2021-01-17 20:34:23 +00:00
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; Environment: grass, beach, forest, ice
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; Enemies: HP ATTACK WEAKNESS RESIST
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; Killer Crab RND-32 PINCH MALAISE FIRE
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; Plain Fish BUBBLE FIRE ICE
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; Evil Tree RND-16 LEAVE FIRE ICE
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; Wood Elf SING MALAISE BOLT
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; Giant Bee RND-64 BUZZSAW ICE NONE
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; Procrastinon RND-32 PUTOFF NONE MALAISE
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; Ice Fish RND-32 AUGER FIRE ICE
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; EvilPenguin WADDLE FIRE ICE
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; Battle.
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; Forest? Grassland? Artic? Ocean?
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; ATTACK REST
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; MAGIC LIMIT
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; SUMMON RUN
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;
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; SUMMONS -> METROCAT VORTEXCN
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; MAGIC -> HEAL FIRE
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; ICE MALAISE
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; BOLT
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; LIMIT -> SLICE ZAP
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; DROP
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;
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; 1 2 3
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;0123456789012345678901234567890123456789|
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;----------------------------------------|
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; | HP LIMIT | -> FIGHT/LIMIT 21
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;KILLER CRAB | DEATER 128/255 128 | ZAP 22
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; | | REST 23
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; | | RUN AWAY 24
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;
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; struct enemy_type {
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; char *name;
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; int hp_base,hp_mask;
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; char *attack_name;
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; int weakness,resist;
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; unsigned char *sprite;
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;};
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;=============================
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; Init Enemy
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;=============================
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init_enemy:
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; select type
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; random, with weight toward proper terrain
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; 50% completely random, 50% terrain based?
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; enemy_type=random_8()%0x7;
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; enemy_hp=enemies[enemy_type].hp_base+
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; (rand()&enemies[enemy_type].hp_mask);
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lda #0 ; hardcode crab for now
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sta ENEMY_TYPE
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sta ENEMY_X
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2021-01-18 20:49:02 +00:00
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sta ENEMY_DEAD
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2021-01-17 20:34:23 +00:00
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2021-01-20 21:36:26 +00:00
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; FIXME: lower
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2021-01-18 04:43:56 +00:00
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lda #$00 ; BCD
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2021-01-20 21:36:26 +00:00
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sta ENEMY_HP_LO
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lda #$03 ; BCD
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2021-01-18 04:43:56 +00:00
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sta ENEMY_HP_HI
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2021-01-20 21:36:26 +00:00
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lda #$3 ; max HP is 100
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2021-01-18 04:43:56 +00:00
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sta ENEMY_LEVEL
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2021-01-17 20:34:23 +00:00
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lda #30
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sta ENEMY_COUNT
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lda #<killer_crab_sprite
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sta draw_enemy_smc1+1
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lda #>killer_crab_sprite
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sta draw_enemy_smc2+1
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rts
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;static struct enemy_type enemies[9]={
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; [0]= {
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; .name="Killer Crab",
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; .hp_base=50,
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; .hp_mask=0x1f,
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; .attack_name="Pinch",
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; .weakness=MAGIC_MALAISE,
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; .resist=MAGIC_FIRE,
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; .sprite=killer_crab,
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; },
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; [1]= {
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; .name="Plain Fish",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Bubble",
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; .weakness=MAGIC_FIRE,
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; .resist=MAGIC_ICE,
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; .sprite=plain_fish,
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; },
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; [2]= {
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; .name="Evil Tree",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Leaves",
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; .weakness=MAGIC_FIRE,
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; .resist=MAGIC_ICE,
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; .sprite=evil_tree,
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; },
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; [3]= {
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; .name="Wood Elf",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Song",
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; .weakness=MAGIC_MALAISE,
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; .resist=MAGIC_BOLT|MAGIC_HEAL,
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; .sprite=wood_elf,
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; },
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; [4]= {
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; .name="Giant Bee",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Buzzsaw",
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; .weakness=MAGIC_ICE,
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; .resist=MAGIC_NONE,
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; .sprite=giant_bee,
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; },
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; [5]= {
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; .name="Procrastinon",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Putoff",
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; .weakness=MAGIC_NONE,
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; .resist=MAGIC_MALAISE,
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; .sprite=procrastinon,
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; },
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; [6]= {
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; .name="Ice Fish",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Auger",
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; .weakness=MAGIC_FIRE,
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; .resist=MAGIC_ICE,
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; .sprite=ice_fish,
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; },
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; [7]= {
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; .name="Evil Penguin",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="Waddle",
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; .weakness=MAGIC_FIRE,
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; .resist=MAGIC_ICE,
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; .sprite=evil_penguin,
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; },
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; [8]= {
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; .name="Act.Principl",
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; .hp_base=10,
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; .hp_mask=0x1f,
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; .attack_name="BIRDIE",
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; .weakness=MAGIC_NONE,
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; .resist=MAGIC_ICE|MAGIC_FIRE,
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; .sprite=roboknee1,
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; },
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;};
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;=========================
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; damage enemy
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;=========================
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2021-01-18 04:43:56 +00:00
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; amount to damage in DAMAGE_VAL_LO/HI (BCD)
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2021-01-17 20:34:23 +00:00
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damage_enemy:
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2021-01-18 04:43:56 +00:00
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; see if damage < enemy_hp, if so fine to subtract
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; if not, set enemy_hp to zero
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2021-01-17 20:34:23 +00:00
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2021-01-18 04:43:56 +00:00
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; 16 bit unsigned compare
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lda DAMAGE_VAL_HI ; compare high bytes
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cmp ENEMY_HP_HI
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bcc damage_enemy_subtract ; if damage_hi<hp_hi then less
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bne damage_enemy_too_much ; if damage_hi<>hp_hi then bigger
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lda DAMAGE_VAL_LO ; compare low bytes
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cmp ENEMY_HP_LO
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bcc damage_enemy_subtract ; then damage_hi<hp_hi
