2018-08-27 17:57:20 +00:00
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processor 6502
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include "vcs.h"
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include "macro.h"
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include "xmacro.h"
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include "xtimer.h"
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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org $80
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Temp1 .byte
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Temp2 .byte
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg Code
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org $f000
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jmp Start
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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include "setpos.inc" ; SetHorizPos routine
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include "xtimer.inc" ; WaitForScanline routine and lookup table
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include "multisprite.inc" ; multi 2-player color 2-line kernel w/ background
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include "6digit.inc" ; 6-digit scoreboard
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; Initialize and set initial X and Y offsets of objects.
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Start
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CLEAN_START
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jsr MSpriteInit
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ldx #0
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lda #MinYPos
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ldy #40
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InitLoop
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sty XPos0,x
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sta YPos0,x
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sta Flags0,x
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clc
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2018-08-27 21:31:49 +00:00
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adc #23
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2018-08-27 17:57:20 +00:00
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iny
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iny
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iny
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iny
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iny
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iny
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inx
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cpx #NSprites
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bne InitLoop
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lda #0
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sta Shape0
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lda #1
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sta Shape0+1
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lda #2
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sta Shape0+2
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sta Shape0+4
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sta Shape0+6
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lda #3
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sta Shape0+3
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sta Shape0+5
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sta Shape0+7
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lda #>Start
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sta PF0Ptr+1
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lda #>Start+1
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sta PF1Ptr+1
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lda #>Start+1
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sta PF2Ptr+1
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2018-08-27 21:31:49 +00:00
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lda YPos0+1
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adc #9
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sta YPos0+1
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2018-08-27 17:57:20 +00:00
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; Next frame loop
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NextFrame
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VERTICAL_SYNC
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TIMER_SETUP 37
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; Do joystick movement
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ldy #1
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jsr MoveJoystick
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jsr GetDigitPtrs
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jsr MSpritePre
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TIMER_WAIT
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; end of VBLANK
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2018-08-27 21:31:49 +00:00
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; Needed for single-line kernel
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2018-08-27 17:57:20 +00:00
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TIMER_TABLE_SETUP
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; Scoreboard
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jsr DrawDigits
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; Scanline loop
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lda #$90
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sta COLUBK
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lda #22
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jsr MSpriteDraw2
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; Overscan
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TIMER_SETUP 28
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; Clear all colors to black before overscan
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ldx #0
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stx COLUBK
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stx COLUP0
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stx COLUP1
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stx COLUPF
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2018-08-27 21:31:49 +00:00
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; add score
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ldy #0
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ldx #0
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lda #1
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jsr AddScore
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2018-08-27 17:57:20 +00:00
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; 30-2 lines of overscan
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TIMER_WAIT
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; Go to next frame
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jmp NextFrame
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; Read joystick movement and apply to object 0
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MoveJoystick subroutine
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; Move vertically
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ldx YPos0,y
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lda #%00010000 ;Up?
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bit SWCHA
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bne .SkipMoveUp
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cpx #MinYPos+1
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bcc .SkipMoveUp
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dex
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.SkipMoveUp
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lda #%00100000 ;Down?
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bit SWCHA
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bne .SkipMoveDown
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cpx #180
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bcs .SkipMoveDown
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inx
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.SkipMoveDown
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stx YPos0,y
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; Move horizontally
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ldx XPos0,y
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lda #%01000000 ;Left?
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bit SWCHA
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bne .SkipMoveLeft
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cpx #5
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bcc .SkipMoveLeft
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dex
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lda #$08
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sta Flags0,y
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.SkipMoveLeft
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lda #%10000000 ;Right?
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bit SWCHA
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bne .SkipMoveRight
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cpx #160
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bcs .SkipMoveRight
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inx
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lda #$00
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sta Flags0,y
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.SkipMoveRight
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stx XPos0,y
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rts
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; TODO: do we need trailing padding?
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; Bitmap data "standing" position
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Frame0
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.byte #0
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.byte #%01101100;$F6
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.byte #%00101000;$86
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.byte #%00101000;$86
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.byte #%00111000;$86
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.byte #%10111010;$C2
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.byte #%10111010;$C2
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.byte #%01111100;$C2
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.byte #%00111000;$C2
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.byte #%00111000;$16
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.byte #%01000100;$16
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.byte #%01111100;$16
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.byte #%01111100;$18
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.byte #%01010100;$18
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.byte #%01111100;$18
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.byte #%11111110;$F2
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.byte #%00111000;$F4
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; Bitmap data "throwing" position
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Frame1
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.byte #0
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.byte #%01101100;$F6
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.byte #%01000100;$86
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.byte #%00101000;$86
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.byte #%00111000;$86
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.byte #%10111010;$C2
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.byte #%10111101;$C2
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.byte #%01111101;$C2
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.byte #%00111001;$C2
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.byte #%00111000;$16
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.byte #%01101100;$16
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.byte #%01111100;$16
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.byte #%01111100;$18
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.byte #%01010100;$18
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.byte #%01111100;$18
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.byte #%11111110;$F2
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.byte #%00111000;$F4
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; Color data for each line of sprite
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ColorFrame0
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.byte #16 ; height
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.byte #$F6;
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.byte #$86;
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.byte #$86;
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.byte #$86;
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.byte #$C2;
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.byte #$C2;
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.byte #$C2;
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.byte #$C2;
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.byte #$16;
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.byte #$16;
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.byte #$16;
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.byte #$18;
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.byte #$18;
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.byte #$18;
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.byte #$F2;
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.byte #$F4;
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; Enemy cat-head graphics data
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EnemyFrame0
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.byte #0
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.byte #%00111100;$AE
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.byte #%01000010;$AE
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.byte #%11100111;$AE
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.byte #%11111111;$AC
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.byte #%10011001;$8E
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.byte #%01111110;$8E
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.byte #%11000011;$98
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.byte #%10000001;$98
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; Enemy cat-head color data
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EnemyColorFrame0
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.byte #8 ; height
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.byte #$AE;
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.byte #$AC;
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.byte #$A8;
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.byte #$AC;
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.byte #$8E;
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.byte #$8E;
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.byte #$98;
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.byte #$94;
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; Enemy cat-head color data
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EnemyColorFrame1
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.byte #8 ; height
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.byte #$FE;
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.byte #$FC;
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.byte #$28;
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.byte #$2C;
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.byte #$EE;
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.byte #$EE;
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.byte #$D8;
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.byte #$D4;
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; Mapping of sprite shapes to sprite data
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SpriteDataMap
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.word Frame0,ColorFrame0
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.word Frame1,ColorFrame0
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.word EnemyFrame0,EnemyColorFrame0
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.word EnemyFrame0,EnemyColorFrame1
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; Epilogue
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org $fffc
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.word Start
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.word Start
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