dos33fsprogs/games/mist/octagon_fireplace.s

880 lines
19 KiB
ArmAsm

; button closes/opens fireplace
; code is erased if wrong
; press it when right code, rotates to books
; atrus writing, looks up says something, back down to writing
;============================
; in_fireplace
;============================
; called when touch inside fireplace
; if button:
; if at shelf, start animate back to entry
; if at entry, check puzzle
; if puzzle right, start animate to shelf
; if puzzle wrong, open door
; if not button, do the puzzle
in_fireplace:
; first check if it's the button
lda CURSOR_X
cmp #9
bcs fireplace_grid
lda CURSOR_Y ; if too high, nothing
cmp #30
bcs done_in_fireplace
; it's the button
; check if pattern is right
; it not, open door
; if so, animate there
lda FIREPLACE_GRID0
cmp #$c0
bne wrong_combination
lda FIREPLACE_GRID1
cmp #$68
bne wrong_combination
lda FIREPLACE_GRID2
cmp #$a0
bne wrong_combination
lda FIREPLACE_GRID3
cmp #$90
bne wrong_combination
lda FIREPLACE_GRID4
cmp #$cc
bne wrong_combination
lda FIREPLACE_GRID5
cmp #$f8
bne wrong_combination
animate_there:
lda #1
sta ANIMATE_FRAME
sta animate_direction
lda #0 ; reset frame count
sta FRAMEL
done_in_fireplace:
rts
clear_fireplace:
; clear it out
lda #$0
sta FIREPLACE_GRID0
sta FIREPLACE_GRID1
sta FIREPLACE_GRID2
sta FIREPLACE_GRID3
sta FIREPLACE_GRID4
sta FIREPLACE_GRID5
rts
wrong_combination:
jsr clear_fireplace
jmp exit_fireplace
animate_direction:
.byte $ff
fireplace_grid:
lda CURSOR_Y
sec
sbc #22
lsr
lsr
tay ; get Y inded
ldx CURSOR_X
lda #$80
cpx #14
bcc done_grid_a
lda #$40
cpx #17
bcc done_grid_a
lda #$20
cpx #20
bcc done_grid_a
lda #$10
cpx #23
bcc done_grid_a
lda #$08
cpx #26
bcc done_grid_a
lda #$04
done_grid_a:
eor FIREPLACE_GRID0,Y
sta FIREPLACE_GRID0,Y
jsr click_speaker
rts
grid_sprite:
.byte 2,2
.byte $00,$00
.byte $50,$50
exit_fireplace:
lda #OCTAGON_IN_FIREPLACE
sta LOCATION
jmp change_location
at_shelf:
lda #OCTAGON_FIREPLACE_SHELF
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
jsr clear_fireplace
jmp change_location
;============================
; draw the fireplace puzzle
;============================
draw_fireplace_puzzle:
; draw animated background, if appropriate
lda ANIMATE_FRAME
beq not_animating_fireplace
asl
tay
lda fireplace_rotate_sprites,Y
sta INL
lda fireplace_rotate_sprites+1,Y
sta INH
lda #13
sta XPOS
lda #0
sta YPOS
jsr put_sprite_crop
; adjust animated background, if appropriate
lda FRAMEL
and #$f
bne not_animating_fireplace
yes_animate:
; inc/dec frame
lda ANIMATE_FRAME
clc
adc animate_direction
sta ANIMATE_FRAME
cmp #13
beq at_shelf
cmp #0
bne not_animating_fireplace
lda animate_direction
bpl not_animating_fireplace
; hit end, open door
jmp exit_fireplace
not_animating_fireplace:
; draw the grid
lda #22
