mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-04 05:05:13 +00:00
953 lines
13 KiB
ArmAsm
953 lines
13 KiB
ArmAsm
; Ootw Checkpoint1 -- arriving with a splash
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ootw_c1_arrival:
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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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; Load background to $c00
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lda #>(underwater_rle)
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sta GBASH
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lda #<(underwater_rle)
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sta GBASL
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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;=================================
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; do intro flash
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jsr do_flash
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;=================================
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; setup vars
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lda #0
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sta GAME_OVER
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sta GAIT
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sta MONSTER_GRAB
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lda #20
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sta BUBBLES_Y
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sta CONSOLE_Y
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sta PHYSICIST_Y
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lda #17
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sta PHYSICIST_X
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bit KEYRESET ; clear keypress
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; reset tentacle monster
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lda #60
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sta tentacle_ypos
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sta tentacle_ypos+1
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sta tentacle_ypos+2
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sta tentacle_ypos+3
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sta tentacle_ypos+4
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lda #10
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sta tentacle_xpos
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lda #15
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sta tentacle_xpos+1
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lda #20
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sta tentacle_xpos+2
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lda #25
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sta tentacle_xpos+3
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lda #30
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sta tentacle_xpos+4
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;============================
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; Underwater Loop
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;============================
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underwater_loop:
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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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;=======================
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; draw Surface ripple
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;=======================
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jsr draw_surface_ripple
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;======================
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; draw console
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;======================
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lda #16
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sta XPOS
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lda CONSOLE_Y
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sta YPOS
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lda #<console_sprite
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sta INL
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lda #>console_sprite
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sta INH
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jsr put_sprite_crop
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;=================================
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; draw physicist
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;=================================
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lda MONSTER_GRAB
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beq swim_physicist_normal
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; draw being pulled by tentacle
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ldx MONSTER_WHICH
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lda tentacle_xpos,X
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sta XPOS
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lda tentacle_ypos,X
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sec
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sbc #10
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and #$fe
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sta YPOS
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; see if game over
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cmp #80
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bcc not_too_far_down
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lda #$ff
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sta GAME_OVER
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not_too_far_down:
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lda #<swimming1
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sta INL
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lda #>swimming1
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jmp swim_physicist_draw
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swim_physicist_normal:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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and #$fe
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sta YPOS
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ldy GAIT
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lda swim_progression,Y
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sta INL
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lda swim_progression+1,Y
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swim_physicist_draw:
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sta INH
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jsr put_sprite_crop
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;======================
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; draw monster
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;======================
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jsr draw_tentacle_monster
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jsr move_tentacle_monster
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;======================
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; draw bubbles
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;======================
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lda BUBBLES_Y
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cmp #2
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bcc no_draw_bubbles ; blt
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sta YPOS
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lda #17
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sta XPOS
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lda #<bubbles_sprite
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sta INL
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lda #>bubbles_sprite
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sta INH
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jsr put_sprite_crop
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no_draw_bubbles:
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;===============================
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; check keyboard
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;===============================
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lda MONSTER_GRAB
