2022-04-17 23:28:29 +00:00
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; Homestar Runner Expansion L2
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.include "zp.inc"
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.include "hardware.inc"
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.include "qload.inc"
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.include "lemm.inc"
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.include "lemming_status.inc"
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.byte 2 ; level 2
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do_level2:
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;======================
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; set up initial stuff
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;======================
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lda #0
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sta CLIMBER_COUNT
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sta FLOATER_COUNT
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sta BUILDER_COUNT
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sta BASHER_COUNT
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sta MINER_COUNT
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sta DIGGER_COUNT
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lda #10
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sta EXPLODER_COUNT
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sta STOPPER_COUNT
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lda #2
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sta DOOR_X
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lda #9
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sta DOOR_Y
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lda #5
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sta INIT_X
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lda #19
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sta INIT_Y
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; flame locations
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lda #35 ;
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sta l_flame_x_smc+1
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lda #82
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sta l_flame_y_smc+1
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sta r_flame_y_smc+1
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lda #37 ;
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sta r_flame_x_smc+1
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; door exit location
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lda #33 ;
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sta exit_x1_smc+1
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lda #36
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sta exit_x2_smc+1
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lda #72
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sta exit_y1_smc+1
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lda #110
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sta exit_y2_smc+1
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;==============
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; set up intro
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;==============
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lda #<hr_level2_preview_lzsa
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sta level_preview_l_smc+1
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lda #>hr_level2_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level2_intro_text
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sta intro_text_smc_l+1
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lda #>level2_intro_text
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sta intro_text_smc_h+1
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lda #$20 ; BCD
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sta PERCENT_NEEDED
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lda #$10
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sta PERCENT_ADD
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;==============
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; set up music
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;==============
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lda #0
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sta CURRENT_CHUNK
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sta DONE_PLAYING
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sta BASE_FRAME_L
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sta BUTTON_LOCATION
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; set up first song
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lda #<music2_parts_l
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sta chunk_l_smc+1
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lda #>music2_parts_l
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sta chunk_l_smc+2
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lda #<music2_parts_h
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sta chunk_h_smc+1
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lda #>music2_parts_h
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sta chunk_h_smc+2
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lda #$D0
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sta CHUNK_NEXT_LOAD ; Load at $D0
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jsr load_song_chunk
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lda #$D0 ; music starts at $d000
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sta CHUNK_NEXT_PLAY
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sta BASE_FRAME_H
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lda #1
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sta LOOP
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sta CURRENT_CHUNK
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;=======================
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; show title screen
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;=======================
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jsr intro_level
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;=======================
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; Load Graphics
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;=======================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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lda #<hr_level2_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>hr_level2_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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lda #<hr_level2_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>hr_level2_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$40
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jsr decompress_lzsa2_fast
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;=======================
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; Setup cursor
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;=======================
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lda #$FF
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sta OVER_LEMMING
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lda #10
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sta CURSOR_X
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lda #100
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sta CURSOR_Y
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;=======================
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; init vars
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;=======================
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lda #10
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sta LEMMINGS_TO_RELEASE
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; set up time
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lda #$5
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sta TIME_MINUTES
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lda #$00
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sta TIME_SECONDS
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sta TIMER_COUNT ; 1/50
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jsr init_level
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jsr update_remaining_all
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;=======================
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; Play "Let's Go"
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;=======================
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jsr play_letsgo
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;===================
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;===================
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; Main Loop
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;===================
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;===================
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l2_main_loop:
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_music
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l2_no_load_chunk:
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lda DOOR_OPEN
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bne l2_door_is_open
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jsr draw_door
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l2_door_is_open:
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;======================
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; release lemmings
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;======================
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jsr release_lemming
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;=====================
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; animate flames
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;=====================
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jsr draw_flames
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;=====================
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; draw level animation
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;=====================
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jsr flame_thrower
