mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-02-24 11:29:18 +00:00
ootw: c4: implement gun charger
This commit is contained in:
parent
5494cad14e
commit
5102dcfb75
@ -98,7 +98,7 @@ ootw_c4.o: ootw_c4.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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keyboard.s gr_run_sequence.s physicist.s \
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ootw_c4_city.s ootw_c4_action.s \
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door.s laser.s shield.s blast.s \
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door.s laser.s shield.s blast.s charger.s \
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ootw_graphics/sprites/physicist.inc \
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ootw_graphics/l4city/ootw_c4_city.inc
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ca65 -o ootw_c4.o ootw_c4.s -l ootw_c4.lst
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217
ootw/charger.s
Normal file
217
ootw/charger.s
Normal file
@ -0,0 +1,217 @@
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;======================
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;======================
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; draw charger
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;======================
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;======================
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draw_charger:
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lda #6
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sta XPOS
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lda #24
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sta YPOS
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lda CHARGER_COUNT
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tay
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lda charger_sequence_lo,Y
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sta INL
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lda charger_sequence_hi,Y
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sta INH
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jsr put_sprite
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lda FRAMEL ; slow it down
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and #$7
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bne done_drawing_charger
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inc CHARGER_COUNT
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lda CHARGER_COUNT
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cmp #11
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bne done_drawing_charger
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lda #200 ; actually charge
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sta GUN_CHARGE
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lda #0
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sta CHARGER_COUNT
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done_charging:
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done_drawing_charger:
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rts
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charger_sequence_hi:
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.byte >zapper1_sprite
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.byte >zapper2_sprite
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.byte >zapper3_sprite
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.byte >zapper4_sprite
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.byte >zapper5_sprite
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.byte >zapper6_sprite
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.byte >zapper7_sprite
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.byte >zapper8_sprite
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.byte >zapper9_sprite
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.byte >zapper10_sprite
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.byte >zapper11_sprite
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charger_sequence_lo:
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.byte <zapper1_sprite
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.byte <zapper2_sprite
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.byte <zapper3_sprite
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.byte <zapper4_sprite
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.byte <zapper5_sprite
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.byte <zapper6_sprite
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.byte <zapper7_sprite
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.byte <zapper8_sprite
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.byte <zapper9_sprite
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.byte <zapper10_sprite