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bne underwater_done_keyboard
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lda KEYPRESS
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bpl underwater_done_keyboard
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cmp #27+$80
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beq underwater_escape
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cmp #'A'+$80
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beq uw_left_pressed
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cmp #8+$80
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beq uw_left_pressed
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cmp #'D'+$80
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beq uw_right_pressed
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cmp #$15+$80
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beq uw_right_pressed
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cmp #'W'+$80
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beq uw_up_pressed
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cmp #$0B+$80
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beq uw_up_pressed
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cmp #'S'+$80
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beq uw_down_pressed
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cmp #$0A+$80
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beq uw_down_pressed
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jmp underwater_done_keyboard
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underwater_escape:
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lda #$ff
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sta GAME_OVER
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bne underwater_done_keyboard ; bra
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uw_left_pressed:
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dec PHYSICIST_X
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jmp underwater_done_keyboard
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uw_right_pressed:
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inc PHYSICIST_X
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jmp underwater_done_keyboard
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uw_up_pressed:
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dec PHYSICIST_Y
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jmp underwater_done_keyboard
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uw_down_pressed:
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inc PHYSICIST_Y
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jmp underwater_done_keyboard
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underwater_done_keyboard:
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bit KEYRESET
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;=================================
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; move things
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;=================================
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;===================
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; move bubbles
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;===================
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lda FRAMEL
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and #$f
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bne no_move_bubbles
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ldx BUBBLES_Y
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beq no_move_bubbles
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dex
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dex
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stx BUBBLES_Y
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no_move_bubbles:
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;===================
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; move console
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;===================
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lda FRAMEL
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and #$1f
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bne no_move_console
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ldx CONSOLE_Y
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cpx #48
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bcs no_move_console ; bge
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inx
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inx
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stx CONSOLE_Y
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no_move_console:
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;===================
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; move physicist
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;===================
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; gradually pull you down
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lda FRAMEL
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and #$f
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bne no_move_swim
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lda GAIT
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clc
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adc #$2
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and #$f
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sta GAIT
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no_move_swim:
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lda FRAMEL
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and #$1f
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bne no_move_physicist
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ldx PHYSICIST_Y
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cpx #34
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bcs no_move_physicist ; bge
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; temporarily disable for monster debugging
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inx
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inx
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stx PHYSICIST_Y
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no_move_physicist:
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne underwater_frame_no_oflo
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inc FRAMEH
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underwater_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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cmp #$ff
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beq done_underwater
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; check if leaving the pool
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lda PHYSICIST_Y
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cmp #$FE
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beq done_underwater
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; loop forever
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jmp underwater_loop
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done_underwater:
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rts
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;==============================
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; draw surface ripple
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;==============================
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draw_surface_ripple:
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lda #8
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sta XPOS
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lda #0
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sta YPOS
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lda FRAMEL
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and #$60
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lsr
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lsr
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lsr
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lsr
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tay
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lda ripple_progression,Y
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sta INL
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lda ripple_progression+1,Y
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sta INH
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jsr put_sprite_crop
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rts
