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snes: finish init enemies
in theory they are all set up now. Next to get them moving
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@ -1,2 +1,2 @@
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.word $9af ; Complement of checksum
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.word $f650 ; Unsigned 16-bit sum of ROM
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.word $190 ; Complement of checksum
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.word $fe6f ; Unsigned 16-bit sum of ROM
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@ -428,8 +428,8 @@ do_new_game:
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; ldx #.LOWORD(missile_0) ; setup missle struct pointer
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; stx MISSILE_PL
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ldx #.LOWORD(enemy_0) ; setup enemy struct pointer
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stx ENEMY_PL
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; ldx #.LOWORD(enemy_0) ; setup enemy struct pointer
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; stx ENEMY_PL
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;; Clear BSS
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@ -828,7 +828,6 @@ store_enemy_kind:
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asl
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store_init_x:
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; sta (ENEMY_PL),Y
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sta $200,X ; store x value at $200+(Y*4)
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@ -847,22 +846,21 @@ store_init_x:
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inx
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sta $200,X ; store paramaters to $203+(Y*4)
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; X = (Y*4)+3
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; lda #$0
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; iny
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; sta (ENEMY_PL),Y ; xadd
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; iny
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; sta (ENEMY_PL),Y ; yadd
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; lda #$2
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; iny
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; sta (ENEMY_PL),Y ; xmin
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; iny
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; lda #$24
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; sta (ENEMY_PL),Y ; ymin
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lda #$24
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sta extra_sprite,X ; ymin
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inx
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; dey ; xmin
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; dey ; yadd
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; dey ; xadd
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sta extra_sprite,X ; xmin
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inx
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stz extra_sprite,X ; yadd
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lda #$2
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inx
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stz extra_sprite,X ; xadd
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;===========================================
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@ -882,15 +880,15 @@ enemy_type_1:
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; diagonal, no wait
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; movement proportional to level
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; lda LEVEL ; xadd = level
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; sta (ENEMY_PL),Y
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lda LEVEL ; xadd = level
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sta extra_sprite,X
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; iny
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inx ; point to yadd
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; lsr A
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; ora #$1
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; sta (ENEMY_PL),Y ; yadd = level/2
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; jmp move_enemies
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lsr A
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ora #$1
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sta extra_sprite,X ; yadd = level/2
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jmp move_enemies
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enemy_type_2:
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;=====================
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@ -2619,8 +2617,7 @@ outside:
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.bss
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start_bss:
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missile_0: .res NUM_MISSILES*3
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enemy_0: .res NUM_ENEMIES*9
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extra_sprite: .res 256
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end_bss:
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