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https://github.com/jeremysrand/BuGS.git
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1073 lines
31 KiB
ArmAsm
1073 lines
31 KiB
ArmAsm
;
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; gameSegments.s
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; BuGS
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;
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; Created by Jeremy Rand on 2020-07-30.
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;Copyright © 2020 Jeremy Rand. All rights reserved.
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;
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case on
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mcopy gameSegments.macros
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keep gameSegments
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gameSegments start
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using globalData
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SEGMENT_MAX_NUM equ 12
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SEGMENT_MAX_OFFSET equ SEGMENT_MAX_NUM*2-2
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SEGMENT_STATE_NONE equ 0
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SEGMENT_STATE_HEAD equ 1
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SEGMENT_STATE_POISONED_HEAD equ 2
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SEGMENT_STATE_BODY equ 3
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SEGMENT_DIR_LEFT equ 0
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SEGMENT_DIR_RIGHT equ 1
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SEGMENT_DIR_DOWN equ 0
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SEGMENT_DIR_UP equ 1
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; You would think I would need "facing up" variants here also. When the centipede gets to the bottom of
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; the screen, it starts traveling up again and when it turns, you would think it would face up. Turns out
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; the real arcade system uses "facing down" sprites even when the centipede is moving up. So, I guess I
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; will too. I suspect that the players tend not to notice because by the time the centipede is traveling
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; up, they are pretty occupied by the fact that they are now surrounded by segments.
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SEGMENT_FACING_LEFT equ 0
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SEGMENT_FACING_DOWN_LEFT equ 32
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SEGMENT_FACING_DOWN equ 64
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SEGMENT_FACING_DOWN_RIGHT equ 96
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SEGMENT_FACING_RIGHT equ 128
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SEGMENT_MAX_POSITION_OFFSET equ TILE_PIXEL_WIDTH*SEGMENT_MAX_NUM*2-2
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; The code uses segmentPixelOffset and the segment speed to figure out whether to draw the shifted sprite
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; or the regular sprite. By AND-ing with the speed, if the result is 0, then we want a non-shifted sprite.
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; If the result is non-zero, we want a shifted sprite. Then, we just need a per segment speed instead of a
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; per position offset screen shift. Similarly, the same result can be used to figure out whether we need
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; to increment/decrement the screen offset when updating segment position.
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SEGMENT_SPEED_FAST equ 0
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SEGMENT_SPEED_SLOW equ 1
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drawSegments entry
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ldx #SEGMENT_MAX_OFFSET
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drawSegments_nextSegment anop
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lda segmentStates,x
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bne drawSegments_cont
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jmp drawSegments_skipSegment
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drawSegments_cont anop
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phx
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cmp #SEGMENT_STATE_BODY
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bne drawSegments_head
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jsl segmentBodyJump
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bra drawSegments_handleTiles
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drawSegments_head anop
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jsl segmentHeadJump
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; By the time we come back from segment*Jump, the X register no longer has the original 0-22
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; offset. Instead, we have a position offset which goes from 0-190. But that is good because
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; we need to use that offset to update our dirty tiles.
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drawSegments_handleTiles anop
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; We do have to handle non-game tiles. When centipede reaches the bottom, new segements are
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; added randomly in from the side. That segment needs to be clipped so we need to use non-game
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; tiles to do that clipping for us.
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_dirtyGameOrNonGameTileX segmentTileOffsetsUL
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_dirtyGameOrNonGameTileX segmentTileOffsetsUR
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_dirtyGameOrNonGameTileX segmentTileOffsetsLL
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_dirtyGameOrNonGameTileX segmentTileOffsetsLR
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; Get our original 0-22 offset we are iterating through that we pushed earlier because we know
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; it was going to get trashed.
