mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-06 03:04:43 +00:00
7f925d22ea
l1 works again l2 now has lasers hooked up for the most part temporarily disabled l5 as out of space on disk :(
626 lines
7.3 KiB
ArmAsm
626 lines
7.3 KiB
ArmAsm
; Ootw Pool Party
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ootw_pool:
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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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; disable earthquake
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lda #0
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sta EARTH_OFFSET
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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 #(39+128)
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sta RIGHT_LIMIT
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sta RIGHT_WALK_LIMIT
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lda #(-4+128)
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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 $c00
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lda #>(pool_rle)
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sta GBASH
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lda #<(pool_rle)
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sta GBASL
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lda #$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 TENTACLE_GRAB
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lda #30
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sta TENTACLE_PROGRESS
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;==================================
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; setup beast if we're running from it
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jsr setup_beast
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;============================
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;============================
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;============================
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; Pool Loop (palindrome)
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;============================
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;============================
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;============================
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pool_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;================================
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; draw bg beast, if needed
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jsr draw_bg_beast
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;=======================
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; draw pool ripples
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jsr draw_ripples
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;==============================
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; handle being grabbed
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lda TENTACLE_GRAB
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beq tentacle_action
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;=================================
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; actively being grabbed
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lda TENTACLE_PROGRESS
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tax
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lda caught_progression,X
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sta INL
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lda caught_progression+1,X
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sta INH
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lda TENTACLE_X
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sta XPOS
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lda #22
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sta YPOS
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lda FRAMEL
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and #$1f
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bne no_caught_progress
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inc TENTACLE_PROGRESS
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inc TENTACLE_PROGRESS
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no_caught_progress:
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jsr put_sprite
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lda TENTACLE_PROGRESS
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cmp #24
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bne beyond_tentacles
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lda #$ff
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sta GAME_OVER
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jmp beyond_tentacles
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;===============
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; move/draw tentacle monster
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tentacle_action:
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lda FRAMEH
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and #3
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bne tentacle_move
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lda FRAMEL
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cmp #$ff
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bne tentacle_move
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tentacle_init:
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sec
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lda PHYSICIST_X
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sbc #2
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sta TENTACLE_X
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lda #0
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sta TENTACLE_PROGRESS
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tentacle_move:
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lda TENTACLE_PROGRESS
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cmp #26
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bpl no_tentacle
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tax
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lda tentacle_progression,X
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sta INL
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lda tentacle_progression+1,X
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sta INH
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lda TENTACLE_X
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sta XPOS
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lda #22
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sta YPOS
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lda FRAMEL
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and #$3f
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bne no_tentacle_progress
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inc TENTACLE_PROGRESS
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inc TENTACLE_PROGRESS
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no_tentacle_progress:
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jsr put_sprite
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; See if we are fully extended
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; if we are close enough to grab
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lda TENTACLE_PROGRESS
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cmp #12
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bne no_tentacle
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sec
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lda PHYSICIST_X
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sbc TENTACLE_X ; want -4 to 4
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clc
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adc #4 ; want 0 to 8
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and #$f8
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bne no_tentacle
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lda #0
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sta TENTACLE_PROGRESS
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lda #1
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sta TENTACLE_GRAB
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no_tentacle:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============================
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; check limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;================
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; handle beast
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lda BEAST_OUT
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beq pool_no_beast
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;================
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; move beast
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jsr move_beast
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;================
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; draw beast
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jsr draw_beast
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pool_no_beast:
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beyond_tentacles:
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;======================
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; draw foreground plant
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jsr draw_fg_plant
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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 frame_no_oflo
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inc FRAMEH
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frame_no_oflo:
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; pause?
