mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
712 lines
12 KiB
ArmAsm
712 lines
12 KiB
ArmAsm
; first time changes from book to fly animation
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; second time switches us to selenetic, plays sound
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; disables organ and display
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dome_pressed:
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lda ANIMATE_FRAME
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cmp #13
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bcs dome_press_second ; bge
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dome_press_first:
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; open book and look at flyover
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lda #13
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sta ANIMATE_FRAME
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rts
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dome_press_second:
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; link through!
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lda #0
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sta ANIMATE_FRAME
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; disable the organ and controls
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ldy #LOCATION_SPECIAL_EXIT
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lda #$ff
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sta location1,Y ; disable controls
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sta location2,Y ; disable organ
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sta location0,Y ; disable mist exit
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; re-route door to selena
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ldy #LOCATION_NORTH_EXIT
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lda #SELENA_WALKWAY1
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sta location0,Y
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ldy #LOCATION_NORTH_EXIT_DIR
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lda #DIRECTION_N
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sta location0,Y
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ldy #LOCATION_NORTH_BG
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lda #<spaceship_inside_selena_n_lzsa
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sta location0,Y
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lda #>spaceship_inside_selena_n_lzsa
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sta location0+1,Y
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; clear screen
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lda #0
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sta clear_all_color+1
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jsr clear_all
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jsr page_flip
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jsr clear_all
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jsr page_flip
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;====================================
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; play link noise
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jsr play_link_noise
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; be sure rocket settings are same if we come back
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jsr save_rocket_state
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; hack, why is this needed? screen at $c00 corrupted?
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; oh... maybe the load from disk over-writes $c00
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jsr change_location
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rts
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linking_filename:
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.byte "LINK_NOISE.BTC",0
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;==========================
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; o/` Standing in my yard
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; where they tore down the garage
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; to make room for the torn down garage o/`
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organ_pressed:
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ldy #0
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lda CURSOR_Y
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cmp #27
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bcs organ_regular ; bge
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organ_sharps:
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; urgh nonsymmetric, this is way cheating
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; FIXME: if actually on a white key, then jump and check regular?
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lda CURSOR_X
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cmp #11-1
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bcc done_organ_sharps
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iny
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cmp #13-1
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bcc done_organ_sharps
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iny
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cmp #18-1
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bcc done_organ_sharps
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iny
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cmp #20-1
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bcc done_organ_sharps
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iny
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cmp #22-1
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bcc done_organ_sharps
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iny
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cmp #27-1
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bcc done_organ_sharps
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iny
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done_organ_sharps:
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lda sharp_notes,Y
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jmp done_organ_freq
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organ_regular:
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; urgh nonsymmetric, this is way cheating
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lda CURSOR_X
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cmp #10-1
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bcc done_organ_regular
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iny
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cmp #12-1
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bcc done_organ_regular
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iny
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cmp #14-1
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bcc done_organ_regular
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iny
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cmp #17-1
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bcc done_organ_regular
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iny
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cmp #20-1
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bcc done_organ_regular
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iny
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cmp #22-1
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bcc done_organ_regular
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iny
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cmp #24-1
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bcc done_organ_regular
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iny
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cmp #27-1
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bcc done_organ_regular
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iny
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cmp #30-1
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bcc done_organ_regular
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iny
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done_organ_regular:
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lda regular_notes,Y
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done_organ_freq:
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sta speaker_frequency
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organ_tone:
