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Add some more code to support adding bug segments to the game.
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@ -13,6 +13,16 @@
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gameSegments start
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using globalData
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SEGMENT_STATE_NONE equ 0
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SEGMENT_STATE_HEAD equ 1
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SEGMENT_STATE_BODY equ 2
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SEGMENT_DIR_LEFT equ 0
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SEGMENT_DIR_DOWN_LEFT equ 1
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SEGMENT_DIR_DOWN equ 2
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SEGMENT_DIR_DOWN_RIGHT equ 3
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SEGMENT_DIR_RIGHT equ 4
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drawSegments entry
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; Write this code...
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@ -38,5 +48,184 @@ shootSegment entry
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; Write this code...
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rtl
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SEGMENT_SPRITE_LAST_OFFSET gequ 7*4
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leftHeadJumpTable dc i4'leftHead5'
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dc i4'leftHead4'
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dc i4'leftHead1'
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dc i4'leftHead2'
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dc i4'leftHead3'
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dc i4'leftHead2'
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dc i4'leftHead1'
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dc i4'leftHead4'
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leftHeadShiftJumpTable dc i4'leftHead5s'
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dc i4'leftHead4s'
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dc i4'leftHead1s'
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dc i4'leftHead2s'
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dc i4'leftHead3s'
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dc i4'leftHead2s'
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dc i4'leftHead1s'
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dc i4'leftHead4s'
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rightHeadJumpTable dc i4'rightHead5'
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dc i4'rightHead4'
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dc i4'rightHead1'
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dc i4'rightHead2'
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dc i4'rightHead3'
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dc i4'rightHead2'
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dc i4'rightHead1'
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dc i4'rightHead4'
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rightHeadShiftJumpTable dc i4'rightHead5s'
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dc i4'rightHead4s'
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dc i4'rightHead1s'
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dc i4'rightHead2s'
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dc i4'rightHead3s'
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dc i4'rightHead2s'
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dc i4'rightHead1s'
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dc i4'rightHead4s'
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leftDownHeadJumpTable dc i4'leftDownHead1'
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dc i4'leftDownHead2'
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dc i4'leftDownHead1'
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dc i4'leftDownHead2'
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dc i4'leftDownHead1'
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dc i4'leftDownHead2'
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dc i4'leftDownHead1'
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dc i4'leftDownHead2'
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leftDownShiftHeadJumpTable dc i4'leftDownHead1s'
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dc i4'leftDownHead2s' ; Problem, spills into next tile...
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dc i4'leftDownHead1s'
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dc i4'leftDownHead2s' ; Problem, spills into next tile...
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dc i4'leftDownHead1s'
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dc i4'leftDownHead2s' ; Problem, spills into next tile...
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dc i4'leftDownHead1s'
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dc i4'leftDownHead2s' ; Problem, spills into next tile...
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rightDownHeadJumpTable 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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rightDownShiftHeadJumpTable 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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downHeadJumpTable dc i4'downHead3'
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dc i4'downHead3'
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dc i4'downHead1'
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dc i4'downHead1'
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dc i4'downHead2'
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dc i4'downHead2'
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dc i4'downHead1'
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dc i4'downHead1'
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leftBodyJumpTable dc i4'leftBody5'
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dc i4'leftBody4'
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dc i4'leftBody1'
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dc i4'leftBody2'
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dc i4'leftBody3'
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dc i4'leftBody2'
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dc i4'leftBody1'
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dc i4'leftBody4'
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leftBodyShiftJumpTable dc i4'leftBody5s'
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dc i4'leftBody4s'
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dc i4'leftBody1s'
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dc i4'leftBody2s'
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dc i4'leftBody3s'
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dc i4'leftBody2s'
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dc i4'leftBody1s'
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dc i4'leftBody4s'
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rightBodyJumpTable dc i4'rightBody5'
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dc i4'rightBody4'
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dc i4'rightBody1'
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dc i4'rightBody2'
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dc i4'rightBody3'
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dc i4'rightBody2'
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dc i4'rightBody1'
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dc i4'rightBody4'
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rightBodyShiftJumpTable dc i4'rightBody5s'
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dc i4'rightBody4s'
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dc i4'rightBody1s'
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dc i4'rightBody2s'
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dc i4'rightBody3s'
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dc i4'rightBody2s'
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dc i4'rightBody1s'
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dc i4'rightBody4s'
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leftDownBodyJumpTable dc i4'leftDownBody1'
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dc i4'leftDownBody2'
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dc i4'leftDownBody1'
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dc i4'leftDownBody2'
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dc i4'leftDownBody1'
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dc i4'leftDownBody2'
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dc i4'leftDownBody1'
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dc i4'leftDownBody2'
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leftDownShiftBodyJumpTable dc i4'leftDownBody1s'
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dc i4'leftDownBody2s' ; Problem, spills into next tile...
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dc i4'leftDownBody1s'
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dc i4'leftDownBody2s' ; Problem, spills into next tile...
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dc i4'leftDownBody1s'
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dc i4'leftDownBody2s' ; Problem, spills into next tile...
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dc i4'leftDownBody1s'
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dc i4'leftDownBody2s' ; Problem, spills into next tile...
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rightDownBodyJumpTable 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'
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dc i4'rightDownBody2' ; Problem, spills into next tile...
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rightDownShiftBodyJumpTable dc i4'rightDownBody1s'
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dc i4'rightDownBody2s'
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dc i4'rightDownBody1s'
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dc i4'rightDownBody2s'
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dc i4'rightDownBody1s'
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dc i4'rightDownBody2s'
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dc i4'rightDownBody1s'
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dc i4'rightDownBody2s'
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downBodyJumpTable dc i4'downBody3'
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dc i4'downBody3'
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dc i4'downBody1'
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dc i4'downBody1'
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dc i4'downBody2'
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dc i4'downBody2'
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dc i4'downBody1'
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dc i4'downBody1'
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end
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