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plx
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drawSegments_skipSegment anop
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dex
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dex
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bmi drawSegments_done
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jmp drawSegments_nextSegment
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drawSegments_done anop
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rtl
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segmentHeadJump entry
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lda segmentPixelOffset
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and segmentSpeed,x
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tay
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lda segmentPosOffset,x
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tax
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lda segmentFacing,x
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clc
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adc segmentSpriteOffset
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cpy #0
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beq segmentHeadJump_noShift
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tay
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lda headShiftJumpTable,y
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sta segmentHeadJump_jumpInst+1
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lda headShiftJumpTable+2,y
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sta segmentHeadJump_jumpInst+3
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ldy segmentScreenOffsets,x
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bra segmentHeadJump_jumpInst
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segmentHeadJump_noShift anop
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tay
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lda headJumpTable,y
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sta segmentHeadJump_jumpInst+1
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lda headJumpTable+2,y
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sta segmentHeadJump_jumpInst+3
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ldy segmentScreenOffsets,x
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segmentHeadJump_jumpInst anop
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jmp >leftHead1
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nop
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segmentBodyJump entry
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lda segmentPixelOffset
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and segmentSpeed,x
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tay
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lda segmentPosOffset,x
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tax
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lda segmentFacing,x
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clc
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adc segmentSpriteOffset
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cpy #0
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beq segmentBodyJump_noShift
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tay
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lda bodyShiftJumpTable,y
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sta segmentBodyJump_jumpInst+1
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lda bodyShiftJumpTable+2,y
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sta segmentBodyJump_jumpInst+3
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ldy segmentScreenOffsets,x
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bra segmentBodyJump_jumpInst
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segmentBodyJump_noShift anop
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tay
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lda bodyJumpTable,y
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sta segmentBodyJump_jumpInst+1
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lda bodyJumpTable+2,y
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sta segmentBodyJump_jumpInst+3
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ldy segmentScreenOffsets,x
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segmentBodyJump_jumpInst anop
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jmp >leftHead1
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nop
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updateSegments entry
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lda segmentPixelOffset
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inc a
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and #TILE_PIXEL_WIDTH-1
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sta segmentPixelOffset
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lda segmentSpriteShift
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eor #1
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sta segmentSpriteShift
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beq updateSegments_skipSpriteOffset
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lda segmentSpriteOffset
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beq updateSegments_resetSpriteOffset
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sec
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sbc #$4
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bra updateSegments_spriteOffsetCont
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updateSegments_resetSpriteOffset anop
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lda #SEGMENT_SPRITE_LAST_OFFSET
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updateSegments_spriteOffsetCont anop
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sta segmentSpriteOffset
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updateSegments_skipSpriteOffset anop
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ldx #SEGMENT_MAX_OFFSET
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updateSegments_nextSegment anop
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lda segmentStates,x
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bne updateSegments_cont
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jmp updateSegments_skipSegment
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updateSegments_cont anop
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cmp #SEGMENT_STATE_BODY
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bne updateSegments_head
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lda segmentPosOffset,x
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beq updateSegments_bodyWrapPos
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dec a
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dec a
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sta segmentPosOffset,x
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jmp updateSegments_skipSegment
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updateSegments_bodyWrapPos anop
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lda #SEGMENT_MAX_POSITION_OFFSET
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sta segmentPosOffset,x
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jmp updateSegments_skipSegment
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updateSegments_head anop
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; jsl waitForKey
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lda segmentPosOffset,x
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beq updateSegments_headWrapPos
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dec a
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dec a
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sta segmentPosOffset,x
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tay
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jmp updateSegments_headNoWrap
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updateSegments_headWrapPos anop
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lda #SEGMENT_MAX_POSITION_OFFSET
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sta segmentPosOffset,x
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tay
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; Copy the 0th position entry to the SEGMENT_POSITION_OFFSET_SPARE(th) entry.
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; That way, Y points to the new entry for the head and Y+2 always points to
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; the previous entry, even on a wrap around.
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lda segmentHorizontalDir
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sta segmentHorizontalDir+SEGMENT_MAX_POSITION_OFFSET
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lda segmentVerticalDir
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sta segmentVerticalDir+SEGMENT_MAX_POSITION_OFFSET
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lda segmentScreenOffsets
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sta segmentScreenOffsets+SEGMENT_MAX_POSITION_OFFSET
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lda segmentTileOffsetsUL
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sta segmentTileOffsetsUL+SEGMENT_MAX_POSITION_OFFSET
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lda segmentTileOffsetsUR
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sta segmentTileOffsetsUR+SEGMENT_MAX_POSITION_OFFSET
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lda segmentTileOffsetsLL
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sta segmentTileOffsetsLL+SEGMENT_MAX_POSITION_OFFSET
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lda segmentTileOffsetsLR
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sta segmentTileOffsetsLR+SEGMENT_MAX_POSITION_OFFSET
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; Important - Do facing last because we use that to index into the jump
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; table for update.
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lda segmentFacing
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sta segmentFacing+SEGMENT_MAX_POSITION_OFFSET
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bra updateSegments_headCont
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updateSegments_headNoWrap anop
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; Assume no change in any of the data for now and just copy it into place.
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lda segmentHorizontalDir+2,y
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sta segmentHorizontalDir,y
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lda segmentVerticalDir+2,y
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sta segmentVerticalDir,y
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lda segmentScreenOffsets+2,y
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sta segmentScreenOffsets,y
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lda segmentTileOffsetsUL+2,y
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sta segmentTileOffsetsUL,y
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lda segmentTileOffsetsUR+2,y
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sta segmentTileOffsetsUR,y
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lda segmentTileOffsetsLL+2,y
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sta segmentTileOffsetsLL,y
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lda segmentTileOffsetsLR+2,y
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sta segmentTileOffsetsLR,y
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; Important - Do facing last because we use that to index into the jump
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; table for update.
