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https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 17:29:49 +00:00
ootw: add cropping sprite support
horrible code but seems to work now also room limits are +128 now because I am not smart enough to figure out signed compare on 6502
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@ -22,7 +22,8 @@ OOTW: ootw.o
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ld65 -o OOTW ootw.o -C ../linker_scripts/apple2_1700.inc
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ootw.o: ootw.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s gr_putsprite.s \
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gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
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gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
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gr_make_quake.s gr_overlay.s zp.inc \
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keyboard.s sluggy.s \
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ootw_rope.s earthquake.s ootw_mesa.s \
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@ -16,6 +16,9 @@ put_sprite_crop:
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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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clc
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adc XPOS
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sta XMAX
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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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@ -38,6 +41,7 @@ put_sprite_crop_loop:
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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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clc ; never wraps, handle negative
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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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@ -45,7 +49,7 @@ put_sprite_crop_loop:
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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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ldx XPOS ; load xposition into x ; 3
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;===========
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; 34
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crop_put_sprite_pixel:
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@ -54,6 +58,11 @@ crop_put_sprite_pixel:
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sty TEMP ; save sprite pointer ; 3
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cpx #0 ; if off-screen left, skip draw
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bmi skip_drawing
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cpx #40
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bcs skip_drawing ; if off-screen right, skip draw
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ldy #$0 ; 2
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; check if completely transparent
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@ -117,11 +126,13 @@ crop_put_sprite_all:
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; 9
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crop_put_sprite_done_draw:
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skip_drawing:
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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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inx ; increment x counter ; 2
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cpx XMAX
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bne crop_put_sprite_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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@ -154,3 +165,180 @@ crop_sprite_done:
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;
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;
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;=============================================
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; put_sprite_flipped_crop
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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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put_sprite_flipped_crop:
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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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dey ; make Y zero again ; 2
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lda INH ; ???
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sta ppfc_smc+2
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clc
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lda INL
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adc #1 ; add one (not two) because X counts
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; from CH to 1 (not CH-1 to 0)
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sta ppfc_smc+1
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bcc psfc16
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inc ppfc_smc+2
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psfc16:
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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_spritefc_loop:
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; sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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bmi fcrop_increment_y ; if < 0, skip to next
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cpy #48 ; bge if >= 48, done sprite
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bcs fcrop_sprite_done
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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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clc
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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_spritefc_pixel:
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sec
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txa ; want (CH-X)+XPOS
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eor #$ff
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adc CH
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adc XPOS
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bmi cskip_drawing
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cmp #41
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bcs cskip_drawing ; if off-screen right, skip draw
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ppfc_smc:
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lda $C000,X ; 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_spritefc_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_spritefc_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_spritefc_mask ; always? ; 3
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;=============
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; 8
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put_spritefc_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 #$0a
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bne put_spritefc_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$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_spritefc_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_spritefc_done_draw ; we are done ; 3
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;===========
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; 20
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put_spritefc_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_spritefc_done_draw:
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cskip_drawing:
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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_spritefc_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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fcrop_increment_y:
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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lda CH
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clc
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adc ppfc_smc+1
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sta ppfc_smc+1
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bcc psfco
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inc ppfc_smc+2
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psfco:
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dec CV ; decemenet total y count ; 5
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beq fcrop_sprite_done ; loop if not done ; 2nt/3
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jmp put_spritefc_loop
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;==============
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; 17/18
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fcrop_sprite_done:
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rts ; return ; 6
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@ -79,6 +79,7 @@ end_message:
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.include "gr_copy.s"
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.include "gr_putsprite.s"
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.include "gr_putsprite_flipped.s"
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.include "gr_putsprite_crop.s"
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.include "gr_offsets.s"
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.include "gr_run_sequence.s"
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.include "gr_overlay.s"
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@ -31,9 +31,9 @@ ootw_jail:
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bne jail1
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jail0:
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lda #20
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lda #(20+128)
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sta LEFT_LIMIT
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lda #37
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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@ -56,9 +56,9 @@ jail0:
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jmp jail_setup_done
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jail1:
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lda #0
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #37
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lda #(39+128)
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sta RIGHT_LIMIT
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jail_setup_done:
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@ -19,9 +19,9 @@ ootw_cavern:
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;======================
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; setup room boundaries
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lda #0
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lda #(0+128)
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sta LEFT_LIMIT
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lda #37
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lda #(37+128)
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sta RIGHT_LIMIT
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;=============================
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@ -23,16 +23,16 @@ ootw_mesa:
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lda BEAST_OUT ; if beast out, we can go full right
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beq beast_not_out_yet
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lda #37 ; beast trigger
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lda #(128+39) ; aliens trigger
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sta RIGHT_LIMIT
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jmp mesa_left
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beast_not_out_yet:
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lda #20 ; beast trigger
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lda #(128+20) ; beast trigger
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sta RIGHT_LIMIT
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mesa_left:
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lda #0
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lda #(128-3)
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sta LEFT_LIMIT
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;=============================
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@ -226,7 +226,7 @@ trigger_beast:
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lda #0
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sta GAME_OVER
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lda #37 ; update right side of screen
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lda #(39+128) ; update right side of screen
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sta RIGHT_LIMIT ; this is mostly for testing
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jsr beast_cutscene
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@ -25,9 +25,9 @@ ootw_pool:
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;===========================
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; Setup right/left exit paramaters
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lda #37
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lda #(40+128)
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sta RIGHT_LIMIT
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lda #0
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lda #(-5+128)
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sta LEFT_LIMIT
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;=============================
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;=================================
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; Setup right/left exit paramaters
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lda #37
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lda #(39+128)
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sta RIGHT_LIMIT
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lda #11
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lda #(11+128)
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sta LEFT_LIMIT
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lda #0
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@ -293,7 +293,7 @@ facing_left:
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jmp put_sprite_crop
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facing_right:
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jmp put_sprite_flipped
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jmp put_sprite_flipped_crop
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@ -303,32 +303,56 @@ facing_right:
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check_screen_limit:
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clc
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lda PHYSICIST_X
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adc #$80
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cmp LEFT_LIMIT
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bpl just_fine_left ; (bge==bcs)
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bcs just_fine_left ; (bge==bcs)
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too_far_left:
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; inc PHYSICIST_X
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lda #1
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sta GAME_OVER
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rts
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just_fine_left:
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; Check right edige of screen
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; Check right edge of screen
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lda PHYSICIST_X
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; lda PHYSICIST_X
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cmp RIGHT_LIMIT
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bcc just_fine_right ; blt
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too_far_right:
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; dec PHYSICIST_X
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lda #2
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sta GAME_OVER
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just_fine_right:
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rts
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; LIMIT VALUE FLAGS
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; 0 10 -----
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; 0 0 Z----
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; 0 FF
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; 1 -> 129
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; 0 -> 128
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; -1 -> 127 FF + 80 = 7f
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; XPOS XSIZE XMAX
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; -5 8 3
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; -4 4
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; -3 5
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; -2 6
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; -1 7
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; 0 8
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; 1 9
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; 2
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; 3
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; 4
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; 5
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@ -30,7 +30,7 @@ COLOR = $30
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SEEDL = $4e
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SEEDH = $4f
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XMAX = $50
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;INVFLG = $32
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; dos33 zero page = 26-2f, 35-38, 3e 3f 40-4d
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