mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
b1238af49d
this will probably upset people
955 lines
12 KiB
ArmAsm
955 lines
12 KiB
ArmAsm
; Ootw Checkpoint3 -- Rolling around the vents
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ootw_vent:
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;==============================
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; init
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lda #0
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sta GAIT
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sta VENT_DEATH
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sta VENT_END_COUNT
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; init the steam puffs
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sta steam1_state
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sta steam2_state
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sta steam3_state
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; steam4 is out of phase
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lda #32
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sta steam4_state
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lda #17
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sta PHYSICIST_X
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; fall into level
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lda #1
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sta FALLING
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lda #250
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sta PHYSICIST_Y
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lda #2
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sta FALLING_Y
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;===========================
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; Setup and clear pages
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lda #4
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sta DRAW_PAGE
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jsr clear_all
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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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; 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 PAGE1
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;============================
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; load background
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lda #>(vent_rle)
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sta GBASH
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lda #<(vent_rle)
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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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;=================================
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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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; Vent Loop
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;============================
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vent_loop:
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;================================
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; copy background to current page
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;================================
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jsr gr_copy_to_current
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;===============================
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; check keyboard
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;===============================
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lda FALLING
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bne vent_done_keyboard ; can't move if falling
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lda VENT_DEATH
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bne vent_done_keyboard ; can't move if dead
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lda KEYPRESS
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bpl vent_done_keyboard
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cmp #27+$80
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beq vent_escape
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cmp #'A'+$80
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beq vent_left_pressed
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cmp #8+$80
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beq vent_left_pressed
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cmp #'D'+$80
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beq vent_right_pressed
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cmp #$15+$80
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beq vent_right_pressed
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jmp vent_done_keyboard
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vent_escape:
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lda #$ff
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sta GAME_OVER
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bne vent_done_keyboard ; bra
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vent_left_pressed:
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dec PHYSICIST_X
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dec GAIT
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dec GAIT
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jmp vent_adjust_gait
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vent_right_pressed:
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inc PHYSICIST_X
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inc GAIT
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inc GAIT
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vent_adjust_gait:
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lda GAIT
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and #$7
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sta GAIT
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vent_done_keyboard:
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bit KEYRESET
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;=======================
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; bounds_check and slope
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; 42, can't go less than 10
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; 42, cant go more than 38
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ldx PHYSICIST_X
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lda PHYSICIST_Y
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cmp #42
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bne not_life_universe_everything
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vent_bounds_check_left:
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cpx #(5-2)
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bcs vent_bounds_check_right
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lda #5
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sta PHYSICIST_X
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jmp done_vent_bounds
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vent_bounds_check_right:
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cpx #(38-2)
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bcc done_vent_bounds
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lda #35
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sta PHYSICIST_X
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jmp done_vent_bounds
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not_life_universe_everything:
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; 11 -> if (y==11) and (x>5) y=12
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; 12 -> if (y==12) and (x>11) y=13
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; if (y==12) and (x<6) y=11
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; 13 -> if (y==13) and (x>15) y=14
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; if (y==13) and (x<10) y=12
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; 14 -> if (y==14) and (x<16) y=13
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cmp #11
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bne check_12
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cpx #(2-2)
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bpl check_11_right
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lda #(2-2)
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sta PHYSICIST_X
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jmp done_vent_bounds
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check_11_right:
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cpx #(5-2)
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bcs vent_inc_y ; bge
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bcc done_vent_bounds
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check_12:
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cmp #12
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bne check_13
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cpx #(11-2)
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bcs vent_inc_y ; bge
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cpx #(5-2)
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bcc vent_dec_y ; blt
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bcs done_vent_bounds ; bra
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check_13:
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cmp #13
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bne check_14
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cpx #(15-2)
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bcs vent_inc_y ; bge
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cpx #(10-2)
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bcc vent_dec_y ; blt
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bcs done_vent_bounds ; bra
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check_14:
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cmp #14
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bne done_vent_bounds
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cpx #(14-2)
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bcc vent_dec_y ; blt
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bcs done_vent_bounds ; bra
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vent_inc_y:
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inc PHYSICIST_Y
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jmp done_vent_bounds
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vent_dec_y:
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dec PHYSICIST_Y
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done_vent_bounds:
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;==================
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; check if falling
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;==================
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lda FALLING
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bne done_vent_checky ; don't check if allready falling
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ldx PHYSICIST_X
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lda PHYSICIST_Y
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cmp #2
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beq vent_y2
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cmp #14
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beq vent_y14
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cmp #22
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beq vent_y22
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cmp #32
