mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-16 23:20:43 +00:00
393 lines
5.5 KiB
ArmAsm
393 lines
5.5 KiB
ArmAsm
.include "zp.inc"
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.include "hardware.inc"
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.include "qload.inc"
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.include "lemm.inc"
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.include "lemming_status.inc"
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.byte 4 ; level 4
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do_level4:
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;======================
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; set up initial stuff
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;======================
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lda #0
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sta FLOATER_COUNT
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sta EXPLODER_COUNT
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sta STOPPER_COUNT
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sta BUILDER_COUNT
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sta BASHER_COUNT
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sta DIGGER_COUNT
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lda #10
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sta CLIMBER_COUNT
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lda #1
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sta MINER_COUNT
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lda #5
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sta DOOR_X
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lda #10
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sta DOOR_Y
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lda #8
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sta INIT_X
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lda #22
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sta INIT_Y
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; flame locations
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lda #29 ;
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sta l_flame_x_smc+1
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lda #23
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sta l_flame_y_smc+1
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sta r_flame_y_smc+1
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lda #33 ;
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sta r_flame_x_smc+1
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; door exit location
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lda #29 ;
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sta exit_x1_smc+1
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lda #33
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sta exit_x2_smc+1
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lda #20
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sta exit_y1_smc+1
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lda #45
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sta exit_y2_smc+1
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;==============
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; set up intro
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;==============
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lda #<level4_preview_lzsa
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sta level_preview_l_smc+1
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lda #>level4_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level4_intro_text
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sta intro_text_smc_l+1
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lda #>level4_intro_text
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sta intro_text_smc_h+1
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lda #$00 ; BCD
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sta PERCENT_NEEDED ; means 100%
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lda #$10
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sta PERCENT_ADD
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;==============
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; set up music
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;==============
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lda #0
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sta CURRENT_CHUNK
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sta DONE_PLAYING
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sta BASE_FRAME_L
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sta BUTTON_LOCATION
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; set up first song
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lda #<music8_parts_l
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sta chunk_l_smc+1
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lda #>music8_parts_l
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sta chunk_l_smc+2
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lda #<music8_parts_h
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sta chunk_h_smc+1
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lda #>music8_parts_h
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sta chunk_h_smc+2
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lda #$D0
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sta CHUNK_NEXT_LOAD ; Load at $D0
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jsr load_song_chunk
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lda #$D0 ; music starts at $d000
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sta CHUNK_NEXT_PLAY
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sta BASE_FRAME_H
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lda #1
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sta LOOP
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sta CURRENT_CHUNK
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;=======================
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; show title screen
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;=======================
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jsr intro_level
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;=======================
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; Load Graphics
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;=======================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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lda #<level4_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level4_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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lda #<level4_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level4_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$40
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jsr decompress_lzsa2_fast
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;=======================
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; Setup cursor
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;=======================
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lda #$FF
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sta OVER_LEMMING
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lda #10
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sta CURSOR_X
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lda #100
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sta CURSOR_Y
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;=======================
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; init vars
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;=======================
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lda #10
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sta LEMMINGS_TO_RELEASE
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; set up time
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lda #$5
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sta TIME_MINUTES
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lda #$00
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sta TIME_SECONDS
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sta TIMER_COUNT ; 1/50
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jsr init_level
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jsr update_remaining_all
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;=======================
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; Play "Let's Go"
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;=======================
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jsr play_letsgo
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;===================
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;===================
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; Main Loop
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;===================
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;===================
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l4_main_loop:
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_music
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l4_no_load_chunk:
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lda DOOR_OPEN
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bne l4_door_is_open
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jsr draw_door
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l4_door_is_open:
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;======================
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; release lemmings
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;======================
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jsr release_lemming
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;=====================
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; animate flames
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;=====================
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jsr draw_flames
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;====================
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; draw level animation
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;====================
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jsr draw_bubbles
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;====================
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; update timer
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;====================
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jsr update_timer
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; main drawing loop
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
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;=========================
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; extra check if in water
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jsr collision_check_hazzard
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jsr draw_lemming
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jsr handle_keypress
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jsr draw_pointer
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lda #$ff
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jsr wait
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inc FRAMEL
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lda LEVEL_OVER
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bne l4_level_over
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jmp l4_main_loop
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l4_level_over:
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rts
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.include "update_timer.s"
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.include "graphics/graphics_level4.inc"
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music8_parts_h:
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.byte >lemm9_part1_lzsa,>lemm9_part2_lzsa,>lemm9_part3_lzsa
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.byte >lemm9_part4_lzsa,>lemm9_part5_lzsa,>lemm9_part6_lzsa
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.byte >lemm9_part7_lzsa
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.byte $00
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music8_parts_l:
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.byte <lemm9_part1_lzsa,<lemm9_part2_lzsa,<lemm9_part3_lzsa
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.byte <lemm9_part4_lzsa,<lemm9_part5_lzsa,<lemm9_part6_lzsa
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.byte <lemm9_part7_lzsa
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lemm9_part1_lzsa:
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.incbin "music/lemm9.part1.lzsa"
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lemm9_part2_lzsa:
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.incbin "music/lemm9.part2.lzsa"
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lemm9_part3_lzsa:
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.incbin "music/lemm9.part3.lzsa"
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lemm9_part4_lzsa:
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.incbin "music/lemm9.part4.lzsa"
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lemm9_part5_lzsa:
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.incbin "music/lemm9.part5.lzsa"
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lemm9_part6_lzsa:
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.incbin "music/lemm9.part6.lzsa"
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lemm9_part7_lzsa:
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.incbin "music/lemm9.part7.lzsa"
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level4_intro_text:
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.byte 0, 8,"LEVEL 4",0
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.byte 9, 8,"NOW USE MINERS AND CLIMBERS",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"100% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 1",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONTINUE",0
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;===============
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; draw bubbles
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;===============
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draw_bubbles:
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; bubble 1
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lda FRAMEL
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and #$7
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tay
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lda bubble_sprites_l,Y
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sta INL
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lda bubble_sprites_h,Y
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sta INH
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lda #4 ; 4, 14, 24, 34
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sta XPOS
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lda #137
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sta YPOS
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jsr hgr_draw_sprite
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; bubble 2
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lda FRAMEL
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clc
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adc #4
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and #$7
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tay
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lda bubble_sprites_l,Y
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sta INL
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lda bubble_sprites_h,Y
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sta INH
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lda #24 ; 4, 14, 24, 34
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sta XPOS
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lda #137
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sta YPOS
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jmp hgr_draw_sprite ; tail call
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; rts
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.include "graphics/l4_animation.inc"
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bubble_sprites_l:
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.byte <bubble0_sprite,<bubble1_sprite
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.byte <bubble2_sprite,<bubble3_sprite
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.byte <bubble4_sprite,<bubble5_sprite
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.byte <bubble6_sprite,<bubble7_sprite
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bubble_sprites_h:
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.byte >bubble0_sprite,>bubble1_sprite
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.byte >bubble2_sprite,>bubble3_sprite
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.byte >bubble4_sprite,>bubble5_sprite
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.byte >bubble6_sprite,>bubble7_sprite
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