mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-09 07:09:55 +00:00
779 lines
17 KiB
ArmAsm
779 lines
17 KiB
ArmAsm
; Ootw for Apple II Lores
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; Checkpoint-14 (tanks for the arena memories)
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; by Vince "DEATER" Weaver <vince@deater.net>
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.include "../zp.inc"
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.include "../hardware.inc"
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;============================
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; ENTRY POINT FOR LEVEL
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;============================
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ootw_c14:
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; Initializing when entering level for first time
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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bit KEYRESET
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #4
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sta DISP_PAGE
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;========================================================
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; run tank intro
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;========================================================
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jsr tank_intro
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;========================================================
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; RESTART: called when restarting level (after game over)
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;========================================================
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ootw_c14_restart:
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;===================================
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; re-initialize level state
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;===================================
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jsr ootw_c14_level_init
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;===========================
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; c14 startup
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;===========================
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lda #0
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sta GAME_OVER
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sta BUTTON_PRESS
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lda #6
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sta HAND_X
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lda #14
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sta HAND_Y
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;====================================
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; play until we exit
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;====================================
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jsr ootw_c14_play
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;====================================
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; we exited the room
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;====================================
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c14_check_done:
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lda GAME_OVER ; if died or quit, jump to quit level
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cmp #$ff
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beq quit_level
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;=====================================================
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; we beat the level, run the eject sequence
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c14_defeated:
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lda #<eject_sequence
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sta INTRO_LOOPL
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lda #>eject_sequence
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sta INTRO_LOOPH
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jsr run_sequence
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; point to next level
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; and exit to the level loader
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lda #15
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sta WHICH_LOAD
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rts
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;===========================
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; quit_level
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;===========================
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quit_level:
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jsr TEXT ; text mode
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jsr HOME ; clear screen
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lda KEYRESET ; clear keyboard state
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lda #0 ; set to PAGE0
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sta DRAW_PAGE
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lda #<end_message ; print the end message
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sta OUTL
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lda #>end_message
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sta OUTH
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jsr move_and_print
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jsr move_and_print
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wait_loop:
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lda KEYPRESS ; wait for keypress
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bpl wait_loop
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lda KEYRESET ; clear strobe
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lda #0
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sta GAME_OVER
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jmp ootw_c14_restart ; restart level
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;=========================================
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;=========================================
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; Ootw Checkpoint 14 -- Tank Arena
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;=========================================
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;=========================================
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; call once before entering for first time
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ootw_c14_level_init:
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lda #0
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sta WHICH_ROOM
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rts
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;===========================
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;===========================
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; play the arena
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;===========================
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;===========================
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ootw_c14_play:
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;===================
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; load background
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;===================
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lda #>(arena_panel_bg_lzsa)
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #<(arena_panel_bg_lzsa)
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #$c ; load to page $c00
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jsr decompress_lzsa2_fast ; tail call
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;===========================
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; Enable graphics
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;===========================
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bit LORES
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bit SET_GR
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bit FULLGR
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;===========================
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; Setup pages (is this necessary?)
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lda #0
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sta DRAW_PAGE
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lda #4
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sta DISP_PAGE
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;=================================
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; setup vars
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lda #0
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sta GAME_OVER
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;============================
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;============================
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; Room Loop
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;============================
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;============================
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room_loop:
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;================================
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; copy background to current page
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jsr gr_copy_to_current
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;==================================
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; draw background action
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;==================================
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;==============================
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; blink white button if enabled
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lda #$6
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clc
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adc DRAW_PAGE
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sta wlsmc+2
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sta wlsmc+5
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lda FRAMEL
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and #$40
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beq white_light_on
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;5,8 and 5,10
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; $600, $680
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white_light_off:
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lda #$0
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jmp done_white_light
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white_light_on:
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lda #$ff
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done_white_light:
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wlsmc:
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sta $605
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sta $685
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; draw hand
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;===============================
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lda HAND_X
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sta XPOS
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lda HAND_Y
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sta YPOS
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lda BUTTON_PRESS
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beq regular_hand
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button_hand:
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lda #<hand_press_sprite
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sta INL
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lda #>hand_press_sprite
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dec BUTTON_PRESS
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jmp hand_ready
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regular_hand:
