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https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 02:31:00 +00:00
duke: fix help, work on jumping
This commit is contained in:
parent
0734d018e0
commit
07ab4b88f4
@ -26,7 +26,7 @@ DUKE: duke.o
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ld65 -o DUKE duke.o -C ../linker_scripts/apple2_2000.inc
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duke.o: duke.s zp.inc hardware.inc duke.s \
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print_help.s \
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print_help.s gr_fast_clear.s \
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graphics/duke_graphics.inc \
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maps/level1_map.lzsa \
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status_bar.s draw_duke.s gr_putsprite_crop.s \
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21
duke/TODO
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21
duke/TODO
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@ -0,0 +1,21 @@
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collision detection left/right
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collision detection up (hit head on jump)
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only calculate position once
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hook up title screen
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mystery level 2
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more complete map
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status: keep score, proper laser count
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Different sprites for left, right, shooting
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When land, kicks up dust
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Enemy? Little robot, green crawly
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Sound effects?
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Pick up items? red key inverse-R
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@ -93,6 +93,9 @@ check_falling:
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; block index below feet is (y+10)*16/4 + (x/2) + 1
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; if 18,18 -> 28*16/4 = 112 + 9 = 121 = 7R9
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lda DUKE_Y
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clc
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adc #10
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@ -110,17 +113,43 @@ check_falling:
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tax
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lda TILEMAP,X
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; if < 32 then we fall
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; if tile# < 32 then we fall
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cmp #32
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bcs done_check_below
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bcs feet_on_ground ; bge
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; scroll
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;=======================
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; falling
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; scroll but only if Y=18
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lda DUKE_Y
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cmp #18
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bne scroll_fall
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inc DUKE_Y
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inc DUKE_Y
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jmp done_check_falling
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scroll_fall:
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inc TILEMAP_Y
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jsr copy_tilemap_subset
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jmp done_check_falling
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feet_on_ground:
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; check to see if Y still hi, if so scroll back down
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lda DUKE_Y
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cmp #18
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beq done_check_falling
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inc DUKE_Y
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inc DUKE_Y
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dec TILEMAP_Y ; share w above?
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jsr copy_tilemap_subset
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done_check_below:
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done_check_falling:
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rts
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@ -150,7 +150,7 @@ done_with_duke:
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.include "text_print.s"
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.include "gr_offsets.s"
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; .include "gr_fast_clear.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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201
duke/gr_fast_clear.s
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201
duke/gr_fast_clear.s
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@ -0,0 +1,201 @@
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;clear_screens:
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; ;===================================
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; ; Clear top/bottom of page 0
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; ;===================================
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;
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; lda #$0
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; sta DRAW_PAGE
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; jsr clear_top
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; jsr clear_bottom
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; ;===================================
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; ; Clear top/bottom of page 1
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; ;===================================
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;
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; lda #$4
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; sta DRAW_PAGE
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; jsr clear_top
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; jsr clear_bottom
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;
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; rts
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;=========================================================
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; clear_top
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;=========================================================
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; clear DRAW_PAGE
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; original = 14,558 cycles(?) 15ms, 70Hz
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; OPTIMIZED MAX (page0,48rows): 45*120+4+6 = 5410 = 5.4ms 185Hz
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; (pageX,40rows): 50*120+4+6 = 6010 = 6.0ms 166Hz
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; 50*120+4+6+37 = 6055 = 6.0ms 166Hz
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clear_top:
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lda #0 ; 2
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clear_top_a:
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sta COLOR ; 3
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clc ; 2
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lda DRAW_PAGE ; 3
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adc #4 ; 2
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sta __ctf+2 ; 3
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sta __ctf+5 ; 3
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adc #1 ; 2
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sta __ctf+8 ; 3
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sta __ctf+11 ; 3
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adc #1 ; 2
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sta __ctf2+2 ; 3
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sta __ctf2+5 ; 3
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adc #1 ; 2
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sta __ctf2+8 ; 3
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sta __ctf2+11 ; 3
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ldy #120 ; 2
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lda COLOR ; 3
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clear_top_fast_loop:
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__ctf:
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sta $400,Y ; 5
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sta $480,Y ; 5
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sta $500,Y ; 5
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sta $580,Y ; 5
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cpy #80 ; 2
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bpl no_draw_bottom ; 2nt/3
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__ctf2:
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sta $600,Y ; 5
