mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 17:29:49 +00:00
f145ad998a
should be fixed now
577 lines
8.9 KiB
ArmAsm
577 lines
8.9 KiB
ArmAsm
; G = Give P=Pick up U=use M=walk
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; O = Open L=Look at H=push
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; C = Close T=Talk to N=pull
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;==============================
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; Handle Keypress
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;==============================
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handle_keypress:
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; first handle joystick
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lda JOYSTICK_ENABLED
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beq actually_handle_keypress
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; only check joystick every-other frame
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lda FRAMEL
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and #$1
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beq actually_handle_keypress
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check_button:
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lda PADDLE_BUTTON0
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bpl button_clear
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lda JS_BUTTON_STATE
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bne js_check
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lda #1
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sta JS_BUTTON_STATE
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lda #' '
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jmp check_sound
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button_clear:
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lda #0
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sta JS_BUTTON_STATE
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js_check:
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jsr handle_joystick
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js_check_left:
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lda value0
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cmp #$20
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bcs js_check_right ; if less than 32, left
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lda #'A'
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bne check_sound
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js_check_right:
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cmp #$40
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bcc js_check_up
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lda #'D'
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bne check_sound
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js_check_up:
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lda value1
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cmp #$20
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bcs js_check_down
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lda #'W'
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bne check_sound
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js_check_down:
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cmp #$40
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bcc done_joystick
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lda #'S'
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bne check_sound
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done_joystick:
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actually_handle_keypress:
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lda KEYPRESS
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bmi keypress
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jmp no_keypress
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keypress:
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and #$7f ; clear high bit
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cmp #' '
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beq check_sound ; make sure not to lose space
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and #$df ; convert uppercase to lower case
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check_sound:
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cmp #$14 ; control-T
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bne check_joystick
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lda SOUND_STATUS
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eor #SOUND_DISABLED
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sta SOUND_STATUS
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jmp done_keypress
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; can't be ^J as that's the same as down
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check_joystick:
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cmp #'J' ; J
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bne check_give
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lda JOYSTICK_ENABLED
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eor #1
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sta JOYSTICK_ENABLED
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jmp done_keypress
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check_give:
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cmp #'G'
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bne check_open
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lda #VERB_GIVE
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sta CURRENT_VERB
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jmp done_keypress
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check_open:
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cmp #'O'
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bne check_close
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lda #VERB_OPEN
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sta CURRENT_VERB
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jmp done_keypress
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check_close:
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cmp #'C'
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bne check_pick_up
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lda #VERB_CLOSE
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sta CURRENT_VERB
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jmp done_keypress
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check_pick_up:
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cmp #'P'
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bne check_look_at
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lda #VERB_PICK_UP
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sta CURRENT_VERB
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jmp done_keypress
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check_look_at:
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cmp #'L'
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bne check_talk_to
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lda #VERB_LOOK_AT
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sta CURRENT_VERB
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jmp done_keypress
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check_talk_to:
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cmp #'T'
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bne check_use
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lda #VERB_TALK_TO
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sta CURRENT_VERB
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jmp done_keypress
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check_use:
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cmp #'U'
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bne check_push
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lda #VERB_USE
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sta CURRENT_VERB
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jmp done_keypress
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check_push:
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cmp #'H'
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bne check_pull
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lda #VERB_PUSH
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sta CURRENT_VERB
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jmp done_keypress
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check_pull:
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cmp #'N'
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bne check_walk
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lda #VERB_PULL
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sta CURRENT_VERB
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jmp done_keypress
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check_walk:
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cmp #'M'
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bne check_left
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lda #VERB_WALK
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sta CURRENT_VERB
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jmp done_keypress
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;check_load:
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; cmp #$C ; control-L
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; bne check_save
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; jsr load_game
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; jmp done_keypress
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;check_save:
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; cmp #$13 ; control-S
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; bne check_left
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; jsr save_game
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; jmp done_keypress
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check_left:
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cmp #'A'
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beq left_pressed
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cmp #8 ; left key
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bne check_right
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left_pressed:
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lda CURSOR_X ; if 41<x<$FB don't decrement
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cmp #41
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bcc do_dec_cursor_x
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cmp #$FB
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bcc done_left_pressed