sta grid_ypos_smc+1
lda #FIREPLACE_GRID0
sta which_grid_smc+1
grid_loop_y:
lda #12
sta grid_xpos_smc+1
which_grid_smc:
lda FIREPLACE_GRID0
sta current_grid_val
grid_loop_x:
lda current_grid_val
bpl skip_draw_grid
grid_xpos_smc:
lda #12
sta XPOS
grid_ypos_smc:
lda #22
sta YPOS
lda #<grid_sprite
sta INL
lda #>grid_sprite
sta INH
jsr put_sprite_crop
skip_draw_grid:
asl current_grid_val ; move to next bit
lda grid_xpos_smc+1 ; increment x by 3
clc
adc #3
sta grid_xpos_smc+1
cmp #30 ; stop after 6 bytes
bne grid_loop_x
;
inc which_grid_smc+1 ; point to next grid
lda grid_ypos_smc+1 ; increment y by 4
clc
adc #4
sta grid_ypos_smc+1
cmp #46 ; stop after 6 bytes
bne grid_loop_y
rts
current_grid_val: .byte $00
;============================
; close_fireplace
;============================
; called when we get in and press it to close the door
close_fireplace:
lda #OCTAGON_IN_FIREPLACE_CLOSED
sta LOCATION
lda #DIRECTION_W|DIRECTION_ONLY_POINT
sta DIRECTION
jmp change_location
;====================================
; draw tiny red page if in fireplace
;====================================
draw_in_fireplace_red_page:
; only draw if out
lda RED_PAGES_TAKEN
and #OCTAGON_PAGE
bne done_ifrp
; draw it at 11,22
lda DRAW_PAGE
clc
adc #$5
sta ifrp_smc+2
lda #$bb
ifrp_smc:
sta $5a8+11
done_ifrp:
rts
fireplace_shelf_action:
; see if button
fireplace_check_button:
lda CURSOR_X
cmp #9
bcs fireplace_check_book
lda CURSOR_Y
cmp #32
bcs fireplace_nil
cmp #20
bcc fireplace_nil
bcs return_fireplace
; see if green book
fireplace_check_book:
lda CURSOR_Y
cmp #26
bcs fireplace_check_blue_page
lda CURSOR_X
cmp #17
bcc fireplace_nil
bcs grab_green_book
; see if blue page
fireplace_check_blue_page:
lda CURSOR_X
cmp #14
bcc fireplace_nil
cmp #20
bcs fireplace_check_red_page
bcc fireplace_grab_blue_page
; see if red page
fireplace_check_red_page:
jmp fireplace_grab_red_page
; otherwise, do nothing
fireplace_nil:
rts
return_fireplace:
lda #$ff
sta animate_direction
lda #OCTAGON_IN_FIREPLACE_CLOSED
sta LOCATION
lda #DIRECTION_W
sta DIRECTION
jsr change_location
; has to be after as change_location zeros it
lda #11
sta ANIMATE_FRAME
rts
grab_green_book:
lda #OCTAGON_GREEN_BOOK
sta LOCATION
jmp change_location
fireplace_grab_red_page:
lda RED_PAGES_TAKEN
and #FINAL_PAGE
bne missing_page
lda #FINAL_PAGE
jmp take_red_page
missing_page:
rts
fireplace_grab_blue_page:
lda BLUE_PAGES_TAKEN
and #FINAL_PAGE
bne missing_page
lda #FINAL_PAGE
jmp take_blue_page
; if touch window, warp to d'ni
; otherwise, just speed up the talking
touch_green_book:
lda CURSOR_X
cmp #21
bcc no_dni
cmp #32
bcs no_dni
lda CURSOR_Y
cmp #10
bcc no_dni
cmp #24
bcs no_dni
goto_dni:
lda #DNI_ARRIVAL
sta LOCATION
lda #DIRECTION_E
sta DIRECTION
lda #LOAD_DNI
sta WHICH_LOAD
lda #$ff
sta LEVEL_OVER
rts
