keen: hook up level2
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0ec8efc1be
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@ -11,15 +11,14 @@ EMPTY_DISK = ../../empty_disk/empty.dsk
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all: keen1_lores.dsk
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keen1_lores.dsk: HELLO LOADER TITLE MARS LEVEL1
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#LEVEL2
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keen1_lores.dsk: HELLO LOADER TITLE MARS LEVEL1 LEVEL2
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cp $(EMPTY_DISK) keen1_lores.dsk
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$(DOS33) -y keen1_lores.dsk SAVE A HELLO
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x1000 LOADER
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x4000 TITLE
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 MARS
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL1
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# $(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
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$(DOS33) -y keen1_lores.dsk BSAVE -a 0x2000 LEVEL2
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###
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@ -67,7 +66,7 @@ level1.o: level1.s zp.inc hardware.inc \
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text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
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level1_enemies.s level1_items.s \
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graphics/keen_graphics.inc sprites/keen_sprites.inc \
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maps/level1_map.lzsa \
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maps/level1_map.zx02 \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s tilemap_lookup.s \
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level1_sfx.s longer_sound.s \
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@ -81,16 +80,15 @@ LEVEL2: level2.o
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level2.o: level2.s zp.inc hardware.inc \
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text_help.s gr_fast_clear.s text_quit_yn.s text_drawbox.s \
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enemies_level2.s actions_level2.s item_level2.s \
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graphics/keen_graphics.inc keen_sprites.inc \
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maps/level2_map.lzsa \
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level1_enemies.s level1_items.s \
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graphics/keen_graphics.inc sprites/keen_sprites.inc \
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maps/level2_map.zx02 \
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status_bar.s draw_keen.s move_keen.s gr_putsprite_crop.s \
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draw_tilemap.s \
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sound_effects.s longer_sound.s \
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draw_tilemap.s tilemap_lookup.s \
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level1_sfx.s longer_sound.s \
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keyboard.s handle_laser.s
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ca65 -o level2.o level2.s -l level2.lst
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####
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graphics/keen1_title.hgr.zx02:
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@ -108,7 +106,7 @@ maps/level1_map.lzsa:
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####
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clean:
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rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1
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rm -f *~ *.o *.lst HELLO LOADER TITLE MARS LEVEL1 LEVEL2
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cd graphics && make clean
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cd maps && make clean
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# cd title && make clean
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@ -1,4 +1,4 @@
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; Keen PoC Level 1
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; Keen PoC Level 1 (Border Town)
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; by deater (Vince Weaver) <vince@deater.net>
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@ -14,8 +14,7 @@ MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
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keen_start:
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;===================
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; init screen
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; jsr TEXT
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; jsr HOME
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bit KEYRESET
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bit SET_GR
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@ -67,19 +66,6 @@ keen_start:
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 background
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;====================================
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; lda #<level1_bg_zx02
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; sta ZX0_src
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; lda #>level1_bg_zx02
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; sta ZX0_src+1
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; lda #$c ; load to page $c00
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; jsr full_decomp
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;====================================
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; load level1 tilemap
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@ -129,10 +115,6 @@ keen_loop:
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jsr draw_keen
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; handle door opening
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; jsr check_open_door
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jsr page_flip
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jsr handle_keypress
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@ -306,3 +288,4 @@ level1_levelover:
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level1_data_zx02:
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.incbin "maps/level1_map.zx02"
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@ -0,0 +1,291 @@
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; Keen PoC Level 2 (First Shrine)
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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.include "common_defines.inc"
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MAX_TILE_X = 96 ; 116 - 20
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MAX_TILE_Y = 5 ; (34 - 24)/2 (maybe?)
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keen_start:
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;===================
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; init screen
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bit KEYRESET
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bit SET_GR
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bit PAGE1
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bit LORES
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bit FULLGR
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jsr clear_top ; avoid grey stripes at load
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;=====================
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; init vars
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;=====================
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lda #0
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sta ANIMATE_FRAME
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sta FRAMEL
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sta FRAMEH
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sta KEEN_WALKING
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sta KEEN_JUMPING
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sta LEVEL_OVER
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sta LASER_OUT
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sta KEEN_XL
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sta KEEN_FALLING
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sta KEEN_SHOOTING
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sta KEYCARDS
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; debug
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; lda #9
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; sta RAYGUNS
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lda #4
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sta DRAW_PAGE
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; Level 1
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; start at 2,24 (remember tiles 2 bytes high even though 4 pixels)
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; but with reference to starting tilemap (0,5) should be
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; 2,8?
