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riven_hgr: hook up some more graphics
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parent
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commit
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@ -12,13 +12,14 @@ EMPTY_DISK = ../../empty_disk/empty.dsk
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all: riven_hgr.dsk
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riven_hgr.dsk: HELLO LOADER TITLE \
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LEVEL_PROJECTOR LEVEL_MAGSTEPS DOME
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LEVEL_PROJECTOR LEVEL_MAGSTEPS LEVEL_MAGLEV DOME
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cp $(EMPTY_DISK) riven_hgr.dsk
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$(DOS33) -y riven_hgr.dsk SAVE A HELLO
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x1000 LOADER
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x4000 TITLE
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x4000 LEVEL_PROJECTOR
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x4000 LEVEL_MAGSTEPS
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x4000 LEVEL_MAGLEV
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$(DOS33) -y riven_hgr.dsk BSAVE -a 0x4000 DOME
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###
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@ -90,13 +91,29 @@ level_magsteps.o: level_magsteps.s zp.inc hardware.inc \
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graphics_magsteps/magsteps_graphics.inc
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ca65 -o level_magsteps.o level_magsteps.s -l level_magsteps.lst
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####
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LEVEL_MAGLEV: level_maglev.o
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ld65 -o LEVEL_MAGLEV level_maglev.o -C ../../linker_scripts/apple2_4000.inc
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level_maglev.o: level_maglev.s zp.inc hardware.inc \
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zx02_optim.s \
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hgr_sprite.s hgr_tables.s \
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keyboard.s \
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hgr_14x14_sprite.s \
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leveldata_maglev.inc \
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graphics_sprites/pointer_sprites.inc \
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graphics_maglev/maglev_graphics.inc
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ca65 -o level_maglev.o level_maglev.s -l level_maglev.lst
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####
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clean:
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rm -f *~ *.o *.lst HELLO LOADER TITLE \
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LEVEL_PROJECTOR LEVEL_MAGSTEPS DOME
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LEVEL_PROJECTOR LEVEL_MAGSTEPS LEVEL_MAGLEV DOME
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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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@ -2,7 +2,7 @@ LOAD_TITLE = 0
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LOAD_DOME = 1
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LOAD_PROJECTOR = 2
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LOAD_MAGSTEPS = 3
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LOAD_MAGLEV = 4
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div7_table = $BC00
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mod7_table = $BD00
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@ -62,3 +62,7 @@ RIVEN_PROJ_DOOR = 1
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RIVEN_MAGSTEPS2 = 0
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RIVEN_MAGSTEPS3 = 1
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; Maglev
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RIVEN_LOOKIN = 0
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RIVEN_INSEAT = 1
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30
games/riven_hgr/graphics_maglev/Makefile
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30
games/riven_hgr/graphics_maglev/Makefile
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@ -0,0 +1,30 @@
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include ../../../Makefile.inc
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ZX02 = ~/research/6502_compression/zx02.git/build/zx02 -f
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PNG_TO_HGR = ../../../utils/hgr-utils/png2hgr
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all: maglev_graphics.inc
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maglev_graphics.inc: \
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inseat_s.hgr.zx02 inseat_w.hgr.zx02 \
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lookin_w.hgr.zx02
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echo "inseat_s_zx02: .incbin \"inseat_s.hgr.zx02\"" > maglev_graphics.inc
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echo "inseat_w_zx02: .incbin \"inseat_w.hgr.zx02\"" >> maglev_graphics.inc
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echo "lookin_w_zx02: .incbin \"lookin_w.hgr.zx02\"" >> maglev_graphics.inc
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####
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%.hgr: %.png
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$(PNG_TO_HGR) $< > $@
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%.hgr.zx02: %.hgr
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$(ZX02) -f $< $@
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####
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clean:
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rm -f *~ *.o *.lst *.zx02 *.hgr maglev_graphics.inc
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BIN
games/riven_hgr/graphics_maglev/inseat_s.png
Normal file
BIN
games/riven_hgr/graphics_maglev/inseat_s.png
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Binary file not shown.
