mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 15:29:34 +00:00
958608cde0
had to pitch some of the sounds up, not sure if this was the best idea
699 lines
10 KiB
ArmAsm
699 lines
10 KiB
ArmAsm
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; Peasant's Quest Ending
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; The credits scenes
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; by Vince `deater` Weaver vince@deater.net
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.include "../hardware.inc"
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.include "../zp.inc"
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.include "../qload.inc"
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.include "../music/music.inc"
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ending:
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jsr hgr_make_tables
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jsr hgr2
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lda #0
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sta FRAME
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; update score
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jsr update_score
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;=====================
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; re-start music
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;=====================
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; only if mockingboard enabled
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq skip_end_music
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; re-load intro theme from disk
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lda $C083
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lda $C083
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; actually load it
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lda #LOAD_MUSIC
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sta WHICH_LOAD
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jsr load_file
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lda #0
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sta DONE_PLAYING
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lda #1
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sta LOOP
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jsr mockingboard_init
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jsr reset_ay_both
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jsr mockingboard_setup_interrupt
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; lda #$09 ; don't end after 4
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; sta PT3_LOC+$C9+$4
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; 2??
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; lda #$3 ; set LOOP to 2
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; sta PT3_LOC+$66
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jsr pt3_init_song
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cli
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skip_end_music:
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;=====================
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;=====================
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; boat scene
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;=====================
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;=====================
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boat:
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lda #<lake_e_boat_zx02
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sta zx_src_l+1
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lda #>lake_e_boat_zx02
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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jsr update_top
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; draw rectangle
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lda #$80 ; color is black2
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sta VGI_RCOLOR
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lda #12
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sta VGI_RX1
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lda #98
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sta VGI_RY1
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lda #202
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sta VGI_RXRUN
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lda #20
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #214
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sta VGI_RX1
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lda #98
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sta VGI_RY1
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lda #45
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sta VGI_RXRUN
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lda #20
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #<boat_string
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sta OUTL
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lda #>boat_string
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sta OUTH
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jsr disp_put_string
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;======================
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; animate catching fish
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lda #1
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sta CURSOR_X
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lda #52
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sta CURSOR_Y
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lda #0
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sta BABY_COUNT
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boat_loop:
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; play sound effect
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lda BABY_COUNT
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cmp #7
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bcc no_sound
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cmp #11
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bcs no_sound
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cmp #10
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beq bloop
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click:
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lda #NOTE_C4
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sta speaker_frequency
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lda #6
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sta speaker_duration
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jsr speaker_tone
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jmp no_sound
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bloop:
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lda #10
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sta speaker_duration
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lda #NOTE_C5
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sta speaker_frequency
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jsr speaker_tone
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lda #10
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sta speaker_duration
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lda #NOTE_D5
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sta speaker_frequency
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jsr speaker_tone
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lda #10
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sta speaker_duration
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lda #NOTE_E5
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sta speaker_frequency
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jsr speaker_tone
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lda #10
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sta speaker_duration
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lda #NOTE_D5
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sta speaker_frequency
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jsr speaker_tone
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lda #10
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sta speaker_duration
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lda #NOTE_C5
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sta speaker_frequency
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jsr speaker_tone
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jmp no_sound
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no_sound:
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ldy BABY_COUNT
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lda boat_progress_l,Y
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sta INL
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lda boat_progress_h,Y
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sta INH
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jsr hgr_draw_sprite
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lda #4
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jsr wait_a_bit
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; jsr wait_until_keypress
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inc BABY_COUNT
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lda BABY_COUNT
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cmp #14
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bne boat_loop
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;=======================
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;=======================
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; waterfall
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;=======================
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;=======================
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waterfall:
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lda #0
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sta FRAME
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lda #<waterfall_zx02
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sta zx_src_l+1
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lda #>waterfall_zx02
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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jsr update_top
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; draw rectangle
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lda #$80 ; color is black2
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sta VGI_RCOLOR
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lda #44
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sta VGI_RX1
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lda #48
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sta VGI_RY1
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lda #192
