mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
431 lines
6.2 KiB
ArmAsm
431 lines
6.2 KiB
ArmAsm
; Breakdancing RAT
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;
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; Animation from SBEMAIL #152
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;
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; Yet Another HR project
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;
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; by deater (Vince Weaver) <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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div7_table = $9C00
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mod7_table = $9D00
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hposn_high = $9E00
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hposn_low = $9F00
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fortnight_start:
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lda #$20
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sta HGR_PAGE ; why?
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lda #$00 ; will be $00/$20
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sta DRAW_PAGE
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lda #0
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sta WHICH_PAGE
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; disp page1
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; erase old page2
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; save page2
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; draw page2
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; disp page2
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; erase old page1
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; save page1
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; draw page1
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jsr hgr_make_tables
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;===================
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; set graphics mode
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;===================
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jsr HOME
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bit HIRES
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bit FULLGR
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bit SET_GR
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bit PAGE1
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ldx #0
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sta FRAME
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sta FRAMEH
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;==========================
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; Floppy Animation
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;===========================
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floppy_animation:
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; decompress background to page1
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lda #<fn_image
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sta ZX0_src
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lda #>fn_image
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sta ZX0_src+1
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lda #$20
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jsr full_decomp
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; decompress background to page2
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; would it be faster to copy?
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lda #<fn_image
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sta ZX0_src
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lda #>fn_image
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sta ZX0_src+1
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lda #$40
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jsr full_decomp
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lda #4
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sta SPRITE_Y
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lda #$FF
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sta backup_sprite1
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sta backup_sprite2
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reset_floppy_loop:
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lda #0
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sta XPOS
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floppy_loop:
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;=========================
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; switch visible page
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;=========================
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lda WHICH_PAGE
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tax
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sta PAGE1,X
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eor #$1
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sta WHICH_PAGE
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;========================
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; switch draw page
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;========================
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lda DRAW_PAGE
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eor #$20
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sta DRAW_PAGE
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;=======================
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; erase sprite
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;=======================
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lda OLDER_X
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sta SPRITE_X
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lda WHICH_PAGE
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; eor #$1
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tax
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lda backup_sprites_l,X
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sta INL
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lda backup_sprites_h,X
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sta INH
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ldy #0
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lda (INL),Y
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bmi goog
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jsr hgr_draw_sprite
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goog:
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lda WHICH_PAGE
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; eor #$1
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tax
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lda backup_sprites_l,X
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sta OUTL
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lda backup_sprites_h,X
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sta OUTH
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;=======================
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; save/draw
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;=======================
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ldx XPOS
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lda OLD_X
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sta OLDER_X
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lda floppy_x,X ; save/draw offscreen
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sta SPRITE_X
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sta OLD_X
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; lda #4
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; sta SPRITE_Y
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; sta OLD_Y
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lda floppy_sprite_l,X
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sta INL
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lda floppy_sprite_h,X
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sta INH
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lda floppy_mask_l,X
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sta MASKL
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lda floppy_mask_h,X
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sta MASKH
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; draw sprite
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jsr hgr_draw_sprite_mask_and_save
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time_loop:
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; check keypress
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lda KEYPRESS ; 4
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bmi done_floppy
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lda #160
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jsr WAIT
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jsr inc_frame
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lda FRAMEH
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cmp #3
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beq done_floppy
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lda FRAME
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and #$3
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bne time_loop
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; move sprite
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inc XPOS
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lda XPOS
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cmp #18
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bcc floppy_loop
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jmp reset_floppy_loop
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done_floppy:
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bit KEYRESET ; clear the keyboard buffer
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;==========================
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; Show 99%
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;==========================
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bit PAGE2
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lda #<fn_99_image
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sta ZX0_src
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lda #>fn_99_image
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sta ZX0_src+1
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lda #$20
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jsr full_decomp
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lda #24
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sta SPRITE_X
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lda #<disk_sprite7
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sta INL
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lda #>disk_sprite7
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sta INH
