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ootw: aliens can shoot. also make laser collision code generic
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02b123ccfa
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33738a7cc9
@ -9,6 +9,11 @@ TODO Before release:
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l2 -- move doors to final behavior (break room one needs to
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be locked)
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l2 -- re-activate opening cutscene
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l2 -- shield up in alien hallway
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shooting through shield is broken
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MISSING SPRITES:
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================
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@ -45,6 +50,8 @@ BEHAVIOR DIFFERENCES:
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we call down.
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also I think if you wait long enough more aliens
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appear if you try to go left.
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- should be able to crouch/shoot
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- should be able to blast/shield
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* gun behavior:
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- doors/walls should explode outward away from blast
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@ -180,7 +180,13 @@ done_move_alien_standing:
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move_alien_shooting:
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lda FRAMEL
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and #$3f
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bne done_alien_shooting_now
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jsr fire_alien_laser
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done_alien_shooting_now:
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jmp done_move_alien
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@ -22,6 +22,11 @@ fire_alien_laser:
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lda laser1_out
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bne done_fire_alien_laser
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lda alien_x,X
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sta COLLISION_X
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lda alien_y,X
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sta COLLISION_Y
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; activate laser slot
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inc laser1_out
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@ -51,9 +56,12 @@ fire_alien_laser:
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; set x
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alien_laser_left:
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stx LASER_TEMP
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jsr calc_gun_left_collision
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ldx LASER_TEMP
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lda alien_x,X
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; dex
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sta laser1_end
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@ -67,8 +75,12 @@ alien_laser_left:
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alien_laser_right:
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stx LASER_TEMP
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jsr calc_gun_right_collision
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ldx LASER_TEMP
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lda alien_x,X
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clc
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adc #5
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@ -16,6 +16,11 @@ fire_blast:
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lda blast0_out
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bne done_fire_blast
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lda PHYSICIST_X
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sta COLLISION_X
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lda PHYSICIST_Y
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sta COLLISION_Y
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; activate blast slot
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inc blast0_out
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@ -4,10 +4,6 @@ TARGET_SHIELD = $20
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TARGET_FRIEND = $30
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TARGET_ALIEN = $40
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; FIXME!!!!
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; if doors/aliens/shields then stop check if X passing them. URGH.
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;=============================
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;=============================
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@ -140,10 +136,10 @@ calc_gun_right_door_loop:
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lda (DOOR_Y),Y
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clc
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adc #4
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cmp PHYSICIST_Y
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cmp COLLISION_Y
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bne calc_gun_right_door_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp (DOOR_X),Y
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bcs calc_gun_right_door_continue ; bge
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@ -188,7 +184,7 @@ calc_gun_right_shield_loop:
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lda shield_out,X
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beq calc_gun_right_shield_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp shield_x,X
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bcs calc_gun_right_shield_continue ; bge
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@ -225,7 +221,7 @@ calc_gun_right_friend:
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cmp WHICH_ROOM
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bne done_calc_gun_right_friend_collision
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lda PHYSICIST_X
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lda COLLISION_X
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cmp friend_x
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bcs calc_gun_right_friend_continue ; bge
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@ -269,10 +265,10 @@ calc_gun_right_alien_loop:
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; only if on same level
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lda alien_y,X
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cmp PHYSICIST_Y
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cmp COLLISION_Y
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bne calc_gun_right_alien_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp alien_x,X
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bcs calc_gun_right_alien_continue ; bge
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@ -354,10 +350,10 @@ calc_gun_left_door_loop:
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lda (DOOR_Y),Y
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clc
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adc #4
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cmp PHYSICIST_Y
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cmp COLLISION_Y
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bne calc_gun_left_door_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp (DOOR_X),Y
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bcc calc_gun_left_door_continue ; blt
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@ -400,7 +396,7 @@ calc_gun_left_shield_loop:
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lda shield_out,X
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beq calc_gun_left_shield_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp shield_x,X
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bcc calc_gun_left_shield_continue ; blt
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@ -438,7 +434,7 @@ calc_gun_left_friend:
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cmp WHICH_ROOM
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bne done_calc_gun_left_friend_collision
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lda PHYSICIST_X
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lda COLLISION_X
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cmp friend_x
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bcc calc_gun_left_friend_continue ; blt
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@ -482,10 +478,10 @@ calc_gun_left_alien_loop:
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; only if on same level
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lda alien_y,X
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cmp PHYSICIST_Y
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cmp COLLISION_Y
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bne calc_gun_left_alien_continue
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lda PHYSICIST_X
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lda COLLISION_X
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cmp alien_x,X
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bcc calc_gun_left_alien_continue ; blt
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33
ootw/laser.s
33
ootw/laser.s
@ -13,6 +13,8 @@
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; should handle shooting while crouching
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MAX_LASERS = 2
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laser_out:
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laser0_out: .byte $0
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laser1_out: .byte $0
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@ -42,6 +44,10 @@ laser1_count: .byte $0
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;=========================
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fire_laser:
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lda PHYSICIST_X
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sta COLLISION_X
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lda PHYSICIST_Y
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sta COLLISION_Y
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lda laser0_out
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bne done_fire_laser
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@ -112,33 +118,48 @@ done_fire_laser:
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rts
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;====================
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; draw laser
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;====================
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draw_laser:
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lda laser0_out
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ldx #0
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draw_laser_loop:
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lda laser_out,X
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beq done_draw_laser
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txa
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pha ; save X on stack
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lda #$10
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sta hlin_color_smc+1
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lda #$0f
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sta hlin_mask_smc+1
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ldy laser0_y
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ldy laser_y,X
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sec
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lda laser0_end
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sbc laser0_start
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tax
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lda laser_end,X
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sbc laser_start,X
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sta LASER_TEMP
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lda laser0_start
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lda laser_start,X
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ldx LASER_TEMP
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jsr hlin
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pla ; restore X from stack
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tax
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done_draw_laser:
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inx
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cpx #MAX_LASERS
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bne draw_laser_loop
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rts
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@ -97,6 +97,7 @@ end_message:
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.include "gun.s"
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.include "laser.s"
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.include "alien_laser.s"
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.include "blast.s"
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.include "shield.s"
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@ -581,4 +581,20 @@ alien_disintegrating_14: ; 8
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;=====================
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;=====================
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; SHOOTING
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;=====================
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;=====================
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alien_shoot_sprite:
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.byte $5,$8
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.byte $aa,$7a,$f7,$7f,$aa
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.byte $aa,$77,$07,$00,$aa
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.byte $0a,$aa,$00,$77,$aa
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.byte $aa,$a7,$17,$10,$aa
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.byte $aa,$aa,$00,$00,$aa
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.byte $aa,$aa,$77,$a5,$5a
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.byte $aa,$aa,$07,$aa,$05
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.byte $aa,$0a,$00,$0a,$00
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@ -56,9 +56,6 @@ LETTERD = $67
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LETTER = $68
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BLARGH = $69
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;ZPOS = $78
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AY_REGISTERS = $70
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A_FINE_TONE = $70
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A_COARSE_TONE = $71
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@ -94,6 +91,8 @@ PT3_TEMP = $8A
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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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COLLISION_X = $BE
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COLLISION_Y = $BF
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DOOR_STATUS = $C0
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DOOR_STATUS_H = $C1
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@ -111,6 +110,7 @@ BEAST_DEAD = $CB ; 1
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VENT_OPEN = $CC ; 2
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INTRO_REPEAT = $CD ; INTRO
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LASER_TEMP = $CE ; 2+
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LEFT_SHOOT_TARGET = $CF ; ALL
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RIGHT_SHOOT_TARGET = $D0 ; ALL
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