mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-19 12:32:35 +00:00
615 lines
8.7 KiB
ArmAsm
615 lines
8.7 KiB
ArmAsm
; Mist
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; a version of Myst?
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; (yes there's a subtle German joke here)
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; by deater (Vince Weaver) <vince@deater.net>
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; Zero Page
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.include "zp.inc"
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.include "hardware.inc"
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mist_start:
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;===================
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; init screen
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jsr TEXT
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jsr HOME
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bit KEYRESET
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bit SET_GR
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bit PAGE0
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bit LORES
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bit FULLGR
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lda #0
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sta DRAW_PAGE
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; init cursor
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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;=================
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; init vars
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; FIXME: we could be re-called from other books
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; so don't set location here
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lda #0
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sta LOCATION
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lda #0
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sta DIRECTION
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lda LOCATION
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bne not_first_time
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; first time init
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lda #0
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sta CLOCK_MINUTE
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sta CLOCK_HOUR
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jsr clock_inside_reset
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lda #0
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sta GEAR_OPEN
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not_first_time:
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; set up initial location
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jsr change_location
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lda #1
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sta CURSOR_VISIBLE ; visible at first
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game_loop:
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;=================
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; reset things
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;=================
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lda #0
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sta IN_SPECIAL
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sta IN_RIGHT
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sta IN_LEFT
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;====================================
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; copy background to current page
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;====================================
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jsr gr_copy_to_current
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;====================================
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; handle special-case forground logic
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;====================================
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lda GEAR_OPEN
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beq not_gear_related
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jsr check_gear_delete
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not_gear_related:
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lda LOCATION
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cmp #25 ; clock puzzle
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beq location_clock
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cmp #27
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beq location_inside_clock
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bne nothing_special
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location_clock:
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jsr draw_clock_face
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jmp nothing_special
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location_inside_clock:
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jsr draw_clock_inside
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jmp nothing_special
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nothing_special:
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;====================================
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; draw pointer
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;====================================
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lda CURSOR_VISIBLE
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bne draw_pointer
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jmp no_draw_pointer
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draw_pointer:
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lda CURSOR_X
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sta XPOS
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lda CURSOR_Y
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sta YPOS
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; see if inside special region
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ldy #LOCATION_SPECIAL_EXIT
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lda (LOCATION_STRUCT_L),Y
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bmi finger_not_special ; if $ff not special
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cmp DIRECTION
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bne finger_not_special ; only special if facing right way
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; see if X1 < X < X2
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lda CURSOR_X
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ldy #LOCATION_SPECIAL_X1
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cmp (LOCATION_STRUCT_L),Y
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bcc finger_not_special ; blt
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ldy #LOCATION_SPECIAL_X2
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cmp (LOCATION_STRUCT_L),Y
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bcs finger_not_special ; bge
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; see if Y1 < Y < Y2
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lda CURSOR_Y
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ldy #LOCATION_SPECIAL_Y1
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cmp (LOCATION_STRUCT_L),Y
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bcc finger_not_special ; blt
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ldy #LOCATION_SPECIAL_Y2
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cmp (LOCATION_STRUCT_L),Y
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bcs finger_not_special ; bge
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; we made it this far, we are special
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finger_grab:
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lda #1
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sta IN_SPECIAL
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lda #<finger_grab_sprite
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sta INL
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lda #>finger_grab_sprite
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jmp finger_draw
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finger_not_special:
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; check for left/right
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lda CURSOR_X
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cmp #7
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bcc check_cursor_left ; blt
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cmp #33
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bcs check_cursor_right ; bge
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; otherwise, finger_point
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finger_point:
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lda #<finger_point_sprite
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sta INL
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lda #>finger_point_sprite
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jmp finger_draw
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check_cursor_left:
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ldy #LOCATION_BGS
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lda (LOCATION_STRUCT_L),Y
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check_left_north:
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ldy DIRECTION
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cpy #DIRECTION_N
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bne check_left_south
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handle_left_north:
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; check if west exists
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and #BG_WEST
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beq finger_point
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bne finger_left
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check_left_south:
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cpy #DIRECTION_S
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bne check_left_east
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handle_left_south:
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; check if east exists
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and #BG_EAST
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beq finger_point
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bne finger_left
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check_left_east:
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cpy #DIRECTION_E
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bne check_left_west
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handle_left_east:
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; check if north exists
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and #BG_NORTH
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beq finger_point
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bne finger_left
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check_left_west:
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; we should be only option left
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handle_left_west:
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; check if south exists
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and #BG_SOUTH
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beq finger_point
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bne finger_left
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check_cursor_right:
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ldy #LOCATION_BGS
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lda (LOCATION_STRUCT_L),Y
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check_right_north:
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ldy DIRECTION
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cpy #DIRECTION_N
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bne check_right_south
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handle_right_north:
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; check if east exists
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and #BG_EAST
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beq finger_point
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bne finger_right
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check_right_south:
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cpy #DIRECTION_S
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bne check_right_east
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handle_right_south:
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; check if west exists
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and #BG_WEST
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beq finger_point
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bne finger_right
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check_right_east:
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cpy #DIRECTION_E
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bne check_right_west
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handle_right_east:
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; check if south exists
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and #BG_SOUTH
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beq finger_point
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bne finger_right
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check_right_west:
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; we should be only option left
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handle_right_west:
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; check if north exists
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and #BG_NORTH
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beq finger_point
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bne finger_right
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finger_left:
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lda #1
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sta IN_LEFT
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lda #<finger_left_sprite
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sta INL
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lda #>finger_left_sprite
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jmp finger_draw
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finger_right:
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lda #1
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sta IN_RIGHT
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lda #<finger_right_sprite
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sta INL
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lda #>finger_right_sprite
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jmp finger_draw
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finger_draw:
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sta INH