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lda #<hand_sprite
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sta INL
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lda #>hand_sprite
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hand_ready:
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sta INH
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jsr put_sprite_crop
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;=====================================
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; draw foreground action
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;=====================================
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c5_draw_rocks:
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; lda #1
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; sta XPOS
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; lda #26
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; sta YPOS
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; lda #<small_rock
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; sta INL
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; lda #>small_rock
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; sta INH
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; jsr put_sprite
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; lda #10
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; sta XPOS
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; lda #18
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; sta YPOS
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; lda #<medium_rock
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; sta INL
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; lda #>medium_rock
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; sta INH
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; jsr put_sprite
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; lda #31
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; sta XPOS
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; lda #14
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; sta YPOS
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; lda #<large_rock
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; sta INL
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; lda #>large_rock
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; sta INH
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; jsr put_sprite
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c5_no_fg_action:
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;====================
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; activate fg objects
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;====================
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;c2_fg_check_jail1:
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; lda WHICH_JAIL
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; cmp #1
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; bne c2_fg_check_jail2
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;
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; lda CART_OUT
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; bne c2_fg_check_jail2
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;
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; inc CART_OUT
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;================
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; move fg objects
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;================
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c4_move_fg_objects:
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; lda CART_OUT
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; cmp #1
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; bne cart_not_out
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; move cart
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; lda FRAMEL
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; and #$3
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; bne cart_not_out
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;
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; inc CART_X
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; lda CART_X
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; cmp #39
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; bne cart_not_out
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; inc CART_OUT
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;====================================
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; page flip
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;====================================
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jsr page_flip
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;====================================
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; inc frame count
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;====================================
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inc FRAMEL
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bne room_frame_no_oflo
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inc FRAMEH
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room_frame_no_oflo:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_arena
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; cmp #$ff ; if $ff, we died
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jmp done_room
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; loop forever
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still_in_arena:
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lda #0
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sta GAME_OVER
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jmp room_loop
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done_room:
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rts
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end_message:
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.byte 8,10,"PRESS RETURN TO CONTINUE",0
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.byte 11,20,"ACCESS CODE: TANK",0
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.include "../text_print.s"
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.include "../gr_pageflip.s"
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.include "../decompress_fast_v2.s"
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.include "../gr_copy.s"
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;.include "../gr_putsprite.s"
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.include "../gr_putsprite_crop.s"
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.include "../gr_offsets.s"
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;.include "../gr_hlin.s"
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;.include "../keyboard.s"
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;.include "../physicist.s"
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;.include "../alien.s"
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;.include "../dummy_friend.s"
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;.include "../gun.s"
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;.include "../laser.s"
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;.include "../alien_laser.s"
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;.include "../blast.s"
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;.include "../shield.s"
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;.include "../door.s"
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;.include "../collision.s"
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.include "../gr_overlay.s"
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.include "../gr_run_sequence2.s"
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; room backgrounds
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.include "graphics/l14_arena/ootw_c14_arena.inc"
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; sprites
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.include "../sprites/physicist.inc"
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;.include "../sprites/alien.inc"
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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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; space : action
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; escape : quit
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handle_keypress:
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lda KEYPRESS ; 4
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bmi keypress ; 3
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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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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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lda HAND_X
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beq no_hand_left
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dec HAND_X
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dec HAND_X
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no_hand_left:
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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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lda HAND_X
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cmp #12
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beq no_hand_right
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inc HAND_X
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inc HAND_X
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no_hand_right:
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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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;==========================
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;==========================
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; UP/W Pressed --
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;==========================
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;==========================
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up:
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lda HAND_Y
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cmp #6
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beq no_hand_up
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dec HAND_Y
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dec HAND_Y
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dec HAND_Y
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dec HAND_Y
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no_hand_up:
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jmp done_keypress
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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 #$0A
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bne check_space
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;==========================
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;==========================
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; Down/S Pressed
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;==========================
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;==========================
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down:
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lda HAND_Y
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cmp #14
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beq no_hand_up
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inc HAND_Y
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inc HAND_Y
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inc HAND_Y
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inc HAND_Y
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jmp done_keypress
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;==========================
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check_space:
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cmp #' '
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beq space
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cmp #$D ; enter
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bne unknown
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;======================
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; SPACE -- Keypress, also look for enter?