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lda segmentFacing+2,y
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sta segmentFacing,y
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updateSegments_headCont anop
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; This is funky. Each "facing" value is in increments of 32 to make figuring out where
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; the sprite callback is easy but it makes this update callback harder. We divide by
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; 16 to get values incrementing by 2's. Then, we or in the speed. The speed is 0 or 1
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; so now we have values incrementing by 1 each with a unique pair of facing and speed.
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; Then we multiply by two again so we have unique values incrementing by 2 and that is
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; used as an index into the jump table. That way, we jump to a subroutine which is
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; unique for each facing/speed pair.
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lsr a
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lsr a
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lsr a
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lsr a
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ora segmentSpeed,x
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asl a
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stx segmentBeingUpdated
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tax
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jsr (segmentUpdateJumpTable,x)
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ldx segmentBeingUpdated
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updateSegments_skipSegment anop
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dex
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dex
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bmi updateSegments_done
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jmp updateSegments_nextSegment
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updateSegments_done anop
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rtl
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updateSegmentLeftFast entry
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; TODO - Write this code...
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rts
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updateSegmentLeftSlow entry
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lda #1
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and segmentPixelOffset
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beq updateSegmentLeftSlow_skipDec
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tyx
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dec segmentScreenOffsets,x
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updateSegmentLeftSlow_skipDec anop
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lda segmentPixelOffset
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bne updateSegmentLeftSlow_nextOffset
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lda segmentTileOffsetsUL,y
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sta segmentTileOffsetsUR,y
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sta segmentTileOffsetsLR,y
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jmp updateSegmentLeftSlow_done
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updateSegmentLeftSlow_nextOffset anop
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cmp #1
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bne updateSegmentLeftSlow_nextOffset2
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lda segmentTileOffsetsUL,y
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tax
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lda tileLeft,x
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sta segmentTileOffsetsUL,y
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sta segmentTileOffsetsLL,y
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jmp updateSegmentLeftSlow_done
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updateSegmentLeftSlow_nextOffset2 anop
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cmp #5
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beq updateSegmentLeftSlow_checkDir
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jmp updateSegmentLeftSlow_done
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updateSegmentLeftSlow_checkDir anop
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lda segmentTileOffsetsUL,y
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tax
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lda tileLeft,x
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cmp #LHS_FIRST_TILE*SIZEOF_TILE_INFO
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bge updateSegmentLeftSlow_changeDir
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tax
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lda tileType,x
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beq updateSegmentLeftSlow_done
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; TODO - Test the tile type to see if it is a poisoned mushroom.
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updateSegmentLeftSlow_changeDir anop
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lda #SEGMENT_FACING_DOWN_LEFT
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sta segmentFacing,y
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lda #SEGMENT_DIR_RIGHT
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sta segmentHorizontalDir,y
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lda segmentVerticalDir,y
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beq updateSegmentLeftSlow_dirDown
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lda segmentTileOffsetsUR,y
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cmp #(NUM_GAME_TILES-5*GAME_NUM_TILES_WIDE)*SIZEOF_TILE_INFO
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bge updateSegmentLeftSlow_doUp
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lda #SEGMENT_DIR_DOWN
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sta segmentVerticalDir,y
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bra updateSegmentLeftSlow_doDown
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updateSegmentLeftSlow_doUp anop
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lda segmentScreenOffsets,y
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sec
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sbc #SCREEN_BYTES_PER_ROW
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sta segmentScreenOffsets,y
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lda segmentTileOffsetsLR,y
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tax
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lda tileAbove,x
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sta segmentTileOffsetsUR,y
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lda segmentTileOffsetsLL,y
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tax
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lda tileAbove,x
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sta segmentTileOffsetsUL,y
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bra updateSegmentLeftSlow_done
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updateSegmentLeftSlow_dirDown anop
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lda segmentTileOffsetsUR,y
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cmp #(NUM_GAME_TILES-GAME_NUM_TILES_WIDE)*SIZEOF_TILE_INFO
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blt updateSegmentLeftSlow_doDown
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lda #SEGMENT_DIR_UP
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sta segmentVerticalDir,y
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bra updateSegmentLeftSlow_doUp
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updateSegmentLeftSlow_doDown anop
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lda segmentScreenOffsets,y
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clc
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adc #SCREEN_BYTES_PER_ROW
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sta segmentScreenOffsets,y
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lda segmentTileOffsetsUR,y
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tax
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lda tileBelow,x
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sta segmentTileOffsetsLR,y
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lda segmentTileOffsetsUL,y
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tax
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lda tileBelow,x
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sta segmentTileOffsetsLL,y
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updateSegmentLeftSlow_done anop
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rts
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updateSegmentDownLeftFast entry
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; TODO - Write this code...
