dos33fsprogs/mist/octagon_bookshelf.s

1059 lines
19 KiB
ArmAsm
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2020-04-06 15:33:25 +00:00
;=========================
;=========================
; elevator button pressed
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;=========================
;=========================
elevator_button:
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; disable button temporarily
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location18,Y
; see which floor we are on
ldy #LOCATION_SOUTH_EXIT
lda location18,Y
cmp #OCTAGON_ELEVATOR_OUT
bne elevator_goto_library_level
elevator_goto_tower_level:
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; disable exit so we can't get off while running
lda #$ff
sta location18,Y
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; we want to go up the tower
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; animation starts at frame 5
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lda #5
sta ANIMATE_FRAME
rts
elevator_goto_library_level:
; we want to move back to the library
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; disable exit so we can't get off while running
lda #$ff
sta location18,Y
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lda #(5|128)
sta ANIMATE_FRAME
jmp change_location
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;===================================
;===================================
; open bookshelf (by touching frame)
;===================================
;===================================
open_bookshelf:
; if already open, make noise
ldy #LOCATION_NORTH_EXIT
lda location8,Y
cmp #OCTAGON_BOOKSHELF_CLOSE
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beq actually_open_shelf
jsr cant_noise
rts
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actually_open_shelf:
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; disable entering tunnel until complete
; otherwise animate left still running
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ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location1,Y
; change background of bookshelf N
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ldy #LOCATION_NORTH_BG
lda #<bookshelf_open_n_lzsa
sta location8,Y
lda #>bookshelf_open_n_lzsa
sta location8+1,Y
; change background of door N
lda #<temple_door_closed_n_lzsa
sta location0,Y
lda #>temple_door_closed_n_lzsa
sta location0+1,Y
; change background of center room S
ldy #LOCATION_SOUTH_BG
lda #<temple_center_closed_s_lzsa
sta location1,Y
lda #>temple_center_closed_s_lzsa
sta location1+1,Y
; change background of door S
lda #<temple_door_closed_s_lzsa
sta location0,Y
lda #>temple_door_closed_s_lzsa
sta location0+1,Y
; disable exit to S
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location0,Y
; enable exit to N
ldy #LOCATION_NORTH_EXIT
lda #OCTAGON_TOWER_HALL1
sta location8,Y
; start animation
lda #1
sta ANIMATE_FRAME
rts
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;===================================
;===================================
; close bookshelf (by touching frame)
;===================================
;===================================
close_bookshelf:
; if already closed, make noise
ldy #LOCATION_NORTH_EXIT
lda location8,Y
cmp #OCTAGON_BOOKSHELF_CLOSE
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bne actually_close_shelf
jsr cant_noise
rts
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actually_close_shelf:
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; disable special until animation done
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ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location1,Y
; change background of bookshelf N
