mirror of
https://github.com/deater/dos33fsprogs.git
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438 lines
6.6 KiB
ArmAsm
438 lines
6.6 KiB
ArmAsm
; Sluggy Freelance
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; slug behavior:
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; cavern1: three slugs: 2 on ceiling
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; cavern2: four slugs: 1 on ceiling, but 3 more will respawn on ceiling
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; Crawl forward. When close, attack.
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; Ceiling: crawl until within X of physicist
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; then swing a few times and fall
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; face toward physicist when start crawling
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; Attacks: only attack if on ground and physicist is on ground
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; will attempt to attack if you jump over
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; Off edge of screen: will disappear but will respawn if leave/re-enter
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;==================================
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; draw slugs
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;==================================
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SLUG_STRUCT_SIZE = 8
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; TODO: use less space? merge some of these?
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slugg0_out: .byte 1 ; 0
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slugg0_attack: .byte 0 ; 1
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slugg0_dying: .byte 0 ; 2
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slugg0_x: .byte 30 ; 3
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slugg0_y: .byte 30 ; 4
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slugg0_dir: .byte $ff ; 5
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slugg0_gait: .byte 0 ; 6
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slugg0_falling: .byte 0 ; 7
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slugg1_out: .byte 1 ; 8
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slugg1_attack: .byte 0
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slugg1_dying: .byte 0
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slugg1_x: .byte 30
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slugg1_y: .byte 30
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slugg1_dir: .byte $ff
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slugg1_gait: .byte 0
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slugg1_falling: .byte 0
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slugg2_out: .byte 1
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slugg2_attack: .byte 0
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slugg2_dying: .byte 0
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slugg2_x: .byte 30
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slugg2_y: .byte 2
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slugg2_dir: .byte $ff
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slugg2_gait: .byte 0
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slugg2_falling: .byte 0
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slugg3_out: .byte 1 ; 0
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slugg3_attack: .byte 0 ; 1
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slugg3_dying: .byte 0 ; 2
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slugg3_x: .byte 30 ; 3
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slugg3_y: .byte 30 ; 4
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slugg3_dir: .byte $ff ; 5
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slugg3_gait: .byte 0 ; 6
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slugg3_falling: .byte 0 ; 7
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slugg4_out: .byte 1 ; 6
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slugg4_attack: .byte 0
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slugg4_dying: .byte 0
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slugg4_x: .byte 30
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slugg4_y: .byte 30
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slugg4_dir: .byte $ff
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slugg4_gait: .byte 0
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slugg4_falling: .byte 0
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slugg5_out: .byte 1
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slugg5_attack: .byte 0
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slugg5_dying: .byte 0
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slugg5_x: .byte 30
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slugg5_y: .byte 30
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slugg5_dir: .byte $ff
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slugg5_gait: .byte 0
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slugg5_falling: .byte 0
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slugg6_out: .byte 1
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slugg6_attack: .byte 0
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slugg6_dying: .byte 0
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slugg6_x: .byte 30
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slugg6_y: .byte 2
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slugg6_dir: .byte $ff
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slugg6_gait: .byte 0
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slugg6_falling: .byte 0
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slugg7_out: .byte 1
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slugg7_attack: .byte 0
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slugg7_dying: .byte 0
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slugg7_x: .byte 30
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slugg7_y: .byte 2
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slugg7_dir: .byte $ff
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slugg7_gait: .byte 0
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slugg7_falling: .byte 0
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;========================
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; Init the slug creatures
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;========================
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init_slugs:
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ldx #0
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init_slug_loop:
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; Mark slug as out and alive
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lda #1
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sta slugg0_out,X
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; Mark slug as not attacking or dying
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lda #0
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sta slugg0_attack,X
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sta slugg0_dying,X
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; Point the slug in the correct direction (left in this case)
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lda #$ff
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sta slugg0_dir,X
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; Randomly pick an X value to appear at
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jsr random16
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lda SEEDL
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and #$1f
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clc
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adc #8 ; appear from x = 8..32
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cmp #32
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bcc slugx_not_too_high ; blt
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lsr ; div by two if too large
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slugx_not_too_high:
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sta slugg0_x,X
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; Make the slug movement random so they don't all move in sync
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jsr random16
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lda SEEDL
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sta slugg0_gait,X
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; incrememnt struct pointer until all are initialized
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clc
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txa
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adc #SLUG_STRUCT_SIZE
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tax
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cpx #(SLUG_STRUCT_SIZE*8)
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bne init_slug_loop
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; FIXME: originally forced some spacing between them
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rts
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;========================
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; Draw the slug creatures
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;========================
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draw_slugs:
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ds_smc1:
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ldx #0 ; loop through all. self-modify
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stx WHICH_SLUG
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draw_slugs_loop:
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ldx WHICH_SLUG
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lda slugg0_out,X
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bne check_kicked ; don't draw if not there
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jmp slug_done
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check_kicked:
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lda slugg0_out,X ; only kick if normal
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cmp #1
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bne check_attack
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lda slugg0_y,X ; only kick if on ground
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cmp #30
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bne check_attack
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;==================
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; see if kicked
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lda PHYSICIST_STATE
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cmp #P_KICKING
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bne check_attack
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lda PHYSICIST_X
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sec
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sbc slugg0_x,X ; -4 to +4
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clc
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adc #4
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and #$f8
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bne not_kicked
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kicked:
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lda #2
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sta slugg0_out,X
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lda #10
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sta slugg0_dying,X
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lda DIRECTION
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sta slugg0_dir,X
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not_kicked:
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check_attack:
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;==================