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lda #25
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sta speaker_duration
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jsr speaker_tone
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rts
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regular_notes:
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.byte NOTE_C4,NOTE_D4,NOTE_E4,NOTE_F4,NOTE_G4,NOTE_A4,NOTE_B4
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.byte NOTE_C5,NOTE_D5,NOTE_E5
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sharp_notes:
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.byte NOTE_CSHARP4,NOTE_DSHARP4,NOTE_FSHARP4,NOTE_GSHARP4,NOTE_ASHARP4
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.byte NOTE_CSHARP5,NOTE_DSHARP5
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all_notes:
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.byte NOTE_C4,NOTE_CSHARP4,NOTE_D4,NOTE_DSHARP4,NOTE_E4,NOTE_F4
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.byte NOTE_FSHARP4,NOTE_G4,NOTE_GSHARP4,NOTE_A4,NOTE_ASHARP4,NOTE_B4
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.byte NOTE_C5,NOTE_CSHARP5,NOTE_D5,NOTE_DSHARP5,NOTE_E5
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;=========================
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; draw the buttons
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;=========================
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spaceship_draw_buttons:
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ldx #0
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draw_ss_buttons_outer_loop:
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ldy #28 ; 13,28
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draw_ss_buttons_loop:
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lda gr_offsets,Y
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clc
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adc #13 ; 13,28
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sta ss_buttons_smc+1
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iny
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lda gr_offsets,Y
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clc
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adc DRAW_PAGE
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sta ss_buttons_smc+2
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iny
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; calculate slider status
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; i.e. color
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; if Y matches slide
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; Y=26 and ROCKET_NOTE1=0 $50
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; Y=26 and ROCKET_NOTE1=1 $05
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; Y=24 and ROCKET_NOTE1=2 $50
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; Y=24 and ROCKET_NOTE1=3 $05
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; Y=22 and ROCKET_NOTE1=4 $50
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; Y=22 and ROCKET_NOTE1=5 $05
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; if Y==44-(RN&0xfe) (44 because pre-incremented)
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lda rocket_notes,X
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and #$fe
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sta TEMP
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lda #44
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sec
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sbc TEMP
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sta TEMP
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; see if draw or not
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cpy TEMP
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bne ss_button_none
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; we are drawing
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cpx ROCKET_HANDLE_STEP
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bcc ss_button_green
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ss_button_grey:
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lda rocket_notes,X
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and #$1
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beq ss_button_grey_bottom
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ss_button_grey_top:
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lda #$05
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bne ss_buttons_smc
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ss_button_grey_bottom:
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lda #$50
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bne ss_buttons_smc
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ss_button_green:
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lda rocket_notes,X
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and #$1
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beq ss_button_green_bottom
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ss_button_green_top:
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lda #$0C
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bne ss_buttons_smc
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ss_button_green_bottom:
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lda #$C0
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bne ss_buttons_smc
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ss_button_none:
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lda #$00
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ss_buttons_smc:
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sta $400,X
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cpy #44
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bne draw_ss_buttons_loop
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inx
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inx
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cpx #8
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bne draw_ss_buttons_outer_loop
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rts
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ROCKET_SOLUTION_0 = 0 ; NOTE_C4
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ROCKET_SOLUTION_1 = 12 ; NOTE_C5
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ROCKET_SOLUTION_2 = 15 ; NOTE_DSHARP5
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ROCKET_SOLUTION_3 = 5 ; NOTE_F4
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; twice as many as necessary as X increments by two
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rocket_notes:
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; .byte ROCKET_SOLUTION_0,$00,ROCKET_SOLUTION_1,$00
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; .byte ROCKET_SOLUTION_2,$00,ROCKET_SOLUTION_3,$00
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.byte $00,$00,$00,$00
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.byte $00,$00,$00,$00
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controls_pressed:
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lda CURSOR_X
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cmp #21
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bcs handle_pulled ; bge
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sliders_pressed:
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sec
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sbc #12
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tax
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; if CURSOR_Y-28 > rocket_notes, increment
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; if CURSOR_Y-28 < rocket_notes, decrement
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; 0..14
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; rocket ypos ypos-28 15-(ypos-28)
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; 0 = 42 14 0
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; 1 = 42 14 0
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; 2 = 40 12 2
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; 3 = 40 12 2
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; 4 = 38 10 4
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; 5 = 38 10 4
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; ...
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; 13 = 28 0 14
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; 14 = 28 0 14
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lda CURSOR_Y
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sec
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sbc #28