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.byte <zapper11_sprite
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zapper1_sprite:
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.byte 10,10
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$00,$AA,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$fA,$f4,$7A,$AA,$AA,$AA
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zapper2_sprite:
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.byte 10,10
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$A0,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$fA,$f4,$7A,$AA,$AA,$AA
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zapper3_sprite:
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.byte 10,10
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $6a,$fe,$fe,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $ee,$ff,$ff,$ee,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $Ae,$ef,$ef,$6A,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$AA,$66,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $6A,$66,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$A6,$AA,$AA,$fA,$af,$7A,$A7,$AA,$AA
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zapper4_sprite:
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.byte 10,10
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $a6,$6a,$AA,$AA,$AA,$B9,$99,$AA,$AA,$AA
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.byte $6a,$A6,$66,$AA,$AA,$AB,$b9,$AA,$AA,$AA
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.byte $A6,$AA,$66,$A0,$00,$BA,$00,$AA,$AA,$AA
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.byte $AA,$AA,$66,$AA,$AA,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$66,$A6,$AA,$AA,$AA,$40,$AA,$AA,$AA
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.byte $AA,$66,$6a,$AA,$AA,$4A,$44,$AA,$AA,$AA
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.byte $66,$AA,$66,$AA,$AA,$F4,$AC,$7A,$AA,$AA
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.byte $A6,$AA,$A6,$AA,$AF,$AA,$A7,$AA,$AA,$AA
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zapper5_sprite:
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.byte 10,10
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.byte $6A,$6A,$AA,$6a,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $A6,$AA,$AA,$66,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$AA,$6A,$A6,$AA,$BB,$99,$AA,$AA,$AA
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.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
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.byte $A6,$66,$AA,$66,$A0,$AB,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$EA,$f6
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.byte $66,$AA,$AA,$66,$AA,$AA,$44,$AA,$EE,$FF
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.byte $66,$AA,$AA,$66,$AA,$44,$C4,$AA,$A6,$A6
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.byte $AA,$66,$66,$AA,$FA,$AF,$7A,$A7,$AA,$AA
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.byte $AA,$A6,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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zapper6_sprite:
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.byte 10,10
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.byte $6A,$6A,$AA,$AA,$6A,$AA,$AA,$AA,$AA,$AA
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.byte $A6,$AA,$AA,$66,$AA,$99,$99,$99,$AA,$AA
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.byte $AA,$AA,$6A,$A6,$AA,$BB,$99,$A9,$AA,$AA
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.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$66,$66,$AA,$A0,$AB,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$AA,$AA
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.byte $66,$66,$AA,$A6,$6A,$AA,$44,$AA,$AA,$AA
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.byte $66,$AA,$AA,$6A,$66,$44,$C4,$AA,$AA,$AA
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.byte $AA,$AA,$6A,$A6,$FA,$AF,$7A,$A7,$AA,$6A
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.byte $A6,$A6,$A6,$AA,$AA,$AA,$AA,$AA,$A6,$A6
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zapper7_sprite:
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.byte 10,10
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.byte $6A,$6A,$6A,$6A,$6A,$AA,$AA,$AA,$AA,$AA
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.byte $A6,$AA,$66,$AA,$AA,$99,$99,$99,$AA,$AA
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.byte $AA,$AA,$66,$AA,$AA,$BB,$99,$A9,$AA,$AA
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.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$AA,$66,$AA,$A0,$AB,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$66,$AA,$A6,$6A,$AA,$44,$AA,$AA,$AA
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.byte $66,$AA,$AA,$6A,$66,$AA,$44,$AA,$AA,$6A
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.byte $66,$AA,$6A,$A6,$AA,$FA,$7F,$67,$6A,$66
