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ds: automate astronaut
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@ -54,7 +54,7 @@ demosplash.o: demosplash.s \
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pt3_lib_play_frame.s pt3_lib_write_frame.s \
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interrupt_handler.s \
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missing.s k_40_48d.inc create_update_type1.s \
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starbase.s \
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starbase.s keyboard.s \
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starbase_action.s starbase_laser.s starbase_blast.s \
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gr_run_sequence.s \
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graphics/starbase/starbase.inc \
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@ -1,3 +1,8 @@
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TODO if time:
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+ better star animation
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+ star fade in to book?
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General:
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+ get music working
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@ -8,17 +13,14 @@ OPENER:
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MISSING:
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+ Add colored bars for accent?
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PACKAGE:
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+ Implement
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PACKAGE: 01234567890123456789012345678901234567
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+ "MEANWHILE AT A DISTANT STARBASE PRISON"
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"AN INTERESTING PACKAGE IS RECEIVED"
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STARBASE:
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+ Keyboard emulation
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+ change colors of shield? laser? blast?
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+ room0 -- done
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+ room1 - run in
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- duck, start shield
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- blash shield, alien
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@ -39,7 +41,7 @@ ESCAPE:
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+ Keyboard emulation
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READING:
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+ Add message of some sort?
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+ "FINALLY I CAN READ SOME BOOKS IN PEACE"
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CREDITS:
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+ implement text
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@ -282,8 +282,9 @@ astro_run_left9:
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;=====================
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;=====================
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; note: he needs to be facing left by default
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; note: she needs to be facing left by default
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kick1:
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.if 0
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.byte 5,8
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.byte $aa,$8a,$8a,$aa,$aa
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.byte $aa,$bb,$88,$8a,$aa
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@ -293,6 +294,7 @@ kick1:
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.byte $aa,$aa,$22,$aa,$aa
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.byte $aa,$22,$a2,$6a,$aa
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.byte $af,$f2,$5a,$56,$aa
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.endif
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;=====================
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;=====================
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@ -318,9 +320,10 @@ shooting1:
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;=====================
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;=====================
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; note: he falls into a crouch
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; note: she falls into a crouch
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astro_falling:
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.if 0
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.byte 5,8
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.byte $aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$8a,$8a,$aa
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@ -330,7 +333,7 @@ astro_falling:
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.byte $aa,$aa,$aa,$22,$22
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.byte $6a,$26,$22,$a2,$aa
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.byte $f5,$f2,$aa,$aa,$aa
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.endif
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;=====================
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@ -396,6 +399,7 @@ collapse_progression:
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.word collapse5 ; 16
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collapse1:
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.if 0
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.byte 4,8
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.byte $8a,$8a,$aa,$aa
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.byte $ab,$88,$aa,$aa
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@ -405,9 +409,10 @@ collapse1:
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.byte $aa,$22,$aa,$aa
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.byte $aa,$a2,$2a,$aa
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.byte $aa,$fa,$f2,$aa
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.endif
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collapse2:
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.if 0
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.byte 5,8
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.byte $aa,$aa,$aa,$aa,$aa
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.byte $b8,$88,$aa,$aa,$aa
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@ -417,10 +422,11 @@ collapse2:
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.byte $aa,$bb,$22,$2a,$aa
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.byte $aa,$ab,$aa,$a2,$2a
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.byte $aa,$aa,$aa,$fa,$f2
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.endif
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collapse3:
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.if 0
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.byte 6,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa
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@ -430,8 +436,10 @@ collapse3:
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.byte $aa,$bb,$22,$2a,$aa,$aa
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.byte $aa,$bb,$a2,$22,$22,$fa
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.byte $aa,$ab,$aa,$aa,$a2,$ff
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.endif
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collapse4:
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.if 0
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.byte 7,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa
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@ -441,9 +449,10 @@ collapse4:
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.byte $88,$bb,$22,$2a,$aa,$aa,$aa
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.byte $aa,$aa,$bb,$22,$22,$2a,$fa
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.byte $aa,$aa,$aa,$bb,$aa,$a2,$ff
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.endif
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collapse5:
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.if 0
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.byte 8,8
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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@ -453,7 +462,7 @@ collapse5:
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.byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa
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.byte $88,$b8,$22,$b2,$22,$bb,$2a,$aa
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.byte $a8,$ab,$aa,$aa,$bb,$b2,$22,$ff
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.endif
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;=====================
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@ -571,12 +580,13 @@ jump8:
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; 9x40
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astronaut_spike_sprite:
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.if 0
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.byte 3,4
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.byte $AA,$11,$AA
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.byte $2A,$82,$2A
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.byte $BB,$A8,$BB
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.byte $BB,$AA,$BB
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.endif
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;=====================
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@ -603,6 +613,7 @@ crouch_shooting:
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;=====================
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crouch_kicking:
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.if 0
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.byte 5,8
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.byte $AA,$AA,$aa,$aa,$aa
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.byte $AA,$AA,$aa,$aa,$aa
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@ -612,7 +623,7 @@ crouch_kicking:
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.byte $AA,$AA,$aa,$bb,$22
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.byte $AA,$AA,$2a,$bb,$a2
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.byte $5A,$56,$A2,$f2,$f2
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.endif
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@ -30,11 +30,37 @@ handle_keypress:
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lda ASTRONAUT_STATE
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bmi no_keypress ; ignore keypress if dying/action
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dec KEY_COUNTDOWN
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lda KEY_COUNTDOWN
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bne done_keycount
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ldy #0
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lda (KEYPTRL),Y
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pha
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iny
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lda (KEYPTRL),Y
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sta KEY_COUNTDOWN
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clc
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lda KEYPTRL
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adc #2
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sta KEYPTRL
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lda #0
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adc KEYPTRH
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sta KEYPTRH
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pla ; restore keypress
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jmp keypress
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.if 0
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lda KEYPRESS ; 4
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bmi keypress ; 3
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.endif
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no_keypress:
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bit KEYRESET ; clear
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; avoid keeping old keys around
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done_keycount:
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rts ; nothing pressed, return
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keypress:
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@ -420,3 +446,23 @@ change_state_clear_gait:
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lda #0
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sta GAIT
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jmp done_keypress
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starbase_keypresses:
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.byte 'L',180 ; start charging laser
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.byte 'L',1 ; release, blasting door
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.byte 'D',200 ; walk right
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.byte 'D',50 ; walk right ; into door
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.byte 'A',1 ; walk right ; turn
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.byte 'A',50 ; walk right ; walk left
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.byte 'D',1 ; stop
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.byte 'D',1 ; turn right
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.byte 'S',20 ; duck
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.byte 'L',180 ; start charging
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.byte 'L',20 ; shoot
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.byte 'D',1 ; stand
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.byte 'D',150 ; walk right
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.byte 'S',20 ; duck
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.byte 27,5 ; quit
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; Initialize some variables
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lda #<starbase_keypresses
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sta KEYPTRL
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lda #>starbase_keypresses
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sta KEYPTRH
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lda #1
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sta KEY_COUNTDOWN
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;=======================
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; Run the "intro"
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;=======================
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lda #>causeway_door_cover
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sta INH
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jsr put_sprite
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; jsr put_sprite
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; jmp c4_no_fg_cover
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c4_no_fg_cover:
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@ -906,5 +905,8 @@ star_sequence:
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.word star_wipe5_rle
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.byte 20
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.word empty_rle
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.byte 20
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.word empty_rle
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.byte 0
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DONE_SONG = $89
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PT3_TEMP = $8A
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KEYPTRL = $90
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KEYPTRH = $91
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KEY_COUNTDOWN = $92
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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