mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
bd07286014
rol vs asl
322 lines
4.7 KiB
ArmAsm
322 lines
4.7 KiB
ArmAsm
;=================================
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; clicked on map, rotate the tower
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;=================================
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rotate_tower:
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ldy TOWER_ROTATION
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iny
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cpy #10
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bcc done_rotate_tower
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ldy #0
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done_rotate_tower:
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sty TOWER_ROTATION
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jsr change_rotation
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rts
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handle_tower_rotation:
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; draw sprites based on background
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; only needs to be done once?
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ldy #0
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lda #1
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sta mask_smc+1
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tower_sprite_loop:
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lda MARKER_SWITCHES
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mask_smc:
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and #1
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beq skip_sprite
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lda map_sprites,Y
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sta INL
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lda map_sprites+1,Y
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sta INH
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lda map_sprites_coords,Y
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sta XPOS
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lda map_sprites_coords+1,Y
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sta YPOS
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tya
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pha
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jsr put_sprite_crop
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pla
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tay
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skip_sprite:
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asl mask_smc+1
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iny
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iny
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cpy #16
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bne tower_sprite_loop
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; draw the tower line
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jsr draw_tower_line
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; draw the blinking_tower
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lda FRAMEL
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and #$20
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beq tower_blink_off
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lda #<tower_sprite
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sta INL
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lda #>tower_sprite
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sta INH
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lda #29
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sta XPOS
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lda #18
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sta YPOS
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jsr put_sprite_crop
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tower_blink_off:
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rts
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draw_tower_line:
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; set color
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ldy TOWER_ROTATION
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; only 4 hint rotations, so only change line color if one of those
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ldx line_colors,Y
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cpx #$77
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beq color_good
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lda MARKER_SWITCHES
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line_gears:
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cpy #ROTATION_GEARS
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bne line_dock
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and #MARKER_GEARS
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beq white_line
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bne red_line
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line_dock:
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cpy #ROTATION_DOCK
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bne line_tree
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and #MARKER_DOCK
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beq white_line
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bne red_line
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line_tree:
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cpy #ROTATION_TREE
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bne line_spaceship
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and #MARKER_TREE
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beq white_line
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bne red_line
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line_spaceship:
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and #MARKER_SPACESHIP
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beq white_line
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red_line:
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ldx #$11
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bne color_good
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white_line:
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ldx #$77
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color_good:
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stx plot_color+1
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; get initial position (29 x 20)
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ldy #(29*2)
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sty CH
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lda #(20*4)
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sta CV
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tower_line_loop:
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; check x bounds
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ldy CH
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cpy #(8*2)
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bcc done_tower_line
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cpy #(34*2)
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bcs done_tower_line
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; check y bounds
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lda CV
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cmp #(6*4)
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bcc done_tower_line
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cmp #(40*4)
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bcs done_tower_line
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jsr plot_point
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; update X
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lda CH
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clc
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ldy TOWER_ROTATION
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adc xslopes,Y
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sta CH
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; update Y
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lda CV
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clc
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adc yslopes,Y
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sta CV
