mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
b1238af49d
this will probably upset people
333 lines
4.7 KiB
ArmAsm
333 lines
4.7 KiB
ArmAsm
; That Cabin in the woods
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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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cabin_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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; 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 cabin_update_state
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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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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 matches
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;====================================
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check_match_lit_outside:
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lda LOCATION
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cmp #CABIN_OUTSIDE
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bne check_match_on_pilot
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; FIXME: actual game match sputters a bit before going out
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lda HOLDING_ITEM
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cmp #HOLDING_MATCH
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beq put_out_match
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cmp #HOLDING_LIT_MATCH
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bne check_match_on_pilot
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put_out_match:
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lda #0
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sta HOLDING_ITEM
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check_match_on_pilot:
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lda LOCATION
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cmp #CABIN_INSIDE
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bne done_match_handler
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lda DIRECTION
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and #$f
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cmp #DIRECTION_E
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bne done_match_handler
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lda HOLDING_ITEM
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cmp #HOLDING_LIT_MATCH
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bne done_match_handler
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lda CURSOR_Y
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cmp #34
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bcc done_match_handler
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lda CURSOR_X
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cmp #13
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bcc done_match_handler
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cmp #17
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bcs done_match_handler
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lda #$80 ; light pilot
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sta BOILER_LEVEL
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lda #$0 ; drop match
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sta HOLDING_ITEM
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done_match_handler:
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;====================================
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; handle special-case forground logic
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;====================================
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jsr update_boiler_state
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jsr draw_marker_switch
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lda LOCATION
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cmp #CABIN_TREE_BOOK_OPEN
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beq animate_channel_book
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cmp #CABIN_SAFE
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bne check_boiler
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jsr draw_safe_combination
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jmp nothing_special
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check_boiler:
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cmp #CABIN_INSIDE
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bne check_basement
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jsr draw_valve_cabin
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jmp nothing_special
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check_basement:
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cmp #CABIN_TREE_BASEMENT
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bne nothing_special
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jsr draw_valve_basement
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jmp nothing_special
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animate_channel_book:
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lda ANIMATE_FRAME
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cmp #11
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bcc channel_book_good
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lda #0
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sta ANIMATE_FRAME
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channel_book_good:
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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 channel_movie,Y
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sta INL
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lda channel_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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done_animate_book:
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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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; exit back to mist by the clock path
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enter_clock:
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lda #DIRECTION_S
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sta DIRECTION
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lda #MIST_CLOCK
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jmp exit_to_mist
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handle_clearing:
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lda DIRECTION
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cmp #DIRECTION_W
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beq enter_path
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; else going east
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lda CURSOR_X
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cmp #22
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bcc enter_cabin
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cmp #27
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bcc marker_switch
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enter_tree_path:
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lda #DIRECTION_E
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sta DIRECTION
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lda #CABIN_TREE_PATH
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sta LOCATION
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jmp change_location
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marker_switch:
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lda #MARKER_TREE
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jmp click_marker_switch
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enter_cabin:
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lda #DIRECTION_E
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sta DIRECTION
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lda LOCATION
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cmp #CABIN_OPEN
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bne open_the_door
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lda #CABIN_ENTRANCE
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bne done_enter_cabin ; bra
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open_the_door:
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lda #CABIN_OPEN
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done_enter_cabin:
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sta LOCATION
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jmp change_location
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enter_path:
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lda #DIRECTION_N
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sta DIRECTION
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lda #MIST_TREE_CORRIDOR_5
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jmp exit_to_mist
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exit_to_mist:
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sta LOCATION
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lda #$ff
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sta LEVEL_OVER
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lda #LOAD_MIST
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sta WHICH_LOAD
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rts
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;==========================
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; includes
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;==========================
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; level graphics
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.include "graphics_cabin/cabin_graphics.inc"
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.include "number_sprites.inc"
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; puzzles
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.include "marker_switch.s"
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.include "cabin_boiler_puzzle.s"
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; level data
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.include "leveldata_cabin.inc"
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; linking books
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.include "link_book_channel.s"
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.include "simple_sounds.s"
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