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horrible code but seems to work now also room limits are +128 now because I am not smart enough to figure out signed compare on 6502
98 lines
1.6 KiB
ArmAsm
98 lines
1.6 KiB
ArmAsm
; Ootw for Apple II Lores -- Checkpoint2
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; by Vince "Deater" Weaver <vince@deater.net>
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.include "zp.inc"
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.include "hardware.inc"
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ootw_c2:
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; Initialize some variables
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lda #0
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sta GAME_OVER
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sta PHYSICIST_STATE
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lda #22
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sta PHYSICIST_Y
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lda #20
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sta PHYSICIST_X
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lda #1
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sta DIRECTION
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;=======================
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; Run the intro
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;=======================
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jsr ootw_c2_intro
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;=======================
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; Enter the game
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;=======================
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jsr ootw_cage
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT
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jsr HOME
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lda KEYRESET ; clear strobe
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lda #0
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sta DRAW_PAGE
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lda #<end_message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS
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bpl wait_loop
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lda KEYRESET ; clear strobe
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jmp ootw_c2
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end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: RAGE",0
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.include "ootw_c2_cage.s"
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.include "ootw_c2_jail.s"
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.include "ootw_c2_intro.s"
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.include "physicist.s"
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.include "text_print.s"
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.include "gr_pageflip.s"
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.include "gr_unrle.s"
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.include "gr_fast_clear.s"
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.include "gr_copy.s"
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.include "gr_putsprite.s"
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.include "gr_putsprite_flipped.s"
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.include "gr_putsprite_crop.s"
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.include "gr_offsets.s"
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.include "gr_run_sequence.s"
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.include "gr_overlay.s"
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.include "random16.s"
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.include "keyboard.s"
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; room backgrounds
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.include "ootw_graphics/cage/ootw_c2_cage.inc"
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.include "ootw_graphics/l2jail/ootw_c2_jail.inc"
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; sprites
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.include "ootw_graphics/sprites/sprites_physicist.inc"
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; intro
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.include "ootw_graphics/l2intro/ootw_l2intro.inc"
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