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lda #<disk_mask7
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sta MASKL
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lda #>disk_mask7
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sta MASKH
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lda #$00
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sta DRAW_PAGE
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jsr hgr_draw_sprite_mask_and_save
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bit PAGE1
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jsr long_wait
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;==========================
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; Show 100%
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;==========================
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lda #<fn_100_image
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sta ZX0_src
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lda #>fn_100_image
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sta ZX0_src+1
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lda #$40
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jsr full_decomp
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lda #26
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sta SPRITE_X
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lda #<disk_sprite0
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sta INL
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lda #>disk_sprite0
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sta INH
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lda #<disk_mask0
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sta MASKL
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lda #>disk_mask0
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sta MASKH
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lda #$20
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sta DRAW_PAGE
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jsr hgr_draw_sprite_mask_and_save
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bit PAGE2
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jsr long_wait
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; jsr wait_until_keypress
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;==========================
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; "breakdancing" rat
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;==========================
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load_rats:
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lda #<rat1_image
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sta ZX0_src
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lda #>rat1_image
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sta ZX0_src+1
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lda #$20
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jsr full_decomp
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lda #<rat2_image
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sta ZX0_src
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lda #>rat2_image
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sta ZX0_src+1
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lda #$40
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jsr full_decomp
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;=============================
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; play music and animate rat
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;=============================
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play_music:
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lda #<music
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sta MADDRL
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lda #>music
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sta MADDRH
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jsr play_ed
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rat_loop:
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;============================
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; print "not really" message
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;============================
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bit KEYRESET
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lda #<break_image
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sta ZX0_src
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lda #>break_image
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sta ZX0_src+1
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lda #$20
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jsr full_decomp
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bit PAGE1
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jsr wait_until_keypress
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lda #0
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sta WHICH_LOAD
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rts
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; jmp fortnight_start
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wait_until_keypress:
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lda KEYPRESS ; 4
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bpl wait_until_keypress ; 3
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bit KEYRESET ; clear the keyboard buffer
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rts
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inc_frame:
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inc FRAME
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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rts
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long_wait:
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ldx #10
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long_wait_loop:
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lda #255
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jsr WAIT
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dex
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bne long_wait_loop
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rts
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.include "zx02_optim.s"
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.include "hgr_sprite.s"
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.include "hgr_sprite_mask.s"
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.include "hgr_tables.s"
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.align $100
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.include "duet.s"
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music:
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.incbin "rat_sound/fortnight.ed"
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fn_image:
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.incbin "rat_graphics/a2_fortnight.hgr.zx02"
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fn_99_image:
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.incbin "rat_graphics/a2_fortnight_99.hgr.zx02"
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fn_100_image:
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.incbin "rat_graphics/a2_fortnight_100.hgr.zx02"
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rat1_image:
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.incbin "rat_graphics/a2_fortnight_rat1.hgr.zx02"
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rat2_image:
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.incbin "rat_graphics/a2_fortnight_rat2.hgr.zx02"
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break_image:
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.incbin "rat_graphics/a2_break.hgr.zx02"
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.include "rat_graphics/disk_sprites.inc"
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floppy_x:
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.byte 10,12,14,16
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.byte 18,20,22,24
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.byte 26,26,24,22
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.byte 20,18,16,14,12,10
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floppy_sprite_l:
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.byte <disk_sprite0,<disk_sprite1,<disk_sprite2,<disk_sprite3
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.byte <disk_sprite4,<disk_sprite5,<disk_sprite6,<disk_sprite7
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.byte <disk_sprite0,<disk_sprite0,<disk_sprite7,<disk_sprite6
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.byte <disk_sprite5,<disk_sprite4,<disk_sprite3,<disk_sprite2
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.byte <disk_sprite1,<disk_sprite0
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floppy_sprite_h:
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.byte >disk_sprite0,>disk_sprite1,>disk_sprite2,>disk_sprite3
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.byte >disk_sprite4,>disk_sprite5,>disk_sprite6,>disk_sprite7
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.byte >disk_sprite0,>disk_sprite0,>disk_sprite7,>disk_sprite6
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.byte >disk_sprite5,>disk_sprite4,>disk_sprite3,>disk_sprite2
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.byte >disk_sprite1,>disk_sprite0
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floppy_mask_l:
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.byte <disk_mask0,<disk_mask1,<disk_mask2,<disk_mask3
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.byte <disk_mask4,<disk_mask5,<disk_mask6,<disk_mask7
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.byte <disk_mask0,<disk_mask0,<disk_mask7,<disk_mask6
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.byte <disk_mask5,<disk_mask4,<disk_mask3,<disk_mask2
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.byte <disk_mask1,<disk_mask0
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floppy_mask_h:
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.byte >disk_mask0,>disk_mask1,>disk_mask2,>disk_mask3
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.byte >disk_mask4,>disk_mask5,>disk_mask6,>disk_mask7
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.byte >disk_mask0,>disk_mask0,>disk_mask7,>disk_mask6
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.byte >disk_mask5,>disk_mask4,>disk_mask3,>disk_mask2
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.byte >disk_mask1,>disk_mask0
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backup_sprites_l:
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.byte <backup_sprite1,<backup_sprite2
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backup_sprites_h:
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.byte >backup_sprite1,>backup_sprite2
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