; just speed up talking
no_dni:
lda GREEN_BOOK_PROGRESS
cmp #8
beq no_speedup
cmp #10
beq no_speedup
; skip to next
inc GREEN_BOOK_PROGRESS
lda #0
sta FRAMEL
sta FRAMEH
no_speedup:
rts
; talking to atrus
; book, 1st time
; 1 2 3
; 0123456789012345678901234567890123456789
atrus_green_book1:
.byte 9,20,"WHO THE DEVIL ARE YOU?",0
.byte 2,21,"D--DON'T COME HERE TO D'NI, NOT YET.",0
.byte 0,22,"I HAVE MANY QUESTIONS FOR YOU, MY FRIEND",0
.byte 6,23,"AS YOU, NO DOUBT, HAVE FOR ME.",0
atrus_green_book2:
.byte 6,20,"PERHAPS MY STORY IS IN ORDER.",0
.byte 0,21,"I AM ATRUS; I FEAR YOU HAVE MET MY SONS,",0
.byte 11,22,"SIRRUS & ACHENAR,",0
.byte 2,23,"TRAPPED IN MY LIBRARY ON MYST ISLAND.",0
; 1 2 3
; 0123456789012345678901234567890123456789
atrus_green_book3:
.byte 4,20,"THAT LIBRARY CONTAINS MY WRITINGS,",0
.byte 0,21,"MY BOOKS THAT LINK TO FANTASTIC PLACES,",0
.byte 4,22,"AN ART I LEARNED FROM MY FATHER",0
.byte 15,23,"YEARS AGO.",0
atrus_green_book4:
.byte 3,20,"THE RED & BLUE BOOKS ARE DIFFERENT",0
.byte 3,21,"I WROTE THOSE TO ENTRAP OVER-GREEDY",0
.byte 1,22,"EXPLORERS THAT MIGHT STUMBLE UPON MYST",0
.byte 2,23,"I HAD NO IDEA I'D ENTRAP MY OWN SONS",0
; 1 2 3
; 0123456789012345678901234567890123456789
atrus_green_book5:
.byte 0,20,"I HAD NO IDEA THE EXTENT OF THEIR GREED",0
.byte 0,21,"THEY USED THEIR OWN MOTHER, MY CATHERINE",0
.byte 0,22,"TO LURE ME HERE TO D'NI. THEY REMOVED A",0
.byte 0,23,"PAGE FROM MY MYST BOOK SO I CAN'T RETURN",0
atrus_green_book6:
.byte 0,20,"YOU, MY FRIEND, CAN BRING THE PAGE TO ME",0
.byte 0,21,"I PRAY YOU BELIEVE MY STORY AND NOT THE",0
.byte 1,22,"LIES MY SONS HAVE TOLD. BRING THE PAGE",0
.byte 2,23,"AND BRING JUSTICE TO MY SONS. HURRY.",0
; 1 2 3
; 0123456789012345678901234567890123456789
; book, 2nd time
atrus_green_book9:
.byte 4,20,"HAVE YOU FOUND THE MISSING PAGE?",0
.byte 5,21,"OH, COME, COME. COME ON THEN.",0
.byte 0,22," ",0
.byte 0,23," ",0
atrus_green_nothing:
.byte 0,20," ",0
.byte 0,21," ",0
.byte 0,22," ",0
.byte 0,23," ",0
atrus_green_words:
.word atrus_green_nothing
.word atrus_green_book1,atrus_green_book2,atrus_green_book3
.word atrus_green_book4,atrus_green_book5,atrus_green_book6
.word atrus_green_nothing
.word atrus_green_nothing
.word atrus_green_book9
.word atrus_green_nothing
draw_atrus_book:
; calc next frame
lda FRAMEH
cmp #$2
bne no_increment
lda GREEN_BOOK_PROGRESS
cmp #8
bcs no_increment
cmp #10
bcs no_increment
inc GREEN_BOOK_PROGRESS
lda #0
sta FRAMEH
sta FRAMEL
no_increment:
; 0 = writing
; 1..6 = talking
; 7 = writing again
; 8 = writing
; 9 = talking
; 10 = writing
; put words
jsr clear_bottom
lda GREEN_BOOK_PROGRESS
asl
tay
lda atrus_green_words,Y
sta OUTL
lda atrus_green_words+1,Y
sta OUTH
lda #$09 ; ora
sta ps_smc1
lda #$80
sta ps_smc1+1 ; set regular text