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ldy #LOCATION_NORTH_BG
lda #<bookshelf_n_lzsa
sta location8,Y
lda #>bookshelf_n_lzsa
sta location8+1,Y
; change background of door N
lda #<temple_door_n_lzsa
sta location0,Y
lda #>temple_door_n_lzsa
sta location0+1,Y
; change background of center room S
ldy #LOCATION_SOUTH_BG
lda #<temple_center_s_lzsa
sta location1,Y
lda #>temple_center_s_lzsa
sta location1+1,Y
; change background of door S
lda #<temple_door_s_lzsa
sta location0,Y
lda #>temple_door_s_lzsa
sta location0+1,Y
; re-enable exit to S
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location0,Y
; disable exit to N
ldy #LOCATION_NORTH_EXIT
lda #OCTAGON_BOOKSHELF_CLOSE
sta location8,Y
; start animation
lda #1
sta ANIMATE_FRAME
rts
2020-04-05 03:45:06 +00:00
; TOWER ROTATION HINTS
; DOCK
; OCTOBER 11, 1984 10:04 AM
; JANUARY 17, 1207 5:46 AM
; NOVEMBER 23, 9791 6:57 PM
;=============================
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; swirl the shelf picture frame
;=============================
shelf_swirl:
lda ANIMATE_FRAME
asl
tay
lda shelf_swirl_sprites,Y
sta INL
lda shelf_swirl_sprites+1,Y
sta INH
lda #17
advance_swirl:
sta XPOS
lda #12
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_swirl_no_inc
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #6
bne shelf_swirl_no_inc
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; reset animation, switch to bookshelf animation
lda LOCATION
cmp #OCTAGON_FRAME_SHELF
bne not_shelf
lda #1
bne done_shelf
not_shelf:
lda #10
done_shelf:
sta ANIMATE_FRAME
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lda #OCTAGON_TEMPLE_CENTER
sta LOCATION
jsr change_location
shelf_swirl_no_inc:
rts
;=============================
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; swirl the door picture frame
;=============================
door_swirl:
lda ANIMATE_FRAME
asl
tay
lda door_swirl_sprites,Y
sta INL
lda door_swirl_sprites+1,Y
sta INH
lda #16
jmp advance_swirl
cant_noise:
ldx #$ff
cant_noise_loop:
bit $c030
nop
nop
nop
bit $c030
nop
nop
nop
dex
bne cant_noise_loop
rts
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;=============================
; animate_shelf_open
;=============================
animate_shelf_open:
lda ANIMATE_FRAME
cmp #5
bcs animate_shelf_close
asl
tay
lda shelf_open_sprites,Y
sta INL
lda shelf_open_sprites+1,Y
sta INH
lda #15
advance_shelf_open:
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_open_no_inc
inc ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #4
beq update_final_shelf_bg
cmp #5
bne shelf_open_no_inc
; reset animation/bg
lda #0
sta ANIMATE_FRAME
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; re-enable clicking
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_ANY
sta location1,Y
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shelf_open_no_inc:
rts
; 0 1 2 3 4 5 open
;10 9 8 7 6 5 close
animate_shelf_close:
lda ANIMATE_FRAME
sec
sbc #5
asl
tay
lda shelf_open_sprites,Y
sta INL
lda shelf_open_sprites+1,Y
sta INH
lda #15
sta XPOS
lda #14
sta YPOS
jsr put_sprite_crop
lda FRAMEL
and #$f
bne shelf_close_no_dec
dec ANIMATE_FRAME
lda ANIMATE_FRAME
cmp #6
beq update_final_shelf_bg
cmp #5
bne shelf_close_no_dec
; reset animation
lda #0
sta ANIMATE_FRAME
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ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_ANY
sta location1,Y
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shelf_close_no_dec:
rts
update_final_shelf_bg:
ldy #LOCATION_NORTH_EXIT
lda location8,Y
cmp #OCTAGON_BOOKSHELF_CLOSE
bne finally_open_shelf
ldy #LOCATION_NORTH_BG
lda #<temple_center_n_lzsa
sta location1,Y
lda #>temple_center_n_lzsa
jmp all_done_open_shelf
finally_open_shelf:
ldy #LOCATION_NORTH_BG
lda #<temple_center_open_n_lzsa