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rts
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updateSegmentDownLeftSlow entry
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lda segmentScreenOffsets,y
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tax
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lda #1
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and segmentPixelOffset
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beq updateSegmentDownLeftSlow_skipDec
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dex
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updateSegmentDownLeftSlow_skipDec anop
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lda segmentVerticalDir,y
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beq updateSegmentDownLeftSlow_down
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txa
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sec
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sbc #SCREEN_BYTES_PER_ROW
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bra updateSegmentDownLeftSlow_cont
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updateSegmentDownLeftSlow_down anop
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txa
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clc
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adc #SCREEN_BYTES_PER_ROW
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updateSegmentDownLeftSlow_cont anop
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sta segmentScreenOffsets,y
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lda segmentPixelOffset
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cmp #4
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bne updateSegmentDownLeftSlow_nextOffset
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lda #SEGMENT_FACING_LEFT
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sta segmentFacing,y
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lda segmentVerticalDir,y
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beq updateSegmentDownLeftSlow_tilesDown
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lda segmentTileOffsetsUL,y
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sta segmentTileOffsetsLL,y
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lda segmentTileOffsetsUR,y
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sta segmentTileOffsetsLR,y
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bra updateSegmentDownLeftSlow_done
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updateSegmentDownLeftSlow_tilesDown anop
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lda segmentTileOffsetsLL,y
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sta segmentTileOffsetsUL,y
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lda segmentTileOffsetsLR,y
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sta segmentTileOffsetsUR,y
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bra updateSegmentDownLeftSlow_done
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updateSegmentDownLeftSlow_nextOffset anop
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cmp #7
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bne updateSegmentDownLeftSlow_done
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lda #SEGMENT_FACING_DOWN
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sta segmentFacing,y
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updateSegmentDownLeftSlow_done anop
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rts
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updateSegmentDownFast entry
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; TODO - Write this code...
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rts
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updateSegmentDownSlow entry
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lda segmentVerticalDir,y
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beq updateSegmentDownSlow_down
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lda segmentScreenOffsets,y
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sec
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sbc #SCREEN_BYTES_PER_ROW
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bra updateSegmentDownSlow_cont
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updateSegmentDownSlow_down anop
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lda segmentScreenOffsets,y
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clc
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adc #SCREEN_BYTES_PER_ROW
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updateSegmentDownSlow_cont anop
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sta segmentScreenOffsets,y
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lda segmentPixelOffset
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cmp #2
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bne updateSegmentDownSlow_done
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lda segmentHorizontalDir,y
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beq updateSegmentDownSlow_left
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lda #SEGMENT_FACING_DOWN_RIGHT
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sta segmentFacing,y
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tyx
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inc segmentScreenOffsets,x
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bra updateSegmentDownSlow_done
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updateSegmentDownSlow_left anop
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lda #SEGMENT_FACING_DOWN_LEFT
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sta segmentFacing,y
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tyx
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dec segmentScreenOffsets,x
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updateSegmentDownSlow_done anop
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rts
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updateSegmentDownRightFast entry
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; TODO - Write this code...
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rts
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updateSegmentDownRightSlow entry
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lda segmentScreenOffsets,y
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tax
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lda #1
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and segmentPixelOffset
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beq updateSegmentDownRightSlow_skipInc
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inx
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updateSegmentDownRightSlow_skipInc anop
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lda segmentVerticalDir,y
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beq updateSegmentDownRightSlow_down
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txa
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sec
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sbc #SCREEN_BYTES_PER_ROW
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bra updateSegmentDownRightSlow_cont
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updateSegmentDownRightSlow_down anop
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txa
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clc
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adc #SCREEN_BYTES_PER_ROW
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updateSegmentDownRightSlow_cont anop
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sta segmentScreenOffsets,y
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lda segmentPixelOffset
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cmp #4
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bne updateSegmentDownRightSlow_nextOffset
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lda #SEGMENT_FACING_RIGHT
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sta segmentFacing,y
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lda segmentVerticalDir,y
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beq updateSegmentDownRightSlow_tilesDown
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lda segmentTileOffsetsUL,y
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sta segmentTileOffsetsLL,y
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lda segmentTileOffsetsUR,y
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sta segmentTileOffsetsLR,y
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bra updateSegmentDownRightSlow_done
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updateSegmentDownRightSlow_tilesDown anop
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lda segmentTileOffsetsLL,y
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sta segmentTileOffsetsUL,y
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lda segmentTileOffsetsLR,y
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sta segmentTileOffsetsUR,y
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bra updateSegmentDownRightSlow_done
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updateSegmentDownRightSlow_nextOffset anop
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cmp #7
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bne updateSegmentDownRightSlow_done
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lda #SEGMENT_FACING_DOWN
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sta segmentFacing,y
|
|
|
|
updateSegmentDownRightSlow_done anop
|
|
rts
|
|
|
|
|
|
updateSegmentRightFast entry
|
|
tyx
|
|
inc segmentScreenOffsets,x
|
|
|
|
lda segmentPixelOffset
|
|
and #3
|
|
bne updateSegmentRightFast_nextOffset
|
|
lda segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsUL,y
|
|
sta segmentTileOffsetsLL,y
|
|
bra updateSegmentRightFast_done
|
|
|
|
updateSegmentRightFast_nextOffset anop
|
|
cmp #1
|
|
bne updateSegmentRightFast_done
|
|
|
|
lda segmentTileOffsetsUR,y
|
|
tax
|
|
lda tileRight,x
|
|
sta segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsLR,y
|
|
|
|
; TODO - Write this code...
