mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
406 lines
4.3 KiB
ArmAsm
406 lines
4.3 KiB
ArmAsm
;=========================
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; summon
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;=========================
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summon:
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lda MENU_POSITION
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beq do_summon_metrocat
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bne do_summon_vortex_cannon
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do_summon_metrocat:
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jmp summon_metrocat
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do_summon_vortex_cannon:
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jmp summon_vortex_cannon
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rts
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;========================
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; summon metrocat
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;========================
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summon_metrocat:
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lda #$17
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sta DAMAGE_VAL_LO
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lda #$00
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sta DAMAGE_VAL_HI
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lda #28
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sta MAGIC_X
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lda #2
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sta MAGIC_Y
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;===========================
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; draw looming metrocat head
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lda #30
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sta ANIMATE_LOOP
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looming_metrocat_loop:
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jsr gr_copy_to_current
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; draw hero
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lda #34
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sta HERO_X
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw metrocat's head
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lda MAGIC_X
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sta XPOS
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lda MAGIC_Y
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sta YPOS
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lda #<metrocat_sprite
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sta INL
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lda #>metrocat_sprite
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sta INH
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jsr put_sprite_crop
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; draw battle bottom
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jsr draw_battle_bottom
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jsr page_flip
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lda #75
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jsr WAIT ; delay a bit
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dec ANIMATE_LOOP
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bne looming_metrocat_loop
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move_metrocat_loop:
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jsr gr_copy_to_current
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw metrocat's head
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lda MAGIC_X
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sta XPOS
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lda MAGIC_Y
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sta YPOS
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lda #<metrocat_sprite
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sta INL
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lda #>metrocat_sprite
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sta INH
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jsr put_sprite_crop
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; draw battle bottom
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jsr draw_battle_bottom
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jsr page_flip
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lda #50 ; delay
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jsr WAIT
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dec MAGIC_X
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lda MAGIC_X
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cmp #15
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bcs metrocat_no_move_y
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; have to keep even
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and #1
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bne metrocat_no_move_y
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inc MAGIC_Y
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inc MAGIC_Y
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metrocat_no_move_y:
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lda MAGIC_X
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cmp #5 ; move until X=5
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bcs move_metrocat_loop
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lda #30
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sta ANIMATE_LOOP
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metrocat_damage_loop:
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jsr gr_copy_to_current
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw metrocat's head
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lda MAGIC_X
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sta XPOS
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lda MAGIC_Y
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sta YPOS
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lda #<metrocat_sprite
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sta INL
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lda #>metrocat_sprite
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sta INH
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jsr put_sprite_crop
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jsr draw_battle_bottom
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jsr page_flip
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lda #50
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jsr WAIT
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dec ANIMATE_LOOP
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bne metrocat_damage_loop
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; ending scene
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lda #$07
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sta MAGIC_COST
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jsr hero_use_magic
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero
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jsr draw_hero_and_sword
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; draw bottom
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jsr draw_battle_bottom
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jsr damage_enemy
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lda #2
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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jsr page_flip
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; long wait (1.5s)
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ldx #150
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jsr long_wait
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rts
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;=========================
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; Vortex Cannon
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;=========================
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summon_vortex_cannon:
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lda #5
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sta DAMAGE_VAL_LO
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lda #0
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sta DAMAGE_VAL_HI
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lda #20
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sta MAGIC_X
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sta MAGIC_Y
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; draw the cannon
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lda #30
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sta ANIMATE_LOOP
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vortex_setup_loop:
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jsr gr_copy_to_current
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; draw hero
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lda #34
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sta HERO_X
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; grsim_put_sprite(vortex_cannon,ax,ay);
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; draw vortex_cannon
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lda #20
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sta XPOS
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lda #20
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sta YPOS
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lda #<vortex_cannon_sprite
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sta INL
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lda #>vortex_cannon_sprite
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sta INH
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jsr put_sprite_crop
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; draw bottom
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jsr draw_battle_bottom
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jsr page_flip
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lda #50
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jsr WAIT
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dec ANIMATE_LOOP
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bne vortex_setup_loop
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; Fire vortices
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lda #5
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sta ANIMATE_LOOP
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vortex_cannon_fire_loop:
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lda #20
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sta MAGIC_X
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vortex_cannon_move_loop:
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jsr gr_copy_to_current
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; draw hero
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw vortex_cannon
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lda #20
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sta XPOS
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lda #20
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sta YPOS
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lda #<vortex_cannon_sprite
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sta INL
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lda #>vortex_cannon_sprite
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sta INH
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jsr put_sprite_crop
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; draw vortex
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lda MAGIC_X
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sta XPOS
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lda #24
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sta YPOS
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lda #<vortex_sprite
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sta INL
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lda #>vortex_sprite
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sta INH
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jsr put_sprite_crop
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jsr draw_battle_bottom
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; print damage if < 10
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lda MAGIC_X
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cmp #10
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bcs vortex_no_print_damage
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lda #2
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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vortex_no_print_damage:
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jsr page_flip
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lda #100
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jsr WAIT
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dec MAGIC_X
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lda MAGIC_X
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cmp #5
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bcs vortex_cannon_move_loop
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; damage enemy
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jsr damage_enemy
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dec ANIMATE_LOOP
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bne vortex_cannon_fire_loop
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; end of summon
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lda #$10
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sta MAGIC_COST
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jsr hero_use_magic
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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jsr page_flip
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; wait 1.5s
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ldx #150
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jsr long_wait
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rts
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