mirror of
https://github.com/jeremysrand/BuGS.git
synced 2024-12-29 13:29:27 +00:00
Add the code to animate the segments at slow speed. There is a bug where the centipede seems to get stuck along the left edge sometimes. But overall looks pretty good.
This commit is contained in:
parent
0362b53e2c
commit
46567659e9
@ -211,6 +211,7 @@ updateSegments_bodyWrapPos anop
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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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@ -270,10 +271,19 @@ updateSegments_headNoWrap anop
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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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@ -287,49 +297,295 @@ updateSegments_done anop
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rtl
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updateSegmentLeft entry
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updateSegmentLeftFast entry
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; TODO - Write this code...
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rts
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updateSegmentDownLeft entry
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; TODO - Write this code...
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rts
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updateSegmentDown entry
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; TODO - Write this code...
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rts
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updateSegmentDownRight entry
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; TODO - Write this code...
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rts
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updateSegmentRight entry
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ldx segmentBeingUpdated
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lda segmentSpeed,x
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beq updateSegmentRight_doInc
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and segmentPixelOffset
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beq updateSegmentRight_skipInc
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updateSegmentRight_doInc anop
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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
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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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updateSegmentRight_skipInc anop
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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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; TODO - Need to and with #3 for fast because we want 0 and 4 pixel
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; offsets and 1 and 5 to do tile updates.
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bne updateSegmentRight_nextOffset
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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
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updateSegmentDownRightSlow_done anop
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rts
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updateSegmentRightFast entry
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tyx
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inc segmentScreenOffsets,x
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lda segmentPixelOffset
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and #3
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bne updateSegmentRightFast_nextOffset
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lda segmentTileOffsetsUR,y
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sta segmentTileOffsetsUL,y
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sta segmentTileOffsetsLL,y
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bra updateSegmentRight_done
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bra updateSegmentRightFast_done
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updateSegmentRight_nextOffset anop
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updateSegmentRightFast_nextOffset anop
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cmp #1
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bne updateSegmentRight_done
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bne updateSegmentRightFast_done
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lda segmentTileOffsetsUR,y
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tax
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@ -339,7 +595,111 @@ updateSegmentRight_nextOffset anop
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; TODO - Write this code...
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; It needs to find obstacles and change direction.
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updateSegmentRight_done anop
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updateSegmentRightFast_done anop
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rts
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updateSegmentRightSlow entry
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lda #1
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and segmentPixelOffset
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beq updateSegmentRightSlow_skipInc
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tyx
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inc segmentScreenOffsets,x
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updateSegmentRightSlow_skipInc anop
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lda segmentPixelOffset
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bne updateSegmentRightSlow_nextOffset
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lda segmentTileOffsetsUR,y
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sta segmentTileOffsetsUL,y
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sta segmentTileOffsetsLL,y
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jmp updateSegmentRightSlow_done
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updateSegmentRightSlow_nextOffset anop
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cmp #1
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bne updateSegmentRightSlow_nextOffset2
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lda segmentTileOffsetsUR,y
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tax
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lda tileRight,x
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sta segmentTileOffsetsUR,y
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sta segmentTileOffsetsLR,y
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jmp updateSegmentRightSlow_done
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updateSegmentRightSlow_nextOffset2 anop
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cmp #5
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beq updateSegmentRightSlow_checkDir
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jmp updateSegmentRightSlow_done
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updateSegmentRightSlow_checkDir anop
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lda segmentTileOffsetsUR,y
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tax
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lda tileRight,x
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cmp #RHS_FIRST_TILE
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bge updateSegmentRightSlow_changeDir
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tax
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lda tileType,x
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beq updateSegmentRightSlow_done
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; TODO - Test the tile type to see if it is a poisoned mushroom.