After Width: | Height: | Size: 3.4 KiB |
BIN
games/riven_hgr/graphics_maglev/inseat_w.png
Normal file
BIN
games/riven_hgr/graphics_maglev/inseat_w.png
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Binary file not shown.
After Width: | Height: | Size: 4.5 KiB |
123
games/riven_hgr/level_maglev.s
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123
games/riven_hgr/level_maglev.s
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@ -0,0 +1,123 @@
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; Riven -- Dome Island, Inside Maglev
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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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riven_maglev:
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;===================
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; init screen
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;===================
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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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bit PAGE1
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bit HIRES
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bit FULLGR
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;========================
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; set up location
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;========================
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lda #<locations
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sta LOCATIONS_L
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lda #>locations
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sta LOCATIONS_H
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lda #0
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sta DRAW_PAGE
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sta LEVEL_OVER
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lda #0
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sta JOYSTICK_ENABLED
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sta UPDATE_POINTER
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lda #1
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sta CURSOR_VISIBLE
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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;===================================
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; init
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;===================================
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; done in title
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; lda #$20
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; sta HGR_PAGE
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; jsr hgr_make_tables
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jsr change_location
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jsr save_bg_14x14 ; save old bg
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game_loop:
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;===================================
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; draw pointer
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;===================================
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jsr draw_pointer
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;===================================
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; handle keypress/joystick
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;===================================
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jsr handle_keypress
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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 frame_no_oflo
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inc FRAMEH
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frame_no_oflo:
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;====================================
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; check level over
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;====================================
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lda LEVEL_OVER
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bne really_exit
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jmp game_loop
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really_exit:
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rts
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;==========================
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; includes
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;==========================
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.include "zx02_optim.s"
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.include "keyboard.s"
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.include "hgr_14x14_sprite.s"
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.include "draw_pointer.s"
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.include "log_table.s"
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.include "graphics_maglev/maglev_graphics.inc"
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;.include "common_sprites.inc"
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.include "graphics_sprites/pointer_sprites.inc"
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.include "leveldata_maglev.inc"
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46
games/riven_hgr/leveldata_maglev.inc
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46
games/riven_hgr/leveldata_maglev.inc
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;===============================================
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; level data for inside the maglev
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;===============================================
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locations:
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.word location0,location1
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; RIVEN_LOOKIN -- looking into the maglev
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location0:
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.byte $FF ; north exit
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.byte LOAD_MAGSTEPS<<4|RIVEN_MAGSTEPS3 ; south exit
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.byte $ff ; east exit
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.byte RIVEN_INSEAT ; west exit
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.byte $FF ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte DIRECTION_W ; west exit_dir
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.word $0000 ; north bg
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.word inseat_s_zx02 ; south bg
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.word $0000 ; east bg
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.word lookin_w_zx02 ; west bg
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.byte BG_WEST|BG_SOUTH
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.byte DIRECTION_E ; special exit
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.byte 9,29 ; special x
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.byte 2,46 ; special y
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.word location0-1 ; FIXME
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; RIVEN_INSEAT -- when sitting in seat
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location1:
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.byte $FF ; north exit
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.byte LOAD_MAGSTEPS<<4|RIVEN_MAGSTEPS3 ; south exit
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.byte $ff ; east exit
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.byte $ff ; west exit
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.byte $FF ; north exit_dir
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.byte DIRECTION_S ; south exit_dir
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.byte $ff ; east exit_dir
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.byte $ff ; west exit_dir
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.word $0000 ; north bg
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.word inseat_s_zx02 ; south bg
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.word $0000 ; east bg
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.word inseat_w_zx02 ; west bg
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.byte BG_WEST|BG_SOUTH
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.byte DIRECTION_E ; special exit
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.byte 9,29 ; special x
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.byte 2,46 ; special y
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.word location1-1 ; special function FIXME
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