jsr move_and_print
jsr move_and_print
jsr move_and_print
jsr move_and_print
lda #$29 ; and
sta ps_smc1
lda #$3f
sta ps_smc1+1 ; restore inverse text
; draw sprite
lda #22
sta XPOS
lda #12
sta YPOS
lda GREEN_BOOK_PROGRESS
asl
tay
lda atrus_green_sprites,Y
sta INL
lda atrus_green_sprites+1,Y
sta INH
jsr put_sprite_crop
rts
atrus_book_sprites:
atrus_book_writing_sprite:
.byte 9,6
.byte $00,$00,$00,$55,$88,$88,$88,$55,$00
.byte $55,$00,$55,$88,$88,$88,$88,$55,$00
.byte $55,$00,$55,$bb,$0b,$38,$38,$55,$00
.byte $55,$f0,$ff,$bb,$33,$b0,$83,$dd,$d0
.byte $ff,$df,$dd,$88,$38,$88,$88,$dd,$dd
.byte $ff,$dd,$dd,$d8,$08,$08,$d0,$dd,$dd
atrus_book_talking_sprite:
.byte 9,6
.byte $00,$00,$b8,$b8,$88,$55,$55,$55,$00
.byte $55,$00,$bb,$bb,$bb,$55,$55,$55,$00
.byte $55,$00,$b0,$33,$b0,$55,$55,$55,$00
.byte $55,$f0,$8b,$38,$88,$dd,$dd,$d5,$00
.byte $ff,$df,$08,$b8,$08,$dd,$dd,$dd,$dd
.byte $ff,$dd,$d0,$d0,$d0,$dd,$dd,$dd,$dd
atrus_book_wait_sprite:
.byte 9,6
.byte $00,$00,$b8,$b8,$88,$55,$55,$55,$00
.byte $55,$00,$bb,$bb,$bb,$55,$55,$55,$00
.byte $55,$00,$b0,$33,$b0,$55,$b5,$b5,$00
.byte $55,$f0,$8b,$38,$88,$dd,$bb,$bb,$00
.byte $ff,$df,$08,$b8,$08,$dd,$ff,$ff,$dd
.byte $ff,$dd,$d0,$d0,$d0,$dd,$dd,$ff,$ff
atrus_book_glasses_sprite:
.byte 9,6
.byte $00,$00,$80,$85,$85,$55,$55,$55,$00
.byte $55,$00,$bb,$bb,$b8,$55,$55,$55,$00
.byte $55,$00,$0b,$3b,$0b,$bb,$55,$55,$00
.byte $55,$f0,$bb,$83,$8b,$bb,$bb,$f5,$00
.byte $ff,$df,$88,$83,$88,$dd,$f8,$ff,$ff
.byte $ff,$dd,$00,$0b,$00,$dd,$dd,$dd,$ff
atrus_book_gesturing_sprite:
.byte 9,6
.byte $00,$00,$b8,$b8,$88,$55,$55,$55,$00
.byte $55,$00,$bb,$bb,$bb,$55,$55,$55,$00
.byte $55,$00,$b0,$33,$b0,$55,$55,$55,$00
.byte $55,$f0,$8b,$38,$88,$dd,$dd,$d5,$00
.byte $ff,$df,$08,$b8,$08,$bb,$bb,$ff,$ff
.byte $ff,$dd,$d0,$d0,$db,$dd,$dd,$df,$df
atrus_green_sprites:
.word atrus_book_writing_sprite
.word atrus_book_wait_sprite
.word atrus_book_talking_sprite,atrus_book_glasses_sprite
.word atrus_book_talking_sprite,atrus_book_glasses_sprite
.word atrus_book_talking_sprite
.word atrus_book_writing_sprite
.word atrus_book_writing_sprite
.word atrus_book_gesturing_sprite
.word atrus_book_writing_sprite
;==========================
; open green book
; mostly has to do with getting dialog right
open_green_book:
; start part-way through pause
lda #1
sta FRAMEH
lda #$80
sta FRAMEL ; want consistent timers
; see if it's the first time we've opened book
lda GREEN_BOOK_PROGRESS
beq actually_open_book
; skip to second speech if not
lda #8
sta GREEN_BOOK_PROGRESS
actually_open_book:
lda #DIRECTION_E|DIRECTION_SPLIT
sta DIRECTION
lda #OCTAGON_GREEN_BOOK_OPEN
sta LOCATION
jmp change_location
update_game_over:
lda GAME_COMPLETE
beq done_update
; update background for red
ldy #LOCATION_WEST_BG
lda #<temple_center_exploded_w_lzsa
