mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-01-03 18:29:53 +00:00
monkey: credits all set
This commit is contained in:
parent
83e33a9886
commit
1a9120cab9
@ -1,8 +1,10 @@
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title:
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+ wait before displaying
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+ display credits
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game:
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+ animated flame
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+ animated flame
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+ foreground rock piles
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+ foreground rock piles
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+ sprites for all dir
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+ sprites for all dir
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+ sprites for walking
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+ sprites for walking
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+ print verb at top line
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+ print noun also (center along with verb)
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+ poster, dock, and bar backgrounds
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263
monkey/title.s
263
monkey/title.s
@ -30,13 +30,18 @@ title_start:
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sta FRAMEL
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sta FRAMEL
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sta FRAMEH
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sta FRAMEH
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sta DISP_PAGE
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sta DISP_PAGE
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sta CREDITS_OFFSET
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sta CREDITS_LOGO_ON
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sta CREDITS_SPLIT_SCREEN
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sta CREDITS_DISPLAY_TEXT
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lda #18
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lda #14
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sta CLOUD_X
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sta CLOUD_X
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lda #4
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lda #4
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sta DRAW_PAGE
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sta DRAW_PAGE
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jsr normal_text
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;====================================
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;====================================
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; load LF logo
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; load LF logo
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@ -60,7 +65,9 @@ title_start:
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lda #$44 ; load to page $4800-400=$4400
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lda #$44 ; load to page $4800-400=$4400
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jsr decompress_lzsa2_fast
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jsr decompress_lzsa2_fast
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;=====================================
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; setup music
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;=====================================
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setup_music:
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setup_music:
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; decompress music
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; decompress music
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@ -172,6 +179,12 @@ do_logo_loop:
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jmp logo_loop
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jmp logo_loop
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;====================================
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;====================================
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; Intro
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;====================================
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;====================================
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;====================================
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;====================================
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; load Background logo
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; load Background logo
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;====================================
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;====================================
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@ -216,19 +229,49 @@ monkey_loop:
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; copy title overlay
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; copy title overlay
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lda CREDITS_LOGO_ON
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beq dont_overlay
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jsr gr_overlay_40x40_noload
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jsr gr_overlay_40x40_noload
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dont_overlay:
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;=======================
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; draw text if enabled
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lda CREDITS_DISPLAY_TEXT
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beq dont_text
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jsr clear_bottom
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lda CREDITS_TEXTL
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sta OUTL
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lda CREDITS_TEXTH
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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jsr move_and_print
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dont_text:
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;===========
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; page flip
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; page flip
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jsr page_flip
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jsr page_flip
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jsr inc_frame
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jsr inc_frame
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;=========================
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; update credits sequence
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;=========================
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jsr update_credit_sequence
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;============================
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; early escape if end of song
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; early escape if end of song
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lda DONE_PLAYING
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lda DONE_PLAYING
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bmi done_with_title
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bmi done_with_title
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;===========================
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; early escape if keypressed
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; early escape if keypressed
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lda KEYPRESS
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lda KEYPRESS
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bpl loop_again
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bpl loop_again
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@ -405,39 +448,211 @@ mountain_top_sprite:
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.byte $AA,$2A,$22,$22,$00,$00,$22,$07,$70,$00,$AA
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.byte $AA,$2A,$22,$22,$00,$00,$22,$07,$70,$00,$AA
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.byte $2A,$22,$00,$22,$00,$22,$02,$22,$07,$70,$0A
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.byte $2A,$22,$00,$22,$00,$22,$02,$22,$07,$70,$0A
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; FRAMEH, FRAMEL, ACTION
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ACTION_SPLIT_SCREEN = $80
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ACTION_FULL_SCREEN = $81
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ACTION_TURN_ON_LOGO = $82
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ACTION_TURN_OFF_LOGO = $83
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; 1 E0 is roughly end
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credits_sequence:
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.byte $00,$6F,ACTION_SPLIT_SCREEN
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.byte $00,$70,1
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.byte $00,$80,2
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.byte $00,$A0,ACTION_FULL_SCREEN
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.byte $00,$B0,0
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.byte $00,$B6,ACTION_TURN_ON_LOGO
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.byte $00,$B7,ACTION_SPLIT_SCREEN
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.byte $00,$B8,3
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.byte $00,$C8,0
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.byte $00,$D0,4
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.byte $00,$E0,0
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.byte $00,$E8,5
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.byte $00,$F8,0
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.byte $01,$00,6
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.byte $01,$10,0
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.byte $01,$18,7
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.byte $01,$28,0
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.byte $01,$30,8
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.byte $01,$40,0
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.byte $01,$48,9
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.byte $01,$58,0
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.byte $01,$60,10
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.byte $01,$70,0
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.byte $01,$78,11
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.byte $01,$88,0
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.byte $01,$90,12
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.byte $01,$A0,0
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.byte $01,$A8,ACTION_FULL_SCREEN
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.byte $01,$B0,ACTION_TURN_OFF_LOGO
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.byte $ff
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credits_text:
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credits_text:
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; DEEP IN THE CARIBBEAN
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.word credits_nothing
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; ^ ,
