mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 02:31:00 +00:00
b1238af49d
this will probably upset people
395 lines
5.8 KiB
ArmAsm
395 lines
5.8 KiB
ArmAsm
; Mechanical Engineer (meche) island
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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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.include "common_routines.inc"
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meche_start:
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;===================
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; init screen
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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 PAGE0
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bit LORES
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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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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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lda #0
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sta ANIMATE_FRAME
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jsr adjust_basement_door
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jsr check_puzzle_solved
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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lda LOCATION
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cmp #MECHE_OPEN_BOOK
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beq animate_meche_book
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cmp #MECHE_ELEVATOR_ROTATE
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beq animate_elevator_rotate
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cmp #MECHE_ROTATE_CONTROLS
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beq animate_rotate_controls
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cmp #MECHE_EXIT_PUZZLE
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beq animate_meche_puzzle
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cmp #MECHE_MIST_OPEN
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beq animate_mist_book
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cmp #MECHE_BLUE_SECRET_ROOM
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beq fg_draw_blue_page
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cmp #MECHE_RED_SECRET_ROOM
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beq fg_draw_red_page
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cmp #MECHE_RED_ROOM_EAST
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beq fg_draw_crystals
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cmp #MECHE_BLUE_ROOM_SOUTH
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beq fg_animate_snake
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jmp nothing_special
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fg_draw_red_page:
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jsr draw_red_page
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jmp nothing_special
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fg_draw_blue_page:
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jsr draw_blue_page
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jmp nothing_special
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fg_draw_crystals:
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jsr draw_crystals
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jmp nothing_special
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fg_animate_snake:
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jsr draw_snake
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jmp nothing_special
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animate_meche_book:
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; handle animated linking book
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lda ANIMATE_FRAME
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asl
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tay
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lda meche_movie,Y
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sta INL
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lda meche_movie+1,Y
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sta INH
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lda #22
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_book
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inc ANIMATE_FRAME
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lda ANIMATE_FRAME
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cmp #11
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bne done_animate_book
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lda #0
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sta ANIMATE_FRAME
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done_animate_book:
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jmp nothing_special
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animate_elevator_rotate:
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jsr draw_elevator_panel
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jmp nothing_special
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animate_rotate_controls:
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jsr draw_rotation_controls
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jmp nothing_special
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animate_meche_puzzle:
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jsr draw_exit_puzzle_sprites
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jmp nothing_special
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animate_mist_book:
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lda ANIMATE_FRAME
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cmp #6
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bcc mist_book_good ; blt
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lda #0
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sta ANIMATE_FRAME
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mist_book_good:
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asl
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tay
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lda mist_movie,Y
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sta INL
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lda mist_movie+1,Y
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sta INH
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lda #24
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sta XPOS
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lda #12
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sta YPOS
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jsr put_sprite_crop
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lda FRAMEL
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and #$f
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bne done_animate_mist_book
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inc ANIMATE_FRAME
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done_animate_mist_book:
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jmp nothing_special
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nothing_special:
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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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; page flip
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;====================================
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jsr page_flip
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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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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_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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jmp end_level
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;=============================
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draw_red_page:
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lda DIRECTION
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cmp #DIRECTION_N
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bne done_draw_red_page
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lda RED_PAGES_TAKEN
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and #MECHE_PAGE
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bne no_draw_page
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lda #22
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sta XPOS
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lda #14
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sta YPOS
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lda #<red_page_sprite
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sta INL
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lda #>red_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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done_draw_red_page:
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rts
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;========================
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; draw blue page
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;========================
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; also handle jolt
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draw_blue_page:
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lda DIRECTION
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cmp #DIRECTION_W
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beq actually_draw_blue_page
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; else, jolting
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lda ANIMATE_FRAME
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beq not_done_jolt
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lda FRAMEL
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and #$f
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bne not_done_jolt
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lda #0
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sta ANIMATE_FRAME
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ldy #LOCATION_NORTH_BG
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lda #<blue_secret_room_n_lzsa
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sta location39,Y ; MECHE_BLUE_SECRET_ROOM
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lda #>blue_secret_room_n_lzsa
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sta location39+1,Y ; MECHE_BLUE_SECRET_ROOM
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jsr change_direction
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not_done_jolt:
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rts
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actually_draw_blue_page:
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lda BLUE_PAGES_TAKEN
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and #MECHE_PAGE
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bne no_draw_page
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lda #15
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sta XPOS
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lda #34
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sta YPOS
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lda #<blue_page_sprite
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sta INL
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lda #>blue_page_sprite
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sta INH
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jmp put_sprite_crop ; tail call
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no_draw_page:
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rts
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;==============================
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; Take red page
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; or read achenar letter
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;==============================
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meche_take_red_page:
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lda DIRECTION
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cmp #DIRECTION_N
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beq actually_take_red_page
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; otherwise go to read letter
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lda #MECHE_ACHENAR_LETTER
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sta LOCATION
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jsr change_location
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bit SET_TEXT
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rts
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actually_take_red_page:
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lda #MECHE_PAGE
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jmp take_red_page
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;=============================
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; Take blue page
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; or jolt the chair
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;=============================
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meche_take_blue_page:
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lda DIRECTION
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cmp #DIRECTION_W
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beq actually_take_blue_page
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; if not, jolt time
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lda #1
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sta ANIMATE_FRAME
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lda #0
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sta FRAMEL
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ldy #LOCATION_NORTH_BG
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lda #<blue_secret_room_jolt_n_lzsa
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sta location39,Y ; MECHE_BLUE_SECRET_ROOM
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lda #>blue_secret_room_jolt_n_lzsa
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sta location39+1,Y ; MECHE_BLUE_SECRET_ROOM
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jmp change_direction
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actually_take_blue_page:
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lda #MECHE_PAGE
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jmp take_blue_page
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;==========================
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; includes
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;==========================
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; puzzles
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.include "meche_rotation.s"
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; graphics
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.include "graphics_meche/meche_graphics.inc"
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; sound
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.include "simple_sounds.s"
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; linking books
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.include "link_book_meche.s"
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.include "link_book_mist.s"
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.include "handle_pages.s"
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; level data
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.include "leveldata_meche.inc"
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