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waterfall: sprite placement works
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@ -17,6 +17,7 @@ WATERFALL: waterfall.o
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ld65 -o WATERFALL waterfall.o -C ../linker_scripts/apple2_1000.inc
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waterfall.o: waterfall.s gr_copy.s gr_unrolled_copy.s \
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put_sprite.s \
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waterfall_page1.inc waterfall_page2.inc tfv_sprites.inc
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ca65 -o waterfall.o waterfall.s -l waterfall.lst
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137
waterfall/put_sprite.s
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137
waterfall/put_sprite.s
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@ -0,0 +1,137 @@
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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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; 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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.align $100
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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 #$0 ; if all zero, transparent ; 2
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beq put_sprite_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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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 #$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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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 #$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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@ -12,13 +12,20 @@ GBASL = $26
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GBASH = $27
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BASL = $28
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BASH = $29
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MASK = $2E
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COLOR = $30
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FRAME = $60
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BLARGH = $69
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DRAW_PAGE = $EE
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LASTKEY = $F1
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PADDLE_STATUS = $F2
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XPOS = $F3
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TEMP = $FA
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TEMPY = $FB
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INL = $FC
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INH = $FD
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OUTL = $FE
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OUTH = $FF
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; Soft Switches
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KEYPRESS= $C000
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@ -70,12 +77,6 @@ waterfall_demo:
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jsr gr_copy_to_current ; copy to page1
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; GR part
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; bit PAGE1
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; bit LORES ; 4
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; bit SET_GR ; 4
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; bit FULLGR ; 4
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;=============================
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; Load bg to memory
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@ -90,14 +91,6 @@ waterfall_demo:
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sta GBASH
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jsr load_rle_gr
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; lda #0
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; sta DRAW_PAGE
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; jsr gr_copy_to_current
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; GR part
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; bit PAGE0
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;==============================
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; setup graphics for vapor lock
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@ -234,17 +227,63 @@ page1_loop: ; delay 115+(7 loop)+4 (bit)+4(extra)
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; -2 display loop setup
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; -6 jsr to do_nothing
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; -10 check for keypress
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; -2257 copy screen
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; -2252 copy screen
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; =============
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; 2276
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jsr do_nothing ; 6
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lda #4 ; 2
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sta DRAW_PAGE ; 3
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;=========================
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; Clear background
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;=========================
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jsr gr_copy_row22 ; 6+ 2246
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;=========
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; 2257
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; 2252
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; beq bird_walking
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; 2
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lda #>bird_rider_stand_right ; 2
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sta INH ; 3
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lda #<bird_rider_stand_right ; 2
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sta INL ; 3
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jmp draw_bird ; 3
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;bird_walking:
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; 3
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lda #>bird_rider_walk_right ; 2
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sta INH ; 3
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lda #<bird_rider_walk_right ; 2
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sta INL ; 3
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; must be 15
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lda #0 ; 2
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; Must add another 15 as sprite is different
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inc YPOS ; 5
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inc YPOS ; 5
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inc YPOS ; 5
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draw_bird:
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; 15 + 7
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lda #17 ; 2
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sta XPOS ; 3
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lda #22 ; 2
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sta YPOS ; 3
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jsr put_sprite ; 6
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;=========
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; 38
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; + 2190
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;========
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; 2228
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;====================
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; Handle keypresses
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lda KEYPRESS ; 4
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@ -330,8 +369,9 @@ gr_offsets:
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.include "../asm_routines/keypress.s"
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.include "gr_copy.s"
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.include "gr_unrolled_copy.s"
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.include "put_sprite.s"
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.include "waterfall_page1.inc"
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.include "waterfall_page2.inc"
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.include "tfv_sprites.inc"
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