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.byte $A6,$AA,$A6,$AA,$AA,$AA,$AA,$6A,$A6,$A6
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zapper8_sprite:
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.byte 10,10
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.byte $6A,$0A,$6A,$6A,$6A,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$EA,$EA,$AA,$9A,$9A,$9A,$AA,$AA
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.byte $AA,$EE,$FF,$DD,$AA,$B9,$99,$99,$AA,$AA
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.byte $AA,$AA,$6E,$EE,$EA,$AB,$b9,$AA,$AA,$AA
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.byte $AA,$AA,$66,$EE,$FF,$EE,$00,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$A6,$AE,$AE,$0b,$AA,$AA,$66
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$40,$AA,$AA,$66
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.byte $AA,$A6,$6A,$6A,$6A,$AA,$44,$6A,$AA,$66
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.byte $AA,$00,$66,$A6,$AA,$AA,$F4,$7A,$A6,$A6
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.byte $AA,$00,$A6,$AA,$AA,$AF,$A7,$AA,$AA,$AA
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zapper9_sprite:
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.byte 10,10
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.byte $AA,$00,$AA,$6A,$AA,$AA,$AA,$AA,$AA,$6A
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.byte $AA,$00,$AA,$66,$AA,$9A,$9A,$9A,$AA,$66
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.byte $AA,$00,$AA,$A6,$6A,$B9,$99,$99,$A6,$AA
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.byte $AA,$00,$AA,$EA,$AA,$AB,$b9,$AA,$AA,$AA
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.byte $AA,$00,$EE,$FF,$EE,$BA,$00,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AE,$AA,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$00,$6A,$AA,$AA,$AA,$40,$AA,$AA,$AA
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.byte $AA,$00,$66,$AA,$AA,$AA,$44,$6A,$AA,$AA
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.byte $AA,$00,$A6,$6A,$AA,$AA,$F4,$7A,$A6,$66
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.byte $AA,$00,$AA,$AA,$A6,$AF,$A7,$AA,$AA,$AA
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zapper10_sprite:
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.byte 10,10
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.byte $6A,$00,$AA,$6A,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$A6,$6A,$9A,$9A,$9A,$6A,$6A
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.byte $AA,$00,$AA,$AA,$AA,$B9,$99,$99,$AA,$66
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.byte $AA,$00,$AA,$AA,$AA,$AB,$b9,$AA,$AA,$AA
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.byte $AA,$00,$AA,$A0,$00,$BA,$00,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$0b,$AA,$A6,$A6
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.byte $AA,$00,$AA,$6A,$AA,$AA,$40,$AA,$AA,$AA
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.byte $6A,$00,$66,$AA,$AA,$AA,$44,$6A,$AA,$AA
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.byte $AA,$00,$66,$AA,$AA,$AA,$F4,$7A,$A6,$6A
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.byte $AA,$00,$A6,$AA,$AA,$AF,$A7,$AA,$AA,$A6
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zapper11_sprite:
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.byte 10,10
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.byte $6A,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$A0,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$BB,$99,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$0A,$0A,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$A0,$AB,$b0,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$40,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$FA,$7F,$A7,$AA,$AA
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@ -103,6 +103,7 @@ end_message:
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.include "alien.s"
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.include "door.s"
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.include "charger.s"
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.include "laser.s"
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.include "shield.s"
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.include "blast.s"
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@ -13,6 +13,11 @@ ootw_city_init:
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sta DIRECTION ; left
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sta LASER_OUT
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sta ALIEN_OUT
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sta BLAST_OUT
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sta CHARGER_COUNT
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lda #100
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sta GUN_CHARGE
