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mist: nibel: add trap
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@ -528,7 +528,10 @@ location27:
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.word $0000 ; east bg
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.word $0000 ; east bg
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.word $0000 ; west bg
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.word $0000 ; west bg
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.byte BG_NORTH|BG_SOUTH
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.byte BG_NORTH|BG_SOUTH
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.byte $ff
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.byte DIRECTION_S ; special exit
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.byte 12,29 ; special x
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.byte 20,34 ; special y
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.word touch_trap-1 ; special function
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; NIBEL_SHACK_ENTRANCE -- entranceway of the weird shack
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; NIBEL_SHACK_ENTRANCE -- entranceway of the weird shack
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location28:
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location28:
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@ -81,6 +81,8 @@ game_loop:
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beq animate_viewer
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beq animate_viewer
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cmp #NIBEL_SHACK_ENTRANCE
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cmp #NIBEL_SHACK_ENTRANCE
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beq animate_projector
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beq animate_projector
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cmp #NIBEL_SHACK_CENTER
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beq animate_trap
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jmp nothing_special
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jmp nothing_special
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@ -96,6 +98,10 @@ animate_projector:
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jsr draw_projection
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jsr draw_projection
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jmp nothing_special
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jmp nothing_special
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animate_trap:
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jsr draw_trap
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jmp nothing_special
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animate_viewer:
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animate_viewer:
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lda ANIMATE_FRAME
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lda ANIMATE_FRAME
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beq nothing_special
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beq nothing_special
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@ -1,9 +1,137 @@
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draw_gate_animation_s:
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draw_gate_animation_s:
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lda DIRECTION
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cmp #DIRECTION_S
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bne done_gate_s
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lda ANIMATE_FRAME
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beq done_gate_s
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done_gate_s:
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rts
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rts
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draw_gate_animation_n:
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draw_gate_animation_n:
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lda DIRECTION
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cmp #DIRECTION_N
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bne done_gate_n
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lda ANIMATE_FRAME
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beq done_gate_n
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done_gate_n:
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rts
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rts
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;=================================
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; it's a trap
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;=================================
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touch_trap:
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lda #1
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sta ANIMATE_FRAME
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lda #0
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sta FRAMEL
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rts
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draw_trap:
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lda DIRECTION
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cmp #DIRECTION_S
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bne done_draw_trap
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lda ANIMATE_FRAME
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beq done_draw_trap
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asl
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tay
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lda trap_animation,Y
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sta INL
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lda trap_animation+1,Y
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sta INH
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lda #13
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sta XPOS
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lda #18
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$7
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bne done_draw_trap
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inc ANIMATE_FRAME
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lda ANIMATE_FRAME
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cmp #12
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bne done_draw_trap
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lda #0
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sta ANIMATE_FRAME
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done_draw_trap:
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rts
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trap_animation:
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.word empty_sprite
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.word trap_sprite1
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.word trap_sprite2
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.word trap_sprite3
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.word trap_sprite4
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.word trap_sprite4
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.word trap_sprite3
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.word trap_sprite3
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.word trap_sprite2
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.word trap_sprite2
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.word trap_sprite1
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.word trap_sprite1
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trap_sprite1:
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.byte 15,7
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.byte $88,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00
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.byte $08,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00
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.byte $00,$11,$20,$11,$20,$11,$28,$11,$28,$11,$29,$11,$28,$11,$00
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.byte $12,$72,$72,$72,$72,$72,$72,$02,$72,$72,$72,$72,$72,$21,$20
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.byte $01,$77,$77,$77,$77,$57,$55,$55,$55,$57,$77,$77,$07,$02,$11
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.byte $10,$00,$17,$77,$15,$55,$15,$55,$15,$55,$15,$77,$10,$00,$12
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.byte $21,$20,$21,$27,$21,$25,$21,$20,$21,$25,$21,$27,$21,$20,$21
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trap_sprite2:
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.byte 15,7
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.byte $88,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00
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.byte $08,$00,$00,$00,$00,$00,$88,$88,$88,$00,$99,$88,$88,$88,$00
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.byte $00,$11,$17,$77,$70,$71,$28,$11,$28,$71,$79,$77,$17,$88,$00
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.byte $12,$02,$07,$07,$77,$77,$72,$02,$72,$77,$77,$07,$07,$78,$20
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.byte $77,$77,$70,$70,$00,$50,$55,$55,$55,$50,$00,$70,$71,$77,$77
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.byte $77,$77,$17,$77,$17,$77,$15,$55,$15,$77,$17,$77,$17,$77,$77
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.byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27
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trap_sprite3:
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.byte 15,7
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.byte $88,$00,$00,$10,$00,$00,$88,$88,$88,$00,$99,$18,$88,$88,$00
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.byte $08,$00,$77,$10,$00,$00,$88,$88,$88,$00,$99,$18,$77,$78,$00
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.byte $00,$77,$77,$70,$00,$01,$28,$11,$28,$01,$09,$77,$77,$77,$70
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.byte $72,$77,$77,$77,$70,$00,$02,$02,$02,$00,$70,$77,$77,$77,$77
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.byte $77,$77,$77,$77,$77,$70,$00,$55,$00,$70,$77,$77,$77,$77,$77
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.byte $77,$77,$17,$77,$17,$77,$10,$55,$10,$77,$17,$77,$17,$77,$77
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.byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27
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trap_sprite4:
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.byte 15,7
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.byte $88,$00,$00,$50,$55,$55,$55,$11,$55,$55,$55,$58,$88,$88,$00
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.byte $08,$00,$75,$77,$77,$77,$77,$88,$77,$77,$77,$77,$75,$58,$00
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.byte $00,$77,$77,$77,$77,$77,$77,$11,$77,$77,$77,$77,$77,$77,$50
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.byte $72,$77,$77,$77,$77,$77,$77,$02,$77,$77,$77,$77,$77,$77,$55
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.byte $77,$77,$77,$77,$77,$77,$77,$55,$77,$77,$77,$77,$77,$77,$55
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.byte $77,$77,$17,$77,$17,$77,$17,$55,$17,$77,$17,$77,$17,$77,$77
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.byte $27,$27,$21,$27,$21,$27,$21,$20,$21,$27,$21,$27,$21,$27,$27
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close_rts:
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close_rts:
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rts
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rts
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