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jmp tower_line_loop
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done_tower_line:
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rts
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; rotations (10)
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; for each y increment/decrement, how much X to change
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xslopes:
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.byte 1 ; (1,0) yslope=0
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.byte 1 ; (1,2) yslope=2
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.byte $ff ; (-1,4) yslope=4
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.byte $ff ; (-1,1) yslope=1
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.byte $ff ; (-1,0.5) yslope=0.5
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.byte $ff ; (-1,0.2) yslope=0.2
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.byte $ff ; (-1,-0.5) yslope=-0.5
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.byte $ff ; (-1,-1) yslope=-1
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.byte $ff ; (-1,-4) yslope=-4
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.byte 1 ; ( 1,-2) yslope=-2
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; 6.2 fixed point
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yslopes:
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.byte $00 ; (1,0) yslope=0 00000.00
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.byte $08 ; (1,2) yslope=2 00010.00
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.byte $10 ; (-1,4) yslope=4 00100.00
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.byte $04 ; (-1,1) yslope=1 00001.00
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.byte $02 ; (-1,0.5) yslope=0.5 00000.10
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.byte $00 ; (-1,0.2) yslope=0.2 00000.01
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.byte $fe ; (-1,-0.5) yslope=-0.5 11111.10
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.byte $fc ; (-1,-1) yslope=-1 11111.00
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.byte $f0 ; (-1,-4) yslope=-4 11100.00
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.byte $f8 ; ( 1,-2) yslope=-2 11110.00
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line_colors:
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.byte $77,$77,$11,$11,$11
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.byte $77,$77,$77,$11,$77
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.if 0
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; 7.1 fixed point
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xslopes:
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.byte 2 ; (1,0) 0000001.0
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.byte 1 ; (0.5,2) 0000000.1
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.byte $ff ; (-0.5,8) 1111111.1
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.byte $ff ; (-0.5,1) 1111111.1
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.byte $fe ; (-1,1) 1111111.0
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.byte $f6 ; (-5,1) 1111011.0 ; 01010 -> 1 011.0
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.byte $fe ; (-1,-1) 1111111.0
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.byte $ff ; (-0.5,-1) 1111111.1
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.byte $ff ; (-0.5,-6) 1111111.1
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.byte 1 ; ( 0.5,-2) 0000000.1
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; 5.3 fixed point
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yslopes:
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.byte 0 ; (1,0) 00000.000
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.byte 2 ; (0.5,2) 00010.000
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.byte 8 ; (-0.5,8) 00000.001
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.byte 1 ; (-0.5,1)
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.byte 1 ; (-1,1)
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* .byte 1 ; (-5,1)
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.byte $ff ; (-1,-1)
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.byte $ff ; (-0.5,-1)
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.byte $fa ; (-0.5,-6)
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.byte $fe ; ( 0.5,-2)
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.endif
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;=======================
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; map sprites
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;=======================
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tower_sprite: ; at 29x16
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.byte 2,2
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.byte $FA,$FA
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.byte $FF,$FF
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map_sprites:
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.word dock_sprite,gears_sprite,spaceship_sprite,generator_sprite
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.word clock_sprite,tree_sprite,pool_sprite,dentist_sprite
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map_sprites_coords:
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.byte 21,28, 27,30, 27,6, 17,14
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.byte 9,20, 17,26, 18,16, 24,22
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dock_sprite: ; at 21x28
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.byte 5,3
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.byte $FA,$FA,$FA,$FA,$FA
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.byte $AF,$AF,$AF,$AF,$AF
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.byte $AA,$FF,$AA,$AA,$AA
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gears_sprite: ; at 27x30
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.byte 4,2
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.byte $FA,$AF,$FA,$FA
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.byte $AA,$AA,$FF,$FF
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spaceship_sprite: ; at 27,6
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.byte 3,3
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.byte $AA,$FF,$AA
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.byte $A5,$FF,$AA
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.byte $FA,$FF,$FA
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generator_sprite: ; at 17x14
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.byte 2,2
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.byte $FF,$AF
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.byte $AF,$AA
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clock_sprite: ; at 9x20
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.byte 4,2
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.byte $FA,$FA,$AA,$AA
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.byte $FF,$FF,$AA,$AF
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tree_sprite: ; at 17x26
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.byte 3,3
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.byte $AA,$FA,$AA
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.byte $FF,$AA,$FF
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.byte $AA,$AF,$AA
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pool_sprite: ; at 18x16
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.byte 5,4
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.byte $AA,$AA,$FA,$AA,$FA
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.byte $AF,$AA,$FA,$AA,$AA
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.byte $AA,$AA,$FA,$AA,$AF
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.byte $AF,$AA,$AA,$AA,$AA
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dentist_sprite: ; at 24x22
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.byte 4,3
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.byte $AA,$FA,$FA,$AA
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.byte $FF,$AA,$AA,$FF
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.byte $AF,$FA,$FA,$AF
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; 10->
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; AA04F752 2F4149FE
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; AAADCDCD DCDCDCCC
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; ** TOWER ROTATION **
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