|
|
; It needs to find obstacles and change direction.
|
|
updateSegmentRightFast_done anop
|
|
rts
|
|
|
|
|
|
updateSegmentRightSlow entry
|
|
lda #1
|
|
and segmentPixelOffset
|
|
beq updateSegmentRightSlow_skipInc
|
|
tyx
|
|
inc segmentScreenOffsets,x
|
|
|
|
updateSegmentRightSlow_skipInc anop
|
|
lda segmentPixelOffset
|
|
bne updateSegmentRightSlow_nextOffset
|
|
lda segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsUL,y
|
|
sta segmentTileOffsetsLL,y
|
|
jmp updateSegmentRightSlow_done
|
|
|
|
updateSegmentRightSlow_nextOffset anop
|
|
cmp #1
|
|
bne updateSegmentRightSlow_nextOffset2
|
|
|
|
lda segmentTileOffsetsUR,y
|
|
tax
|
|
lda tileRight,x
|
|
sta segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsLR,y
|
|
|
|
jmp updateSegmentRightSlow_done
|
|
|
|
updateSegmentRightSlow_nextOffset2 anop
|
|
cmp #5
|
|
beq updateSegmentRightSlow_checkDir
|
|
jmp updateSegmentRightSlow_done
|
|
|
|
updateSegmentRightSlow_checkDir anop
|
|
lda segmentTileOffsetsUR,y
|
|
tax
|
|
lda tileRight,x
|
|
cmp #RHS_FIRST_TILE*SIZEOF_TILE_INFO
|
|
bge updateSegmentRightSlow_changeDir
|
|
tax
|
|
lda tileType,x
|
|
beq updateSegmentRightSlow_done
|
|
; TODO - Test the tile type to see if it is a poisoned mushroom.
|
|
|
|
updateSegmentRightSlow_changeDir anop
|
|
lda #SEGMENT_FACING_DOWN_RIGHT
|
|
sta segmentFacing,y
|
|
lda #SEGMENT_DIR_LEFT
|
|
sta segmentHorizontalDir,y
|
|
lda segmentVerticalDir,y
|
|
beq updateSegmentRightSlow_dirDown
|
|
|
|
lda segmentTileOffsetsUR,y
|
|
cmp #(NUM_GAME_TILES-5*GAME_NUM_TILES_WIDE)*SIZEOF_TILE_INFO
|
|
bge updateSegmentRightSlow_doUp
|
|
lda #SEGMENT_DIR_DOWN
|
|
sta segmentVerticalDir,y
|
|
bra updateSegmentRightSlow_doDown
|
|
|
|
updateSegmentRightSlow_doUp anop
|
|
lda segmentScreenOffsets,y
|
|
sec
|
|
sbc #SCREEN_BYTES_PER_ROW
|
|
sta segmentScreenOffsets,y
|
|
|
|
lda segmentTileOffsetsLR,y
|
|
tax
|
|
lda tileAbove,x
|
|
sta segmentTileOffsetsUR,y
|
|
|
|
lda segmentTileOffsetsLL,y
|
|
tax
|
|
lda tileAbove,x
|
|
sta segmentTileOffsetsUL,y
|
|
bra updateSegmentRightSlow_done
|
|
|
|
updateSegmentRightSlow_dirDown anop
|
|
lda segmentTileOffsetsUR,y
|
|
cmp #(NUM_GAME_TILES-GAME_NUM_TILES_WIDE)*SIZEOF_TILE_INFO
|
|
blt updateSegmentRightSlow_doDown
|
|
lda #SEGMENT_DIR_UP
|
|
sta segmentVerticalDir,y
|
|
bra updateSegmentRightSlow_doUp
|
|
|
|
|
|
updateSegmentRightSlow_doDown anop
|
|
lda segmentScreenOffsets,y
|
|
clc
|
|
adc #SCREEN_BYTES_PER_ROW
|
|
sta segmentScreenOffsets,y
|
|
|
|
lda segmentTileOffsetsUR,y
|
|
tax
|
|
lda tileBelow,x
|
|
sta segmentTileOffsetsLR,y
|
|
|
|
lda segmentTileOffsetsUL,y
|
|
tax
|
|
lda tileBelow,x
