mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
b1238af49d
this will probably upset people
426 lines
5.8 KiB
ArmAsm
426 lines
5.8 KiB
ArmAsm
; Ootw Rope course
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ootw_rope:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;=================================
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; Setup right/left exit paramaters
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lda #(39+128)
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sta RIGHT_LIMIT
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sta RIGHT_WALK_LIMIT
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lda #(11+128)
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sta LEFT_LIMIT
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sta LEFT_WALK_LIMIT
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lda #0
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sta SWING_PROGRESS
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;=============================
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; Load background to $c00
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lda BEFORE_SWING
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beq after_swing_bg
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before_swing_bg:
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lda #>(rope_rle)
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sta GBASH
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lda #<(rope_rle)
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sta GBASL
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jmp load_swing_bg
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after_swing_bg:
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lda #>(broke_rope_rle)
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sta GBASH
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lda #<(broke_rope_rle)
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sta GBASL
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load_swing_bg:
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lda #$c ; load image off-screen $c00
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jsr load_rle_gr
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;================================
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; Load quake background to $BC00
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jsr gr_make_quake
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;=================================
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; copy $c00 to both pages $400/$800
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; jsr gr_copy_to_current
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; jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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lda #3
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sta WHICH_CAVE
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jsr setup_beast
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;============================
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;============================
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; Rope Loop
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;============================
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;============================
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rope_loop:
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;============================
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; Check if swinging
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;============================
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lda SWING_PROGRESS
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beq no_swing
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cmp #80 ; only load background on first frame
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bne swing_not_first
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lda #<no_rope_rle
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sta GBASL
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lda #>no_rope_rle
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sta GBASH
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lda #$C ; load image off-screen $C00
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jsr load_rle_gr
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swing_not_first:
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dec SWING_PROGRESS
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dec SWING_PROGRESS
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ldx SWING_PROGRESS
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lda swing_progression,X
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sta GBASL
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lda swing_progression+1,X
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sta GBASH
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lda #$10 ; load image off-screen $1000
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jsr load_rle_gr
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jsr gr_overlay_40x40
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; FIXME
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; jsr gr_make_quake ; make quake
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jmp beyond_quake
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no_swing:
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;================================
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; handle earthquakes
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jsr earthquake_handler
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beyond_quake:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============================
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; check screen limits
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jsr check_screen_limit
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;================
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; handle beast
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lda BEAST_OUT
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beq rope_no_beast
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;================
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; move beast
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jsr move_beast
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;================
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; draw beast
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; adjust y for slope
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; shift by 2 from physicist as beast is 9 wide (vs 5)
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lda BEAST_X
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cmp #24
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bcs beast_no_adjust_y ; bge
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cmp #15
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bcc beast_on_platform ; blt
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clc
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adc #1
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and #$fe ; our sprite code only draws even y
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jmp beast_done_adjust_y
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; 16 maps to -> 16
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; 24 maps to -> 24
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beast_on_platform:
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lda #16
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bne beast_done_adjust_y
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beast_no_adjust_y:
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lda #24
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beast_done_adjust_y:
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sta BEAST_Y
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jsr draw_beast
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rope_no_beast:
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;===============================
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; check if swinging off
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lda PHYSICIST_STATE
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cmp #P_SWINGING
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bne done_swing_check
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lda SWING_PROGRESS
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bne done_swing_check
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; swung off screen!
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lda #5
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sta GAME_OVER
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done_swing_check:
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;===============
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; draw physicist
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; adjust y for slope
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lda PHYSICIST_X
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cmp #26
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bcs phys_no_adjust_y ; bge
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cmp #17
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bcc phys_on_platform
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sec
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sbc #3
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and #$fe ; our sprite code only draws even y
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jmp phys_done_adjust_y
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; slope is 15 - 26 ( 28 - 36)
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; 26 -> 22
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phys_on_platform:
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lda #14
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bne phys_done_adjust_y
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phys_no_adjust_y:
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lda #22
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phys_done_adjust_y:
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sta PHYSICIST_Y
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lda PHYSICIST_STATE
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cmp #P_SWINGING
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beq hes_swinging
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jsr draw_physicist
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hes_swinging:
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;======================
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; draw foreground plant
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lda #<foreground_spikes
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sta INL
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lda #>foreground_spikes
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sta INH
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lda #30
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sta XPOS
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lda #30
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sec
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sbc EARTH_OFFSET
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sta YPOS
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jsr put_sprite
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;================
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; draw falling boulder
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jsr draw_boulder
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne rope_frame_no_oflo
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inc FRAMEH
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rope_frame_no_oflo:
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;===================
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; check cliff's edge
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lda PHYSICIST_X
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cmp #11
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bcs already_swung
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lda BEFORE_SWING
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beq already_swung
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lda #0
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sta BEFORE_SWING
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; FIXME: check for jump
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lda #80
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sta SWING_PROGRESS
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lda #11
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sta PHYSICIST_X
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lda #P_SWINGING
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sta PHYSICIST_STATE
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jmp not_done_rope
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already_swung:
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;=========================
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; check if done this room
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;=========================
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; handle game over
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lda GAME_OVER
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cmp #$ff
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beq done_rope
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; if 2 then exiting right, to pool
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cmp #$2
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bne check_cliff_edge
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lda #0
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sta PHYSICIST_X
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sta EARTH_OFFSET
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jmp ootw_pool
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; if 1 then at edge of cliff
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check_cliff_edge:
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cmp #$1
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bne check_swung_off
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lda #0
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sta GAME_OVER
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check_swung_off:
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cmp #$5
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bne not_done_rope
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;==========================
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; swung off screen to right
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lda #1
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sta PHYSICIST_X
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sta EARTH_OFFSET
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sta DIRECTION ; face right
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sta BEAST_DIRECTION
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lda #10
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sta PHYSICIST_Y
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lda #P_FALLING_SIDEWAYS
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sta PHYSICIST_STATE
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jmp ootw_pool
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not_done_rope:
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; loop forever
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jmp rope_loop
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done_rope:
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rts
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swing_progression:
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.word swing25_rle
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.word swing24_rle
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.word swing23_rle
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.word swing22_rle
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.word swing21_rle
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.word swing20_rle
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.word swing19_rle
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.word swing18_rle
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.word swing17_rle
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.word swing16_rle
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.word swing15_rle
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.word swing14_rle
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.word swing13_rle
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.word swing12_rle
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.word swing11_rle
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.word swing10_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing08_rle
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.word swing06_rle
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.word swing05_rle
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.word swing04_rle
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.word swing03_rle
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.word swing02_rle
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.word swing01_rle
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