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sta TEMP
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lda #15
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sec
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sbc TEMP
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cmp rocket_notes,X
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beq slider_play_note
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bpl slider_decrement
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slider_increment:
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lda rocket_notes,X
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beq slider_play_note ; don't make smaller than 0
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dec rocket_notes,X
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jmp slider_play_note
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slider_decrement:
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lda rocket_notes,X
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cmp #15
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bcs slider_play_note ; done make larger than 14
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inc rocket_notes,X
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slider_play_note:
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lda rocket_notes,X
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tax
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lda all_notes,X
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sta speaker_frequency
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lda #25
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sta speaker_duration
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jsr speaker_tone
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rts
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; 22,30
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handle_pull_sprite:
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.byte 3,6
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.byte $dd,$0d,$dd
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.byte $dd,$00,$dd
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.byte $99,$00,$dd
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.byte $99,$00,$dd
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.byte $d9,$00,$dd
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.byte $26,$26,$26
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handle_pulled:
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;==================================
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; turn buttons green one at a time
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lda #1
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sta ROCKET_HANDLE_STEP
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handle_pull_draw_buttons:
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jsr gr_copy_to_current
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lda #<handle_pull_sprite
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sta INL
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lda #>handle_pull_sprite
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sta INH
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lda #22
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sta XPOS
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lda #30
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sta YPOS
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jsr put_sprite_crop
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jsr page_flip
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lda DRAW_PAGE ; draw to visible screen
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eor #$4
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sta DRAW_PAGE
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ldx #0
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draw_handle_buttons_outer_loop:
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; tya
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; pha
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txa
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pha
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jsr spaceship_draw_buttons
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pla
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tax
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pha
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lda rocket_notes,X
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tax
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lda all_notes,X
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sta speaker_frequency
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lda #100
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sta speaker_duration
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jsr speaker_tone
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pla
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tax
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; pla
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; tay
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inc ROCKET_HANDLE_STEP
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inc ROCKET_HANDLE_STEP
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inx
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inx
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cpx #8
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bne draw_handle_buttons_outer_loop
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lda DRAW_PAGE ; flip back to way it was
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eor #$4
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sta DRAW_PAGE
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lda #0
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sta ROCKET_HANDLE_STEP
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; check to see if right code
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lda rocket_notes
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cmp #ROCKET_SOLUTION_0
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bne done_checking_code
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lda rocket_notes+2
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cmp #ROCKET_SOLUTION_1
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bne done_checking_code
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lda rocket_notes+4
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cmp #ROCKET_SOLUTION_2
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bne done_checking_code
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lda rocket_notes+6
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cmp #ROCKET_SOLUTION_3
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bne done_checking_code
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correct_code:
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; start animation
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lda #1
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sta ANIMATE_FRAME
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; move action to dome
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ldy #LOCATION_SPECIAL_X1
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lda #15
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sta location1+0,Y
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lda #24
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sta location1+1,Y
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lda #2
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sta location1+2,Y
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lda #18
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sta location1+3,Y
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; also switch to not point
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ldy #LOCATION_EAST_EXIT_DIR
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lda #DIRECTION_E
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sta location0,Y
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sta DIRECTION
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; change action
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ldy #LOCATION_SPECIAL_FUNC
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lda #<(dome_pressed-1)
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sta location1,Y
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lda #>(dome_pressed-1)
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sta location1+1,Y