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sta VGI_RXRUN
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lda #20
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #<waterfall_string
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sta OUTL
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lda #>waterfall_string
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sta OUTH
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jsr disp_put_string
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;=========================
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; animate baby
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ldx #0
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stx BABY_COUNT
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lda #14
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sta h1414_smc_len+1
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; initial bg save
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lda #0
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sta CURSOR_X
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sta CURSOR_Y
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jsr save_bg_14x14
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baby_loop:
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;====================
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; also animate waterfall
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lda CURSOR_X
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pha
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lda CURSOR_Y
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pha
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lda #36
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sta CURSOR_X
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lda #93
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sta CURSOR_Y
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lda FRAME
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and #$4
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beq do_foam1
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do_foam0:
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lda #<foam0
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sta INL
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lda #>foam0
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jmp do_foam
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do_foam1:
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lda #<foam1
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sta INL
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lda #>foam1
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do_foam:
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sta INH
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jsr hgr_draw_sprite
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pla
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sta CURSOR_Y
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pla
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sta CURSOR_X
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;====================
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; actually draw baby
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ldx BABY_COUNT
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lda baby_progress,X
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bmi done_baby
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cmp FRAME
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bne same_baby
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lda BABY_COUNT
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clc
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adc #4 ; point to next
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sta BABY_COUNT
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; make sprite length smaller after fall
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lda FRAME
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cmp #41
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bcs same_baby
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lda #8
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sta h1414_smc_len+1
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same_baby:
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jsr restore_bg_14x14
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ldx BABY_COUNT
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lda baby_progress+2,X
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sta CURSOR_X
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lda baby_progress+3,X
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sta CURSOR_Y
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; save background so we can restore when move
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jsr save_bg_14x14
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ldx BABY_COUNT
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lda baby_progress+1,X
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bmi no_draw_baby
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tax
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lda baby_pointers_l,X
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sta INL
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lda baby_pointers_h,X
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sta INH
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jsr hgr_draw_sprite_14x14
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no_draw_baby:
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lda #150
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jsr wait
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inc FRAME
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jmp baby_loop
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done_baby:
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;
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;===========================
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; jsr wait_until_keypress
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;=========================
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;=========================
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; jhonka
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;=========================
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;=========================
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jhonka:
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lda #<jhonka_zx02
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sta zx_src_l+1
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lda #>jhonka_zx02
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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jsr update_top
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; draw rectangle
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lda #$80 ; color is black2
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sta VGI_RCOLOR
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lda #44
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sta VGI_RX1
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lda #58
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sta VGI_RY1
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lda #180
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sta VGI_RXRUN
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lda #12
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #<jhonka_string
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sta OUTL
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lda #>jhonka_string
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sta OUTH
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jsr disp_put_string
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;=================
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; animate jhonka
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; repeats 12 times
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lda #19
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sta CURSOR_X
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lda #83
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sta CURSOR_Y
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lda #13
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sta BABY_COUNT
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animation_loop:
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lda #<jhonka1
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sta INL
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lda #>jhonka1
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sta INH
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jsr hgr_draw_sprite
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lda #2
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jsr wait_a_bit
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lda #<jhonka2
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sta INL
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lda #>jhonka2
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sta INH
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jsr hgr_draw_sprite
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lda #2
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jsr wait_a_bit
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dec BABY_COUNT
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bne animation_loop
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;========================
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;========================
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; cottage
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;========================
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;========================
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cottage:
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lda #<cottage_zx02
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sta zx_src_l+1
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lda #>cottage_zx02
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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jsr update_top
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; draw rectangle
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lda #$80 ; color is black2
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sta VGI_RCOLOR
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lda #40
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sta VGI_RX1
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lda #48
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sta VGI_RY1
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lda #192
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sta VGI_RXRUN
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lda #32
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #<cottage_string
