mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-20 03:35:24 +00:00
638 lines
8.8 KiB
ArmAsm
638 lines
8.8 KiB
ArmAsm
; Cavern scene (with the slugs)
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ootw_cavern:
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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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; Clear both bottoms
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; lda #$4
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; sta DRAW_PAGE
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; jsr clear_bottom
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lda #$0
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sta DRAW_PAGE
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; jsr clear_bottom
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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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; Load background to $c00
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lda #$0c
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sta BASH
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lda #$00
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sta BASL ; load image off-screen $c00
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lda #>(cavern_rle)
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sta GBASH
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lda #<(cavern_rle)
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sta GBASL
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jsr load_rle_gr
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;=============================
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; Load quake background to $1000
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lda #$10
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sta BASH
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lda #$00
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sta BASL ; load image off-screen $c00
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lda #>(quake_rle)
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sta GBASH
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lda #<(quake_rle)
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sta GBASL
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jsr load_rle_gr
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;=================================
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; copy to both pages $400/$800
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jsr gr_copy_to_current
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jsr page_flip
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jsr gr_copy_to_current
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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;============================
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; Cavern Loop (not a palindrome)
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;============================
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cavern_loop:
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;==========================
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; check for earthquake
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earthquake_handler:
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lda FRAMEH
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and #3
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bne earth_mover
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lda FRAMEL
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cmp #$ff
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bne earth_mover
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earthquake_init:
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lda #200
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sta EQUAKE_PROGRESS
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lda #0
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sta BOULDER_Y
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jsr random16
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lda SEEDL
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and #$1f
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clc
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adc #4
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sta BOULDER_X
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earth_mover:
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lda EQUAKE_PROGRESS
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beq earth_still
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and #$8
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bne earth_calm
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lda #2
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bne earth_decrement
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earth_calm:
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lda #0
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earth_decrement:
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sta EARTH_OFFSET
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dec EQUAKE_PROGRESS
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jmp earth_done
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earth_still:
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lda #0
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sta EARTH_OFFSET
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earth_done:
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;================================
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; copy background to current page
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lda EARTH_OFFSET
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bne shake_shake
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no_shake:
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jsr gr_copy_to_current
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jmp done_shake
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shake_shake:
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jsr gr_copy_to_current_40
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done_shake:
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;===============
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; handle slug death
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lda SLUGDEATH
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beq still_alive
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collapsing:
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lda SLUGDEATH_PROGRESS
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cmp #18
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bmi still_collapsing
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really_dead:
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lda #$ff
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sta GAME_OVER
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jmp just_slugs
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still_collapsing:
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tax
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lda collapse_progression,X
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sta INL
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lda collapse_progression+1,X
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sta INH
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sec
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sbc EARTH_OFFSET
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sta YPOS
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jsr put_sprite
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lda FRAMEL
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and #$1f
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bne no_collapse_progress
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inc SLUGDEATH_PROGRESS
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inc SLUGDEATH_PROGRESS
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no_collapse_progress:
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jmp just_slugs
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still_alive:
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;===============
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; check keyboard
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jsr handle_keypress_cavern
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;===============
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; draw physicist
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jsr draw_physicist
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just_slugs:
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;===============
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; draw slugs
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jsr draw_slugs
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;======================
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; draw falling boulders
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lda BOULDER_Y
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cmp #38
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bpl no_boulder
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lda #<boulder
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sta INL
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lda #>boulder
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sta INH
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lda BOULDER_X
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sta XPOS
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lda BOULDER_Y
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sta YPOS
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jsr put_sprite
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lda FRAMEL
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and #$3
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bne no_boulder
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inc BOULDER_Y
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inc BOULDER_Y
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no_boulder:
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;=======================
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; page flip
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jsr page_flip
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;========================
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; inc frame count
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inc FRAMEL
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bne frame_no_oflo_c
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inc FRAMEH
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frame_no_oflo_c:
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; pause?
