2020-03-07 18:42:04 +00:00
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;======================
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; raise bridge
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raise_bridge:
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ldy #LOCATION_SOUTH_EXIT
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lda #26
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sta location25,Y
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_S
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sta location25,Y
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2020-03-07 16:06:29 +00:00
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2020-03-07 18:42:04 +00:00
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ldy #LOCATION_SOUTH_BG
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lda #<clock_puzzle_bridge_lzsa
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sta location25,Y
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lda #>clock_puzzle_bridge_lzsa
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sta location25+1,Y
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jsr change_location
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rts
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2020-03-07 16:06:29 +00:00
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;======================
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; draw the clock face
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draw_clock_face:
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lda CLOCK_HOUR
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asl
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tay
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lda clock_hour_sprites,Y
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sta INL
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lda clock_hour_sprites+1,Y
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sta INH
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lda #20
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sta XPOS
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lda #6
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sta YPOS
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jsr put_sprite_crop
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lda CLOCK_MINUTE
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asl
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tay
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lda clock_minute_sprites,Y
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sta INL
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lda clock_minute_sprites+1,Y
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sta INH
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lda #20
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sta XPOS
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lda #6
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sta YPOS
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jsr put_sprite_crop
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rts
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2020-03-07 18:07:42 +00:00
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;======================
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; clock puzzle
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clock_puzzle:
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lda CURSOR_X
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cmp #19
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bcc clock_puzzle_hours ; blt
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cmp #24
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bcc clock_puzzle_minutes ; blt
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bcs clock_puzzle_button ; bge
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clock_puzzle_hours:
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inc CLOCK_HOUR
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lda CLOCK_HOUR
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cmp #12
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bne clock_puzzle_done
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lda #0
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sta CLOCK_HOUR
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beq clock_puzzle_done
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clock_puzzle_minutes:
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inc CLOCK_MINUTE
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lda CLOCK_MINUTE
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cmp #12
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bne clock_puzzle_done
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lda #0
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sta CLOCK_MINUTE
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beq clock_puzzle_done
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clock_puzzle_button:
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lda CLOCK_MINUTE
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cmp #8
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bne bridge_down
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lda CLOCK_HOUR
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cmp #2
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bne bridge_down
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lda #1
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jmp bridge_adjust
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2020-03-07 16:06:29 +00:00
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2020-03-07 18:07:42 +00:00
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bridge_down:
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lda #0
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bridge_adjust:
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sta CLOCK_BRIDGE
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bit $C030 ; click speaker
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2020-03-07 18:42:04 +00:00
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jsr raise_bridge
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2020-03-07 18:07:42 +00:00
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clock_puzzle_done:
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rts
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2020-03-07 16:06:29 +00:00
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.include "clock_sprites.inc"
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