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updateSegmentRightSlow_changeDir anop
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lda #SEGMENT_FACING_DOWN_RIGHT
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sta segmentFacing,y
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lda #SEGMENT_DIR_LEFT
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sta segmentHorizontalDir,y
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lda segmentVerticalDir,y
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beq updateSegmentRightSlow_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 updateSegmentRightSlow_doUp
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lda #SEGMENT_DIR_DOWN
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sta segmentVerticalDir,y
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bra updateSegmentRightSlow_doDown
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updateSegmentRightSlow_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 updateSegmentRightSlow_done
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updateSegmentRightSlow_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 updateSegmentRightSlow_doDown
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lda #SEGMENT_DIR_UP
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sta segmentVerticalDir,y
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bra updateSegmentRightSlow_doUp
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updateSegmentRightSlow_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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updateSegmentRightSlow_done anop
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rts
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@ -412,13 +772,13 @@ addHeadSegment entry
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sta segmentPosOffset,x
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tay
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lda #SEGMENT_DIR_RIGHT
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lda #SEGMENT_DIR_LEFT
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sta segmentHorizontalDir,y
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lda #SEGMENT_DIR_DOWN
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sta segmentVerticalDir,y
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lda #SEGMENT_FACING_RIGHT
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lda #SEGMENT_FACING_LEFT
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sta segmentFacing,y
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lda tileScreenOffset,x
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@ -510,14 +870,14 @@ headJumpTable anop
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; rightDownHeadJumpTable
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dc i4'rightDownHead1'
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dc i4'rightDownHead2' ; Problem, spills into next tile...
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dc i4'rightDownHead1'
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dc i4'rightDownHead2' ; Problem, spills into next tile...
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dc i4'rightDownHead1'
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dc i4'rightDownHead2' ; Problem, spills into next tile...
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dc i4'rightDownHead1'
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dc i4'rightDownHead2' ; Problem, spills into next tile...
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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; rightHeadJumpTable
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@ -566,14 +926,14 @@ headShiftJumpTable anop
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; rightDownShiftHeadJumpTable
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1s'
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dc i4'rightDownHead2s'
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dc i4'rightDownHead1'
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dc i4'rightDownHead2'
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dc i4'rightDownHead1'
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dc i4'rightDownHead2'
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dc i4'rightDownHead1'
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dc i4'rightDownHead2'
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dc i4'rightDownHead1'
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dc i4'rightDownHead2'
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; rightHeadShiftJumpTable
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@ -622,14 +982,14 @@ bodyJumpTable anop
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; rightDownBodyJumpTable
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dc i4'rightDownBody1'
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dc i4'rightDownBody2' ; Problem, spills into next tile...
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dc i4'rightDownBody1'
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dc i4'rightDownBody2' ; Problem, spills into next tile...
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dc i4'rightDownBody1'
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dc i4'rightDownBody2' ; Problem, spills into next tile...
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dc i4'rightDownBody1'
|
||||
dc i4'rightDownBody2' ; Problem, spills into next tile...
|
||||
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
|
||||
@ -678,14 +1038,14 @@ bodyShiftJumpTable anop
|
||||
|
||||
|
||||
; rightDownShiftBodyJumpTable
|
||||
dc i4'rightDownBody1s'
|
||||
dc i4'rightDownBody2s'
|
||||
dc i4'rightDownBody1s'
|
||||
dc i4'rightDownBody2s'
|
||||
dc i4'rightDownBody1s'
|
||||
dc i4'rightDownBody2s'
|
||||
dc i4'rightDownBody1s'
|
||||
dc i4'rightDownBody2s'
|
||||
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
|
||||
@ -698,10 +1058,15 @@ bodyShiftJumpTable anop
|
||||
dc i4'rightBody1s'
|
||||
dc i4'rightBody4s'
|
||||
|
||||
segmentUpdateJumpTable dc i2'updateSegmentLeft'
|
||||
dc i2'updateSegmentDownLeft'
|
||||
dc i2'updateSegmentDown'
|
||||
dc i2'updateSegmentDownRight'
|
||||
dc i2'updateSegmentRight'
|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user