9
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.byte $9d,$9d
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enemy_explosion_sprite2:
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.byte 2,2
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.byte $9A,$9A
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.byte $A9,$A9
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enemy_explosion_sprite3:
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.byte 2,2
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.byte $7A,$5A
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.byte $A5,$A7
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ENEMY_SHROOM = 0
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ENEMY_TERP = 4
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ENEMY_CAMERA = 8
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ENEMY_DATA_OUT = 0
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ENEMY_DATA_EXPLODING = 1
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ENEMY_DATA_TYPE = 2
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ENEMY_DATA_DIRECTION = 3
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ENEMY_DATA_TILEX = 4
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ENEMY_DATA_TILEY = 5
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ENEMY_DATA_X = 6
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ENEMY_DATA_Y = 7
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enemy_data:
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enemy0:
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; 196,88 (-80,-12) -> 116,76 -> (/4,/4) -> 29,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 29,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy1:
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; 268,88 (-80,-12) -> 188,76 -> (/4,/4) -> 47,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 47,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy2:
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; 432,56 (-80,-12) -> 352,44 -> (/4,/4) -> 88,11
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 88,11 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy3:
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; 484,88 (-80,-12) -> 404,76 -> (/4,/4) -> 101,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 101,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy4:
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; 536,88 (-80,-12) -> 456,76 -> (/4,/4) -> 114,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_TERP ; type
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.byte $ff ; direction
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.byte 113,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy5:
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; 604,88 (-80,-12) -> 524,76 -> (/4,/4) -> 131,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 131,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy6:
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; 612,88 (-80,-12) -> 532,76 -> (/4,/4) -> 133,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 133,19 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy7:
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; 804,88 (-80,-12) -> 724,76 -> (/4,/4) -> 181,19
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_SHROOM ; type
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.byte $ff ; direction
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.byte 181,19 ; tilex,tiley
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.byte 0,0 ; x,y
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