sta location1,Y ; OCTAGON_TEMPLE_CENTER
lda #>temple_center_exploded_w_lzsa
sta location1+1,Y ; OCTAGON_TEMPLE_CENTER
lda #<in_fireplace_exploded_w_lzsa
sta location4,Y ; OCTAGON_IN_FIREPLACE
lda #>in_fireplace_exploded_w_lzsa
sta location4+1,Y ; OCTAGON_IN_FIREPLACE
lda #<red_book_shelf_exploded_lzsa
sta location2,Y ; OCTAGON_RED_BOOK_SHELF
lda #>red_book_shelf_exploded_lzsa
sta location2+1,Y ; OCTAGON_RED_BOOK_SHELF
; update background for blue
ldy #LOCATION_EAST_BG
lda #<temple_center_exploded_e_lzsa
sta location1,Y ; OCTAGON_TEMPLE_CENTER
lda #>temple_center_exploded_e_lzsa
sta location1+1,Y ; OCTAGON_TEMPLE_CENTER
lda #<blue_book_shelf_exploded_lzsa
sta location10,Y ; OCTAGON_BLUE_BOOKSHELF
lda #>blue_book_shelf_exploded_lzsa
sta location10+1,Y ; OCTAGON_BLUE_BOOKSHELF
; disable touching red book
; disable touching blue book
ldy #LOCATION_SPECIAL_EXIT
lda #$ff
sta location2,Y ; OCTAGON_RED_BOOK_SHELF
sta location10,Y ; OCTAGON_BLUE_BOOKSHELF
; clear red pages
lda #$ff
sta RED_PAGES_TAKEN
sta BLUE_PAGES_TAKEN
; clear blue pages
; update green book so atrus doesn't talk
lda #8
sta GREEN_BOOK_PROGRESS
done_update:
rts
fireplace_rotate_sprites:
.word rotate0_sprite
.word rotate0_sprite
.word rotate1_sprite
.word rotate2_sprite
.word rotate3_sprite
.word rotate4_sprite
.word rotate5_sprite
.word rotate6_sprite
.word rotate7_sprite
.word rotate8_sprite
.word rotate9_sprite
.word rotate10_sprite
.word rotate11_sprite
rotate0_sprite:
.byte 1,1
.byte $AA
rotate1_sprite:
.byte 15,8
.byte $05,$05,$05,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $80,$80,$00,$00,$88,$00,$00,$00,$00,$df,$88,$00,$df,$00,$00
.byte $00,$00,$08,$08,$88,$00,$00,$00,$00,$00,$88,$0d,$00,$00,$80
.byte $00,$00,$00,$00,$88,$08,$08,$08,$08,$08,$88,$08,$08,$08,$00
.byte $00,$00,$0f,$00,$88,$80,$80,$00,$00,$00,$88,$00,$00,$00,$00
.byte $08,$08,$08,$08,$88,$88,$88,$00,$00,$80,$88,$80,$80,$80,$80
.byte $99,$99,$99,$00,$88,$88,$88,$88,$08,$90,$88,$99,$90,$08,$88
rotate2_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$50,$50,$50,$50,$00,$88,$00,$00,$00,$00
.byte $50,$50,$05,$05,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$0f
.byte $00,$00,$00,$00,$88,$08,$08,$08,$80,$80,$88,$00,$00,$00,$80
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$08,$08,$08,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$0f,$00,$88,$00,$80,$00,$00
.byte $00,$00,$00,$00,$88,$88,$88,$08,$08,$88,$88,$00,$88,$00,$80
.byte $00,$00,$00,$00,$88,$00,$90,$99,$90,$00,$88,$88,$88,$88,$90
rotate3_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$50,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$50,$50,$05,$05,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$f0,$00,$00,$00,$88,$00,$08,$08,$08
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$08,$08,$08,$08
