mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 05:05:13 +00:00
1e4c13d4e2
it was left a mess by March Vince, and just wasn't salvagable to re-use the pure animation ending, had to split off the sprites and do the laser gun manually a huge pain, did save some disk space though
599 lines
9.5 KiB
ArmAsm
599 lines
9.5 KiB
ArmAsm
; Ootw mesa at far right
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ootw_mesa:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;===========================
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; Setup right/left exit paramaters
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lda BEAST_OUT ; if beast out, we can go full right
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beq beast_not_out_yet
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lda #(128+39) ; aliens trigger
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sta RIGHT_LIMIT
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sta RIGHT_WALK_LIMIT
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jmp mesa_left
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beast_not_out_yet:
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lda #(128+20) ; beast trigger
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sta RIGHT_LIMIT
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sta RIGHT_WALK_LIMIT
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mesa_left:
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lda #(128-4)
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sta LEFT_LIMIT
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sta LEFT_WALK_LIMIT
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;=============================
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; Load background to $c00
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lda #>(cavern3_rle)
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sta GBASH
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lda #<(cavern3_rle)
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sta GBASL
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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sta LEVELEND_PROGRESS
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lda #2
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sta WHICH_CAVE
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jsr setup_beast
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;============================
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;============================
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;============================
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; Mesa main Loop
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;============================
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;============================
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;============================
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mesa_loop:
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;===================================
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; Check if in end-of-level animation
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;===================================
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lda LEVELEND_PROGRESS
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beq no_levelend
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jsr l1_end_level
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jmp mesa_no_beast
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no_levelend:
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;==================================
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; copy background to current page
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;==================================
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jsr gr_copy_to_current
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;beyond_mesa_normal:
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lda LEVELEND_PROGRESS ; only draw if not in end animation
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bne level1_ending
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; Move physicist
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;===============================
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jsr move_physicist
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;===============================
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; check limits
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;===============================
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jsr check_screen_limit
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;===============
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; draw physicist
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;===============
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jsr draw_physicist
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mesa_no_check_levelend:
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;================
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; handle beast
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lda BEAST_OUT
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beq mesa_no_beast
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;================
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; move beast
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;=================
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jsr move_beast
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;================
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; draw beast
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;================
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jsr draw_beast
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mesa_no_beast:
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level1_ending:
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;===============
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; page flip
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;===============
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne mesa_frame_no_oflo
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inc FRAMEH
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mesa_frame_no_oflo:
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;========================================
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;========================================
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; check if triggering beast
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;========================================
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;========================================
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lda BEAST_OUT
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bne mesa_done_check_beast
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lda PHYSICIST_X
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cmp #19
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bne mesa_done_check_beast ; blt
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trigger_beast:
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;=======================
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; trigger beast emerging
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lda #1
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sta BEAST_OUT
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lda #26
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sta BEAST_Y
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lda #0
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sta BEAST_DIRECTION
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sta BEAST_GAIT
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sta BEAST_STATE ; B_STANDING
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sta GAME_OVER
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sta PHYSICIST_STATE ; stop in tracks
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lda #50
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sta BEAST_COUNT
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lda #30
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sta BEAST_X
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lda #(39+128) ; update right side of screen
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sta RIGHT_LIMIT ; this is mostly for testing
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sta RIGHT_WALK_LIMIT
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; show cutscene of arrival
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jsr beast_arrival_cutscene
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jmp not_done_mesa
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mesa_done_check_beast:
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;========================================
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;========================================
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; check if at edge of screen or game over
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;========================================
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;========================================
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l1_game_over_check:
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lda GAME_OVER ; if not game over, skip ahead
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beq not_done_mesa
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cmp #$ff ; check if died, if so exit
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beq done_mesa
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cmp #$5 ; check if defeated, if so exit
