mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 05:05:13 +00:00
1004 lines
12 KiB
ArmAsm
1004 lines
12 KiB
ArmAsm
.include "zp.inc"
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JO EQU $00 ; fireball out
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JX EQU $01
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JY EQU $02
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JA EQU $03
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KO EQU $04 ; core out
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KXL EQU $05
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KXH EQU $06
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KY EQU $07
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KV EQU $08
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BO EQU $09 ; blue portal
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BXL EQU $0A
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BXH EQU $0B
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BY EQU $0C
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GO EQU $0D ; orange portal
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GXL EQU $0E
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GXH EQU $0F
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GY EQU $10
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PR EQU $11
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SXH EQU $12
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SXL EQU $13
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SY EQU $14
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UXL EQU $15
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UXH EQU $16
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UY EQU $17
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TIME EQU $18
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HGR_SHAPE EQU $1A
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HGR_SHAPEH EQU $1B
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HGR_BITS EQU $1C
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HGR_COUNT EQU $1D
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HGR_DX EQU $D0
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HGR_DY EQU $D2
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HGR_QUADRANT EQU $D3
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HGR_E EQU $D4
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HGR_EH EQU $D5
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HGR_X EQU $E0
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HGR_Y EQU $E2
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HGR_COLOR EQU $E4
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HGR_HORIZ EQU $E5
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HGR_PAGE EQU $E6
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HGR_SCALE EQU $E7
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HGR_COLLISIONS EQU $EA
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HGR_ROTATION EQU $F9
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X1 EQU $FD
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X2 EQU $FE
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Y1 EQU $FF
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SOUND1 EQU $300
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SOUND2 EQU $301
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HGR EQU $F3E2
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HCLR EQU $F3F2
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HPOSN EQU $F411
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HPLOT0 EQU $F457
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HGLIN EQU $F53A
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XDRAW1 EQU $F661
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COLORTBL EQU $F6F6
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ending:
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;==========================
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; Init vars
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;==========================
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lda #0
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sta JO ; jam out
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sta KO ; core out
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sta TIME
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lda #1
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sta PR ; portals horizontal
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;==========================
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; Setup Graphics
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;==========================
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; We can't use HGR as it clears the screen
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; jsr HGR
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jsr HOME
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bit PAGE0 ; first graphics page
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lda #$20
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sta HGR_PAGE
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bit TEXTGR ; mixed text/graphics
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bit HIRES ; hires mode
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bit SET_GR ; graphics mode
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lda #0
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sta HGR_ROTATION
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lda #1
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sta HGR_SCALE
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;======================
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; Draw Chell
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;======================
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lda #<chell_right
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sta HGR_SHAPE
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lda #>chell_right
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sta HGR_SHAPE+1
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; HFNS puts X-coord in Y,X, Y-coord in A
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; HPOSN sets up GBASL/GBASH
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ldy #0
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lda #112
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ldx #69
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jsr HPOSN
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lda HGR_ROTATION ; rotation
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jsr XDRAW1
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;============
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; Draw blue core
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;============
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lda #150
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sta KXL
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lda #0
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sta KXH
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lda #65
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sta KY
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jsr draw_core
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;============================
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; Start with blue portal out
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;============================
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lda #0
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sta BO
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lda #0
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sta SXH
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lda #45
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sta SXL
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lda #100
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sta SY
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jsr draw_blue_no_sound
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;============================
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; Start with orange portal out
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;============================
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lda #0
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sta GO
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lda #0
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sta SXH
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lda #119
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sta SXL
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lda #115
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sta SY
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jsr draw_orange_no_sound
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game_loop:
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lda KXL ; update core co-ords
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sta UXL
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lda KY
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sta UY
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lda KXH
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sta UXH
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lda TIME
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beq no_time
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inc TIME
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cmp #30
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bne time_60
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time_30:
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lda #1
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sta SXH
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lda #3
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sta SXL
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lda #50