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$0f
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$88,$08,$08,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$88,$90,$99,$90
; *
rotate4_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$50
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$05,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$50,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
rotate5_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
rotate6_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $80,$80,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
rotate7_sprite:
.byte 15,8
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $88,$80,$80,$00,$88,$00,$00,$80,$80,$00,$88,$00,$00,$00,$00
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
rotate8_sprite:
.byte 15,8
.byte $90,$90,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $99,$99,$00,$00,$88,$00,$88,$80,$80,$00,$88,$00,$00,$80,$80
.byte $00,$00,$00,$00,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
rotate9_sprite:
.byte 15,8
.byte $50,$50,$50,$00,$88,$00,$90,$99,$00,$00,$88,$00,$00,$00,$00
.byte $22,$55,$22,$25,$88,$50,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $22,$55,$22,$22,$88,$22,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $25,$25,$25,$52,$88,$22,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $44,$44,$44,$00,$88,$25,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $44,$44,$44,$44,$88,$22,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $44,$44,$44,$44,$88,$52,$99,$99,$00,$00,$88,$00,$00,$00,$00
.byte $44,$44,$44,$44,$88,$22,$99,$99,$00,$00,$88,$00,$88,$80,$80
rotate10_sprite:
.byte 15,8
.byte $50,$50,$50,$50,$88,$00,$00,$00,$00,$00,$88,$00,$00,$00,$00
.byte $22,$22,$22,$22,$88,$25,$25,$25,$25,$25,$88,$00,$00,$00,$00
.byte $22,$22,$22,$22,$88,$22,$22,$22,$22,$22,$88,$00,$00,$00,$00
.byte $25,$55,$25,$25,$88,$52,$52,$52,$52,$52,$88,$00,$00,$00,$00
.byte $22,$55,$00,$44,$88,$44,$44,$00,$22,$22,$88,$00,$00,$00,$00
.byte $52,$55,$00,$44,$88,$44,$44,$44,$22,$22,$88,$00,$00,$00,$00
.byte $02,$02,$00,$44,$88,$44,$44,$44,$25,$25,$88,$00,$00,$00,$50
.byte $00,$00,$00,$44,$88,$44,$44,$44,$22,$22,$88,$00,$00,$50,$55
rotate11_sprite:
.byte 15,8
.byte $00,$00,$88,$00,$88,$00,$00,$00,$00,$00,$88,$00,$88,$00,$00
.byte $00,$00,$88,$25,$88,$25,$25,$22,$25,$25,$88,$25,$88,$00,$00
.byte $00,$00,$88,$22,$88,$22,$22,$22,$22,$22,$88,$22,$88,$00,$00
.byte $00,$00,$88,$52,$88,$52,$52,$22,$52,$52,$88,$52,$88,$00,$00
.byte $00,$00,$88,$22,$88,$00,$44,$44,$44,$40,$88,$22,$88,$00,$00
.byte $00,$00,$88,$22,$88,$00,$44,$44,$44,$44,$88,$22,$88,$00,$00
.byte $80,$00,$88,$25,$88,$00,$44,$44,$44,$44,$88,$25,$88,$00,$80
.byte $88,$00,$88,$22,$88,$00,$44,$44,$44,$44,$88,$22,$88,$00,$88