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beq done_mesa
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;====================
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; check if leaving room
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mesa_check_right:
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cmp #$2
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bne mesa_check_left
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;=====================
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; off screen to right
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; trigger ending
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lda #MAX_PROGRESSION
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sta LEVELEND_PROGRESS
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lda #0
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sta GAME_OVER
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lda #30
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sta PHYSICIST_X ; debugging
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jmp not_done_mesa
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mesa_check_left:
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cmp #$1
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bne not_done_mesa
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;============================
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; off screen to left
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mesa_off_left:
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lda #37
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sta PHYSICIST_X
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lda #1
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sta WHICH_CAVE ; go left one screen
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jmp ootw_cavern
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not_done_mesa:
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; loop forever
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jmp mesa_loop
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done_mesa:
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rts
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;=====================
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; long(er) wait
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; waits approximately 10ms * X
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long_wait:
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lda #64
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jsr WAIT ; delay 1/2(26+27A+5A^2) us, 11,117
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dex
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bne long_wait
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rts
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MAX_PROGRESSION = 106
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endl1_progression:
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.word black_rle,black_rle
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.word l1end51_rle,l1end50_rle,l1end49_rle,l1end48_rle,l1end47_rle
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.word l1end46_rle,l1end45_rle,l1end44_rle,l1end43_rle,l1end42_rle
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.word l1end41_rle,l1end40_rle,l1end39_rle,l1end38_rle,l1end37_rle
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.word l1end36_rle
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.word gunguy_rle,peace_rle
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.word l1end33_rle,l1end32_rle,l1end31_rle,l1end30_rle
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.word l1end29_rle,l1end28_rle,l1end27_rle,l1end26_rle,l1end25_rle
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.word l1end24_rle,l1end23_rle,l1end22_rle,l1end21_rle,l1end20_rle
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.word l1end19_rle,l1end18_rle,l1end17_rle,l1end16_rle,l1end15_rle
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.word l1end14_rle,l1end13_rle,l1end12_rle,l1end11_rle,l1end10_rle
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.word l1end09_rle,l1end08_rle,l1end07_rle,l1end06_rle,l1end05_rle
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.word l1end04_rle,l1end03_rle,l1end02_rle,l1end01_rle
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; pause is *before* image indicated
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endl_pauses:
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; fading out
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.byte 10,10 ; black,black
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.byte 10,10,10,10,220 ; 51,50,49,48,47
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; getting shot
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.byte 3,3,3,3,3 ; 46,45,44,43,42
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.byte 3,3,3,3,3 ; 41,40,39,38,37
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.byte 250 ; 36
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.byte 230,80 ; gun, peace 35,34
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; raising hand
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.byte 20,150,20,20 ; 33,32,31,30
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; getting up
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.byte 20,20,150,10,10 ; 29,28,27,26,25
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.byte 10,10,10,10,10 ; 24,23,22,21,20
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; shooting of beast
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.byte 3,3,3,3,3 ; 19,18,17,16,15
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.byte 3,3,3,3,3 ; 14,13,12,11,10
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.byte 3,3,3,3,3 ; 09,08,07,06,05
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.byte 3,3,3,3 ; 04,03,02,01
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;==========================
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; Draw level-end animation
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;==========================
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l1_end_level:
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check_if_first:
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cmp #MAX_PROGRESSION ; only load background on first frame
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bne levelend_not_first
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lda #<cavern3_rle
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sta GBASL
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lda #>cavern3_rle
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sta GBASH
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lda #$C ; load image off-screen $C00
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jsr load_rle_gr
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lda #0
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sta BEAST_DEAD
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sta BEAST_ZAPPING
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;=============================
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levelend_not_first:
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make_levelend_progress:
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lda LEVELEND_PROGRESS ; if beast not zapped, can't go beyond19
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cmp #(MAX_PROGRESSION-38) ; always go if not to afterzap
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bcs levelend_dec ; bge
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lda BEAST_DEAD
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beq not_beginning_of_end
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; jmp not_beginning_of_end
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levelend_dec:
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dec LEVELEND_PROGRESS
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dec LEVELEND_PROGRESS
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bne not_beginning_of_end
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beginning_of_end:
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lda #5
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sta GAME_OVER
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jmp l1_game_over_check
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not_beginning_of_end:
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ldx LEVELEND_PROGRESS
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lda endl1_progression,X
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sta GBASL
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lda endl1_progression+1,X
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sta GBASH
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lda #$10 ; load image off-screen $1000
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jsr load_rle_gr
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jsr gr_overlay_40x40
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;=====================================
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; see if we should start zapping beast
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lda BEAST_DEAD
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beq beast_notdead ; skip all if dead
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jmp ending_no_draw_beast
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beast_notdead:
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lda BEAST_ZAPPING
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bne already_zapping ; already zapping
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; if it's greater than 18, zap away
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lda BEAST_X