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;======================
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space:
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lda #5
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sta BUTTON_PRESS
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lda HAND_X
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cmp #4
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bne no_eject
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lda HAND_Y
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cmp #10
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bne no_eject
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lda #$01 ; done, set so we exit
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sta GAME_OVER
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no_eject:
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jmp done_keypress
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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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;==============================
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; tank intro
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tank_intro:
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lda #<tank_intro_sequence
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sta INTRO_LOOPL
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lda #>tank_intro_sequence
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sta INTRO_LOOPH
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jmp run_sequence
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; rts
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tank_intro_sequence:
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.byte 255 ; load to bg
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.word inside_bg_lzsa ; this
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.byte 128+1 ; .word inside03_lzsa ; (3)
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.byte 128+1 ; .word inside04_lzsa ; (3)
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.byte 128+1 ; .word inside05_lzsa ; (3)
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.byte 128+1 ; .word inside06_lzsa ; (3)
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.byte 128+1 ; .word inside07_lzsa ; (3)
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.byte 128+1 ; .word inside08_lzsa ; (3)
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.byte 128+1 ; .word inside09_lzsa ; (3)
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.byte 128+1 ; .word inside10_lzsa ; (3)
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.byte 128+1 ; .word inside11_lzsa ; (3)
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.byte 128+1 ; .word inside12_lzsa ; (3)
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.byte 128+1 ; .word inside13_lzsa ; (3)
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.byte 128+1 ; .word inside14_lzsa ; (3)
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.byte 128+1 ; .word inside15_lzsa ; (3)
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.byte 128+1 ; .word inside16_lzsa ; (3)
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.byte 128+1 ; .word inside17_lzsa ; (3)
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.byte 128+1 ; .word inside18_lzsa ; (3)
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.byte 128+1 ; .word inside19_lzsa ; (3)
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.byte 128+1 ; .word inside20_lzsa ; (3)
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.byte 128+1 ; .word inside21_lzsa ; (3)
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.byte 128+1 ; .word inside22_lzsa ; (3)
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.byte 128+1 ; .word inside23_lzsa ; (3)
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.byte 128+1 ; .word inside24_lzsa ; (3)
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.byte 128+1 ; .word inside25_lzsa ; (3)
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.byte 128+1 ; .word inside26_lzsa ; (3)
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.byte 128+1 ; .word inside27_lzsa ; (3)
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.byte 128+1 ; .word inside28_lzsa ; (3)
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.byte 128+1 ; .word inside29_lzsa ; (3)
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.byte 128+1 ; .word inside30_lzsa ; (3)
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.byte 128+1 ; .word inside31_lzsa ; (3)
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.byte 128+1 ; .word inside32_lzsa ; (3)
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.byte 128+1 ; .word inside33_lzsa ; (3)
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.byte 128+1 ; .word inside34_lzsa ; (3)
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.byte 128+1 ; .word inside35_lzsa ; (3)
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.byte 128+1 ; .word inside36_lzsa ; (3)
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.byte 128+1 ; .word inside37_lzsa ; (3)
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.byte 128+1 ; .word inside38_lzsa ; (3)
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.byte 128+1 ; .word inside39_lzsa ; (3)
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.byte 128+1 ; .word inside40_lzsa ; (3)
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.byte 128+1 ; .word inside41_lzsa ; (3)
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.byte 128+1 ; .word inside42_lzsa ; (3)
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.byte 128+1 ; .word inside43_lzsa ; (3)
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.byte 128+1 ; .word inside44_lzsa ; (3)
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.byte 128+1 ; .word inside45_lzsa ; (3)
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.byte 255 ; load to bg
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.word lidclose_bg_lzsa ; this
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.byte 128+2 ; .word lidclose01_lzsa ; (3)
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.byte 128+2 ; .word lidclose02_lzsa ; (3)
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.byte 128+2 ; .word lidclose03_lzsa ; (3)