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; yes, I think in real life you can mess with sliders after
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; you activate book, but not sure it's worth trouble of doing
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; that in our version
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done_checking_code:
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rts
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selena_movie:
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; static
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.word static1_sprite,static1_sprite,static2_sprite,static3_sprite
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.word static2_sprite,static3_sprite,static2_sprite,static3_sprite
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.word static1_sprite
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; book
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.word book1_sprite,book2_sprite,book3_sprite,book4_sprite
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; flyover
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.word static3_sprite
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.word flyover1_sprite,flyover2_sprite,flyover3_sprite
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.word flyover4_sprite,flyover5_sprite,flyover6_sprite
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.word flyover7_sprite,flyover8_sprite,flyover9_sprite
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.word flyover10_sprite
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static1_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$60,$26,$62,$20,$00
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.byte $20,$67,$26,$62,$20,$60
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.byte $26,$62,$20,$72,$26,$62
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.byte $20,$72,$26,$62,$26,$67
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.byte $26,$62,$26,$67,$06,$62
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.byte $00,$67,$06,$67,$06,$00
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.byte $80,$00,$06,$02,$00,$88
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static2_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$70,$72,$72,$70,$00
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.byte $60,$26,$66,$66,$62,$60
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.byte $72,$02,$72,$72,$02,$72
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.byte $20,$20,$20,$00,$20,$20
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.byte $62,$60,$62,$62,$62,$62
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.byte $00,$72,$76,$72,$06,$00
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.byte $80,$00,$02,$02,$00,$88
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static3_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$20,$72,$26,$70,$00
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.byte $20,$70,$20,$70,$20,$70
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.byte $72,$26,$72,$26,$72,$26
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.byte $20,$70,$20,$70,$20,$70
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.byte $76,$22,$76,$22,$76,$22
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.byte $00,$20,$70,$20,$00,$00
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.byte $80,$00,$02,$06,$00,$88
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book1_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$05,$15,$15,$05,$50
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.byte $66,$00,$11,$11,$11,$55
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.byte $66,$00,$11,$11,$11,$75
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.byte $66,$00,$11,$11,$01,$77
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.byte $00,$66,$67,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book2_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$10,$00
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.byte $60,$05,$11,$11,$11,$50
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.byte $66,$00,$11,$11,$11,$15
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.byte $66,$60,$01,$11,$11,$f0
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.byte $66,$66,$00,$f1,$7f,$77
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.byte $00,$66,$60,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book3_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$05,$15,$05,$f5,$50
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.byte $66,$00,$11,$11,$ff,$55
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.byte $66,$00,$11,$11,$ff,$55
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.byte $66,$00,$11,$01,$ff,$77
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.byte $00,$66,$67,$77,$07,$00
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.byte $80,$00,$06,$07,$00,$88
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book4_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
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.byte $00,$50,$55,$55,$50,$00
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.byte $60,$65,$05,$15,$15,$50
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.byte $66,$66,$00,$11,$11,$ff
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.byte $66,$00,$11,$11,$f1,$7f
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.byte $66,$00,$11,$11,$ff,$77
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.byte $00,$66,$61,$70,$0f,$00
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.byte $80,$00,$06,$07,$00,$88
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flyover1_sprite:
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.byte 6,8
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.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$EE,$EE,$E0,$00
|
|
.byte $50,$55,$5E,$EE,$EE,$E0
|
|
.byte $55,$55,$55,$EE,$EE,$EE
|
|
.byte $85,$85,$85,$85,$6e,$6e
|
|
.byte $88,$88,$88,$88,$88,$66
|
|
.byte $00,$68,$66,$66,$08,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover2_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$EE,$EE,$E0,$00
|
|
.byte $50,$ee,$ee,$EE,$EE,$E0
|
|
.byte $55,$5e,$55,$EE,$EE,$EE
|
|
.byte $85,$65,$65,$6e,$6e,$6e
|
|
.byte $88,$86,$66,$66,$66,$66
|
|
.byte $00,$68,$66,$66,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover3_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$EE,$EE,$E0,$00
|
|
.byte $e0,$ee,$ee,$EE,$EE,$E0
|
|
.byte $55,$5e,$ee,$EE,$EE,$EE
|
|
.byte $85,$65,$6e,$6e,$6e,$6e
|
|
.byte $68,$66,$66,$66,$66,$66
|
|
.byte $00,$66,$66,$66,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover4_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$EE,$EE,$E0,$00
|
|
.byte $e0,$ee,$ee,$EE,$88,$E0
|
|
.byte $ee,$ee,$ee,$EE,$88,$EE
|
|
.byte $85,$6e,$6e,$6e,$68,$6e
|
|
.byte $66,$66,$66,$66,$66,$66
|
|
.byte $00,$66,$66,$66,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover5_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$EE,$EE,$E0,$00
|
|
.byte $e0,$ee,$8e,$EE,$55,$E0
|
|
.byte $ee,$8e,$88,$5e,$55,$88
|
|
.byte $6e,$68,$68,$6e,$65,$68
|
|
.byte $66,$66,$66,$66,$66,$66
|
|
.byte $00,$66,$66,$66,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover6_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$8E,$EE,$E0,$00
|
|
.byte $e0,$ee,$88,$55,$88,$E0
|
|
.byte $ee,$88,$88,$55,$88,$05
|
|
.byte $66,$88,$66,$65,$68,$66
|
|
.byte $66,$66,$66,$66,$66,$66
|
|
.byte $00,$66,$66,$66,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover7_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$E0,$eE,$98,$E0,$00
|
|
.byte $90,$ee,$ee,$89,$ee,$E0
|
|
.byte $98,$88,$ee,$99,$ee,$8e
|
|
.byte $98,$88,$65,$99,$8e,$88
|
|
.byte $66,$68,$66,$99,$66,$68
|
|
.byte $00,$66,$66,$89,$06,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
flyover8_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$80,$8E,$8e,$90,$00
|
|
.byte $e0,$e8,$88,$99,$99,$E0
|
|
.byte $88,$ee,$99,$99,$9e,$ee
|
|
.byte $88,$55,$89,$99,$99,$8e
|
|
.byte $88,$55,$88,$89,$99,$88
|
|
.byte $00,$55,$88,$88,$09,$00
|
|
.byte $80,$00,$08,$08,$00,$88
|
|
|
|
flyover9_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$e0,$ee,$ee,$e0,$00
|
|
.byte $e0,$ee,$ee,$ee,$8e,$E0
|
|
.byte $ee,$ee,$ee,$ee,$88,$ee
|
|
.byte $ee,$ee,$ee,$ee,$88,$ee
|
|
.byte $55,$5e,$88,$55,$88,$88
|
|
.byte $00,$55,$55,$66,$06,$00
|
|
.byte $80,$00,$05,$05,$00,$88
|
|
|
|
flyover10_sprite:
|
|
.byte 6,8
|
|
.byte $08,$00,$00,$00,$08,$88
|
|
.byte $00,$e0,$ee,$ee,$e0,$00
|
|
.byte $e0,$ee,$ee,$ee,$ee,$E0
|
|
.byte $ee,$ee,$ee,$ee,$ee,$ee
|
|
.byte $ee,$ee,$ee,$ee,$ee,$ee
|
|
.byte $66,$6e,$6e,$ee,$8e,$ee
|
|
.byte $00,$11,$11,$66,$08,$00
|
|
.byte $80,$00,$06,$06,$00,$88
|
|
|
|
|