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space_bars: initial space bars
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@ -39,32 +39,35 @@ game:
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;==================
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; setup framebuffer
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lda #$12
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sta FRAMEBUFFER+0
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lda #$3f
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sta FRAMEBUFFER+1
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lda #$56
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sta FRAMEBUFFER+2
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lda #$78
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sta FRAMEBUFFER+3
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lda #$9A
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sta FRAMEBUFFER+4
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lda #$BC
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sta FRAMEBUFFER+5
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lda #$DE
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sta FRAMEBUFFER+6
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lda #$F0
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sta FRAMEBUFFER+7
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lda #$12
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sta FRAMEBUFFER+8
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lda #$3f
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sta FRAMEBUFFER+9
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lda #$56
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sta FRAMEBUFFER+10
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lda #$78
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sta FRAMEBUFFER+11
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lda #$9A
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sta FRAMEBUFFER+12
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lda #0
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sta ZPOS
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; lda #$12
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; sta FRAMEBUFFER+0
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; lda #$3f
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; sta FRAMEBUFFER+1
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; lda #$56
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; sta FRAMEBUFFER+2
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; lda #$78
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; sta FRAMEBUFFER+3
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; lda #$9A
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; sta FRAMEBUFFER+4
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; lda #$BC
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; sta FRAMEBUFFER+5
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; lda #$DE
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; sta FRAMEBUFFER+6
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; lda #$F0
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; sta FRAMEBUFFER+7
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; lda #$12
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; sta FRAMEBUFFER+8
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; lda #$3f
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; sta FRAMEBUFFER+9
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; lda #$56
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; sta FRAMEBUFFER+10
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; lda #$78
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; sta FRAMEBUFFER+11
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; lda #$9A
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; sta FRAMEBUFFER+12
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@ -286,20 +289,26 @@ sbloopF:dex ; 2
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; do_nothing should be 4550
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; -3470 draw_framebuffer
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; -193 setup framebuffer
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; -34 keypress
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; -1 adjust center mark back
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; ===========
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; 1045
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; 852
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; Try X=6 Y=29 cycles=1045
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; Try X=20 Y=8 cycles=849 R3
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ldy #29 ; 2
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sbloop1:ldx #6 ; 2
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lda $0
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ldy #8 ; 2
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sbloop1:ldx #20 ; 2
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sbloop2:dex ; 2
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bne sbloop2 ; 2nt/3
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dey ; 2
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bne sbloop1 ; 2nt/3
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jsr setup_framebuffer ; 6+187
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jsr draw_framebuffer ; 6+3464
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@ -461,3 +470,51 @@ background_hgr_end:
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score_text:
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.byte 0,0
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.asciiz "LEVEL:6 LIVES:2 SCORE:001978 HI:002018"
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; Note on the distance calculations
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; we use something simplistic here
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; see http://www.extentofthejam.com/pseudo/
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; "Texture": 64?
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; 0 GREY 5,7,f,7,5,0,0,0
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; 1 0,0,0,0,0,0,0,0
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; 2 BLUE 2,6,f,6,2,0,0,0
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; 3 0,0,0,0,0,0,0,0
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; 4 GREEN 4,c,f,c,4,0,0,0
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; 5 0,0,0,0,0,0,0,0
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; 6 RED 1,b,f,b,1,0,0,0
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; 7 0,0,0,0,0,0,0,0
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.align 64
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raster_texture:
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.byte $5,$7,$f,$7,$5,$0,$0,$0
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $2,$6,$f,$6,$2,$0,$0,$0
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $4,$c,$f,$c,$4,$0,$0,$0
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $1,$b,$f,$b,$1,$0,$0,$0
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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; 2 + 15*12 + 5 = 187
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setup_framebuffer:
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ldx #0 ; 2
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setup_fb_loop:
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lda raster_texture,x ; 4
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sta FRAMEBUFFER,x ; 4
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inx ; 2
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cpx #12 ; 2
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bne setup_fb_loop ; 3
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;===========
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; 15
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; -1
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rts ; 6
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