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.word credits1,credits2,credits3,credits4
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; THE ISLAND OF MELEE
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.word credits5,credits6,credits7,credits8
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.word credits9,credits10,credits11,credits12
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credits1: ;0123456789012345678901234567890123456789
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.byte 10,21,"DEEP IN THE CARIBBEAN",0
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.byte 10,22," ",0
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.byte 10,23," ",0
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credits2:
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.byte 10,20," ^ ,",0
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.byte 10,21,"THE ISLAND OF MELEE",0
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.byte 10,22," ",0
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; TITLE CARD APPEARS
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; TITLE CARD APPEARS
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; TM&(C) 1990 LUCAS ARTS
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credits3:
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; ALL RIGHTS RESERVED
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.byte 10,20," ",0
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.byte 7,21,"TM & (C) 1990 LUCAS ARTS",0
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.byte 10,22,"ALL RIGHTS RESERVED",0
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; CREATED AND DESIGNED BY
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credits4:
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; RON GILBERT
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.byte 10,20," ",0
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.byte 9,21,"CREATED AND DESIGNED BY",0
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.byte 15,22,"RON GILBERT",0
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; WRITTEN AND PROGRAMMED BY
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credits5:
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; RON GILBERT, DAVE GROSSMAN
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.byte 7,21,"WRITTEN AND PROGRAMMED BY",0
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; AND TIM SCHAFER
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.byte 7,22,"RON GILBERT, DAVE GROSSMAN",0
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.byte 12,23,"AND TIM SCHAFER",0
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; BACKGROUND ART BY
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credits6:
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; STEVE PURCELL, MARK FERRARI
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.byte 11,21,"BACKGROUND ART BY",0
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; AND MIKE EBERT
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.byte 6,22,"STEVE PURCELL, MARK FERRARI",0
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.byte 13,23,"AND MIKE EBERT",0
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; ANIMATION BY
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credits7:
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; STEVE PURCELL, MIKE EBERT
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.byte 14,21,"ANIMATION BY",0
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; AND MARTIN CAMERON AS "BUCKY"
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.byte 7,22,"STEVE PURCELL, MIKE EBERT",0
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.byte 5,23,"AND MARTIN CAMERON AS 'BUCKY'",0
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; ORIGINAL MUSIC BY
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credits8:
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; MICHAEL LAND
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.byte 10,20," ",0
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.byte 11,21,"ORIGINAL MUSIC BY",0
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.byte 13,22,"MICHAEL LAND",0
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; BARNEY JONES AND ANDY NEWELL
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credits9:
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; OF EARWAX PRODUCTIONS...
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.byte 10,20," ",0
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.byte 6,21,"BARNEY JONES AND ANDY NEWELL",0
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.byte 8,22,"OF EARWAX PRODUCTIONS...",0
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; ... AND
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credits10:
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; PATRICK MUNDY
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.byte 10,20," ",0
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.byte 16,21,"... AND",0
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.byte 13,22,"PATRICK MUNDY",0
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; TESTERS, PRODUCER, SCUMM
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; TESTERS, PRODUCER, SCUMM
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credits11:
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.byte 10,20," ",0
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.byte 11,21,"APPLE II VERSION",0
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.byte 9,22,"VINCE 'DEATER' WEAVER",0
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credits12:
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.byte 10,20," ",0
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.byte 10,21,"CPC AY-3-8910 THEME",0
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.byte 9,22,"EPYTEOR/SUTEKH/STARKOS",0
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credits_nothing:
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.byte 10,20," ",0
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.byte 10,21," ",0
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.byte 10,22," ",0
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;=========================
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; update credits sequence
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;=========================
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update_credit_sequence:
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ldy CREDITS_OFFSET
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cpy #$ff
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beq done_credit_sequence
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; see if we've hit FRAMEH
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lda credits_sequence,Y
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cmp FRAMEH
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bne done_credit_sequence
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lda credits_sequence+1,Y
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cmp FRAMEL
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bne done_credit_sequence
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; made it this far, we actually need to update!
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lda credits_sequence+2,Y
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iny
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iny
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iny
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sty CREDITS_OFFSET
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cmp #ACTION_SPLIT_SCREEN
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beq do_split_screen
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cmp #ACTION_FULL_SCREEN
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beq do_full_screen
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cmp #ACTION_TURN_ON_LOGO
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beq do_turn_on_logo
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cmp #ACTION_TURN_OFF_LOGO
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beq do_turn_off_logo
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bne do_update_text
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done_credit_sequence:
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rts
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do_split_screen:
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bit TEXTGR
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lda #1
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sta CREDITS_DISPLAY_TEXT
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lda #<credits_nothing
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sta CREDITS_TEXTL
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lda #>credits_nothing
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sta CREDITS_TEXTH
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rts
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do_full_screen:
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lda #0
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sta CREDITS_DISPLAY_TEXT
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bit FULLGR
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rts
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do_turn_on_logo:
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lda #1
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sta CREDITS_LOGO_ON
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rts
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do_turn_off_logo:
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lda #0
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sta CREDITS_LOGO_ON
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rts
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do_update_text:
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; A has string offset
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asl
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tay
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lda credits_text,Y
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sta CREDITS_TEXTL
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lda credits_text+1,Y
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sta CREDITS_TEXTH
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rts
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@ -90,7 +90,15 @@ NOUN_VECTOR_H = $89
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DESTINATION_X = $8A ; where to walk
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DESTINATION_X = $8A ; where to walk
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DESTINATION_Y = $8B
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DESTINATION_Y = $8B
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; credits stuff
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CLOUD_X = $8C
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CLOUD_X = $8C
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CREDITS_OFFSET = $8D
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CREDITS_LOGO_ON = $8E
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CREDITS_SPLIT_SCREEN = $8F
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CREDITS_DISPLAY_TEXT = $90
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CREDITS_TEXTL = $91
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CREDITS_TEXTH = $92
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; done game puzzle state
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; done game puzzle state
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Loading…
Reference in New Issue
Block a user