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jsr put_sprite_crop
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no_draw_pointer:
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; handle keypress/joystick
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;====================================
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jsr handle_keypress
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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jmp game_loop
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;==============================
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; Handle Keypress
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;==============================
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handle_keypress:
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lda KEYPRESS
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bmi keypress
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jmp no_keypress
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keypress:
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and #$7f ; clear high bit
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check_left:
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cmp #'A'
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beq left_pressed
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cmp #8 ; left key
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bne check_right
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left_pressed:
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dec CURSOR_X
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jmp done_keypress
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check_right:
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cmp #'D'
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beq right_pressed
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cmp #$15 ; right key
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bne check_up
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right_pressed:
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inc CURSOR_X
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jmp done_keypress
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check_up:
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cmp #'W'
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beq up_pressed
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cmp #$0B ; up key
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bne check_down
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up_pressed:
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dec CURSOR_Y
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dec CURSOR_Y
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jmp done_keypress
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check_down:
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cmp #'S'
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beq down_pressed
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cmp #$0A
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bne check_return
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down_pressed:
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inc CURSOR_Y
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inc CURSOR_Y
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jmp done_keypress
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check_return:
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cmp #' '
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beq return_pressed
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cmp #13
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bne done_keypress
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return_pressed:
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lda IN_SPECIAL
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beq not_special_return
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special_return:
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jsr handle_special
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; special case, don't make cursor visible
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jmp no_keypress
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not_special_return:
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lda IN_RIGHT
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beq not_right_return
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right_return:
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jsr turn_right
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jmp no_keypress
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not_right_return:
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lda IN_LEFT
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beq not_left_return
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left_return:
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jsr turn_left
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jmp no_keypress
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not_left_return:
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jsr go_forward
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jmp no_keypress
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done_keypress:
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lda #1 ; make cursor visible
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sta CURSOR_VISIBLE
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no_keypress:
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bit KEYRESET
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rts
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;============================
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; handle_special
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;===========================
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; set up jump table fakery
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handle_special:
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ldy #LOCATION_SPECIAL_FUNC+1
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lda (LOCATION_STRUCT_L),Y
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pha
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dey
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lda (LOCATION_STRUCT_L),Y
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pha
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rts
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;=============================
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; change direction
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;=============================
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change_direction:
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; load background
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lda DIRECTION
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asl
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clc
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adc #LOCATION_NORTH_BG
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tay
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_LO
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iny
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lda (LOCATION_STRUCT_L),Y
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sta LZSA_SRC_HI
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast
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rts
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;=============================
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; change location
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;=============================
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change_location:
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; reset pointer to not visible, centered
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lda #0
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sta CURSOR_VISIBLE
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lda #20
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sta CURSOR_X
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sta CURSOR_Y
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lda LOCATION
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asl
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tay
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lda locations,Y
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sta LOCATION_STRUCT_L
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lda locations+1,Y
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sta LOCATION_STRUCT_H
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jsr change_direction
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rts
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;==========================
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; go forward
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;===========================
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go_forward:
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; update new location
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lda DIRECTION
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clc
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adc #LOCATION_NORTH_EXIT
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tay
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lda (LOCATION_STRUCT_L),Y
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cmp #$ff
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beq cant_go_forward
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sta LOCATION
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; update new direction
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lda DIRECTION
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clc
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adc #LOCATION_NORTH_EXIT_DIR
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tay
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lda (LOCATION_STRUCT_L),Y
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sta DIRECTION
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jsr change_location
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cant_go_forward:
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rts
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;==========================
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; turn left
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;===========================
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turn_left:
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lda DIRECTION
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cmp #DIRECTION_N
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beq go_west
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cmp #DIRECTION_W
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beq go_south
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cmp #DIRECTION_S
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beq go_east
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bne go_north
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;==========================
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; turn right
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;===========================
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turn_right:
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lda DIRECTION
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cmp #DIRECTION_N
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beq go_east
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cmp #DIRECTION_E
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beq go_south
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cmp #DIRECTION_S
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beq go_west
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bne go_north
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go_north:
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lda #DIRECTION_N
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jmp done_turning
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go_east:
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lda #DIRECTION_E
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jmp done_turning
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go_south:
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lda #DIRECTION_S
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jmp done_turning
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go_west:
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lda #DIRECTION_W
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jmp done_turning
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done_turning:
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sta DIRECTION
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jsr change_direction
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rts
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exit_level:
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rts
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;==========================
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; includes
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;==========================
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.include "gr_copy.s"
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.include "gr_offsets.s"
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.include "gr_pageflip.s"
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.include "gr_putsprite_crop.s"
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.include "text_print.s"
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.include "gr_fast_clear.s"
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.include "decompress_fast_v2.s"
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.include "audio.s"
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.include "graphics_island/mist_graphics.inc"
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; puzzles
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.include "clock_bridge_puzzle.s"
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.include "marker_switch.s"
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.include "brother_books.s"
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; linking books
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.include "link_book_mist.s"
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; letters
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.include "letter_cat.s"
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.include "common_sprites.inc"
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.include "leveldata_island.inc"
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;.align $100
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audio_red_page:
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.incbin "audio/red_page.btc"
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audio_link_noise:
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.incbin "audio/link_noise.btc"
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