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;====================
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; update timer
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;====================
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jsr update_timer
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;====================
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; main drawing loop
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;====================
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
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jsr draw_lemming
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jsr handle_keypress
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jsr draw_pointer
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lda #$ff
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jsr wait
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inc FRAMEL
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lda LEVEL_OVER
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bne l2_level_over
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jmp l2_main_loop
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l2_level_over:
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rts
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.include "update_timer.s"
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.include "hr_graphics/graphics_hr_level2.inc"
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music2_parts_h:
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.byte >lemm2_part1_lzsa,>lemm2_part2_lzsa,>lemm2_part3_lzsa
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.byte >lemm2_part4_lzsa,>lemm2_part5_lzsa,>lemm2_part6_lzsa
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.byte >lemm2_part7_lzsa,>lemm2_part8_lzsa,>lemm2_part9_lzsa
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.byte >lemm2_part10_lzsa,>lemm2_part11_lzsa,>lemm2_part12_lzsa
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.byte >lemm2_part13_lzsa,>lemm2_part14_lzsa,>lemm2_part15_lzsa
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2022-04-18 02:01:56 +00:00
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; .byte >lemm2_part16_lzsa,>lemm2_part17_lzsa,>lemm2_part18_lzsa
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2022-04-17 23:28:29 +00:00
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.byte $00
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music2_parts_l:
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.byte <lemm2_part1_lzsa,<lemm2_part2_lzsa,<lemm2_part3_lzsa
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.byte <lemm2_part4_lzsa,<lemm2_part5_lzsa,<lemm2_part6_lzsa
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.byte <lemm2_part7_lzsa,<lemm2_part8_lzsa,<lemm2_part9_lzsa
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.byte <lemm2_part10_lzsa,<lemm2_part11_lzsa,<lemm2_part12_lzsa
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.byte <lemm2_part13_lzsa,<lemm2_part14_lzsa,<lemm2_part15_lzsa
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2022-04-18 02:01:56 +00:00
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; .byte <lemm2_part16_lzsa,<lemm2_part17_lzsa,<lemm2_part18_lzsa
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2022-04-17 23:28:29 +00:00
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lemm2_part1_lzsa:
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.incbin "hr_music/lemm2.part1.lzsa"
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lemm2_part2_lzsa:
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.incbin "hr_music/lemm2.part2.lzsa"
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lemm2_part3_lzsa:
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.incbin "hr_music/lemm2.part3.lzsa"
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lemm2_part4_lzsa:
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.incbin "hr_music/lemm2.part4.lzsa"
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lemm2_part5_lzsa:
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.incbin "hr_music/lemm2.part5.lzsa"
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lemm2_part6_lzsa:
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.incbin "hr_music/lemm2.part6.lzsa"
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lemm2_part7_lzsa:
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.incbin "hr_music/lemm2.part7.lzsa"
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lemm2_part8_lzsa:
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.incbin "hr_music/lemm2.part8.lzsa"
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lemm2_part9_lzsa:
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.incbin "hr_music/lemm2.part9.lzsa"
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lemm2_part10_lzsa:
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.incbin "hr_music/lemm2.part10.lzsa"
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lemm2_part11_lzsa:
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.incbin "hr_music/lemm2.part11.lzsa"
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lemm2_part12_lzsa:
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.incbin "hr_music/lemm2.part12.lzsa"
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lemm2_part13_lzsa:
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.incbin "hr_music/lemm2.part13.lzsa"
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lemm2_part14_lzsa:
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.incbin "hr_music/lemm2.part14.lzsa"
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lemm2_part15_lzsa:
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.incbin "hr_music/lemm2.part15.lzsa"
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2022-04-18 02:01:56 +00:00
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;lemm2_part16_lzsa:
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;.incbin "hr_music/lemm2.part16.lzsa"
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2022-04-17 23:28:29 +00:00
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;lemm2_part17_lzsa:
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;.incbin "hr_music/lemm2.part17.lzsa"
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;lemm2_part18_lzsa:
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;.incbin "hr_music/lemm2.part18.lzsa"
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level2_intro_text:
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.byte 0, 8,"LEVEL 2",0
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.byte 11, 8,"MIRED ON THE MOOR",0
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.byte 9,12,"NUMBER OF LEMMINGS 50",0
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.byte 12,14,"20% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONTINUE",0
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.include "graphics/l6_animation.inc"
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;======================
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; flame thrower
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;======================
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flame_thrower:
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; erase old
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; X a->x, savey1->savey2
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lda #65
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sta SAVED_Y1
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lda #81
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sta SAVED_Y2
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lda #24
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ldx #33
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jsr hgr_partial_restore
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; draw new
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lda FRAMEL
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and #$7
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tay
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lda flame_sprites_l,Y
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sta INL
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lda flame_sprites_h,Y
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sta INH
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lda flame_sprites_x,Y
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sta XPOS
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lda flame_sprites_y,Y
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sta YPOS
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jsr hgr_draw_sprite
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rts
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flame_sprites_l:
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.byte <flame0_sprite,<flame1_sprite
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.byte <flame2_sprite,<flame3_sprite
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.byte <flame4_sprite,<flame5_sprite
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.byte <flame6_sprite,<flame7_sprite
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flame_sprites_h:
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.byte >flame0_sprite,>flame1_sprite
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.byte >flame2_sprite,>flame3_sprite
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.byte >flame4_sprite,>flame5_sprite
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.byte >flame6_sprite,>flame7_sprite
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flame_sprites_x:
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.byte 28,26
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.byte 25,25
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.byte 24,24
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.byte 22,24
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; .byte 38,36
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; .byte 35,35
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; .byte 34,34
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; .byte 32,34
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flame_sprites_y:
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.byte 72,71
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.byte 68,69
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.byte 70,67
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.byte 65,65
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