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do_dec_cursor_x:
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dec CURSOR_X
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done_left_pressed:
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jmp done_keypress
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check_right:
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cmp #'D'
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beq right_pressed
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cmp #$15 ; right key
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bne check_up
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right_pressed:
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lda CURSOR_X ; if 40<x<$FA don't increment
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cmp #40
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bcc do_inc_cursor_x
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cmp #$FA
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bcc done_right_pressed
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do_inc_cursor_x:
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inc CURSOR_X
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done_right_pressed:
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jmp done_keypress
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check_up:
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cmp #'W'
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beq up_pressed
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cmp #$0B ; up key
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bne check_down
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up_pressed:
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lda CURSOR_Y ; if 49<y<$F0 don't decrement
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cmp #49
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bcc do_dec_cursor_y
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cmp #$F0
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bcc done_up_pressed
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do_dec_cursor_y:
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dec CURSOR_Y
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dec CURSOR_Y
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done_up_pressed:
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jmp done_keypress
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check_down:
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cmp #'S'
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beq down_pressed
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cmp #$0A
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bne check_return
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down_pressed:
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lda CURSOR_Y ; if 48<y<$EE don't decrement
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cmp #48
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bcc do_inc_cursor_y
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cmp #$EE
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bcc done_down_pressed
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do_inc_cursor_y:
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inc CURSOR_Y
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inc CURSOR_Y
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done_down_pressed:
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jmp done_keypress
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check_return:
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cmp #' '
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beq return_pressed
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cmp #13
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bne done_keypress
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return_pressed:
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special_return:
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jsr handle_return
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; special case, don't make cursor visible
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jmp no_keypress
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done_keypress:
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lda #1 ; make cursor visible
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sta CURSOR_VISIBLE
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lda #0
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sta DISPLAY_MESSAGE
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no_keypress:
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bit KEYRESET
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rts
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;============================
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; handle_return
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;============================
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handle_return:
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; if Y>38 then clicking on verb
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lda CURSOR_Y
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cmp #38
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bcc check_walking ; blt
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cmp #50
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bcs check_walking
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lda CURSOR_X
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clc
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adc #3 ; get onto screen
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cmp #7
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bcc menu_col1
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cmp #16
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bcc menu_col2
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cmp #22
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bcc menu_col3
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bcs done_click_nochange
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menu_col1:
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lda CURSOR_Y
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cmp #40
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beq menu_col1_row2
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bcs menu_col1_row3
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menu_col1_row1:
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lda #VERB_GIVE
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jmp done_click_menu
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menu_col1_row2:
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lda #VERB_OPEN
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jmp done_click_menu
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menu_col1_row3:
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lda #VERB_CLOSE
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jmp done_click_menu
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menu_col2:
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lda CURSOR_Y
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cmp #40
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beq menu_col2_row2
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bcs menu_col2_row3
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menu_col2_row1:
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lda #VERB_PICK_UP
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jmp done_click_menu
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menu_col2_row2:
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lda #VERB_LOOK_AT
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jmp done_click_menu
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menu_col2_row3:
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lda #VERB_TALK_TO
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jmp done_click_menu
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menu_col3:
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lda CURSOR_Y
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cmp #40
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beq menu_col3_row2
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bcs menu_col3_row3
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menu_col3_row1:
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lda #VERB_USE
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jmp done_click_menu
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menu_col3_row2:
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lda #VERB_PUSH
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jmp done_click_menu
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menu_col3_row3:
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lda #VERB_PULL
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jmp done_click_menu
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done_click_menu:
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sta CURRENT_VERB
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done_click_nochange:
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rts
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check_walking:
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; check if walking verb
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lda CURRENT_VERB
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cmp #VERB_WALK
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beq action_walk_to
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; otherwise see if there's a noun
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lda VALID_NOUN
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bne activate_noun
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; wasn't valid, switch to walk
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lda #VERB_WALK
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sta CURRENT_VERB
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jmp done_return
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activate_noun:
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;============================
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; handle_special
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;===========================
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; set up jump table fakery
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lda NOUN_VECTOR_H ; h first
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pha
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lda NOUN_VECTOR_L
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pha