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sta ACTION_TRIGGERED
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sta ACTION_COUNT
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@ -78,6 +83,13 @@ ootw_city_init:
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;===========================
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;===========================
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ootw_city:
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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; init shields
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@ -311,12 +323,6 @@ ootw_room_already_set:
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lda #1
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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;============================
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@ -605,7 +611,28 @@ regular_room:
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; draw physicist
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;===============
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; if in charger, draw that
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lda WHICH_ROOM ; charger only room0
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bne just_draw_physicist
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lda PHYSICIST_X
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cmp #10
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bne just_draw_physicist
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lda GUN_CHARGE
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cmp #200
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bcs just_draw_physicist ; bge
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lda #P_STANDING
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sta PHYSICIST_STATE
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jsr draw_charger
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jmp after_draw_physicist
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just_draw_physicist:
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jsr draw_physicist
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after_draw_physicist:
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;===============
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; draw alien
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@ -996,147 +1023,3 @@ pit_door_cover:
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zapper1_sprite:
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.byte 10,10
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$00,$AA,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$fA,$f4,$7A,$AA,$AA,$AA
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zapper2_sprite:
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.byte 10,10
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.byte $AA,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$A0,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$00,$AA,$AA,$fA,$f4,$7A,$AA,$AA,$AA
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zapper3_sprite:
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.byte 10,10
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $6a,$fe,$fe,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $ee,$ff,$ff,$ee,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $Ae,$ef,$ef,$6A,$AA,$bb,$99,$AA,$AA,$AA
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.byte $AA,$AA,$66,$0a,$0a,$AA,$0b,$AA,$AA,$AA
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.byte $6A,$66,$AA,$AA,$A0,$Ab,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
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.byte $AA,$66,$AA,$AA,$AA,$44,$c4,$AA,$AA,$AA
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.byte $AA,$A6,$AA,$AA,$fA,$af,$7A,$A7,$AA,$AA
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zapper4_sprite:
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.byte 10,10
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $a6,$6a,$AA,$AA,$AA,$B9,$99,$AA,$AA,$AA
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.byte $6a,$A6,$66,$AA,$AA,$AB,$b9,$AA,$AA,$AA
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.byte $A6,$AA,$66,$A0,$00,$BA,$00,$AA,$AA,$AA
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.byte $AA,$AA,$66,$AA,$AA,$AA,$0b,$AA,$AA,$AA
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.byte $AA,$66,$A6,$AA,$AA,$AA,$40,$AA,$AA,$AA
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.byte $AA,$66,$6a,$AA,$AA,$4A,$44,$AA,$AA,$AA
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.byte $66,$AA,$66,$AA,$AA,$F4,$AC,$7A,$AA,$AA
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.byte $A6,$AA,$A6,$AA,$AF,$AA,$A7,$AA,$AA,$AA
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zapper5_sprite:
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.byte 10,10