sta location1,Y
lda #>temple_center_open_n_lzsa
all_done_open_shelf:
sta location1+1,Y
jsr change_location
rts
2020-04-06 23:04:43 +00:00
;===============================================
;===============================================
; animate elevator ride
;===============================================
;===============================================
animate_elevator_ride:
lda ANIMATE_FRAME
bpl elevator_going_up
jmp elevator_going_down
;===============================================
; elevator going up
;===============================================
elevator_going_up:
; we are going up the tower
; close door 5
; draw lib through slats 6
; darkness 7
; 1 cycle of up 8, 9,10,11,12,13,14,15
; 1 cycle of right 16,17,18,19,20,21,22,23
; 1 cycle of up 24,25,26,27,28,29,30,31
; close door, tower background 32,33
; open door, tower
; done
ldy #LOCATION_SOUTH_BG
cmp #5
beq up_close_door
cmp #7
bcc up_draw_lib ; blt
beq up_light_off
cmp #16
bcc up_animate_up
cmp #24
bcc up_animate_right
cmp #32
bcc up_animate_up
cmp #34
bcc up_light_on
bcs up_open_door_tower
up_close_door:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location
jsr gr_copy_to_current
jmp up_draw_lib
up_light_off:
; Y already LOCATION_SOUTH_BG
lda #<elevator_dark_s_lzsa
sta location18,Y
lda #>elevator_dark_s_lzsa
sta location18+1,Y
jsr change_location
up_draw_lib:
jsr draw_elevator_window_lib
jmp up_increment
up_animate_up:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_up_sprites,Y
sta INL
lda elevator_window_up_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp up_increment
up_animate_right:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_left_sprites,Y
sta INL
lda elevator_window_left_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp up_increment
up_light_on:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location
jsr draw_elevator_window_tower
jmp up_increment
up_increment:
lda FRAMEL
and #$f
bne done_up_increment
inc ANIMATE_FRAME
done_up_increment:
rts
up_open_door_tower:
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; change bg image
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2020-04-06 23:04:43 +00:00
; Y already LOCATION_SOUTH_BG
lda #<elevator_tower_s_lzsa
sta location18,Y
lda #>elevator_tower_s_lzsa
sta location18+1,Y
; change exit
lda #OCTAGON_TOWER_BOOK
common_open_door:
ldy #LOCATION_SOUTH_EXIT
sta location18,Y
; re-enable button
ldy #LOCATION_SPECIAL_EXIT
lda #DIRECTION_S
sta location18,Y
lda #0
sta ANIMATE_FRAME
jmp change_location
;===============================================
; elevator going down
;===============================================
elevator_going_down:
; we want to move back to the library
ldy #LOCATION_SOUTH_BG
and #$7f
cmp #5
beq down_close_door
cmp #7
bcc down_draw_tower ; blt
beq down_light_off
cmp #16
bcc down_animate_down
cmp #24
bcc down_animate_left
cmp #32
bcc down_animate_down
cmp #34
bcc down_light_on
bcs down_open_door_tower
down_close_door:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location
jsr gr_copy_to_current
jmp down_draw_tower
down_light_off:
; Y already LOCATION_SOUTH_BG
lda #<elevator_dark_s_lzsa
sta location18,Y
lda #>elevator_dark_s_lzsa
sta location18+1,Y
jsr change_location
down_draw_tower:
jsr draw_elevator_window_tower
jmp down_increment
down_animate_down:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_down_sprites,Y
sta INL
lda elevator_window_down_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp down_increment
down_animate_left:
lda ANIMATE_FRAME
and #$7
asl
tay
lda elevator_window_right_sprites,Y
sta INL
lda elevator_window_right_sprites+1,Y
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
jmp down_increment
down_light_on:
; Y already LOCATION_SOUTH_BG
lda #<elevator_door_closed_s_lzsa
