mirror of
https://github.com/deater/dos33fsprogs.git
synced 2025-02-03 07:35:42 +00:00
ootw: actually draw sprite
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parent
ac18cfd838
commit
943fc5fac7
@ -92,14 +92,18 @@ no_change:
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color_progression:
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.byte $03
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.byte $bf
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.byte $b3
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; .byte $04 ; black / d.green
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; .byte $cf ; l.green / white
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; .byte $c4 ; l.green / d.green
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.byte $03 ; black / purple
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.byte $bf ; pink / white
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.byte $b3 ; pink / purple
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.byte $00
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.byte $00
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.byte $02
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.byte $6f
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.byte $62
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.byte $02 ; black/ dblue
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.byte $6f ; med blue / white
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.byte $62 ; med blue / dblue
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@ -16,8 +16,8 @@ OOTW: ootw.o
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ld65 -o OOTW ootw.o -C ../linker_scripts/apple2_1000.inc
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ootw.o: ootw.s wait_keypress.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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ootw_backgrounds.inc
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s gr_putsprite.s \
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ootw_backgrounds.inc ootw_sprites.inc
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ca65 -o ootw.o ootw.s -l ootw.lst
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####
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BIN
ootw/another_sprites.png
Normal file
BIN
ootw/another_sprites.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 654 B |
4
ootw/gr_offsets.s
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4
ootw/gr_offsets.s
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@ -0,0 +1,4 @@
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gr_offsets:
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.word $400,$480,$500,$580,$600,$680,$700,$780
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.word $428,$4a8,$528,$5a8,$628,$6a8,$728,$7a8
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.word $450,$4d0,$550,$5d0,$650,$6d0,$750,$7d0
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150
ootw/gr_putsprite.s
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150
ootw/gr_putsprite.s
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@ -0,0 +1,150 @@
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;=============================================
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; put_sprite
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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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; also note all the cycle count is out of date
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; time= 28 setup
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; Y*outerloop
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; outerloop = 34 setup
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; X*innerloop
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; innerloop = 30 if $00 17+13(done)
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; 64 if $0X 16+7+8+20(put_sprite_mask)+13(done)
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; 69 if $X0 16+8+7+5+20(put_sprite_mask)+13(done)
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; 54 if if $XX 16+8+8+9(put_all)+13(done)
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; -1 for last iteration
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; 18 (-1 for last)
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; 6 return
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; so cost = 28 + Y*(34+18)+ (INNER-Y) -1 + 6
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; = 33 + Y*(52)+(INNER-Y)
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; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
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put_sprite:
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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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iny ; 2
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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_sprite_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_sprite_pixel:
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lda (INL),Y ; 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_sprite_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_sprite_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_sprite_mask ; always? ; 3
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;=============
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; 8
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put_sprite_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 #$0a
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bne put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$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_sprite_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_sprite_done_draw ; we are done ; 3
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;===========
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; 20
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put_sprite_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_sprite_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_sprite_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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dec CV ; decemenet total y count ; 5
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bne put_sprite_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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83
ootw/ootw.s
83
ootw/ootw.s
@ -33,12 +33,12 @@ title_screen:
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;=============================
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; Load title_rle
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; Load background to $c00
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lda #$0c
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sta BASH
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lda #$00
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sta BASL ; load image off-screen 0xc00
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sta BASL ; load image off-screen $c00
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lda #>(planet_rle)
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sta GBASH
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@ -47,32 +47,89 @@ title_screen:
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jsr load_rle_gr
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;=================================
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; copy to both pages
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; copy to both pages $400/$800
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jsr gr_copy_to_current
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jsr page_flip
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jsr gr_copy_to_current
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lda #20
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sta YPOS
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lda #20
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sta XPOS
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;=================================
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; wait for keypress
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; setup vars
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lda #22
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sta ADV_Y
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lda #20
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sta ADV_X
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forever:
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jsr wait_until_keypress
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game_loop:
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; jsr TEXT
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; check keyboard
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jsr handle_keypress
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; copy background to current page
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; draw adventurer
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lda #>stand_right
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sta INH
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lda #<stand_right
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sta INL
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done_walking:
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lda ADV_X
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sta XPOS
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lda ADV_Y
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sta YPOS
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jsr put_sprite
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; draw bad guys
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; draw foreground
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; page flip
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jsr page_flip
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jmp forever
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; pause?
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.include "wait_keypress.s"
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; loop forever
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jmp game_loop
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;======================================
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; handle keypress
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;======================================
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handle_keypress:
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lda KEYPRESS ; 4
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bpl no_keypress ; 3
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; -1
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bit KEYRESET ; clear the keyboard strobe ; 4
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no_keypress:
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rts ; 6
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;.include "wait_keypress.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_putsprite.s"
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.include "gr_offsets.s"
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.include "ootw_backgrounds.inc"
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.include "ootw_sprites.inc"
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11
ootw/ootw_sprites.inc
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11
ootw/ootw_sprites.inc
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@ -0,0 +1,11 @@
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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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@ -149,8 +149,8 @@ OFFSET = $EF
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;FIRST = $F0
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LASTKEY = $F1
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PADDLE_STATUS = $F2
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ADV_X = $F1
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ADV_Y = $F2
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SPRITETEMP = $F2
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XPOS = $F3
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