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.byte $6A,$6A,$AA,$6a,$AA,$AA,$AA,$AA,$AA,$AA
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.byte $A6,$AA,$AA,$66,$AA,$9A,$9A,$AA,$AA,$AA
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.byte $AA,$AA,$6A,$A6,$AA,$BB,$99,$AA,$AA,$AA
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.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
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.byte $A6,$66,$AA,$66,$A0,$AB,$b0,$AA,$AA,$AA
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.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$EA,$f6
|
||||
.byte $66,$AA,$AA,$66,$AA,$AA,$44,$AA,$EE,$FF
|
||||
.byte $66,$AA,$AA,$66,$AA,$44,$C4,$AA,$A6,$A6
|
||||
.byte $AA,$66,$66,$AA,$FA,$AF,$7A,$A7,$AA,$AA
|
||||
.byte $AA,$A6,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
|
||||
|
||||
zapper6_sprite:
|
||||
.byte 10,10
|
||||
.byte $6A,$6A,$AA,$AA,$6A,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $A6,$AA,$AA,$66,$AA,$99,$99,$99,$AA,$AA
|
||||
.byte $AA,$AA,$6A,$A6,$AA,$BB,$99,$A9,$AA,$AA
|
||||
.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
|
||||
.byte $AA,$66,$66,$AA,$A0,$AB,$b0,$AA,$AA,$AA
|
||||
.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$AA,$AA
|
||||
.byte $66,$66,$AA,$A6,$6A,$AA,$44,$AA,$AA,$AA
|
||||
.byte $66,$AA,$AA,$6A,$66,$44,$C4,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$6A,$A6,$FA,$AF,$7A,$A7,$AA,$6A
|
||||
.byte $A6,$A6,$A6,$AA,$AA,$AA,$AA,$AA,$A6,$A6
|
||||
|
||||
zapper7_sprite:
|
||||
.byte 10,10
|
||||
.byte $6A,$6A,$6A,$6A,$6A,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $A6,$AA,$66,$AA,$AA,$99,$99,$99,$AA,$AA
|
||||
.byte $AA,$AA,$66,$AA,$AA,$BB,$99,$A9,$AA,$AA
|
||||
.byte $AA,$AA,$66,$0A,$0A,$AA,$0b,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$66,$AA,$A0,$AB,$b0,$AA,$AA,$AA
|
||||
.byte $AA,$66,$AA,$66,$AA,$AA,$00,$AA,$AA,$AA
|
||||
.byte $AA,$66,$AA,$A6,$6A,$AA,$44,$AA,$AA,$AA
|
||||
.byte $66,$AA,$AA,$6A,$66,$AA,$44,$AA,$AA,$6A
|
||||
.byte $66,$AA,$6A,$A6,$AA,$FA,$7F,$67,$6A,$66
|
||||
.byte $A6,$AA,$A6,$AA,$AA,$AA,$AA,$6A,$A6,$A6
|
||||
|
||||
zapper8_sprite:
|
||||
.byte 10,10
|
||||
.byte $6A,$0A,$6A,$6A,$6A,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $AA,$00,$EA,$EA,$AA,$9A,$9A,$9A,$AA,$AA
|
||||
.byte $AA,$EE,$FF,$DD,$AA,$B9,$99,$99,$AA,$AA
|
||||
.byte $AA,$AA,$6E,$EE,$EA,$AB,$b9,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$66,$EE,$FF,$EE,$00,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$A6,$AE,$AE,$0b,$AA,$AA,$66
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$AA,$40,$AA,$AA,$66
|
||||
.byte $AA,$A6,$6A,$6A,$6A,$AA,$44,$6A,$AA,$66
|
||||
.byte $AA,$00,$66,$A6,$AA,$AA,$F4,$7A,$A6,$A6
|
||||
.byte $AA,$00,$A6,$AA,$AA,$AF,$A7,$AA,$AA,$AA
|
||||
|
||||
zapper9_sprite:
|
||||
.byte 10,10
|
||||
.byte $AA,$00,$AA,$6A,$AA,$AA,$AA,$AA,$AA,$6A
|
||||
.byte $AA,$00,$AA,$66,$AA,$9A,$9A,$9A,$AA,$66
|
||||
.byte $AA,$00,$AA,$A6,$6A,$B9,$99,$99,$A6,$AA
|
||||
.byte $AA,$00,$AA,$EA,$AA,$AB,$b9,$AA,$AA,$AA
|
||||
.byte $AA,$00,$EE,$FF,$EE,$BA,$00,$AA,$AA,$AA
|
||||
.byte $AA,$00,$AA,$AE,$AA,$AA,$0b,$AA,$AA,$AA
|
||||
.byte $AA,$00,$6A,$AA,$AA,$AA,$40,$AA,$AA,$AA
|
||||
.byte $AA,$00,$66,$AA,$AA,$AA,$44,$6A,$AA,$AA
|
||||
.byte $AA,$00,$A6,$6A,$AA,$AA,$F4,$7A,$A6,$66
|
||||
.byte $AA,$00,$AA,$AA,$A6,$AF,$A7,$AA,$AA,$AA
|
||||
|
||||
zapper10_sprite:
|
||||
.byte 10,10
|
||||
.byte $6A,$00,$AA,$6A,$AA,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $AA,$00,$AA,$A6,$6A,$9A,$9A,$9A,$6A,$6A
|
||||
.byte $AA,$00,$AA,$AA,$AA,$B9,$99,$99,$AA,$66
|
||||
.byte $AA,$00,$AA,$AA,$AA,$AB,$b9,$AA,$AA,$AA
|
||||
.byte $AA,$00,$AA,$A0,$00,$BA,$00,$AA,$AA,$AA
|
||||
.byte $AA,$00,$AA,$AA,$AA,$AA,$0b,$AA,$A6,$A6
|
||||
.byte $AA,$00,$AA,$6A,$AA,$AA,$40,$AA,$AA,$AA
|
||||
.byte $6A,$00,$66,$AA,$AA,$AA,$44,$6A,$AA,$AA
|
||||
.byte $AA,$00,$66,$AA,$AA,$AA,$F4,$7A,$A6,$6A
|
||||
.byte $AA,$00,$A6,$AA,$AA,$AF,$A7,$AA,$AA,$A6
|
||||
|
||||
zapper11_sprite:
|
||||
.byte 10,10
|
||||
.byte $6A,$00,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $AA,$A0,$AA,$AA,$AA,$AA,$AA,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$9A,$9A,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$BB,$99,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$0A,$0A,$AA,$0b,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$A0,$AB,$b0,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$AA,$00,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$AA,$40,$AA,$AA,$AA
|
||||
.byte $AA,$AA,$AA,$AA,$AA,$AA,$44,$AA,$AA,$AA
|
||||
.byte $AA,$00,$AA,$AA,$AA,$FA,$7F,$A7,$AA,$AA
|
||||
|
||||
|
||||
|
@ -167,6 +167,7 @@ TIME_COUNT = $E6 ; INTRO
|
||||
EQUAKE_PROGRESS = $E6 ; C1
|
||||
DUDE_OUT = $E6 ; C2
|
||||
FALLING = $E6 ; C3
|
||||
CHARGER_COUNT = $E6 ; C4
|
||||
|
||||
EARTH_OFFSET = $E7 ; ALL??
|
||||
DNA_COUNT = $E7 ; INTRO
|
||||
|
Loading…
x
Reference in New Issue
Block a user