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.byte 128+2 ; .word lidclose04_lzsa ; (3)
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.byte 128+2 ; .word lidclose05_lzsa ; (3)
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.byte 128+2 ; .word lidclose06_lzsa ; (3)
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.byte 128+2 ; .word lidclose07_lzsa ; (3)
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.byte 128+2 ; .word lidclose08_lzsa ; (3)
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.byte 128+2 ; .word lidclose09_lzsa ; (3)
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.byte 128+2 ; .word lidclose10_lzsa ; (3)
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.byte 128+2 ; .word lidclose11_lzsa ; (3)
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.byte 128+2 ; .word lidclose12_lzsa ; (3)
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.byte 128+2 ; .word lidclose13_lzsa ; (3)
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.byte 128+2 ; .word lidclose14_lzsa ; (3)
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.byte 128+2 ; .word lidclose15_lzsa ; (3)
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.byte 128+2 ; .word lidclose16_lzsa ; (3)
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.byte 128+10 ; .word lidclose17_lzsa ; (3)
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.byte 255 ; load to bg
|
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.word door_open_bg_lzsa ; this
|
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.byte 128+3 ; .word door_open01_lzsa ; (3)
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.byte 128+3 ; .word door_open02_lzsa ; (3)
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.byte 128+3 ; .word door_open03_lzsa ; (3)
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.byte 128+3 ; .word door_open04_lzsa ; (3)
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.byte 128+3 ; .word door_open05_lzsa ; (3)
|
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.byte 128+3 ; .word door_open06_lzsa ; (3)
|
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.byte 128+3 ; .word door_open07_lzsa ; (3)
|
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.byte 128+3 ; .word door_open08_lzsa ; (3)
|
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.byte 128+3 ; .word door_open09_lzsa ; (3)
|
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.byte 128+3 ; .word door_open10_lzsa ; (3)
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.byte 128+3 ; .word door_open11_lzsa ; (3)
|
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.byte 128+3 ; .word door_open12_lzsa ; (3)
|
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.byte 128+3 ; .word door_open13_lzsa ; (3)
|
|
.byte 255 ; load to bg
|
|
.word entrance_bg_lzsa ; this
|
|
.byte 128+2 ; .word entering01_lzsa ; (2)
|
|
.byte 128+2 ; .word entering02_lzsa ; (2)
|
|
.byte 128+2 ; .word entering03_lzsa ; (2)
|
|
.byte 128+2 ; .word entering04_lzsa ; (2)
|
|
.byte 128+2 ; .word entering05_lzsa ; (2)
|
|
.byte 128+2 ; .word entering06_lzsa ; (2)
|
|
.byte 128+2 ; .word entering07_lzsa ; (2)
|
|
.byte 128+2 ; .word entering08_lzsa ; (2)
|
|
.byte 128+2 ; .word entering09_lzsa ; (2)
|
|
.byte 128+2 ; .word entering10_lzsa ; (2)
|
|
.byte 128+2 ; .word entering11_lzsa ; (2)
|
|
.byte 128+2 ; .word entering12_lzsa ; (2)
|
|
.byte 128+2 ; .word entering13_lzsa ; (2)
|
|
.byte 128+32 ; .word blank_lzsa ; (16) pause a bit
|
|
.byte 255 ; load to bg
|
|
.word arena_next_bg_lzsa ; this
|
|
.byte 128+28 ; .word arena_next01_lzsa ; (14)
|
|
.byte 128+14 ; .word arena_next02_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next03_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next04_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next05_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next06_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next07_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next08_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next09_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next10_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next11_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next12_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next13_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next14_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next15_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next16_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next17_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next18_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next19_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next20_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next21_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next22_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next23_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next24_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next25_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next26_lzsa ; (7)
|
|
.byte 128+14 ; .word arena_next27_lzsa ; (7)
|
|
.byte 0 ; ending
|
|
|
|
|
|
eject_sequence:
|
|
.byte 255 ; load to bg
|
|
.word arena_main_bg_lzsa ; this
|
|
.byte 6
|
|
.word eject01_lzsa ; (3)
|
|
.byte 128+6 ; .word eject02_lzsa ; (3)
|
|
.byte 128+10 ; .word eject03_lzsa ; (5)
|
|
.byte 128+4 ; .word eject04_lzsa ; (2)
|
|
.byte 128+6 ; .word eject05_lzsa ; (3)
|
|
.byte 128+12 ; .word eject06_lzsa ; (6)
|
|
.byte 128+4 ; .word eject07_lzsa ; (2)
|
|
.byte 128+10 ; .word eject08_lzsa ; (5)
|
|
.byte 128+4 ; .word eject09_lzsa ; (2)
|
|
.byte 128+6 ; .word eject10_lzsa ; (3)
|
|
.byte 255 ; load to bg
|
|
.word sky_bg_lzsa ; this
|
|
.byte 128+8 ; .word sky01_lzsa ; (4)
|
|
.byte 128+10 ; .word sky02_lzsa ; (5)
|
|
.byte 128+20 ; .word sky03_lzsa ; (10)
|
|
.byte 128+16 ; .word sky04_lzsa ; (8)
|
|
.byte 128+12 ; .word sky05_lzsa ; (6)
|
|
.byte 20
|
|
.word blank_lzsa ; (10)
|
|
.byte 0
|
|
|
|
|
|
|
|
hand_sprite:
|
|
.byte 3,4
|
|
.byte $AA,$bA,$AA
|
|
.byte $AA,$bb,$AA
|
|
.byte $bb,$bb,$bA
|
|
.byte $bb,$bb,$bb
|
|
|
|
hand_press_sprite:
|
|
.byte 3,4
|
|
.byte $AA,$bb,$AA
|
|
.byte $bA,$bb,$AA
|
|
.byte $bb,$bb,$bb
|
|
.byte $bb,$bb,$bb
|
|
|
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