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sta SY
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jsr draw_blue
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jmp no_time
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time_60:
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cmp #60
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bne no_time
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lda #0
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sta SXH
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lda #149
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sta SXL
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lda #119
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sta SY
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jsr draw_orange
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no_time:
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;===================
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; Physics Engine
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;===================
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; Draw/Move Fireball
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ldx JO
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beq jo_not_out
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dex
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beq jo_out
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jmp done_jo
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jo_not_out:
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lda #1 ; If JO=0 THEN JO=1
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sta JO
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lda #45
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sta JX ; JX=45
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lda #10
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sta JY ; JY=10
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lda #5
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sta JA ; JA=5
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lda #200 ; POKE 768,200:POKE 769,10:CALL 770
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sta SOUND1
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lda #10
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sta SOUND2
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jsr sound
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jmp jo_draw ; XDRAW 6 AT JX,JY
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jo_out:
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jsr draw_j ; erase old jo
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clc
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lda JY
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adc JA
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sta JY
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jo_draw:
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jsr draw_j ; draw new jo
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done_jo:
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; Move Blue Core
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lda KO
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beq done_move
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; IF KO=1 THEN KY=KY-KV:KV=KV-4.5
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sec
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lda KY
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sbc KV
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sta KY
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sec
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lda KV
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sbc #4
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sta KV
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done_move:
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;====================================
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; Portal Collision Detection
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;====================================
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; Portal/Core
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lda KO
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beq portal_fb ; IF KO=0 GOTO 206
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; IF KX>BX-12 AND KX<BX+12 AND KY<BY+6 AND KY>BY-6 THEN SCALE=1:KX=GX:KY=GY+6
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lda GXL
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sec
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sbc #12
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cmp KXL
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bcs no_g_core ; IF KX>GX-12 AND
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lda GXL
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clc
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adc #12
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cmp KXL
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bcc no_g_core ; KX<GX+12 AND
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lda GY
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clc
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adc #6
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cmp KY
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bcc no_g_core ; KY<GY+6 AND
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lda GY
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sec
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sbc #6
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cmp KY
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bcs no_g_core ; KY>GY-6 THEN SCALE=1:KX=BX:KY=BY+6
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lda BXH
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sta KXH
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lda BXL
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sta KXL
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lda BY
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clc
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adc #6
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sta KY
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no_g_core:
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; Portal/Fireball
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portal_fb:
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lda JO
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beq done_portal_fireball ; IF L=1 OR JO=0 GOTO 210
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; Check blue
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lda BXL
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sec
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sbc #12
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cmp JX
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bcs no_b_fb ; IF JX>BX-12 AND
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lda BXL
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clc
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adc #12
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cmp JX
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bcc no_b_fb ; JX<BX+12 AND
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lda BY
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clc
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adc #6
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cmp JY
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bcc no_b_fb ; JY<BY+6 AND
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lda BY
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sec
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sbc #6
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cmp JY
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bcs no_b_fb ; JY>BY-6 THEN
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jsr draw_j ; SCALE=2:XDRAW 6 AT JX,JY
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lda GXL
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sta JX ; JX=GX
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lda GY
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sec
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sbc #6
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sta JY ; JY=GY-6
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lda JA
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eor #$FF
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clc
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adc #$1
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sta JA ; JA=-JA
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jsr draw_j ; XDRAW 6 AT JX,JY
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no_b_fb:
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; 207 IF JX>BX-12 AND JX<BX+12 AND JY<BY+6 AND JY>BY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=GX:JY=GY-6:JA=-JA:XDRAW 6 AT JX,JY
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no_o_fb:
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; 208 IF JX>GX-12 AND JX<GX+12 AND JY<GY+6 AND JY>GY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=BX:JY=BY-6:JA=-JA:XDRAW 6 AT JX,JY
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done_portal_fireball:
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;=====================================
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; Wall Collision Detection
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;=====================================
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; Dropping Blob
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lda JO
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beq collide_object
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bmi collide_object ; IF JO<=0 GOTO 229
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;225 IF JX>CX-5 AND JX<CX+5 AND JY>CY-7 AND JY<CY+7 THEN GOTO 800