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; check if done this level
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lda GAME_OVER
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cmp #$ff
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beq done_pool
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; check if done this level
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cmp #$2
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bne not_to_right
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; exit to right
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lda #0
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sta PHYSICIST_X
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sta WHICH_CAVE
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jmp ootw_cavern
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not_to_right:
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cmp #$1
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bne not_done_pool
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lda #36
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sta PHYSICIST_X
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jmp ootw_rope
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not_done_pool:
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; loop forever
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jmp pool_loop
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done_pool:
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rts
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;=======================
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; draw pool ripples
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draw_ripples:
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lda FRAMEL
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and #$30 ; 0110 1100
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lsr
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lsr
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lsr
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tax
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lda pool_ripples,X
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sta INL
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lda pool_ripples+1,X
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sta INH
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lda #9
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sta XPOS
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lda #30
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sta YPOS
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jsr put_sprite
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lda FRAMEL
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and #$30 ; 0110 1100
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lsr
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lsr
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lsr
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clc
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adc #2
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and #$6
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tax
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lda pool_ripples,X
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sta INL
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lda pool_ripples+1,X
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sta INH
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lda #27
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sta XPOS
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lda #30
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sta YPOS
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jsr put_sprite
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lda FRAMEL
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and #$30 ; 0110 1100
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lsr
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lsr
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lsr
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clc
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adc #4
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and #$6
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tax
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lda #18
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sta XPOS
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lda #28
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sta YPOS
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jmp put_sprite ; tail call
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; rts
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;======================
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; draw foreground plant
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draw_fg_plant:
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lda FRAMEL
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and #$c0 ; 0110 1100
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lsr
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lsr
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lsr
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lsr
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lsr
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tax
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lda plant_wind,X
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sta INL
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lda plant_wind+1,X
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sta INH
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lda #4
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sta XPOS
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lda #30
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sta YPOS
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jmp put_sprite
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; rts
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;============================
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;============================
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; exit pool
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;============================
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;============================
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exit_pool:
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lda #0
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sta BG_BEAST
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sta EXIT_COUNT
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;=============================
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; Load background to $c00
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lda #>(pool_rle)
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sta GBASH
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lda #<(pool_rle)
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sta GBASL
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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exit_pool_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;=======================
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; draw pool ripples
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jsr draw_ripples
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;================
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; draw background beast
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jsr draw_bg_beast
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;===============
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; draw physicist
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lda EXIT_COUNT
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and #$fe
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tay
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lda #20
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sta XPOS
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lda #22
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sta YPOS
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lda pool_exit_progression,Y
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sta INL
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lda pool_exit_progression+1,Y
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sta INH
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jsr put_sprite
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;=================
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; draw foreground plant
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jsr draw_fg_plant
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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 framee_no_oflo
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inc FRAMEH
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framee_no_oflo:
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; increment exit count
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lda FRAMEL
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and #$0f
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bne exit_count_same
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inc EXIT_COUNT
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exit_count_same:
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; see if start bg beast going
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lda EXIT_COUNT
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cmp #(14*2)
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bne check_done_exiting_pool
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lda #2
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sta BG_BEAST
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check_done_exiting_pool:
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; check if done
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lda EXIT_COUNT
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cmp #(26*2)
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beq done_exit_pool
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jmp exit_pool_loop
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done_exit_pool:
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bit KEYRESET
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rts
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;=========================
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; draw background beast
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;=========================
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draw_bg_beast:
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; if 0, skip altogether
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lda BG_BEAST
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beq done_draw_bg_beast
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cmp #14
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bcc bg_beast_incoming ; blt
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cmp #$44
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bcs bg_beast_outgoing ; bge
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bg_beast_just_standing:
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; FIXME: look at you when close
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lda PHYSICIST_X
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cmp #30
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bcs beast_staring ; bge
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lda #<beast_bg7
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sta INL
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lda #>beast_bg7
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sta INH
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lda #33
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sta XPOS
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jmp bg_beast_callsprite
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beast_staring:
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lda #<beast_bg8
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sta INL
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lda #>beast_bg8
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sta INH
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lda #33
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sta XPOS
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jmp bg_beast_callsprite
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bg_beast_incoming:
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lda BG_BEAST
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and #$fe
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asl
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tay
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lda beast_incoming,Y
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sta INL
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lda beast_incoming+1,Y
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sta INH
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lda beast_incoming+2,Y
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jmp bg_beast_callsprite
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bg_beast_outgoing:
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lda BG_BEAST
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sec
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sbc #$44
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and #$fe
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asl
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tay
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lda beast_outgoing,Y
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sta INL
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lda beast_outgoing+1,Y
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sta INH
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lda beast_outgoing+2,Y
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jmp bg_beast_callsprite
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bg_beast_callsprite:
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$7
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bne done_draw_bg_beast
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inc BG_BEAST
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lda BG_BEAST
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cmp #$50
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bcc done_draw_bg_beast
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; disable if hit $50
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lda #0
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sta BG_BEAST
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done_draw_bg_beast:
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rts
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