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1044
loderunner/LR.CODE.S
1044
loderunner/LR.CODE.S
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@ -7,11 +7,22 @@
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mx %11
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lst off
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* sprEMPTY = 0
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* sprWALL = 1
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* sprWALLI = 2 ; mur indestructible
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* sprLADDER = 3
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* sprBAR = 4
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* sprTRAP = 5
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* sprLADDERI = 6
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* sprCHEST = 7
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* sprFOE = 8
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* sprHERO = 9
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*---------------------------------------
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*--- Decoded level (28 x 16)
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L0800 DS $1C
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L0800 DS $1C ; le plateau avec les personnages
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L081C DS $1C
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L0838 DS $1C
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L0854 DS $1C
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@ -29,7 +40,7 @@ L0988 DS $1C
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L09A4 DS $1C
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ds \
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L0A00 DS $1C
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L0A00 DS $1C ; le plateau sans les personnages
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L0A1C DS $1C
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L0A38 DS $1C
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L0A54 DS $1C
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@ -49,25 +60,30 @@ L0BA4 DS $1C
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*--- $0C00
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L0C00 ds $30
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L0C30 ds $30
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L0C60 ds 8
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L0C68 ds 8
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L0C70 ds 8
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L0C78 ds 8
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L0C80 ds 8
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L0C88 ds 8
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sizeLI = 48 ; on pourrait avoir 48 Žchelles invisibles
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tblLADDERIX ds sizeLI ; mais le jeu n'en autorise
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tblLADDERIY ds sizeLI ; que 45
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sizeFOE = 8 ; on pourrait avoir 8 ennemis
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tblFOEX ds sizeFOE ; mais le jeu n'en autorise
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tblFOEY ds sizeFOE ; que 5
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L0C70 ds sizeFOE
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L0C78 ds sizeFOE
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L0C80 ds sizeFOE
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L0C88 ds sizeFOE
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L0C90 ds 8
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L0C98 ds 8
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L0CA0 ds $20
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L0CC0 ds $20
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L0CE0 ds $20
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*--- $0D00
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*--- $0D00 - Level buffer from/to disk
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L0D00 ds 256
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levelDISK ds 256
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*--- $0E00
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*--- $0E00 - buffer pour le son
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L0E00 ds 128
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L0E80 ds 128
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@ -289,11 +305,14 @@ yhgr HEX 0004080C1014181C0004080C1014181C
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*--- Level line numbers
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L1C05 DFB <L0800,<L081C,<L0838,<L0854,<L0870,<L088C,<L08A8,<L08C4
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tblBOARDALLL
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DFB <L0800,<L081C,<L0838,<L0854,<L0870,<L088C,<L08A8,<L08C4
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DFB <L08E0,<L08FC,<L0918,<L0934,<L0950,<L096C,<L0988,<L09A4
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L1C15 DFB >L0800,>L081C,>L0838,>L0854,>L0870,>L088C,>L08A8,>L08C4
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tblBOARDALLH
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DFB >L0800,>L081C,>L0838,>L0854,>L0870,>L088C,>L08A8,>L08C4
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DFB >L08E0,>L08FC,>L0918,>L0934,>L0950,>L096C,>L0988,>L09A4
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L1C25 DFB >L0A00,>L0A1C,>L0A38,>L0A54,>L0A70,>L0A8C,>L0AA8,>L0AC4
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tblBOARDBACKH
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DFB >L0A00,>L0A1C,>L0A38,>L0A54,>L0A70,>L0A8C,>L0AA8,>L0AC4
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DFB >L0AE0,>L0AFC,>L0B18,>L0B34,>L0B50,>L0B6C,>L0B88,>L0BA4
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*--- From a X in text to a X in HGR
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@ -329,7 +348,7 @@ xtable DB $00
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*--- From a Y in text to a Y in HGR
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ytable DB $00
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ytable DB $00 ; char height
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DB $0B
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DB $16
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DB $21
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@ -376,7 +395,7 @@ bytable DB $00
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DB $25
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DB $26
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bitable DB $00
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bitable DB $00 ; in which sprite table shall I get the sprite?
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DB $03
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DB $06
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DB $02
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@ -405,7 +424,7 @@ bitable DB $00
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DB $01
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DB $04
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xbytable DB $00
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xbytable DB $00 ; and the index within the table
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DB $00
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DB $00
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DB $00
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@ -4,6 +4,19 @@
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* (s) 2014, Brutal Deluxe Software
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*
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* ZP______ Line
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* DF E0 E1 0
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* E2 E3 E4 1
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* E5 E6 E7 2
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* E8 E9 EA 3
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* EB EC ED 4
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* EE EF F0 5
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* F1 F2 F3 6
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* F4 F5 F6 7
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* F7 F8 F9 8
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* FA FB FC 9
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* FD FE FF 10
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*---------------------------------------
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* TABLES
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*---------------------------------------
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@ -81,7 +94,7 @@ L9E00 HEX D1D5A0A4B1C3B3B58DF9F4E1E2ECE5A0
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HEX A4C2B7C5C48DF2F7F4F3E2F5E6E6A0C5
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HEX D1D5A0A4C2B7C6B08DF2F7F4F3E3EDEE
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HEX 06000007000007000006000003061311
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L9F00 HEX 06000007000007000006000003061311
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HEX 11111111111111030000030603000000
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HEX 00000007004344440376111111113111
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HEX 11111101000013111111111133000000
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