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cmp #18
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bcc beast_nozapped ; blt
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lda #1
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sta BEAST_ZAPPING
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beast_nozapped:
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already_zapping:
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ldx BEAST_ZAPPING
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beq beast_draw_regular
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beast_draw_zapping:
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dex ; one past
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; adjust X
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sec
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lda BEAST_X
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sbc beast_zap_xadj,X
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sta BEAST_X
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sta XPOS
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; adjust y
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clc
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lda BEAST_Y
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adc beast_zap_yadj,X
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sta BEAST_Y
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sta YPOS
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; draw laser
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lda #$0f
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sta hlin_mask_smc+1
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lda #$10
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sta hlin_color_smc+1
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ldy #28 ; at 29
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; from left to center of beast if all but last frame
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cpx #5
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beq last_frame
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sec
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lda #37
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sbc BEAST_X
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tax
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lda BEAST_X
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clc
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adc #2
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jmp not_last_frame
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last_frame:
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lda BEAST_X
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clc
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adc #2
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tax
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lda #0
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not_last_frame:
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jsr hlin
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ldx BEAST_ZAPPING
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dex
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lda beast_zap_progression_hi,X
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sta INH
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lda beast_zap_progression_lo,X
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sta INL
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jsr put_sprite_crop
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; adjust to next zapitude
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inc BEAST_ZAPPING
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lda BEAST_ZAPPING
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cmp #7
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bne beast_not_dead_yet
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lda #1
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sta BEAST_DEAD
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ldx BEAST_X
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dex
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dex
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stx BEAST_X
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lda BEAST_Y
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clc
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adc #8
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sta BEAST_Y
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beast_not_dead_yet:
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jmp done_check_dead_beast
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beast_draw_regular:
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; draw beast
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; move a bit faster than normal due to low frame rate
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; in cutscene
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; if make it to 20, stop
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lda BEAST_X
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cmp #19
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bcs beast_full_stop ; bge
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; if closer than #10, slow a bit
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; lda BEAST_X
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; cmp #4
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; bcs beast_half_speed ; bge
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; bcc beast_inc_speed
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;beast_half_speed:
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; lda LEVELEND_PROGRESS
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; lsr
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; and #$1
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; beq beast_full_stop
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beast_inc_speed:
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inc BEAST_X
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inc BEAST_GAIT
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beast_full_stop:
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jsr draw_beast
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ending_no_draw_beast:
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; draw dead beast if frame >=19
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; but *not* frame with peace 34
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; we count down, so we want if less than (MAX_PROGRESSION-36)
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lda LEVELEND_PROGRESS
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cmp #(MAX_PROGRESSION-68) ; peace
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beq done_check_dead_beast
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lda BEAST_DEAD
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beq done_check_dead_beast
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lda BEAST_X
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sta XPOS
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lda BEAST_Y
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sta YPOS
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lda #<beast_dead_sprite
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sta INL
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lda #>beast_dead_sprite
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sta INH
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jsr put_sprite_crop
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done_check_dead_beast:
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;looploop:
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; lda KEYPRESS
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; bpl looploop
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; bit KEYRESET
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;====================
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; pause
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lda LEVELEND_PROGRESS
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lsr
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tax
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lda endl_pauses,X
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tax
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jmp long_wait
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beast_zap_progression_hi:
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.byte >beast_blast_sprite0
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.byte >beast_blast_sprite1
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.byte >beast_blast_sprite2
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.byte >beast_blast_sprite3
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.byte >beast_blast_sprite4
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.byte >beast_blast_sprite5
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beast_zap_progression_lo:
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.byte <beast_blast_sprite0
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.byte <beast_blast_sprite1
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.byte <beast_blast_sprite2
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.byte <beast_blast_sprite3
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.byte <beast_blast_sprite4
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.byte <beast_blast_sprite5
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beast_zap_xadj:
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.byte 1,2,5,1,4,2
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beast_zap_yadj:
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.byte 254,254,254,0,2,2
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