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2021-01-17 20:34:23 +00:00
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damage_enemy_too_much:
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lda #0
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2021-01-18 04:43:56 +00:00
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sta ENEMY_HP_HI
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sta ENEMY_HP_LO
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jmp damage_enemy_done
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damage_enemy_subtract:
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sed
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sec
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lda ENEMY_HP_LO
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sbc DAMAGE_VAL_LO
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sta ENEMY_HP_LO
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lda ENEMY_HP_HI
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sbc DAMAGE_VAL_HI
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sta ENEMY_HP_HI
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cld
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2021-01-17 20:34:23 +00:00
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2021-01-18 04:43:56 +00:00
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damage_enemy_done:
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2021-01-17 20:34:23 +00:00
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rts
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;===============================
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; enemy attack
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;===============================
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enemy_attack:
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2021-01-19 05:32:10 +00:00
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lda #$10
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sta DAMAGE_VAL_LO
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lda #$00
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sta DAMAGE_VAL_HI
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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lda #1
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sta ENEMY_ATTACKING
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2021-01-17 20:34:23 +00:00
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2021-01-19 22:04:34 +00:00
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2021-01-19 05:32:10 +00:00
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enemy_attack_loop:
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2021-01-17 20:34:23 +00:00
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2021-01-19 22:04:34 +00:00
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; put attack name onh
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2021-01-19 05:32:10 +00:00
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; occasionally attack with that enemy's power?
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; occasionally heal self?
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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;======================
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; copy over background
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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jsr gr_copy_to_current
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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; draw hero first so behind enemy
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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jsr draw_hero_and_sword
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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2021-01-19 22:04:34 +00:00
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; let you finish menu commands?
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lda MENU_STATE
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cmp #MENU_NONE
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beq enemy_no_menu
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jsr get_keypress
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sta LAST_KEY
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jsr battle_menu_keypress
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enemy_no_menu:
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2021-01-19 05:32:10 +00:00
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;============
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; draw bottom
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jsr draw_battle_bottom
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2021-01-19 22:04:34 +00:00
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2021-01-19 05:32:10 +00:00
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;============
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; page flip
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jsr page_flip
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;============
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; delay a bit
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lda #50
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jsr WAIT
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inc ENEMY_X
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lda ENEMY_X
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cmp #30
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bcc enemy_attack_loop
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enemy_done_charging:
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; damage the hero
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jsr damage_hero
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; update limit count
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; max out at 5
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lda HERO_LIMIT
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cmp #5
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beq battle_no_inc_limit
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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inc HERO_LIMIT
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2021-01-19 22:20:36 +00:00
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2021-01-19 05:32:10 +00:00
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battle_no_inc_limit:
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2021-01-17 20:34:23 +00:00
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2021-01-19 22:20:36 +00:00
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;============================
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;============================
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;============================
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lda #50
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sta ANIMATE_LOOP
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enemy_end_loop:
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;======================
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; copy over background
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jsr gr_copy_to_current
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; draw hero first so behind enemy
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jsr draw_hero_and_sword
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; if == 10 back to left
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lda ANIMATE_LOOP
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cmp #10
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bne not_enemy_back
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lda #0
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sta ENEMY_X
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lda #0
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sta ENEMY_ATTACKING
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not_enemy_back:
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; let you finish menu commands?
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lda MENU_STATE
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cmp #MENU_NONE
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beq enemy_no_menu2
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jsr get_keypress
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sta LAST_KEY
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jsr battle_menu_keypress
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enemy_no_menu2:
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;============
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; draw bottom
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jsr draw_battle_bottom
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lda ANIMATE_LOOP
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cmp #10
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bcc no_enemy_print_damage
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2021-01-19 05:32:10 +00:00
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; print damage
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2021-01-17 20:34:23 +00:00
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2021-01-19 05:32:10 +00:00
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lda #25
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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2021-01-17 20:34:23 +00:00
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2021-01-19 22:20:36 +00:00
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no_enemy_print_damage:
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2021-01-19 05:32:10 +00:00
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; flip page
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jsr page_flip
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2021-01-19 22:20:36 +00:00
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dec ANIMATE_LOOP
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bne enemy_end_loop
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2021-01-19 05:32:10 +00:00
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done_enemy_attack:
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; done attacking
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; reset enemy time. FIXME: variable?
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lda #100
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sta ENEMY_COUNT
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2021-01-17 20:34:23 +00:00
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rts
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;================================
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; draw enemy
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; relies on self-modifying code
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; position in XPOS,YPOS
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draw_enemy:
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draw_enemy_smc1:
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lda #$a5
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sta INL
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draw_enemy_smc2:
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lda #$a5
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sta INH
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2021-01-18 20:49:02 +00:00
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lda ENEMY_DEAD
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beq draw_enemy_alive
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lda #$99
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sta COLOR
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jmp put_sprite_mask
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draw_enemy_alive:
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2021-01-17 20:34:23 +00:00
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jmp put_sprite_crop ; tail call
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