sta location18,Y
lda #>elevator_door_closed_s_lzsa
sta location18+1,Y
jsr change_location
jsr draw_elevator_window_lib
jmp down_increment
down_increment:
lda FRAMEL
and #$f
bne done_down_increment
inc ANIMATE_FRAME
done_down_increment:
rts
down_open_door_tower:
; change south bg image
ldy #LOCATION_SOUTH_BG
lda #<elevator_lib_s_lzsa
sta location18,Y
lda #>elevator_lib_s_lzsa
sta location18+1,Y
; change exit
lda #OCTAGON_ELEVATOR_OUT
jmp common_open_door
draw_elevator_window_lib:
lda #<elevator_window_lib_sprite
sta INL
lda #>elevator_window_lib_sprite
draw_window_common:
sta INH
lda #17
sta XPOS
lda #10
sta YPOS
jsr put_sprite_crop
rts
draw_elevator_window_tower:
lda #<elevator_window_tower_sprite
sta INL
lda #>elevator_window_tower_sprite
jmp draw_window_common
2020-04-06 15:33:25 +00:00
;===================================================
;===================================================
; sprites
2020-04-06 15:33:25 +00:00
;===================================================
;===================================================
shelf_swirl_sprites:
.word empty_swirl
.word shelf_swirl1,shelf_swirl2,shelf_swirl3,shelf_swirl4
.word empty_swirl
door_swirl_sprites:
.word empty_swirl
.word door_swirl1,door_swirl2,door_swirl3,door_swirl4
.word empty_swirl
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shelf_open_sprites:
.word empty_swirl
.word shelf_open1,shelf_open2,shelf_open3
.word empty_swirl
shelf_close_sprites:
.word empty_swirl
.word shelf_open3,shelf_open2,shelf_open1
.word empty_swirl
empty_swirl:
.byte 1,1
.byte $AA
shelf_swirl1:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$d0,$d0,$08,$80
.byte $00,$00,$80,$0d,$00,$dd,$88
.byte $00,$88,$90,$00,$80,$08,$88
.byte $00,$88,$90,$99,$00,$88,$00
.byte $00,$98,$91,$90,$99,$98,$00
shelf_swirl2:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$08,$08,$80,$00
.byte $90,$09,$08,$08,$90,$00,$88
.byte $88,$00,$88,$00,$89,$00,$88
.byte $88,$00,$00,$08,$00,$80,$08
.byte $00,$99,$90,$90,$90,$90,$00
shelf_swirl3:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$80,$80,$80,$00,$00
.byte $80,$08,$80,$80,$80,$08,$89
.byte $99,$00,$88,$80,$99,$00,$98
.byte $00,$99,$d0,$d0,$09,$00,$99
.byte $00,$90,$90,$90,$90,$99,$00
shelf_swirl4:
.byte 7,6
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$50,$00,$00,$00,$00
.byte $00,$55,$00,$00,$90,$80,$00
.byte $00,$85,$00,$08,$80,$04,$98
.byte $00,$00,$08,$08,$00,$90,$09
.byte $00,$90,$90,$90,$99,$90,$00
door_swirl1:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$00,$00,$07,$77,$70,$00
.byte $00,$00,$00,$04,$47,$47,$00
.byte $00,$00,$dd,$44,$47,$44,$00
.byte $00,$00,$dd,$d4,$d0,$00,$00
door_swirl2:
.byte 7,5
.byte $0d,$0d,$0d,$7d,$0d,$0d,$0d
.byte $00,$00,$d0,$d0,$07,$70,$00
.byte $d0,$0d,$70,$70,$44,$77,$00
.byte $dd,$00,$77,$04,$04,$77,$00
.byte $99,$90,$90,$07,$07,$00,$00
door_swirl3:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$70,$07,$07,$00,$00,$00
.byte $00,$77,$00,$44,$7d,$7d,$d0
.byte $00,$07,$70,$74,$74,$77,$dd
.byte $00,$00,$00,$00,$00,$90,$09
door_swirl4:
.byte 7,5
.byte $0d,$0d,$0d,$0d,$0d,$0d,$0d
.byte $00,$70,$77,$47,$00,$00,$00
.byte $00,$47,$77,$44,$00,$00,$00
.byte $00,$00,$44,$44,$d4,$00,$00
.byte $00,$00,$d0,$dd,$dd,$00,$00
2020-04-06 15:33:25 +00:00
shelf_open1:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $58,$08,$58,$48,$08,$08,$08,$08,$28,$d8
.byte $55,$dd,$55,$41,$30,$30,$00,$00,$11,$dd
.byte $08,$08,$08,$68,$08,$08,$08,$08,$08,$48
.byte $41,$41,$40,$6d,$11,$33,$11,$00,$11,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $55,$44,$88,$30,$30,$00,$00,$60,$60,$00
.byte $95,$94,$9d,$92,$92,$92,$90,$91,$91,$91
shelf_open2:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$77,$77,$77,$77,$79,$99,$00