|
|
sta segmentTileOffsetsLL,y
|
|
|
|
updateSegmentRightSlow_done anop
|
|
rts
|
|
|
|
|
|
addBodySegment entry
|
|
lda #SEGMENT_MAX_NUM-1
|
|
sec
|
|
sbc numSegments
|
|
asl a
|
|
tax
|
|
|
|
lda #SEGMENT_STATE_BODY
|
|
sta segmentStates,x
|
|
|
|
lda #SEGMENT_SPEED_SLOW
|
|
sta segmentSpeed,x
|
|
|
|
lda numSegments
|
|
asl a
|
|
asl a
|
|
asl a
|
|
asl a
|
|
sta segmentPosOffset,x
|
|
tay
|
|
|
|
lda #SEGMENT_DIR_RIGHT
|
|
sta segmentHorizontalDir,y
|
|
|
|
lda #SEGMENT_DIR_DOWN
|
|
sta segmentVerticalDir,y
|
|
|
|
lda #SEGMENT_FACING_RIGHT
|
|
sta segmentFacing,y
|
|
|
|
lda tileScreenOffset,x
|
|
sec
|
|
sbc #3
|
|
sta segmentScreenOffsets,y
|
|
|
|
txa
|
|
sta segmentTileOffsetsUL,y
|
|
sta segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsLL,y
|
|
sta segmentTileOffsetsLR,y
|
|
|
|
inc numSegments
|
|
stz segmentSpriteShift
|
|
stz segmentPixelOffset
|
|
|
|
rtl
|
|
|
|
|
|
addHeadSegment entry
|
|
lda #SEGMENT_MAX_NUM-1
|
|
sec
|
|
sbc numSegments
|
|
asl a
|
|
tax
|
|
|
|
lda #SEGMENT_STATE_HEAD
|
|
sta segmentStates,x
|
|
|
|
lda #SEGMENT_SPEED_SLOW
|
|
sta segmentSpeed,x
|
|
|
|
lda numSegments
|
|
asl a
|
|
asl a
|
|
asl a
|
|
asl a
|
|
sta segmentPosOffset,x
|
|
tay
|
|
|
|
lda #SEGMENT_DIR_LEFT
|
|
sta segmentHorizontalDir,y
|
|
|
|
lda #SEGMENT_DIR_DOWN
|
|
sta segmentVerticalDir,y
|
|
|
|
lda #SEGMENT_FACING_LEFT
|
|
sta segmentFacing,y
|
|
|
|
lda tileScreenOffset,x
|
|
sec
|
|
sbc #3
|
|
sta segmentScreenOffsets,y
|
|
|
|
txa
|
|
sta segmentTileOffsetsUL,y
|
|
sta segmentTileOffsetsUR,y
|
|
sta segmentTileOffsetsLL,y
|
|
sta segmentTileOffsetsLR,y
|
|
|
|
inc numSegments
|
|
stz segmentSpriteShift
|
|
stz segmentPixelOffset
|
|
|
|
rtl
|
|
|
|
|
|
shootSegment entry
|
|
; Write this code...
|
|
rtl
|
|
|
|
|
|
numSegments dc i2'0'
|
|
|
|
; The method used to track a segments position and other details on the screen are a bit
|
|
; funky. In order to have body segments follow a head segment, we keep information from
|
|
; the position of the head segment. The segmentPosOffset gives an offset into the other
|
|
; larger arrays (96 words) which describes the position of the segment. When a head is
|
|
; updated, the segmentPosOffset is decremented. That way, the previous positions are
|
|
; still there and body segments after that can reference it.
|
|
;
|
|
; We need at least 96 of them because a slow moving head segment goes through 8 positions
|
|
; before it can be re-used by the next body segment. If there are 12 segments max, we
|
|
; need (8*12) positions to ensure all segments can know where there position was and will
|
|
; be next.
