mirror of
https://github.com/deater/dos33fsprogs.git
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ootw: can now walk right
added over-complicaetd flipped sprite routine hack rather than flipping the sprites as per previous tradition
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3ac5dd4ba0
commit
23208b3636
12
ootw/TODO
Normal file
12
ootw/TODO
Normal file
@ -0,0 +1,12 @@
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+ only erase the middle of screen where things change
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+ walking animation
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+ crouching animation
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+ kicking animation
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+ death scenes (slugs + tentacles)
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+ some sort of "level over" message
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+ water ripples
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far-out:
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+ add the shooting-in-hallway scene
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@ -148,3 +148,165 @@ put_sprite_done_draw:
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rts ; return ; 6
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;=============================================
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; put_sprite_flipped
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; transparent color is $A (grey #2)
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; this means we can have black ($0) in a sprite
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put_sprite_flipped:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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dey ; make Y zero again ; 2
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lda INH
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sta ppf_smc+2
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clc
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lda INL
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adc #1 ; add one (not two) because X counts
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; from CH to 1 (not CH-1 to 0)
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sta ppf_smc+1
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bcc psf16
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inc ppf_smc+2
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psf16:
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_spritef_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 34
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put_spritef_pixel:
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ppf_smc:
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lda $C000,X ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$aa ; if all zero, transparent ; 2
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beq put_spritef_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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cmp #$a0
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bne put_spritef_bottom ; if not skip ahead ; 2nt/3
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;==============
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; 7/8
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lda COLOR
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and #$0f
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sta COLOR
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi put_spritef_mask ; always? ; 3
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;=============
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; 8
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put_spritef_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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cmp #$0a
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bne put_spritef_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$f0
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sta COLOR
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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put_spritef_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp put_spritef_done_draw ; we are done ; 3
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;===========
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; 20
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put_spritef_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 9
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put_spritef_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_spritef_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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lda CH
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clc
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adc ppf_smc+1
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sta ppf_smc+1
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bcc psfo
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inc ppf_smc+2
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psfo:
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dec CV ; decemenet total y count ; 5
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bne put_spritef_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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rts ; return ; 6
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@ -1,5 +1,11 @@
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5 HOME
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10 PRINT "OOTW V0.1 BY DEATER"
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10 PRINT "OOTW PROOF-OF-CONCEPT V0.5 BY DEATER"
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20 PRINT:PRINT
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30 PRINT "ORIGINAL BY ERIC CHAHI"
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40 PRINT "INSPIRED BY PAUL NICHOLAS PICO-8 VERSION"
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50 PRINT
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60 PRINT "WASD OR ARROWS TO MOVE"
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70 PRINT "SPACEBAR FOR ACTION"
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80 PRINT
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100 PRINT CHR$ (4)"BRUN OOTW"
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34
ootw/ootw.s
34
ootw/ootw.s
@ -185,32 +185,26 @@ draw_physicist:
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sta GAIT
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tax
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lda DIRECTION
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beq facing_left
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facing_right:
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lda adv_walk_right_progression,X
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lda phys_walk_progression,X
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sta INL
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lda adv_walk_right_progression+1,X
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lda phys_walk_progression+1,X
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sta INH
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jmp draw_him
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sta YPOS
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lda DIRECTION
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bne facing_right
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facing_left:
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lda adv_walk_left_progression,X
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sta INL
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lda adv_walk_left_progression+1,X
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sta INH
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draw_him:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sta YPOS
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jsr put_sprite ; make this a "jmp"?
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rts
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facing_right:
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jsr put_sprite_flipped
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rts
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@ -1,36 +1,17 @@
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adv_walk_left_progression:
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.word adv_stand_left
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.word adv_walk_left1
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.word adv_walk_left2
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.word adv_walk_left3
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.word adv_walk_left4
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.word adv_walk_left5
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.word adv_walk_left6
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.word adv_walk_left7
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phys_walk_progression:
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.word phys_stand
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.word phys_walk_left1
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.word phys_walk_left2
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.word phys_walk_left3
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.word phys_walk_left4
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.word phys_walk_left5
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.word phys_walk_left6
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.word phys_walk_left7
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adv_walk_right_progression:
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.word adv_stand_right
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.word adv_walk_left1
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.word adv_walk_left2
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.word adv_walk_left3
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.word adv_walk_left4
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.word adv_walk_left5
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.word adv_walk_left6
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.word adv_walk_left7
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;====================
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; Going Left
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adv_stand_right:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$99,$bb,$aa
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.byte $aa,$0b,$aa,$aa
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.byte $aa,$bb,$aa,$aa
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.byte $aa,$bb,$aa,$aa
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.byte $aa,$44,$aa,$aa
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.byte $aa,$44,$aa,$aa
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.byte $aa,$f4,$fa,$aa
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adv_stand_left:
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phys_stand:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -41,7 +22,7 @@ adv_stand_left:
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.byte $aa,$aa,$44,$aa
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.byte $aa,$fa,$f4,$aa
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adv_walk_left1:
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phys_walk_left1:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -52,7 +33,7 @@ adv_walk_left1:
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.byte $aa,$cc,$44,$aa
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.byte $aa,$fa,$f4,$a5
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adv_walk_left2:
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phys_walk_left2:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -63,7 +44,7 @@ adv_walk_left2:
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.byte $aa,$cc,$44,$4a
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.byte $aa,$a5,$fc,$f4
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adv_walk_left3:
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phys_walk_left3:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -74,7 +55,7 @@ adv_walk_left3:
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.byte $aa,$cc,$a4,$4a
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.byte $5a,$5c,$fa,$f4
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adv_walk_left4:
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phys_walk_left4:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -85,7 +66,7 @@ adv_walk_left4:
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.byte $aa,$aa,$c4,$4a
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.byte $aa,$5a,$5f,$af
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adv_walk_left5:
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phys_walk_left5:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -96,7 +77,7 @@ adv_walk_left5:
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.byte $aa,$44,$c4,$aa
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.byte $af,$5f,$5c,$aa
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adv_walk_left6:
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phys_walk_left6:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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@ -107,7 +88,7 @@ adv_walk_left6:
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.byte $aa,$aa,$44,$aa
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.byte $fa,$f4,$5c,$5c
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adv_walk_left7:
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phys_walk_left7:
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.byte $4,$8
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.byte $aa,$9a,$9a,$aa
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.byte $aa,$bb,$99,$aa
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