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; see if game over
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lda GAME_OVER
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cmp #$ff
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beq done_cavern
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; see if left level
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cmp #1
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bne still_in_cavern
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lda #37
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sta PHYSICIST_X
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jmp ootw_pool
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still_in_cavern:
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; loop forever
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jmp cavern_loop
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done_cavern:
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rts
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;======================================
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; handle keypress (cavern)
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;======================================
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handle_keypress_cavern:
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lda KEYPRESS ; 4
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bmi keypress_cavern ; 3
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rts
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keypress_cavern:
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; -1
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and #$7f ; clear high bit
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check_quit_c:
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cmp #'Q'
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beq quit_c
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cmp #27
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bne check_left_c
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quit_c:
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lda #$ff
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sta GAME_OVER
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rts
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check_left_c:
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cmp #'A'
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beq left_c
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cmp #$8 ; left arrow
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bne check_right_c
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left_c:
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lda #0
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sta CROUCHING
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lda DIRECTION
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bne face_left_c
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dec PHYSICIST_X
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bpl just_fine_left_c
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too_far_left_c:
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lda #1
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sta GAME_OVER
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rts
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just_fine_left_c:
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inc GAIT
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inc GAIT
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jmp done_keypress_c
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face_left_c:
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lda #0
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sta DIRECTION
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sta GAIT
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jmp done_keypress_c
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check_right_c:
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cmp #'D'
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beq right_c
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cmp #$15
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bne check_down_c
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right_c:
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lda #0
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sta CROUCHING
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lda DIRECTION
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beq face_right_c
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inc PHYSICIST_X
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lda PHYSICIST_X
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cmp #37
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bne just_fine_right_c
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too_far_right_c:
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dec PHYSICIST_X
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just_fine_right_c:
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inc GAIT
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inc GAIT
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jmp done_keypress_c
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face_right_c:
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lda #0
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sta GAIT
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lda #1
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sta DIRECTION
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jmp done_keypress_c
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check_down_c:
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cmp #'S'
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beq down_c
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cmp #$0A
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bne check_space_c
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down_c:
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lda #48
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sta CROUCHING
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lda #0
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sta GAIT
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jmp done_keypress_c
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check_space_c:
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cmp #' '
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beq space_c
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cmp #$15
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bne unknown_c
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space_c:
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lda #15
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sta KICKING
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lda #0
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sta GAIT
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unknown_c:
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done_keypress_c:
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bit KEYRESET ; clear the keyboard strobe ; 4
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no_keypress_c:
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rts ; 6
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;==================================
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; draw slugs
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;==================================
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; outstate 0=dead 1=normal 2=dieing 3=falling
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slugg0_out: .byte 1
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slugg0_attack: .byte 0
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slugg0_dieing: .byte 0
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slugg0_x: .byte 30
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slugg0_dir: .byte $ff
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slugg0_gait: .byte 0
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slugg1_out: .byte 1
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slugg1_x: .byte 30
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slugg1_dir: .byte $ff
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slugg1_gait: .byte 0
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slugg2_out: .byte 1
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slugg2_x: .byte 30
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slugg2_dir: .byte $ff
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slugg2_gait: .byte 0
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draw_slugs:
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lda slugg0_out
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bne check_attack ; don't draw if not there
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jmp slug_done
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check_attack:
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;==================
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; see if attack
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lda PHYSICIST_X
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sec
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sbc slugg0_x ; -2 to +2
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clc
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adc #2
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and #$fc
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bne no_attack
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attack:
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;=================
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; start an attack
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lda #1
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sta slugg0_attack
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lda SLUGDEATH ; don't re-attack if already dead
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bne no_attack
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lda #$1
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sta SLUGDEATH
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lda #0
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sta SLUGDEATH_PROGRESS
