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mist: selena: hook up clock button
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@ -352,7 +352,7 @@ location18:
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.byte SELENA_CLOCK_BEFORE ; east exit
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.byte SELENA_CLOCK_PATH ; 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 DIRECTION_S|DIRECTION_SPLIT ; south exit_dir
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.byte DIRECTION_E ; east exit_dir
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.byte DIRECTION_W ; west exit_dir
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.word clock_n_lzsa ; north bg
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@ -377,7 +377,10 @@ location19:
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.word $0000 ; east bg
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.word $0000 ; west bg
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.byte BG_SOUTH
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.byte $ff
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.byte DIRECTION_S ; special exit
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.byte 17,22 ; special x
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.byte 20,28 ; special y
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.word clock_button_pressed-1 ; special function
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; SELENA_CLOCK_BEFORE -- path before clocks, when coming from crystals
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location20:
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@ -116,6 +116,9 @@ game_loop:
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cmp #SELENA_CHASM
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beq fg_draw_chasm_note
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cmp #SELENA_CLOCK_CLOSE
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beq fg_draw_clock_note
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cmp #SELENA_TUNNEL_MAIN_CLOSE
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beq fg_draw_tunnel_note
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@ -201,6 +204,10 @@ fg_draw_chasm_note:
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jsr draw_chasm_background
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jmp nothing_special
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fg_draw_clock_note:
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jsr draw_clock_background
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jmp nothing_special
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fg_draw_tunnel_note:
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jsr draw_tunnel_background
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jmp nothing_special
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@ -628,6 +628,36 @@ done_draw_chasm_background:
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rts
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;===========================
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; draw clock background #3
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;===========================
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draw_clock_background:
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lda #<sound3_clocks
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sta OUTL
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lda #>sound3_clocks
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sta OUTH
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jsr move_and_print
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lda SELENA_BUTTON_STATUS
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and #SELENA_BUTTON3
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beq done_draw_clock_background
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lda #17
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sta XPOS
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lda #6
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sta YPOS
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lda #<clock_bg_sprite
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sta INL
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lda #>clock_bg_sprite
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sta INH
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jsr put_sprite_crop
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done_draw_clock_background:
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rts
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;===========================
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; draw tunnel background #5
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@ -854,6 +884,19 @@ chasm_bg_sprite:
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.byte $22,$32,$32,$32,$32,$32,$22
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.byte $33,$98,$11,$11,$11,$98,$33
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clock_bg_sprite:
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.byte 6,10
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.byte $fd,$dd,$dd,$dd,$dd,$dd
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.byte $fd,$dd,$dd,$fd,$dd,$dd
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.byte $ff,$fd,$dd,$dd,$dd,$dd
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.byte $ff,$ff,$dd,$dd,$dd,$fd
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.byte $ff,$ff,$dd,$fd,$dd,$dd
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.byte $ff,$ff,$ff,$df,$dd,$dd
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.byte $dd,$df,$dd,$dd,$dd,$df
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.byte $8d,$8d,$8d,$8d,$8d,$8d
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.byte $82,$82,$82,$82,$82,$82
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.byte $88,$08,$11,$11,$11,$08
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tunnel_bg_sprite:
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.byte 9,10
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