mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-27 02:31:00 +00:00
495 lines
8.0 KiB
ArmAsm
495 lines
8.0 KiB
ArmAsm
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;======================================
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; handle keypress
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;======================================
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; A or <- : start moving left
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; D or -> : start moving right
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; W or up : jump or elevator/transporter up
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; S or down : crouch or pickup or elevator/transporter down
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; L : charge gun
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; space : action
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; escape : quit
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; if left: if running right, walk right
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; if walk right, stand right
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; if stand right, stand left
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; if stand left, walk left
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; if walk left, run left
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; if up: if crouching, stand up
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; if standing, jump
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; if walking, jump
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; if running, run-jump
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; if down: if standing, crouch
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; if walking, crouch
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; if if running, slide-crouch
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handle_keypress:
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lda ASTRONAUT_STATE
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bmi no_keypress ; ignore keypress if dying/action
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dec KEY_COUNTDOWN
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lda KEY_COUNTDOWN
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bne done_keycount
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ldy #0
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lda (KEYPTRL),Y
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pha
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iny
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lda (KEYPTRL),Y
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sta KEY_COUNTDOWN
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clc
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lda KEYPTRL
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adc #2
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sta KEYPTRL
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lda #0
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adc KEYPTRH
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sta KEYPTRH
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pla ; restore keypress
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jmp keypress
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.if 0
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lda KEYPRESS ; 4
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bmi keypress ; 3
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.endif
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no_keypress:
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bit KEYRESET ; clear
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; avoid keeping old keys around
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done_keycount:
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rts ; nothing pressed, return
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keypress:
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; -1
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and #$7f ; clear high bit
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;======================
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; check escape
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check_quit:
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cmp #27 ; quit if ESCAPE pressed
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bne check_left
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;=====================
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; QUIT
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;=====================
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quit:
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lda #$ff ; could just dec
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sta GAME_OVER
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rts
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;======================
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; check left
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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 arrow
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bne check_right
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;====================
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;====================
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; Left/A Pressed
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;====================
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;====================
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left_pressed:
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inc GUN_FIRE ; fire gun if charging
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; left==0
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lda DIRECTION ; if facing right, turn to face left
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bne left_going_right
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left_going_left:
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lda ASTRONAUT_STATE
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cmp #P_STANDING
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beq walk_left
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cmp #P_SHOOTING
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beq walk_left
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cmp #P_WALKING
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beq run_left
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and #STATE_CROUCHING
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bne stand_left
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;=============================
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; already running, do nothing?
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jmp done_keypress
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left_going_right:
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lda ASTRONAUT_STATE
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cmp #P_RUNNING
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beq walk_right
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cmp #P_WALKING
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beq stand_right
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cmp #P_STANDING
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beq stand_left
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cmp #P_SHOOTING
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beq stand_left
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and #STATE_CROUCHING
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bne stand_left
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;===========================
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; otherwise?
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jmp done_keypress
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;========================
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; check for right pressed
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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
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bne check_up
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;===================
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;===================
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; Right/D Pressed
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;===================
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;===================
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right_pressed:
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inc GUN_FIRE ; fire if charging
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; right==1
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lda DIRECTION ; if facing left, turn to face right
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beq right_going_left
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right_going_right:
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lda ASTRONAUT_STATE
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cmp #P_STANDING
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beq walk_right
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cmp #P_SHOOTING
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beq walk_right
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cmp #P_WALKING
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beq run_right
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and #STATE_CROUCHING
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bne stand_right
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;=============================
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; already running, do nothing?
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jmp done_keypress
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right_going_left:
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lda ASTRONAUT_STATE
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cmp #P_RUNNING
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beq walk_left
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cmp #P_WALKING
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beq stand_left
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cmp #P_STANDING
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beq stand_right
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cmp #P_SHOOTING
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beq stand_right
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and #STATE_CROUCHING
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bne stand_right
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;===========================
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; otherwise?
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jmp done_keypress
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;=====================
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; Left, direction=0
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; Right, direction=1
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stand_left:
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lda #0 ; left
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sta DIRECTION
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sta GAIT
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lda #P_STANDING
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beq update_state
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walk_left:
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lda #P_WALKING
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bne update_state
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run_left:
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lda #P_RUNNING
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bne update_state
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stand_right:
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lda #0
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sta GAIT
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lda #1 ; just inc DIRECTION?
