mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
386 lines
4.9 KiB
ArmAsm
386 lines
4.9 KiB
ArmAsm
; Ootw Checkpoint2 -- Running around the Jail
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ootw_jail:
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;==============================
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; init
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lda #0
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sta ON_ELEVATOR
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;==============================
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; setup per-room variables
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lda WHICH_JAIL
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bne jail1
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jail0:
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lda #(18+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #1
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sta jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #22
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sta PHYSICIST_Y
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; load background
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lda #>(cage_fell_rle)
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sta GBASH
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lda #<(cage_fell_rle)
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jmp jail_setup_done
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jail1:
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cmp #1
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bne jail2
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #2
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sta jer_smc+1
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; set left exit
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lda #0
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail2_rle)
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sta GBASH
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lda #<(jail2_rle)
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jmp jail_setup_done
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jail2:
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cmp #2
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bne jail3
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta jer_smc+1
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; set left exit
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lda #1
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sta jel_smc+1
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; load background
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lda #>(jail3_rle)
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sta GBASH
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lda #<(jail3_rle)
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jmp jail_setup_done
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jail3:
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cmp #3
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bne jail4
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #7
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sta jer_smc+1
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; set left exit
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lda #2
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(jail4_rle)
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sta GBASH
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lda #<(jail4_rle)
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jmp jail_setup_done
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jail4:
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cmp #4
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bne jail5
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #8
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sta jer_smc+1
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; set left exit
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lda #5
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sta jel_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(room_b4_rle)
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sta GBASH
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lda #<(room_b4_rle)
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jmp jail_setup_done
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jail5:
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cmp #5
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bne jail6
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #4
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sta jer_smc+1
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lda #30
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sta PHYSICIST_Y
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; load background
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lda #>(room_b3_rle)
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sta GBASH
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lda #<(room_b3_rle)
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jmp jail_setup_done
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jail6:
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lda #(17+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #9
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sta jer_smc+1
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lda #20
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sta PHYSICIST_Y
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; load background
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lda #>(room_b2_rle)
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sta GBASH
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lda #<(room_b2_rle)
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jmp jail_setup_done
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jail_setup_done:
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr ; tail call
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ootw_jail_already_set:
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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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;===========================
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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 #1
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sta DISP_PAGE
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;=================================
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; copy to screen
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jsr gr_copy_to_current
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jsr page_flip
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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; Cage Loop
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;============================
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jail_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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; FIXME
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lda WHICH_JAIL
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cmp #6
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bne c2_no_bg_action
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; draw power
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lda JAIL_POWER_ON
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beq c2_no_bg_action ; skip if power off already
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lda #20
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sta XPOS
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lda #0
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sta YPOS
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lda FRAMEL
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lsr
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lsr
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lsr
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and #$6
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tay
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lda power_line_sprites,Y
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sta INL
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lda power_line_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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c2_no_bg_action:
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;===============================
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; check keyboard
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jsr handle_keypress
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;===============================
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; move physicist
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jsr move_physicist
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;===============
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; check room limits
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jsr check_screen_limit
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;===============
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; draw physicist
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jsr draw_physicist
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;========================
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; draw foreground action
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; FIXME
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;===============
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; page flip
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne jail_frame_no_oflo
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inc FRAMEH
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jail_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_jail
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cmp #$ff ; if $ff, we died
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beq done_jail
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;===============================
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; check if exited room to right
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cmp #1
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beq jail_exit_left
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;=================
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; exit to right
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jail_right_yes_exit:
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lda #0
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sta PHYSICIST_X
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jer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_jail
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;=====================
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; exit to left
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jail_exit_left:
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lda #37
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sta PHYSICIST_X
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jel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_jail
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; loop forever
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still_in_jail:
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lda #0
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sta GAME_OVER
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jmp jail_loop
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done_jail:
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rts
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power_line_sprites:
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.word power_line_sprite0
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.word power_line_sprite1
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.word power_line_sprite2
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.word power_line_sprite3
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power_line_sprite0:
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.byte 1,8
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; XXXoXXXoXXXoXXXo
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.byte $77,$67,$77,$67,$77,$67,$77,$07
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power_line_sprite1:
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.byte 1,8
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; XXoXXXoXXXoXXXoX
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.byte $77,$76,$77,$76,$77,$76,$77,$06
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power_line_sprite2:
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.byte 1,8
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; XoXXXoXXXoXXXoXX
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.byte $67,$77,$67,$77,$67,$77,$67,$07
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power_line_sprite3:
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.byte 1,8
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; oXXXoXXXoXXXoXXX
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.byte $76,$77,$76,$77,$76,$77,$76,$07
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