mirror of
https://github.com/deater/dos33fsprogs.git
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305 lines
4.4 KiB
ArmAsm
305 lines
4.4 KiB
ArmAsm
NUM_ENEMIES = 4
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;=======================
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; laser enemies
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;=======================
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; see if laser hits any enemies
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laser_enemies:
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ldy #0
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laser_enemies_loop:
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; see if out
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lda enemy_data+ENEMY_DATA_OUT,Y
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beq done_laser_enemy
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; get local tilemap co-ord
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sec
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lda enemy_data+ENEMY_DATA_TILEX,Y
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sbc TILEMAP_X
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sta TILE_TEMP
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sec
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lda enemy_data+ENEMY_DATA_TILEY,Y
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sbc TILEMAP_Y
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asl
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asl
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asl
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asl
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clc
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adc TILE_TEMP
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cmp LASER_TILE
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bne done_laser_enemy
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; hit something
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hit_something:
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lda #0
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sta LASER_OUT
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sta FRAMEL
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; sta enemy_data+ENEMY_DATA_OUT,Y
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lda #1
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sta enemy_data+ENEMY_DATA_EXPLODING,Y
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jsr enemy_noise
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; jsr inc_score_by_10
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jmp exit_laser_enemy
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done_laser_enemy:
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tya
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clc
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adc #8
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tay
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cpy #(NUM_ENEMIES*8)
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bne laser_enemies_loop
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exit_laser_enemy:
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rts
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;=======================
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; move enemy
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;=======================
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; which one is in Y
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; assume yorp for now
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move_enemy:
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lda enemy_data+ENEMY_DATA_X,Y
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clc
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adc #1
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sta enemy_data+ENEMY_DATA_X,Y
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cmp #36
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bcc move_enemy_good
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lda #0
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sta enemy_data+ENEMY_DATA_OUT,Y
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move_enemy_good:
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rts
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;=======================
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; draw and move enemies
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;=======================
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draw_enemies:
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ldy #0
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draw_enemies_loop:
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; see if out
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lda enemy_data+ENEMY_DATA_OUT,Y
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beq done_draw_enemy
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; check if on screen
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; lda TILEMAP_X
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; cmp enemy_data+ENEMY_DATA_TILEX,Y
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; bcs done_draw_enemy
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; clc
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; adc #14
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; cmp enemy_data+ENEMY_DATA_TILEX,Y
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; bcc done_draw_enemy
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; lda TILEMAP_Y
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; cmp enemy_data+ENEMY_DATA_TILEY,Y
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; bcs done_draw_enemy
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; clc
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; adc #10
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; cmp enemy_data+ENEMY_DATA_TILEY,Y
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; bcc done_draw_enemy
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; set X and Y value
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; convert tile values to X,Y
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; X = (ENEMY_TILE_X-TILEX)*2 + 6
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; lda enemy_data+ENEMY_DATA_TILEX,Y
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; sec
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; sbc TILEMAP_X
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; asl
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; clc
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; adc #4
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; sta XPOS
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; Y = (ENEMY_TILE_Y-TILEY)*4
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; lda enemy_data+ENEMY_DATA_TILEY,Y
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; sec
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; sbc TILEMAP_Y
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; asl
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; asl
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; sta YPOS
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; see if exploding
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; lda enemy_data+ENEMY_DATA_EXPLODING,Y
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; beq draw_proper_enemy
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;draw_exploding_enemy:
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; asl
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; tax
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; lda enemy_explosion_sprites,X
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; sta INL
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; lda enemy_explosion_sprites+1,X
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; sta INH
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; lda FRAMEL
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; and #$3
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; bne done_exploding
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; move to next frame
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; lda enemy_data+ENEMY_DATA_EXPLODING,Y
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; clc
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; adc #1
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; sta enemy_data+ENEMY_DATA_EXPLODING,Y
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; cmp #4
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; bne done_exploding
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; lda #0
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; sta enemy_data+ENEMY_DATA_OUT,Y
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;done_exploding:
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; jmp draw_enemy
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; otherwise draw proper sprite
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draw_proper_enemy:
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; lda enemy_data+ENEMY_DATA_TYPE,Y
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; tax
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; lda enemy_sprites,X
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; sta INL
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; lda enemy_sprites+1,X
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; sta INH
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lda #<yorp_sprite_walking_right
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sta INL
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lda #>yorp_sprite_walking_right
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sta INH
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lda enemy_data+ENEMY_DATA_X,Y
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sta XPOS
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lda enemy_data+ENEMY_DATA_Y,Y
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sta YPOS
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draw_enemy:
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tya
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pha
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jsr put_sprite_crop
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pla
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tay
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; also move enemy
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jsr move_enemy
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done_draw_enemy:
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tya
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clc
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adc #8
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tay
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cpy #(NUM_ENEMIES*8)
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beq exit_draw_enemy
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jmp draw_enemies_loop
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exit_draw_enemy:
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rts
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.if 0
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enemy_sprites:
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.word enemy_camera_sprite1
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.word enemy_camera_sprite2
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.word enemy_crawler_sprite1
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.word enemy_crawler_sprite2
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.word enemy_bot_sprite1
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.word enemy_bot_sprite2
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.endif
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enemy_explosion_sprites:
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite2
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.word enemy_explosion_sprite3
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enemy_explosion_sprite1:
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.byte 2,2
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.byte $d9,$d9
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.byte $9d,$9d
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enemy_explosion_sprite2:
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.byte 2,2
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.byte $9A,$9A
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.byte $A9,$A9
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enemy_explosion_sprite3:
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.byte 2,2
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.byte $7A,$5A
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.byte $A5,$A7
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;ENEMY_CAMERA = 0
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;ENEMY_CRAWLER = 4
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;ENEMY_BOT = 8
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ENEMY_YORP = 0
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ENEMY_DATA_OUT = 0
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ENEMY_DATA_EXPLODING = 1
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ENEMY_DATA_TYPE = 2
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ENEMY_DATA_DIRECTION = 3
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ENEMY_DATA_TILEX = 4
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ENEMY_DATA_TILEY = 5
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ENEMY_DATA_X = 6
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ENEMY_DATA_Y = 7
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enemy_data:
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enemy0:
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; 156,92 (-80,-12) -> 76,80 -> (/4,/4) -> 19,20
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.byte 1 ; out
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.byte 0 ; exploding
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.byte ENEMY_YORP ; type
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.byte $ff ; direction
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.byte 19,20 ; tilex,tiley
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.byte 10,10 ; x,y
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enemy1:
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; 272,92 (-80,-12) -> 192,80 -> (/4,/4) -> 48,20
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.byte 0 ; out
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.byte 0 ; exploding
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.byte ENEMY_YORP ; type
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.byte $ff ; direction
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.byte 48,20 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy2:
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; 156,112 (-80,-12) -> 76,100 -> (/4,/4) -> 19,25
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.byte 0 ; out
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.byte 0 ; exploding
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.byte ENEMY_YORP ; type
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.byte $ff ; direction
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.byte 19,25 ; tilex,tiley
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.byte 0,0 ; x,y
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enemy3:
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; 184,116 (-80,-12) -> 104,104 -> (/4,/4) -> 26,26
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.byte 0 ; out
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.byte 0 ; exploding
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.byte ENEMY_YORP ; type
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.byte $ff ; direction
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.byte 26,26 ; tilex,tiley
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.byte 0,0 ; x,y
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