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sta OUTL
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lda #>cottage_string
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sta OUTH
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jsr disp_put_string
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lda #42
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jsr wait_a_bit
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;====================
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; second message
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lda #11
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sta VGI_RX1
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lda #48
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sta VGI_RY1
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lda #192
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sta VGI_RXRUN
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lda #32
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #203
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sta VGI_RX1
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lda #48
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sta VGI_RY1
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lda #60
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sta VGI_RXRUN
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lda #32
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sta VGI_RYRUN
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jsr vgi_simple_rectangle
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lda #<cottage_string2
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sta OUTL
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lda #>cottage_string2
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sta OUTH
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jsr disp_put_string
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lda #42
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jsr wait_a_bit
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;========================
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;========================
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; final screen
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;========================
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;========================
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final_screen:
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lda #<the_end_zx02
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sta zx_src_l+1
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lda #>the_end_zx02
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sta zx_src_h+1
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lda #$40
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jsr zx02_full_decomp
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jsr update_top
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jsr wait_until_keypress
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game_over:
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; stop music
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lda SOUND_STATUS
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and #SOUND_MOCKINGBOARD
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beq stuck_forever
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sei
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jsr clear_ay_both
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stuck_forever:
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jmp stuck_forever
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.include "../hgr_2x14_sprite_mask.s"
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.include "../hgr_sprite.s"
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.include "../wait.s"
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.include "../wait_a_bit.s"
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.include "../redbook_sound.inc"
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.include "graphics_end/ending_graphics.inc"
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.include "sprites/ending_sprites.inc"
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boat_string:
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.byte 2,100
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.byte " Peasant's Quest",13
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.byte "Written by Matt, Jonathan, and Mike",0
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waterfall_string:
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.byte 7,50
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.byte " Programmed by Jonathan",13
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.byte "Apple ][ support by Deater",0
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jhonka_string:
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.byte 7,60
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.byte "Graphics by Mike and Matt",0
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cottage_string:
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.byte 6,50
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.byte " Quality Assurance Types:",13
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.byte " Neal Stamper,",13
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.byte "Don Chapman, and John Radle",0
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cottage_string2:
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.byte 2,58
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.byte "Nice work on winning and everything.",0
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baby_pointers_l:
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.byte <baby0_sprite ; head left
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.byte <baby1_sprite ; head down
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.byte <baby2_sprite ; head right
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.byte <baby3_sprite ; head up
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.byte <baby4_sprite ; splash head
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.byte <baby5_sprite ; splash ring
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.byte <baby6_sprite ; baby ring
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.byte <baby7_sprite ; baby ring2
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.byte <baby8_sprite ; baby ring3
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.byte <baby9_sprite ; baby high
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.byte <baby10_sprite ; baby low
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baby_pointers_h:
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.byte >baby0_sprite
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.byte >baby1_sprite
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.byte >baby2_sprite
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.byte >baby3_sprite
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.byte >baby4_sprite
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.byte >baby5_sprite
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.byte >baby6_sprite
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.byte >baby7_sprite
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.byte >baby8_sprite
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.byte >baby9_sprite
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.byte >baby10_sprite
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baby_progress:
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.byte 18, $FF, 0, 0 ; nothing at first?
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.byte 20, 2, 37, 44 ; frame 28, head right 266,53
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.byte 22, 3, 37, 50 ; frame 30, head up 266,53
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.byte 24, 0, 37, 56 ; frame 32, head left 266,53
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.byte 26, 1, 37, 61 ; frame 34, head down 266,53
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.byte 28, 2, 37, 67 ; frame 36, head right, 266,56
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.byte 30, 3, 37, 73 ; frame 38, head up, 266,73
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.byte 32, 0, 37, 79 ; frame 40, head left, 259,79
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.byte 34, 1, 37, 85 ; frame 42, head down, 259,85
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.byte 36, 2, 37, 97 ; frame 44, head right, 259,97
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.byte 38, 3, 37, 98 ; frame 46, head up, 259, 98
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.byte 41, 4, 37, 113 ; frame 48, baby in water, 259, 113
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.byte 42, 5, 37, 113 ; frame 51, splash
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.byte 56, $FF, 37, 113 ; frame 52, nothing
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.byte 58, 5, 34, 120 ; frame 66, splash, 238,120
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.byte 60, 6, 34, 120 ; frame 68, head coming out 238,120
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.byte 65, 7, 34, 120 ; frame 70, head more out 238,120
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.byte 67, 8, 34, 121 ; frame 75, head down, 238,120
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.byte 71, 9, 33, 122 ; frame 77, frame 79, moving left same
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.byte 75, 10,32, 122 ; frame 81, frame 83, moving left up
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.byte 79, 9, 31, 123 ; 12 frames up
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.byte 83, 10,30, 123
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.byte 87, 9, 29, 124
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.byte 91,10,28, 124
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.byte 95,9, 27, 125
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.byte 99,10,26, 125
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.byte 103,9, 25, 126
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.byte 107,10,24, 126
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.byte 111,9, 23, 127
|
|
.byte 115,10,22, 127 ; 154,127 end
|
|
.byte 119,9, 21, 128 ; 154,127 end
|
|
.byte 123,10,20, 128 ; 154,127 end
|
|
.byte $FF,$FF,0,0
|
|
|
|
|
|
boat_progress_l:
|
|
.byte <boat0,<boat1
|
|
.byte <boat0,<boat1
|
|
.byte <boat0,<boat1
|
|
.byte <boat2,<boat3,<boat3
|
|
.byte <boat4,<boat5,<boat6,<boat7,<boat7
|
|
|
|
boat_progress_h:
|
|
.byte >boat0,>boat1
|
|
.byte >boat0,>boat1
|
|
.byte >boat0,>boat1
|
|
.byte >boat2,>boat3,>boat3
|
|
.byte >boat4,>boat5,>boat6,>boat7,>boat7
|
|
|
|
|
|
update_top:
|
|
; put peasant text
|
|
|
|
lda #<peasant_text
|
|
sta OUTL
|
|
lda #>peasant_text
|
|
sta OUTH
|
|
|
|
jsr hgr_put_string
|
|
|
|
; put score
|
|
|
|
jsr print_score
|
|
|
|
rts
|