mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-09-13 12:56:30 +00:00
390 lines
4.9 KiB
ArmAsm
390 lines
4.9 KiB
ArmAsm
; Ootw Checkpoint4 -- Running around the City
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; call once before entering city for first time
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ootw_city_init:
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lda #0
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sta PHYSICIST_STATE
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sta WHICH_ROOM
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sta DIRECTION ; left
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lda #1
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sta HAVE_GUN
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lda #28
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sta PHYSICIST_X
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lda #30
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sta PHYSICIST_Y
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rts
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;===========================
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; enter new room in jail
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;===========================
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ootw_city:
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;==============================
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; each room init
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; lda #0
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; sta ON_ELEVATOR
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; sta TELEPORTING
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;==============================
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; setup per-room variables
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lda WHICH_ROOM
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bne room1
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; Room0 with recharger
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room0:
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lda #(6+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #28
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sta PHYSICIST_Y
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; load background
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lda #>(recharge_rle)
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sta GBASH
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lda #<(recharge_rle)
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jmp room_setup_done
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; hallway with weird ceiling
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room1:
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cmp #1
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bne room2
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #2
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #8
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sta PHYSICIST_Y
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; load background
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lda #>(hallway_rle)
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sta GBASH
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lda #<(hallway_rle)
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jmp room_setup_done
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; causeway part 1
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room2:
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cmp #2
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bne room3
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta cer_smc+1
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; set left exit
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lda #1
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sta cel_smc+1
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lda #18
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sta PHYSICIST_Y
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; load background
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lda #>(causeway1_rle)
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sta GBASH
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lda #<(causeway1_rle)
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jmp room_setup_done
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; causeway part 2
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room3:
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cmp #3
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bne room4
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #7
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sta cer_smc+1
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; set left exit
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lda #2
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sta cel_smc+1
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lda #30
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sta PHYSICIST_Y
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; ; load background
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; lda #>(jail4_rle)
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; sta GBASH
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; lda #<(jail4_rle)
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jmp room_setup_done
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; down at the bottom
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room4:
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; cmp #4
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; bne jail5
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lda #(17+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #9
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sta cer_smc+1
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lda #20
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sta PHYSICIST_Y
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; load background
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; lda #>(room_b2_rle)
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; sta GBASH
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; lda #<(room_b2_rle)
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jmp room_setup_done
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room_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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ootw_room_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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; City Loop
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;============================
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;============================
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city_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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lda WHICH_JAIL
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bg_room0:
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; Room #0, draw pulsing recharger
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; cmp #0
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; bne bg_jail6
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; jsr ootw_draw_miners
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c4_no_bg_action:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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;===============================
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jsr move_physicist
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;===============================
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; move friend
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;===============================
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; jsr move_friend
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;===============
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; draw friend
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; jsr draw_friend
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c4_done_draw_friend:
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;========================
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; draw foreground action
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lda WHICH_ROOM
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cmp #2
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bne c4_no_fg_action
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;c2_draw_cart:
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;
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; lda CART_X
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; sta XPOS
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; lda #36
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; sta YPOS
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; lda #<cart_sprite
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; sta INL
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; lda #>cart_sprite
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; sta INH
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; jsr put_sprite_crop
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; jmp c2_no_fg_action
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c4_no_fg_action:
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;====================
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; activate fg objects
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;====================
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;c2_fg_check_jail1:
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; lda WHICH_JAIL
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; cmp #1
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; bne c2_fg_check_jail2
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;
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; lda CART_OUT
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; bne c2_fg_check_jail2
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;
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; inc CART_OUT
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;================
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; move fg objects
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;================
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c4_move_fg_objects:
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; lda CART_OUT
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; cmp #1
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; bne cart_not_out
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; move cart
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; lda FRAMEL
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; and #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne city_frame_no_oflo
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inc FRAMEH
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city_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_city
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cmp #$ff ; if $ff, we died
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beq done_city
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;===============================
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; check if exited room to right
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cmp #1
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beq city_exit_left
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;=================
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; exit to right
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city_right_yes_exit:
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lda #0
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sta PHYSICIST_X
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cer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_city
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;=====================
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; exit to left
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city_exit_left:
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lda #37
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sta PHYSICIST_X
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cel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_city
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; loop forever
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still_in_city:
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lda #0
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sta GAME_OVER
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jmp city_loop
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done_city:
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rts
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