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sta $680,Y ; 5
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sta $700,Y ; 5
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sta $780,Y ; 5
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no_draw_bottom:
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dey ; 2
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bpl clear_top_fast_loop ; 2nt/3
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rts ; 6
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;=========================================================
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; clear_bottom
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;=========================================================
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; clear bottom of draw page
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clear_bottom:
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clc ; 2
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lda DRAW_PAGE ; 3
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adc #6 ; 2
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sta __cbf2+2 ; 3
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sta __cbf2+5 ; 3
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adc #1 ; 2
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sta __cbf2+8 ; 3
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sta __cbf2+11 ; 3
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ldy #120 ; 2
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lda #$a0 ; Normal Space ; 2
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clear_bottom_fast_loop:
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__cbf2:
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sta $600,Y ; 5
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sta $680,Y ; 5
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sta $700,Y ; 5
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sta $780,Y ; 5
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dey ; 2
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cpy #80 ; 2
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bpl clear_bottom_fast_loop ; 2nt/3
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rts ; 6
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;clear_screens_notext:
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;===================================
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; Clear top/bottom of page 0
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;===================================
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; lda #$0
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; sta DRAW_PAGE
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; jsr clear_all
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;===================================
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; Clear top/bottom of page 1
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;===================================
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; lda #$4
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; sta DRAW_PAGE
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; jsr clear_all
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; rts
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clear_bottoms:
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lda DRAW_PAGE
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pha
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;===================================
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; Clear bottom of page 0
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;===================================
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lda #$0
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sta DRAW_PAGE
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jsr clear_bottom
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;===================================
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; Clear bottom of page 1
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;===================================
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lda #$4
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sta DRAW_PAGE
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jsr clear_bottom
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pla
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sta DRAW_PAGE
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rts
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;=========================================================
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; clear_all
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;=========================================================
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; clear 48 rows
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clear_all:
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clc ; 2
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lda DRAW_PAGE ; 3
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adc #4 ; 2
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sta __caf+2 ; 3
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sta __caf+5 ; 3
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adc #1 ; 2
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sta __caf+8 ; 3
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sta __caf+11 ; 3
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adc #1 ; 2
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sta __caf2+2 ; 3
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sta __caf2+5 ; 3
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adc #1 ; 2
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sta __caf2+8 ; 3
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sta __caf2+11 ; 3
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ldy #120 ; 2
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clear_all_color:
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lda #' '|$80 ; 2
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clear_all_fast_loop:
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__caf:
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sta $400,Y ; 5
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sta $480,Y ; 5
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sta $500,Y ; 5
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sta $580,Y ; 5
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__caf2:
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sta $600,Y ; 5
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sta $680,Y ; 5
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sta $700,Y ; 5
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sta $780,Y ; 5
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dey ; 2
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bpl clear_all_fast_loop ; 2nt/3
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rts ; 6
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@ -185,14 +185,14 @@ done_down_pressed:
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check_space:
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cmp #' '
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beq space_pressed
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bne check_return
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space_pressed:
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; jump
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lda DUKE_JUMPING
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bne done_keypress ; don't jump if already jumping
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lda #5
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lda #6
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sta DUKE_JUMPING
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jmp done_keypress
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@ -17,8 +17,6 @@ tiles:
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tile0f: .byte $00,$76,$f7,$05
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tilemap:
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$09,$08,$01,$01,$01,$01
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$06,$06,$06,$06,$06
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$0f,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
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@ -27,4 +25,6 @@ tilemap:
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.byte $00,$00,$00,$00,$00,$00,$00,$0c,$0d,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$00,$00,$00,$0b,$0e,$00,$00,$00,$00,$00,$00,$00
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.byte $00,$00,$00,$00,$02,$03,$03,$03,$03,$03,$03,$03,$03,$03,$03,$03
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$09,$08,$01,$01,$01,$01
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$06,$06,$06,$06,$06
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@ -3,7 +3,8 @@
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print_help:
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bit KEYRESET ; clear keyboard
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bit SET_TEXT
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jsr HOME
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jsr clear_all
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lda #<help_text
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sta OUTL
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