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lda JY
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cmp #120
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bcc jo_off
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jsr draw_j ; IF JY>120 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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lda #0
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sta JO
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jo_off:
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lda JA
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bpl jo_not_up
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lda JY
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cmp #5
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bcs jo_not_up ; IF JA<0 AND JY<5 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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jsr draw_j
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lda #0
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sta JO
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jo_not_up:
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; check if hitting glados
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; IF JX>110 AND JX<130 AND JY>60 AND JY<85 THEN GOSUB 3000
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lda JX
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cmp #110
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bcc jo_no_hit
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cmp #130
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bcs jo_no_hit
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lda JY
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cmp #60
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bcc jo_no_hit
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cmp #85
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bcs jo_no_hit
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jsr hit_glados
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jo_no_hit:
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collide_object:
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; Object and floor
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lda KO
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beq done_collide
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lda KY
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cmp #115
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bcc check_incinerator
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; IF KY>115 THEN KY=115:KV=0
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lda #115
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sta KY
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lda #0
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sta KV
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check_incinerator:
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; Object in Incinerator
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lda KY
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cmp #100
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bcc done_collide
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lda KXH
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bne incinerated
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lda KXL
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cmp #240
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bcc done_collide
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incinerated:
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jmp explosion ; IF KX>240 AND KY>100 THEN GOSUB 4000
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done_collide:
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;===============================
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; Draw Objects
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;===============================
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; Core
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lda UXH
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cmp KXH
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bne blah
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lda UXL
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cmp KXL
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bne blah
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lda UY
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cmp KY
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beq done_draw_objects ; IF UX=KX AND UY=KY GOTO 300
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blah:
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jsr erase_core ; SCALE=1:XDRAW 7 AT UX,UY:XDRAW 7 AT KX,KY
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done_draw_objects:
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lda #128
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jsr WAIT
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jmp game_loop
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;======================================
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; Draw J
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;======================================
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draw_j:
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lda #2
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sta HGR_SCALE ; SCALE=2
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; XDRAW 6 AT JX,JY
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lda #<fireball
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sta HGR_SHAPE
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lda #>fireball
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sta HGR_SHAPE+1
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; HFNS puts X-coord in Y,X, Y-coord in A
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; HPOSN sets up GBASL/GBASH
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ldy #0
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lda JY
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ldx JX
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1 ; (tail call?)
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rts
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;======================
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; Draw Blue Core
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;======================
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erase_core:
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lda #<blue_core
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sta HGR_SHAPE
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lda #>blue_core
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sta HGR_SHAPE+1
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; HFNS puts X-coord in Y,X, Y-coord in A
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; HPOSN sets up GBASL/GBASH
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lda #1
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sta HGR_SCALE
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; 2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
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ldy UXH
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ldx UXL
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lda UY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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draw_core:
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lda #<blue_core
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sta HGR_SHAPE
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lda #>blue_core
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sta HGR_SHAPE+1
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; HFNS puts X-coord in Y,X, Y-coord in A
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; HPOSN sets up GBASL/GBASH
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lda #1
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sta HGR_SCALE
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; 2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
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ldy KXH
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ldx KXL
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lda KY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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rts
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;==============================
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; Draw Blue Portal
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;==============================
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draw_blue:
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; 6002 POKE 768,143:POKE 769,40:CALL 770
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lda #143
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sta SOUND1
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lda #40
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sta SOUND2
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jsr sound
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draw_blue_no_sound:
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; Erase old
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lda PR ; 0 = vertical
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bne blue_horizontal
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lda #2
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sta HGR_SCALE
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lda #<portal_vert
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sta HGR_SHAPE
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lda #>portal_vert
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sta HGR_SHAPE+1