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sta DIRECTION
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lda #P_STANDING
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beq update_state
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walk_right:
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lda #P_WALKING
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bne update_state
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run_right:
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lda #P_RUNNING
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bne update_state
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update_state:
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sta ASTRONAUT_STATE
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jmp done_keypress
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;=====================
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; check up
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check_up:
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cmp #'W'
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beq up
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cmp #$0B
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bne check_down
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up:
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;=============================
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;=============================
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; Up/W Pressed -- Jump, Get up
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;=============================
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;=============================
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lda ASTRONAUT_STATE ; shoot if charging
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cmp #P_CROUCH_SHOOTING
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beq up_no_fire
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inc GUN_FIRE
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up_no_fire:
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lda ON_ELEVATOR
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beq up_not_elevator
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up_on_elevator:
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lda #P_ELEVATING_UP
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jmp change_state_clear_gait
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up_not_elevator:
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lda ASTRONAUT_STATE
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cmp #P_CROUCHING
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beq stand_up
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cmp #P_CROUCH_SHOOTING
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beq stand_up_shoot
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cmp #P_RUNNING
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beq run_jump
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up_jump:
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lda #P_JUMPING
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jmp change_state_clear_gait
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run_jump:
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lda #P_JUMPING|STATE_RUNNING
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jmp change_state_clear_gait
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stand_up:
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lda #P_STANDING
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jmp change_state_clear_gait
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stand_up_shoot:
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lda #P_SHOOTING
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jmp change_state_clear_gait
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;==========================
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check_down:
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cmp #'S'
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beq down
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cmp #$0A
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bne check_gun
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;==========================
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;==========================
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; Down/S Pressed -- Crouch
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;==========================
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;==========================
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down:
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lda ASTRONAUT_STATE ; shoot if charging
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cmp #P_SHOOTING
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beq down_no_fire
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inc GUN_FIRE
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down_no_fire:
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lda ON_ELEVATOR
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beq down_not_elevator
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down_on_elevator:
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lda #P_ELEVATING_DOWN
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jmp change_state_clear_gait
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down_not_elevator:
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lda ASTRONAUT_STATE
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cmp #P_SHOOTING
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bne start_crouch
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start_crouch_shoot:
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and #STATE_RUNNING
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ora #P_CROUCH_SHOOTING
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jmp change_state_clear_gait
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start_crouch:
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and #STATE_RUNNING
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beq start_crouch_norun
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ldx #4 ; slide a bit
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stx GAIT
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ora #P_CROUCHING
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sta ASTRONAUT_STATE
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jmp done_keypress
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start_crouch_norun:
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ora #P_CROUCHING
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jmp change_state_clear_gait
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;==========================
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check_gun:
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cmp #'L'
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bne check_space
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;======================
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; 'L' to charge gun
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;======================
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charge_gun:
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lda HAVE_GUN ; only if have gun
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beq done_keypress
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lda GUN_STATE
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beq not_already_firing
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inc GUN_FIRE ; if charging, fire
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jmp done_keypress
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not_already_firing:
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inc GUN_STATE
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lda ASTRONAUT_STATE
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and #STATE_CROUCHING
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beq crouch_charge
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ldy #P_CROUCH_SHOOTING
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bne crouch_charge_go ; bra
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crouch_charge:
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ldy #P_SHOOTING
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crouch_charge_go:
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sty ASTRONAUT_STATE
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jmp shoot
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check_space:
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cmp #' '
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beq space
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; cmp #$15 ; ascii 21=??
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jmp unknown
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;======================
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; SPACE -- Kick or shoot
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;======================
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space:
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lda HAVE_GUN
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beq kick
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; shoot pressed
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inc GUN_FIRE ; if charging, shoot
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shoot:
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lda ASTRONAUT_STATE ; if in stance, then shoot
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cmp #P_SHOOTING
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beq in_position
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cmp #P_CROUCH_SHOOTING
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bne no_stance
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in_position:
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lda #1
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sta LASER_OUT
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jmp done_keypress
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no_stance:
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and #STATE_CROUCHING
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beq stand_stance
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crouch_stance:
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lda #P_CROUCH_SHOOTING
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jmp change_state_clear_gait
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stand_stance:
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lda #P_SHOOTING
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jmp change_state_clear_gait
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kick:
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bit ASTRONAUT_STATE ; crouching state in V now
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bvc kick_standing
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lda #P_CROUCH_KICKING
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jmp kick_final
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kick_standing:
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lda #P_KICKING
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kick_final:
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sta ASTRONAUT_STATE
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lda #15
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sta GAIT
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unknown:
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done_keypress:
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bit KEYRESET ; clear the keyboard strobe ; 4
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rts ; 6
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change_state_clear_gait:
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sta ASTRONAUT_STATE
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lda #0
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sta GAIT
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jmp done_keypress
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starbase_keypresses:
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; in room 0
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; already charging, so do nothing
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.byte '.',80 ; start charging laser, wait 180
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.byte 'L',10 ; release, blasting door, wait 2
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.byte 'D',20 ; walk right
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.byte 'D',135 ; run right until we hit door
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.byte 'A',2 ; walk left ; turn
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.byte 'A',50 ; walk left ; walk left
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.byte 'D',2 ; stop
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.byte 'D',2 ; turn right
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.byte 'S',20 ; duck
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.byte 'L',180 ; start charging
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.byte 'L',20 ; shoot ;blow up door
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.byte 'D',2 ; stand
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; in room 1
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.byte 'D',10 ; walk right
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.byte 'D',64 ; run right
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.byte 'S',20 ; duck
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.byte 'L',50 ; start charging
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.byte 'L',20 ; make shield
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.byte 'L',180 ; start charging
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.byte 'L',20 ; shoot
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.byte ' ',50 ; shoot ; alien dead
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.byte 'D',50 ; stand
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.byte 'D',5 ; walk right
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.byte 'D',20 ; run right
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.byte 'W',50 ; run/jump right
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; in room 2
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.byte 'W',50 ; run/jump right
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.byte 'D',70 ; continue right
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; in room3
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.byte 'S',50 ; duck
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.byte 'D',50 ; stand
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.byte 'L',180 ; start charging
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.byte 'L',20 ; shoot clamp holder
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.byte 'D',5 ; walk right
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.byte 'D',100 ; run right
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.byte 'W',100 ; run/jump right
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.byte 27,5 ; quit
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