|
|
segmentStates dc 12i2'SEGMENT_STATE_NONE'
|
|
segmentSpeed dc 12i2'SEGMENT_SPEED_SLOW'
|
|
segmentPosOffset dc 12i2'0'
|
|
segmentHorizontalDir dc 96i2'SEGMENT_DIR_RIGHT'
|
|
segmentVerticalDir dc 96i2'SEGMENT_DIR_DOWN'
|
|
segmentFacing dc 96i2'SEGMENT_FACING_DOWN'
|
|
segmentScreenOffsets dc 96i2'0'
|
|
segmentTileOffsetsUL dc 96i2'0'
|
|
segmentTileOffsetsUR dc 96i2'0'
|
|
segmentTileOffsetsLL dc 96i2'0'
|
|
segmentTileOffsetsLR dc 96i2'0'
|
|
|
|
SEGMENT_SPRITE_LAST_OFFSET gequ 7*4
|
|
segmentSpriteOffset dc i2'0'
|
|
segmentSpriteShift dc i2'0'
|
|
segmentPixelOffset dc i2'0'
|
|
segmentBeingUpdated dc i2'0'
|
|
|
|
|
|
headJumpTable anop
|
|
; leftHeadJumpTable
|
|
dc i4'leftHead5'
|
|
dc i4'leftHead4'
|
|
dc i4'leftHead1'
|
|
dc i4'leftHead2'
|
|
dc i4'leftHead3'
|
|
dc i4'leftHead2'
|
|
dc i4'leftHead1'
|
|
dc i4'leftHead4'
|
|
|
|
; leftDownHeadJumpTable
|
|
dc i4'leftDownHead1'
|
|
dc i4'leftDownHead2'
|
|
dc i4'leftDownHead1'
|
|
dc i4'leftDownHead2'
|
|
dc i4'leftDownHead1'
|
|
dc i4'leftDownHead2'
|
|
dc i4'leftDownHead1'
|
|
dc i4'leftDownHead2'
|
|
|
|
|
|
; downHeadJumpTable
|
|
dc i4'downHead3'
|
|
dc i4'downHead3'
|
|
dc i4'downHead1'
|
|
dc i4'downHead1'
|
|
dc i4'downHead2'
|
|
dc i4'downHead2'
|
|
dc i4'downHead1'
|
|
dc i4'downHead1'
|
|
|
|
|
|
; rightDownHeadJumpTable
|
|
dc i4'rightDownHead1s'
|
|
dc i4'rightDownHead2s'
|
|
dc i4'rightDownHead1s'
|
|
dc i4'rightDownHead2s'
|
|
dc i4'rightDownHead1s'
|
|
dc i4'rightDownHead2s'
|
|
dc i4'rightDownHead1s'
|
|
dc i4'rightDownHead2s'
|
|
|
|
|
|
; rightHeadJumpTable
|
|
dc i4'rightHead5'
|
|
dc i4'rightHead4'
|
|
dc i4'rightHead1'
|
|
dc i4'rightHead2'
|
|
dc i4'rightHead3'
|
|
dc i4'rightHead2'
|
|
dc i4'rightHead1'
|
|
dc i4'rightHead4'
|
|
|
|
|
|
headShiftJumpTable anop
|
|
; leftHeadShiftJumpTable
|
|
dc i4'leftHead5s'
|
|
dc i4'leftHead4s'
|
|
dc i4'leftHead1s'
|
|
dc i4'leftHead2s'
|
|
dc i4'leftHead3s'
|
|
dc i4'leftHead2s'
|
|
dc i4'leftHead1s'
|
|
dc i4'leftHead4s'
|
|
|
|
|
|
; leftDownShiftHeadJumpTable
|
|
dc i4'leftDownHead1s'
|
|
dc i4'leftDownHead2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownHead1s'
|
|
dc i4'leftDownHead2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownHead1s'
|
|
dc i4'leftDownHead2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownHead1s'
|
|
dc i4'leftDownHead2s' ; Problem, spills into next tile...