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ripple_progression:
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.word ripple1_sprite
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.word ripple2_sprite
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.word ripple3_sprite
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.word ripple4_sprite
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ripple1_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$25,$25,$66,$6E,$6E,$66
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.byte $66,$66,$66,$5E,$2F,$2F,$6F,$66,$66,$66,$26,$26
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ripple2_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$25,$65,$66,$6E,$2E,$66
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.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
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ripple3_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$65,$65,$66,$2E,$2E,$66
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.byte $66,$66,$66,$5E,$2F,$2F,$2F,$26,$66,$26,$26,$26
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ripple4_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$6E,$6E,$65,$65,$25,$2E,$6E,$66
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.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
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bubbles_sprite:
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.byte 5,2
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.byte $6A,$AA,$A6,$7A,$6A
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.byte $AA,$AA,$A6,$AA,$AA
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console_sprite:
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.byte 6,5
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.byte $AA,$A5,$55,$5A,$AA,$AA
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.byte $AA,$AA,$00,$05,$05,$AA
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.byte $5A,$05,$00,$00,$00,$55
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.byte $AA,$A5,$55,$00,$00,$55
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.byte $AA,$AA,$A5,$A0,$A0,$A5
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;============================
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; Do Flash
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;============================
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do_flash:
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lda #0
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sta FRAMEL
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;============================
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; Flash Loop
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;============================
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flash_loop:
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;================================
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; Handle Flash
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;================================
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lda FRAMEL
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cmp #180
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bcc no_flash ; blt
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cmp #182
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bcc first_flash
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bcs second_flash
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first_flash:
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; Load background to $1000
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lda #>(uboot_flash1_rle)
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sta GBASH
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lda #<(uboot_flash1_rle)
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sta GBASL
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lda #$10 ; load image off-screen $c00
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jsr load_rle_gr
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jsr gr_overlay
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jmp check_flash_done
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second_flash:
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; Load background to $1000
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lda #>(uboot_flash2_rle)
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sta GBASH
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lda #<(uboot_flash2_rle)
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sta GBASL
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lda #$10 ; load image off-screen $c00
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jsr load_rle_gr
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jsr gr_overlay
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jmp check_flash_done
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no_flash:
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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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;=======================
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; draw Surface ripple
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;=======================
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jsr draw_surface_ripple
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;=======================
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; draw Overall ripple
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;=======================
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check_flash_done:
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;===============
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; page flip
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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 flash_frame_no_oflo
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inc FRAMEH
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flash_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda FRAMEL
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cmp #184
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beq done_flash
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; loop forever
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jmp flash_loop
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done_flash:
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rts
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;======================
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;======================
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; move tentacle monster
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;======================
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;======================
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move_tentacle_monster:
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lda MONSTER_GRAB
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beq move_tentacle_notgrabbed
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;====================
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lda FRAMEL
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and #$7
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bne no_move_tentacle_grabbed
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ldx #0
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jsr random16
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lda SEEDL
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sta MONSTER_AI
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move_tentacle_grab_loop:
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cpx MONSTER_WHICH
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bne tentacle_grab_random
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; pull down quickly if grabbed
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inc tentacle_ypos,X
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inc tentacle_ypos,X
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inc tentacle_ypos,X
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jmp tentacle_grab_animate
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;=====================
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; randomly adjust y
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tentacle_grab_random:
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ror MONSTER_AI
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lda MONSTER_AI