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lda #1
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sta KEEN_TILEX
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lda #13
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sta KEEN_TILEY
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lda #0 ; offset from tile location
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sta KEEN_X
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sta KEEN_Y
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lda #RIGHT ; direction
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sta KEEN_DIRECTION
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;====================================
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; load level1 tilemap
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;====================================
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lda #<level1_data_zx02
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sta ZX0_src
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lda #>level1_data_zx02
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sta ZX0_src+1
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lda #$90 ; load to page $9000
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jsr full_decomp
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;====================================
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; copy in tilemap subset
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;====================================
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; we copy in full screen, 40x48 = 20x12 tiles
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; we start out assuming position is 0,5
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lda #0
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sta TILEMAP_X
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lda #5
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sta TILEMAP_Y
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jsr copy_tilemap_subset
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;====================================
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;====================================
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; Main loop
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;====================================
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;====================================
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keen_loop:
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; draw tilemap
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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; draw keen
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jsr draw_keen
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jsr page_flip
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jsr handle_keypress
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jsr move_keen
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jsr move_enemies
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jsr move_laser
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;========================
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; increment frame count
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;========================
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inc FRAMEL
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bne no_frame_oflo
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inc FRAMEH
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no_frame_oflo:
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;===========================
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; check end of level
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;===========================
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lda LEVEL_OVER
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bne done_with_keen
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;===========================
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; delay
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;===========================
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; lda #200
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; jsr WAIT
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jmp keen_loop
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done_with_keen:
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bit KEYRESET ; clear keypress
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; three reasons we could get here
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; NEXT_LEVEL = finished level by exiting door
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; GAME_OVER = hit ESC and said Y to QUIT
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; TOUCHED_ENEMY = touched an enemy
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lda LEVEL_OVER
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cmp #NEXT_LEVEL
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beq level1_levelover
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cmp #GAME_OVER
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beq level1_gameover
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; got here, touched enemy
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;============================
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; end animation
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;============================
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lda #1
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sta PLAY_END_SOUND
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inc KEEN_TILEY ; move down
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sec
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lda KEEN_TILEX
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sbc TILEMAP_X
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asl
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clc
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adc KEEN_X
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sta XPOS
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sec
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lda KEEN_TILEY
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sbc TILEMAP_Y
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asl
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asl
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clc
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adc KEEN_Y
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sta YPOS
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level_end_animation:
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jsr draw_tilemap
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ldx #<keen_sprite_squish
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lda #>keen_sprite_squish
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stx INL
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sta INH
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jsr put_sprite_crop
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jsr page_flip
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lda PLAY_END_SOUND
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beq skip_end_sound
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ldy #SFX_KEENDIESND
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jsr play_sfx
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dec PLAY_END_SOUND
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skip_end_sound:
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lda #50
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jsr WAIT
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dec YPOS
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dec YPOS
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bpl level_end_animation
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dec KEENS
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bpl level1_levelover
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level1_gameover:
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; mars plays this
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; ldy #SFX_GAMEOVERSND
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; jsr play_sfx
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lda #GAME_OVER
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sta LEVEL_OVER
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level1_levelover:
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lda #LOAD_MARS
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sta WHICH_LOAD
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rts ; exit back
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;==========================
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; includes
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;==========================
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; level graphics
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;level1_bg_zx02:
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; .incbin "graphics/level1_bg.gr.zx02"
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.include "text_print.s"
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.include "gr_offsets.s"
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.include "gr_fast_clear.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "zx02_optim.s"
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.include "status_bar.s"
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.include "keyboard.s"
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.include "joystick.s"
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.include "text_drawbox.s"
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.include "text_help.s"
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.include "text_quit_yn.s"
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.include "draw_keen.s"
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.include "sprites/keen_sprites.inc"
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.include "move_keen.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "level1_enemies.s"
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.include "level1_items.s"
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.include "level1_sfx.s"
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.include "longer_sound.s"
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.include "random16.s"
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.include "tilemap_lookup.s"
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level1_data_zx02:
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.incbin "maps/level2_map.zx02"
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@ -614,7 +614,7 @@ location_size:
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.byte 1,1,1,1
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location_actions_low:
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.byte <(enter_level-1),<(dummy_action-1) ; level1, level2
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.byte <(enter_level-1),<(enter_level-1) ; level1, level2
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.byte <(dummy_action-1),<(dummy_action-1)
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.byte <(dummy_action-1),<(dummy_action-1)
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.byte <(dummy_action-1),<(dummy_action-1)
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@ -626,7 +626,7 @@ location_actions_low:
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.byte <(transport_left-1),<(transport_secret-1) ; r trans, secret
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location_actions_high:
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.byte >(enter_level-1),>(dummy_action-1) ; level1, level2
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.byte >(enter_level-1),>(enter_level-1) ; level1, level2
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.byte >(dummy_action-1),>(dummy_action-1)
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.byte >(dummy_action-1),>(dummy_action-1)
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.byte >(dummy_action-1),>(dummy_action-1)
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