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jmp blue_portal_erase
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blue_horizontal:
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lda #1
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sta HGR_SCALE
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lda #<portal_horiz
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sta HGR_SHAPE
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lda #>portal_horiz
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sta HGR_SHAPE+1
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blue_portal_erase:
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lda BO
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beq blue_portal_draw
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; 6004 SCALE=2: IF PR=1 THEN SCALE=1
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; 6005 IF BO=1 THEN XDRAW 2+PR AT BX,BY
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; 6010 BX=SX:BY=SY
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; 6020 BO=1:XDRAW 2+PR AT BX,BY
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ldy BXH
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ldx BXL
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lda BY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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blue_portal_draw:
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lda SXH
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sta BXH
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lda SXL
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sta BXL
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lda SY
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sta BY
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lda #<portal_horiz
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sta HGR_SHAPE
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lda #>portal_horiz
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sta HGR_SHAPE+1
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lda #1
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sta BO
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ldy BXH
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ldx BXL
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lda BY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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; IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
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rts
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;=============================
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; Draw Orange Portal
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;=============================
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draw_orange:
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; POKE 768,72:POKE 769,40:CALL 770
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lda #72
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sta SOUND1
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lda #40
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sta SOUND2
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jsr sound
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draw_orange_no_sound:
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; Erase old
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lda PR ; 0 = vertical
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bne orange_horizontal
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lda #2
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sta HGR_SCALE
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lda #<portal_vert
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sta HGR_SHAPE
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lda #>portal_vert
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sta HGR_SHAPE+1
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jmp orange_portal_erase
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orange_horizontal:
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lda #1
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sta HGR_SCALE
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lda #<portal_horiz
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sta HGR_SHAPE
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lda #>portal_horiz
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sta HGR_SHAPE+1
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orange_portal_erase:
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lda GO
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beq orange_portal_draw
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;6104 SCALE=2: IF PR=1 THEN SCALE=1
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;6105 IF GO=1 THEN XDRAW 2+PR AT GX,GY
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;6110 GX=SX+1:GY=SY
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;6120 GO=1:XDRAW 2+PR AT GX,GY
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ldy GXH
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ldx GXL
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lda GY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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orange_portal_draw:
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lda SXH
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sta GXH
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ldx SXL
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inx
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stx GXL ; FIXME: overflow
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lda SY
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sta GY
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lda #<portal_horiz
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sta HGR_SHAPE
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lda #>portal_horiz
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sta HGR_SHAPE+1
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lda #1
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sta GO
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ldy GXH
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ldx GXL
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lda GY
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jsr HPOSN
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lda #0 ; rotation
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jsr XDRAW1
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; IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
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rts
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;=====================================
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; Draw Explosion
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;=====================================
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explosion:
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; HCOLOR=5
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ldx #5
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lda COLORTBL,X ; get color pattern from table
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sta HGR_COLOR
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;4010 FOR X=0 TO 278 STEP 5:HPLOT X,0 TO 120,85:V=PEEK(-16336):NEXT X
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lda #0
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sta X1
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sta X2
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loop1:
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bit $C030
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; HPLOT X,0 to 120,85
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; X= (y,x), Y=a
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ldy X2
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ldx X1
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lda #0
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jsr HPLOT0
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; X=(x,a), y=Y
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lda #120
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ldx #0
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ldy #85
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jsr HGLIN
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clc
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lda X1
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adc #5
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sta X1
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lda X2
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adc #0
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sta X2
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cmp #1
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bne loop1
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lda X1
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cmp #22
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bcc loop1
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;4015 FOR Y=0 TO 159 STEP 5:HPLOT 278,Y TO 120,85:V=PEEK(-16336):NEXT Y
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lda #0
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sta Y1
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loop2:
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bit $C030
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; HPLOT 278,Y to 120,85
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; X= (y,x), Y=a
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ldy #1
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ldx #22
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lda Y1
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jsr HPLOT0
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; X=(x,a), y=Y
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lda #120