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and #$3
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clc
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adc tentacle_ypos,X
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sta tentacle_ypos,X
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; adjust place in animation
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tentacle_grab_animate:
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inc tentacle_gait,X
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lda tentacle_gait,X
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and #$7
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sta tentacle_gait,X
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inx
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cpx #5
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bne move_tentacle_grab_loop
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no_move_tentacle_grabbed:
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rts
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move_tentacle_notgrabbed:
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; if (physicist_x+1<tentacle_x) no collision
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; if (physicist_x>tentacle_x+2) no collision
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; else, colllision
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;=====================
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; check for grab
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ldx #0
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tentacle_collision_loop:
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lda PHYSICIST_X
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clc
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adc #1
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cmp tentacle_xpos,X
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bcc tentacle_no_collision ; blt
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lda PHYSICIST_X
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ldy tentacle_xpos,X
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iny
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iny
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sty TEMPY
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cmp TEMPY
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bcs tentacle_no_collision ; bge
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tentacle_collision_x:
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lda PHYSICIST_Y
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bmi tentacle_no_collision ; if exiting pool, no collision
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lda tentacle_ypos,X
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sec
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sbc #10
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cmp PHYSICIST_Y
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bcs tentacle_no_collision ; bge
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tentacle_collision:
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stx MONSTER_WHICH
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lda #1
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sta MONSTER_GRAB
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jmp no_move_tentacle
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tentacle_no_collision:
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inx
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cpx #5
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bne tentacle_collision_loop
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;====================
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lda FRAMEL
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and #$7
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bne no_move_tentacle
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ldx #0
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jsr random16
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lda SEEDL
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sta MONSTER_AI
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move_tentacle_monster_loop:
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;=====================
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; move toward swimmer
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lda FRAMEL
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and #$3f
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bne tentacle_no_sideways
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lda tentacle_xpos,X
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sec
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sbc PHYSICIST_X
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bmi tentacle_move_right
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dec tentacle_xpos,X
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jmp tentacle_no_sideways
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tentacle_move_right:
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inc tentacle_xpos,X
|
|
tentacle_no_sideways:
|
|
|
|
|
|
;=====================
|
|
; randomly adjust y
|
|
|
|
ror MONSTER_AI
|
|
lda MONSTER_AI
|
|
and #$2
|
|
eor #$ff
|
|
sec
|
|
adc tentacle_ypos,X
|
|
sta tentacle_ypos,X
|
|
|
|
random_not_move:
|
|
|
|
; adjust place in animation
|
|
|
|
|
|
inc tentacle_gait,X
|
|
lda tentacle_gait,X
|
|
and #$7
|
|
sta tentacle_gait,X
|
|
|
|
inx
|
|
cpx #5
|
|
bne move_tentacle_monster_loop
|
|
|
|
no_move_tentacle:
|
|
|
|
rts
|
|
|
|
|
|
;======================
|
|
;======================
|
|
; draw tentacle monster
|
|
;======================
|
|
;======================
|
|
|
|
draw_tentacle_monster:
|
|
|
|
ldx #0
|
|
|
|
draw_tentacle_monster_loop:
|
|
jsr draw_one_tentacle
|
|
|
|
inx
|
|
cpx #5
|
|
bne draw_tentacle_monster_loop
|
|
|
|
rts
|
|
|
|
|
|
tentacle_xpos:
|
|
.byte 10,15,20,25,30
|
|
|
|
tentacle_ypos:
|
|
.byte 46,46,46,46,46
|
|
|
|
tentacle_gait:
|
|
.byte 0,5,2,7,4
|
|
|
|
;======================
|
|
;======================
|
|
; draw one tentacle
|
|
;======================
|
|
;======================
|
|
|
|
draw_one_tentacle:
|
|
|
|
lda tentacle_xpos,X
|
|
sta XPOS
|
|
lda tentacle_ypos,X
|
|
and #$fe
|
|
sta YPOS
|
|
|
|
ldy tentacle_gait,X
|
|
|
|
lda tentacle_monster_progress_lo,Y
|
|
sta INL
|
|
lda tentacle_monster_progress_hi,Y
|
|
sta INH
|
|
|
|
txa
|
|
pha
|
|
|
|
jsr put_sprite_crop
|
|
|
|
pla
|
|
tax
|
|
|
|
lda tentacle_ypos,X
|
|
cmp #32
|
|
bcs done_draw_tentacle ; bge
|
|
|
|
;==========================
|
|
; draw base of tentacle
|
|
|
|
lda tentacle_xpos,X
|
|
sta XPOS
|
|
lda tentacle_ypos,X
|
|
and #$fe
|
|
clc
|
|
adc #16
|
|
sta YPOS
|
|
|
|
lda #<tentacle_base
|
|
sta INL
|
|
lda #>tentacle_base
|
|
sta INH
|
|
|
|
txa
|
|
pha
|
|
|
|
jsr put_sprite_crop
|
|
|
|
pla
|
|
tax
|
|
|
|
done_draw_tentacle:
|
|
rts
|
|
|
|
|
|
|
|
|
|
tentacle_monster_progress_lo:
|
|
.byte <tentacle_sprite1
|
|
.byte <tentacle_sprite2
|
|
.byte <tentacle_sprite3
|
|
.byte <tentacle_sprite4
|
|
.byte <tentacle_sprite5
|
|
.byte <tentacle_sprite6
|
|
.byte <tentacle_sprite7
|
|
.byte <tentacle_sprite8
|
|
|
|
tentacle_monster_progress_hi:
|
|
.byte >tentacle_sprite1
|
|
.byte >tentacle_sprite2
|
|
.byte >tentacle_sprite3
|
|
.byte >tentacle_sprite4
|
|
.byte >tentacle_sprite5
|
|
.byte >tentacle_sprite6
|
|
.byte >tentacle_sprite7
|
|
.byte >tentacle_sprite8
|
|
|
|
|
|
tentacle_sprite1:
|
|
.byte 3,8
|
|
.byte $55,$AA,$AA
|
|
.byte $55,$AA,$AA
|
|
.byte $55,$AA,$AA
|
|
.byte $A5,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite2:
|
|
.byte 3,8
|
|
.byte $55,$AA,$AA
|
|
.byte $55,$5A,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite3:
|
|
.byte 3,8
|
|
.byte $A5,$5A,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite4:
|
|
.byte 3,8
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite5:
|
|
.byte 3,8
|
|
.byte $AA,$5A,$A5
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite6:
|
|
.byte 3,8
|
|
.byte $AA,$5A,$A5
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$AA,$55
|
|
.byte $AA,$AA,$55
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite7:
|
|
.byte 3,8
|
|
.byte $5A,$A5,$AA
|
|
.byte $55,$AA,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$5A,$55
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_sprite8:
|
|
.byte 3,8
|
|
.byte $AA,$55,$AA
|
|
.byte $55,$AA,$AA
|
|
.byte $55,$AA,$AA
|
|
.byte $A5,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
.byte $AA,$55,$AA
|
|
|
|
tentacle_base:
|
|
.byte 1,14
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|
|
.byte $55
|