.byte $58,$08,$58,$48,$08,$08,$08,$08,$28,$d8
.byte $85,$8d,$85,$81,$80,$80,$80,$80,$81,$8d
.byte $10,$10,$00,$d6,$20,$30,$20,$00,$20,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $95,$94,$98,$90,$90,$90,$90,$90,$90,$90
shelf_open3:
.byte 10,12
.byte $88,$00,$00,$80,$88,$88,$80,$00,$00,$88
.byte $08,$00,$88,$88,$88,$88,$88,$88,$00,$08
.byte $00,$80,$88,$88,$88,$88,$88,$88,$88,$00
.byte $08,$88,$98,$88,$98,$98,$08,$98,$98,$08
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$88,$99,$99,$00,$99,$99,$00
.byte $00,$99,$99,$77,$77,$77,$77,$79,$99,$00
.byte $00,$58,$08,$58,$48,$08,$08,$28,$d8,$00
.byte $80,$85,$8d,$85,$81,$80,$80,$81,$8d,$80
.byte $10,$10,$00,$d6,$20,$30,$20,$00,$20,$44
.byte $58,$08,$d8,$08,$08,$08,$08,$08,$08,$08
.byte $95,$94,$98,$90,$90,$90,$90,$90,$90,$90
2020-04-06 23:04:43 +00:00
elevator_window_lib_sprite:
.byte 5,7
.byte $dd,$dd,$00,$dd,$dd
.byte $0d,$00,$00,$8d,$dd
.byte $00,$80,$00,$00,$08
.byte $80,$08,$00,$f0,$00
.byte $88,$90,$00,$00,$00
.byte $88,$99,$00,$00,$00
.byte $88,$99,$00,$00,$00
elevator_window_tower_sprite:
.byte 5,7
.byte $00,$88,$00,$00,$00
.byte $00,$88,$00,$80,$80
.byte $00,$88,$00,$dd,$00
.byte $dd,$88,$00,$dd,$dd
.byte $dd,$88,$00,$d8,$d8
.byte $dd,$88,$00,$00,$5d
.byte $dd,$88,$00,$d0,$d0
elevator_window_up_sprites:
.word elevator_window_up1_sprite,elevator_window_up1_sprite
.word elevator_window_up1_sprite,elevator_window_up2_sprite
.word elevator_window_up3_sprite,elevator_window_up4_sprite
.word elevator_window_up5_sprite,elevator_window_up5_sprite
elevator_window_down_sprites:
.word elevator_window_up5_sprite,elevator_window_up5_sprite
.word elevator_window_up5_sprite,elevator_window_up4_sprite
.word elevator_window_up3_sprite,elevator_window_up2_sprite
.word elevator_window_up1_sprite,elevator_window_up1_sprite
elevator_window_right_sprites:
.word elevator_window_right1_sprite,elevator_window_right1_sprite
.word elevator_window_right1_sprite,elevator_window_right2_sprite
.word elevator_window_right3_sprite,elevator_window_right4_sprite
.word elevator_window_right5_sprite,elevator_window_right5_sprite
elevator_window_left_sprites:
.word elevator_window_right5_sprite,elevator_window_right5_sprite
.word elevator_window_right5_sprite,elevator_window_right4_sprite
.word elevator_window_right3_sprite,elevator_window_right2_sprite
.word elevator_window_right1_sprite,elevator_window_right1_sprite
elevator_window_right1_sprite:
elevator_window_up1_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_up2_sprite:
.byte 5,7
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
elevator_window_up3_sprite:
.byte 5,7
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
elevator_window_up4_sprite:
.byte 5,7
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
elevator_window_up5_sprite:
.byte 5,7
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$77,$55
.byte $55,$55,$00,$77,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
elevator_window_right2_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$77,$00,$55,$55
.byte $55,$77,$00,$55,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_right3_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$77
.byte $55,$55,$00,$55,$77
.byte $75,$75,$00,$75,$77
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $57,$57,$00,$57,$77
.byte $55,$55,$00,$55,$77
elevator_window_right4_sprite:
.byte 5,7
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
.byte $75,$75,$00,$75,$75
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $57,$57,$00,$57,$57
.byte $55,$55,$00,$55,$55
elevator_window_right5_sprite:
.byte 5,7
.byte $77,$57,$00,$57,$57
.byte $77,$55,$00,$55,$55
.byte $77,$75,$00,$75,$75
.byte $55,$55,$00,$55,$55
.byte $55,$55,$00,$55,$55
.byte $77,$57,$00,$57,$57
.byte $77,$55,$00,$55,$55