|
|
|
|
|
|
; downHeadJumpTable
|
|
dc i4'downHead3'
|
|
dc i4'downHead3'
|
|
dc i4'downHead1'
|
|
dc i4'downHead1'
|
|
dc i4'downHead2'
|
|
dc i4'downHead2'
|
|
dc i4'downHead1'
|
|
dc i4'downHead1'
|
|
|
|
|
|
; rightDownShiftHeadJumpTable
|
|
dc i4'rightDownHead1'
|
|
dc i4'rightDownHead2'
|
|
dc i4'rightDownHead1'
|
|
dc i4'rightDownHead2'
|
|
dc i4'rightDownHead1'
|
|
dc i4'rightDownHead2'
|
|
dc i4'rightDownHead1'
|
|
dc i4'rightDownHead2'
|
|
|
|
|
|
; rightHeadShiftJumpTable
|
|
dc i4'rightHead5s'
|
|
dc i4'rightHead4s'
|
|
dc i4'rightHead1s'
|
|
dc i4'rightHead2s'
|
|
dc i4'rightHead3s'
|
|
dc i4'rightHead2s'
|
|
dc i4'rightHead1s'
|
|
dc i4'rightHead4s'
|
|
|
|
|
|
bodyJumpTable anop
|
|
; leftBodyJumpTable
|
|
dc i4'leftBody5'
|
|
dc i4'leftBody4'
|
|
dc i4'leftBody1'
|
|
dc i4'leftBody2'
|
|
dc i4'leftBody3'
|
|
dc i4'leftBody2'
|
|
dc i4'leftBody1'
|
|
dc i4'leftBody4'
|
|
|
|
|
|
; leftDownBodyJumpTable
|
|
dc i4'leftDownBody1'
|
|
dc i4'leftDownBody2'
|
|
dc i4'leftDownBody1'
|
|
dc i4'leftDownBody2'
|
|
dc i4'leftDownBody1'
|
|
dc i4'leftDownBody2'
|
|
dc i4'leftDownBody1'
|
|
dc i4'leftDownBody2'
|
|
|
|
|
|
; downBodyJumpTable
|
|
dc i4'downBody3'
|
|
dc i4'downBody3'
|
|
dc i4'downBody1'
|
|
dc i4'downBody1'
|
|
dc i4'downBody2'
|
|
dc i4'downBody2'
|
|
dc i4'downBody1'
|
|
dc i4'downBody1'
|
|
|
|
|
|
; rightDownBodyJumpTable
|
|
dc i4'rightDownBody1s'
|
|
dc i4'rightDownBody2s'
|
|
dc i4'rightDownBody1s'
|
|
dc i4'rightDownBody2s'
|
|
dc i4'rightDownBody1s'
|
|
dc i4'rightDownBody2s'
|
|
dc i4'rightDownBody1s'
|
|
dc i4'rightDownBody2s'
|
|
|
|
|
|
; rightBodyJumpTable
|
|
dc i4'rightBody5'
|
|
dc i4'rightBody4'
|
|
dc i4'rightBody1'
|
|
dc i4'rightBody2'
|
|
dc i4'rightBody3'
|
|
dc i4'rightBody2'
|
|
dc i4'rightBody1'
|
|
dc i4'rightBody4'
|
|
|
|
|
|
bodyShiftJumpTable anop
|
|
; leftBodyShiftJumpTable
|
|
dc i4'leftBody5s'
|
|
dc i4'leftBody4s'
|
|
dc i4'leftBody1s'
|
|
dc i4'leftBody2s'
|
|
dc i4'leftBody3s'
|
|
dc i4'leftBody2s'
|
|
dc i4'leftBody1s'
|
|
dc i4'leftBody4s'
|
|
|
|
|
|
; leftDownShiftBodyJumpTable
|
|
dc i4'leftDownBody1s'
|
|
dc i4'leftDownBody2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownBody1s'
|
|
dc i4'leftDownBody2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownBody1s'
|
|
dc i4'leftDownBody2s' ; Problem, spills into next tile...
|
|
dc i4'leftDownBody1s'
|
|
dc i4'leftDownBody2s' ; Problem, spills into next tile...
|
|
|
|
|
|
; downBodyJumpTable
|
|
dc i4'downBody3'
|
|
dc i4'downBody3'
|
|
dc i4'downBody1'
|
|
dc i4'downBody1'
|
|
dc i4'downBody2'
|
|
dc i4'downBody2'
|
|
dc i4'downBody1'
|
|
dc i4'downBody1'
|
|
|
|
|
|
; rightDownShiftBodyJumpTable
|
|
dc i4'rightDownBody1'
|
|
dc i4'rightDownBody2'
|
|
dc i4'rightDownBody1'
|
|
dc i4'rightDownBody2'
|
|
dc i4'rightDownBody1'
|
|
dc i4'rightDownBody2'
|
|
dc i4'rightDownBody1'
|
|
dc i4'rightDownBody2'
|
|
|
|
|
|
; rightBodyShiftJumpTable
|
|
dc i4'rightBody5s'
|
|
dc i4'rightBody4s'
|
|
dc i4'rightBody1s'
|
|
dc i4'rightBody2s'
|
|
dc i4'rightBody3s'
|
|
dc i4'rightBody2s'
|
|
dc i4'rightBody1s'
|
|
dc i4'rightBody4s'
|
|
|
|
segmentUpdateJumpTable dc i2'updateSegmentLeftFast'
|
|
dc i2'updateSegmentLeftSlow'
|
|
dc i2'updateSegmentDownLeftFast'
|
|
dc i2'updateSegmentDownLeftSlow'
|
|
dc i2'updateSegmentDownFast'
|
|
dc i2'updateSegmentDownSlow'
|
|
dc i2'updateSegmentDownRightFast'
|
|
dc i2'updateSegmentDownRightSlow'
|
|
dc i2'updateSegmentRightFast'
|
|
dc i2'updateSegmentRightSlow'
|
|
|
|
end
|