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; see if attack
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lda slugg0_out,X ; only attack if out
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cmp #1
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bne no_attack
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lda slugg0_y,X ; only attack if on ground
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cmp #30
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bne no_attack
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lda PHYSICIST_Y ; only attack if physicist on ground
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cmp #22
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bne no_attack
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lda PHYSICIST_X
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sec
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sbc slugg0_x,X ; -2 to +2
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clc
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adc #2
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and #$fc
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bne no_attack
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attack:
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;=================
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; start an attack
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lda #1
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sta slugg0_attack,X
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lda PHYSICIST_STATE ; don't re-attack if already dead
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cmp #P_COLLAPSING
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beq no_attack
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lda #P_COLLAPSING ; start collapsing
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sta PHYSICIST_STATE
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lda #0
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sta GAIT
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stx WHICH_SLUG
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jsr slug_cutscene
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ldx WHICH_SLUG
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no_attack:
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inc slugg0_gait,X ; increment slug gait counter
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lda slugg0_gait,X ; only move every 64 frames
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and #$3f
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cmp #$00
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bne slug_no_move
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slug_move:
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lda slugg0_x,X
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clc
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adc slugg0_dir,X
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sta slugg0_x,X
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slug_check_right:
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cmp #37
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bne slug_check_left
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jmp remove_slug
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slug_check_left:
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cmp #0
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bne slug_no_move
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jmp remove_slug
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slug_no_move:
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;===============================
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;===============================
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; DRAW SLUG
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;===============================
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;===============================
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;==============
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; if exploding
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;==============
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lda slugg0_dying,X
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beq check_draw_attacking
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slug_exploding:
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stx WHICH_SLUG
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tax ; urgh can't forget tax
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lda slug_die_progression,X
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sta INL
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lda slug_die_progression+1,X
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sta INH
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ldx WHICH_SLUG
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bit SPEAKER
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lda FRAMEL
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and #$f
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bne no_progress
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bit SPEAKER
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dec slugg0_dying,X
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dec slugg0_dying,X
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bne no_progress
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jmp remove_slug
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no_progress:
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jmp slug_selected
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;==============
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; if attacking
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;==============
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check_draw_attacking:
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lda slugg0_attack,X
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beq check_slug_ceiling
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slug_attacking:
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lda slugg0_gait,X
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stx WHICH_SLUG
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and #$70
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lsr
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lsr
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lsr
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tax
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lda slug_attack_progression,X
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sta INL
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lda slug_attack_progression+1,X
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sta INH
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ldx WHICH_SLUG
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jmp slug_selected
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;==============
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; if on ceiling
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;==============
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check_slug_ceiling:
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lda slugg0_y,X
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cmp #30
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beq slug_normal
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slug_ceiling:
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lda slugg0_gait,X
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and #$20
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beq slug_ceiling_squinched
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slug_ceiling_flat:
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lda #<slug_ceiling1
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sta INL
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lda #>slug_ceiling1
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sta INH
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bne slug_selected
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slug_ceiling_squinched:
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lda #<slug_ceiling2
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sta INL
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lda #>slug_ceiling2
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sta INH
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jmp slug_selected
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;==============
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; if normal
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;==============
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slug_normal:
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lda slugg0_gait,X
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and #$20
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beq slug_squinched
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slug_flat:
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lda #<slug1
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sta INL
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lda #>slug1
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sta INH
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bne slug_selected
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slug_squinched:
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lda #<slug2
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sta INL
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lda #>slug2
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sta INH
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;================
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; end slug normal
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;================
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slug_selected:
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lda slugg0_x,X
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sta XPOS
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lda slugg0_y,X
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sec
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sbc EARTH_OFFSET
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sta YPOS
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lda slugg0_dir,X
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stx WHICH_SLUG
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bmi slug_right
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slug_left:
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jsr put_sprite
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jmp slug_done
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slug_right:
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jsr put_sprite_flipped
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slug_done:
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lda WHICH_SLUG
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clc
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adc #SLUG_STRUCT_SIZE
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tax
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stx WHICH_SLUG
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ds_smc2:
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cpx #(3*SLUG_STRUCT_SIZE)
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beq slug_exit
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jmp draw_slugs_loop
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slug_exit:
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rts
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remove_slug:
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lda #0
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sta slugg0_out,X
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jmp slug_done
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