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jsr slug_cutscene
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no_attack:
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inc slugg0_gait ; increment slug gait counter
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lda slugg0_gait ; only move every 64 frames
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and #$3f
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cmp #$00
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bne slug_no_move
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slug_move:
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lda slugg0_x
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clc
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adc slugg0_dir
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sta slugg0_x
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cmp #37
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beq remove_slug
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cmp #0
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beq remove_slug
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slug_no_move:
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;===============================
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;===============================
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; DRAW SLUG
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;===============================
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;===============================
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;==============
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; if exploding
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;==============
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lda slugg0_dieing
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beq check_draw_attacking
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slug_exploding:
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lda slug_die_progression,X
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sta INL
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lda slug_die_progression+1,X
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sta INH
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lda FRAMEL
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and #$1f
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bne no_progress
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dec slugg0_dieing
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dec slugg0_dieing
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bpl no_progress
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jmp remove_slug
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no_progress:
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jmp slug_selected
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;==============
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; if attacking
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;==============
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check_draw_attacking:
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lda slugg0_attack
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beq slug_normal
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slug_attacking:
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lda slugg0_gait
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and #$70
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lsr
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lsr
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lsr
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tax
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lda slug_attack_progression,X
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sta INL
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lda slug_attack_progression+1,X
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sta INH
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jmp slug_selected
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;==============
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; if normal
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;==============
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slug_normal:
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lda slugg0_gait
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and #$20
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beq slug_squinched
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slug_flat:
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lda #<slug1
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sta INL
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lda #>slug1
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sta INH
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bne slug_selected
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slug_squinched:
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lda #<slug2
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sta INL
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lda #>slug2
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sta INH
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;================
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; end slug normal
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;================
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slug_selected:
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lda slugg0_x
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sta XPOS
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lda #30
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sec
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sbc EARTH_OFFSET
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sta YPOS
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lda DIRECTION
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bmi slug_right
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slug_left:
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jsr put_sprite
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jmp slug_done
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slug_right:
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jsr put_sprite_flipped
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slug_done:
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rts
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remove_slug:
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lda #0
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sta slugg0_out
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rts
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;=========================================================
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; gr_copy_to_current, 40x48 version
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;=========================================================
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; copy 0x1000 to DRAW_PAGE
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gr_copy_to_current_40:
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lda DRAW_PAGE ; 3
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clc ; 2
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adc #$4 ; 2
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sta gr_copy_line_40+5 ; 4
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sta gr_copy_line_40+11 ; 4
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adc #$1 ; 2
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sta gr_copy_line_40+17 ; 4
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sta gr_copy_line_40+23 ; 4
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adc #$1 ; 2
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sta gr_copy_line_40+29 ; 4
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sta gr_copy_line_40+35 ; 4
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adc #$1 ; 2
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sta gr_copy_line_40+41 ; 4
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sta gr_copy_line_40+47 ; 4
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;===========
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; 45
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ldy #119 ; for early ones, copy 120 bytes ; 2
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gr_copy_line_40:
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lda $1000,Y ; load a byte (self modified) ; 4
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sta $400,Y ; store a byte (self modified) ; 5
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lda $1080,Y ; load a byte (self modified) ; 4
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sta $480,Y ; store a byte (self modified) ; 5
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lda $1100,Y ; load a byte (self modified) ; 4
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sta $500,Y ; store a byte (self modified) ; 5
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lda $1180,Y ; load a byte (self modified) ; 4
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sta $580,Y ; store a byte (self modified) ; 5
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lda $1200,Y ; load a byte (self modified) ; 4
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sta $600,Y ; store a byte (self modified) ; 5
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lda $1280,Y ; load a byte (self modified) ; 4
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sta $680,Y ; store a byte (self modified) ; 5
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lda $1300,Y ; load a byte (self modified) ; 4
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sta $700,Y ; store a byte (self modified) ; 5
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lda $1380,Y ; load a byte (self modified) ; 4
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sta $780,Y ; store a byte (self modified) ; 5
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dey ; decrement pointer ; 2
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bpl gr_copy_line_40 ; ; 2nt/3
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rts ; 6
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