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rts ; jmp to it
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action_walk_to:
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jsr set_destination
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done_return:
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rts
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;==============================
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; set destination
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;==============================
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set_destination:
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; tiny: y=cursor_y+6
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; small: y=cursor_y+2
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; med: y=cursor_y-2
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; big: y=cursor_y-7
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; adjust differently depending on size
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lda GUYBRUSH_SIZE
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beq set_destination_big
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cmp #GUYBRUSH_MEDIUM
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beq set_destination_medium
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cmp #GUYBRUSH_SMALL
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beq set_destination_small
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set_destination_tiny:
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lda CURSOR_X
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bpl destination_tiny_x_is_positive
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; we are off edge of screen, just say 0
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lda #$FE
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destination_tiny_x_is_positive:
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clc
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adc #2
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sta DESTINATION_X
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lda CURSOR_Y
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bpl destination_tiny_y_is_positive
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cmp #$Fc
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bcs destination_tiny_y_is_positive
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lda #$Fc
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destination_tiny_y_is_positive:
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clc
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adc #6
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and #$FE ; has to be even
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sta DESTINATION_Y
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jmp set_destination_smc
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set_destination_small:
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lda CURSOR_X
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bpl destination_small_x_is_positive
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; we are off edge of screen, just say 0
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lda #$FE
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destination_small_x_is_positive:
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clc
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adc #2
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sta DESTINATION_X
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lda CURSOR_Y
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bpl destination_small_y_is_positive
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lda #0
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destination_small_y_is_positive:
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clc
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adc #2
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and #$FE ; has to be even
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sta DESTINATION_Y
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jmp set_destination_smc
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set_destination_medium:
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lda CURSOR_X
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bpl destination_medium_x_is_positive
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; we are off edge of screen, just say 0
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lda #$ff
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destination_medium_x_is_positive:
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clc
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adc #1
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sta DESTINATION_X
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lda CURSOR_Y
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bpl destination_medium_y_is_positive
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lda #0
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destination_medium_y_is_positive:
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sec
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sbc #2
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and #$FE ; has to be even
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sta DESTINATION_Y
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jmp set_destination_smc
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set_destination_big:
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lda CURSOR_X
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bpl destination_x_is_positive
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; we are off edge of screen, just say 0
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lda #0
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destination_x_is_positive:
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sta DESTINATION_X
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lda CURSOR_Y
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bpl destination_y_is_positive
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lda #7
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destination_y_is_positive:
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sec
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sbc #7
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and #$FE ; has to be even
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sta DESTINATION_Y
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set_destination_smc:
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jsr $0000
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done_set_destination:
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rts
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;=============================
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; change location
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;=============================
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change_location:
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; reset graphics
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bit SET_GR
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; reset pointer to not visible
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lda #0
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sta ANIMATE_FRAME
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sta CURSOR_VISIBLE
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; don't center?
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; lda #20
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; sta CURSOR_X
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; sta CURSOR_Y
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lda LOCATION
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asl
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tay
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;==========================
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; update location pointer
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lda (LOCATIONS_L),Y
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sta LOCATION_STRUCT_L
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iny
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lda (LOCATIONS_L),Y
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sta LOCATION_STRUCT_H
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;==========================
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; update level info
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ldy #LOCATION_DESTINATION
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lda (LOCATION_STRUCT_L),Y
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sta set_destination_smc+1
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iny
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lda (LOCATION_STRUCT_L),Y
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sta set_destination_smc+2
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ldy #LOCATION_EXIT
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lda (LOCATION_STRUCT_L),Y
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sta check_exit_smc+1
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iny
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lda (LOCATION_STRUCT_L),Y
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sta check_exit_smc+2
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ldy #LOCATION_BOUNDS
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lda (LOCATION_STRUCT_L),Y
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sta keep_in_bounds_smc+1
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iny
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lda (LOCATION_STRUCT_L),Y
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sta keep_in_bounds_smc+2
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; set on exit as might have multiple entrances
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; ldy #LOCATION_SIZE
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; lda (LOCATION_STRUCT_L),Y
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; sta GUYBRUSH_SIZE
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;==========================
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; load new background
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ldy #LOCATION_BACKGROUND
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_LO
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iny
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_HI
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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rts
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