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ldx #0
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ldy #85
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jsr HGLIN
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clc
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lda Y1
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adc #5
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sta Y1
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cmp #159
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bcc loop2
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;4020 FOR X=278 TO 0 STEP -5:HPLOT X,159 TO 120,85:V=PEEK(-16336):NEXT X
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lda #22
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sta X1
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lda #1
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sta X2
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loop3:
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bit $C030
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; HPLOT X,159 to 120,85
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; X= (y,x), Y=a
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ldy X2
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ldx X1
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lda #159
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jsr HPLOT0
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; X=(x,a), y=Y
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lda #120
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ldx #0
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ldy #85
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jsr HGLIN
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sec
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lda X1
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sbc #5
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sta X1
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lda X2
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sbc #0
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sta X2
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cmp #0
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bne loop3
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lda X1
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cmp #5
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bcs loop3
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;4025 FOR Y=159 TO 0 STEP -5:HPLOT 0,Y TO 120,85:V=PEEK(-16336):NEXT Y
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lda #159
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sta Y1
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loop4:
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bit $C030
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; HPLOT 0,Y to 120,85
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; X= (y,x), Y=a
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ldy #0
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ldx #0
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lda Y1
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jsr HPLOT0
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; X=(x,a), y=Y
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lda #120
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ldx #0
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ldy #85
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jsr HGLIN
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sec
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lda Y1
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sbc #5
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sta Y1
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cmp #$ff
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bne loop4
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rts
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;===============================
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; hit glados
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;===============================
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hit_glados:
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; 3000 HTAB 3:VTAB 21:PRINT " Nice job breaking it, hero. "
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ldy #10
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boom_loop:
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sty TEMPY
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lda #110
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sta JX
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lda #60
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sta JY
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jsr draw_j ; XDRAW 7 AT 110,60
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bit $C030 ; V=PEEK(-16336)
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lda #130
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sta JX
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jsr draw_j ; XDRAW 7 AT 130,60
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lda #85
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sta JY
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jsr draw_j ; XDRAW 7 AT 130,85
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bit $C030 ; V=PEEK(-16336)
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lda #110
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sta JX
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jsr draw_j ; XDRAW 7 AT 110,85
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lda #120
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sta JX
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jsr draw_j ; XDRAW 7 AT 120,85
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bit $C030 ; V=PEEK(-16336)
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ldy TEMPY
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dey
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bne boom_loop
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lda #$ff
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sta JO ; JO=-1
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; Release the orb
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lda #1
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sta KO ; KO=1
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; start time counting
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lda #1
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sta TIME
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rts
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; Script
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; shape, x, y
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; plasma drop
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; plasma drop
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; plasma drop
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; hit!
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; ball fall
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; ball fall
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; ball fall
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; move portal blue
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; move portal orange
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; ball fall
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; ball fall
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; ball fall
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; ending
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;=============================
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; sound
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;=============================
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; Violin sound, based on: https://gist.github.com/thelbane/9291cc81ed0d8e0266c8
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sound:
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; 300
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; 301
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ldy $0301 ; 302
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sound_l5:
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lda $0300 ; 305
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sta $FA
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sound_l4:
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ldx $0300
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sound_l2:
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cpx $FA
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bne sound_l1
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lda $C030
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sound_l1:
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dex
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bne sound_l2
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lda $C030
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dey
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beq sound_l3
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dec $FA
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bne sound_l4
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jmp sound_l5
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sound_l3:
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rts
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; 6 FOR L=770 TO 804:READ V:POKE L,V:NEXT L
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; Shape Table
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.include "objects_shape.inc"
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.align $400
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; Graphics Background
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.incbin "GLADOS.HGR",4
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