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beq vent_y32
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cmp #42
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beq vent_y42
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jmp done_vent_checky
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; y=2 -> 2+3, 37+38
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vent_y2:
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ldy #11
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cpx #(4-2)
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bcc vent_falling ; blt
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ldy #40
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cpx #(37-2)
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bcs vent_falling ; bge
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jmp done_vent_checky
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; y=14 -> 20+21
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vent_y14:
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ldy #22
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cpx #(20-2)
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beq vent_falling
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cpx #(21-2)
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beq vent_falling
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jmp done_vent_checky
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jmp done_vent_checky
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; y=22 -> 5+6 , 30+31
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vent_y22:
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ldy #40
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cpx #(7-2)
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bcc vent_falling ; blt
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ldy #32
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cpx #(30-2)
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bcs vent_falling ; bge
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jmp done_vent_checky
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; y=32 -> 16+17, 37+38
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vent_y32:
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ldy #42
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cpx #(18-2)
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bcc vent_falling ; blt
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cpx #(37-2)
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bcs vent_falling ; bge
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jmp done_vent_checky
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; y=42 -> 21+22
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vent_y42:
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ldy #50
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cpx #(21-2)
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beq vent_falling
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cpx #(22-2)
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beq vent_falling
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bne done_vent_checky ; bra
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vent_falling:
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lda #1
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sta FALLING
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sty FALLING_Y
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sta GAIT
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done_vent_checky:
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;==================
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; fall if falling
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;==================
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lda FALLING
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beq done_falling
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inc PHYSICIST_Y
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lda PHYSICIST_Y
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cmp FALLING_Y
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bne done_falling
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; hit the ground, see if dead
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dec FALLING
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; there are a few ways to do this, cheating and hard-coding
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; the two long shafts
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lda PHYSICIST_X
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cmp #(37-2) ; longest fall
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beq fall_death
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cmp #(6-2) ; medium fall
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beq fall_death
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bne done_falling
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fall_death:
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; only die if fall is far enough?
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; problem is two entrances to long shaft
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lda GAIT
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cmp #18
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bcc done_falling ; blt
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lda #1
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sta VENT_DEATH
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lda #0
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sta GAIT
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done_falling:
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;================
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; draw physicist
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;================
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lda FALLING
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bne draw_falling
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lda VENT_DEATH
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beq draw_rolling
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cmp #1
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beq draw_fell
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bne draw_poisoned
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; falling
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draw_falling:
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lda GAIT
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cmp #31
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bcs no_inc_falling
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inc GAIT
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no_inc_falling:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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and #$fe
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sta YPOS
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lda GAIT
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lsr
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lsr
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and #$fe
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tay
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lda rolling_fall_progression,Y
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sta INL
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lda rolling_fall_progression+1,Y
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jmp actually_draw
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; dead/fell
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draw_fell:
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lda GAIT
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cmp #10
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bcs draw_fell_stop ; bge
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inc GAIT
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draw_fell_stop:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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and #$fe
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sta YPOS
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lda GAIT
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lsr
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and #$fe
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tay
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lda rolling_splat_progression,Y
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sta INL
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lda rolling_splat_progression+1,Y
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jmp actually_draw
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; dead/poisoned
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draw_poisoned:
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lda GAIT
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cmp #23
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bcs no_inc_poison
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inc GAIT
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no_inc_poison:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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and #$fe
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sta YPOS
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lda GAIT
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lsr
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lsr
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and #$fe
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tay
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lda rolling_poison_progression,Y
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sta INL
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lda rolling_poison_progression+1,Y
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jmp actually_draw
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; rolling
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draw_rolling:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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and #$fe ; FIXME
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sta YPOS
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lda GAIT
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and #$fe
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tay
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lda rolling_progression,Y
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sta INL
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lda rolling_progression+1,Y
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actually_draw:
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sta INH
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jsr put_sprite_crop
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;================================
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; draw background action (steam)
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;================================
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jsr handle_steam
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;========================
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; only show small window
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;========================
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jsr only_show_window
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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 vent_frame_no_oflo
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inc FRAMEH
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vent_frame_no_oflo:
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lda VENT_DEATH
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beq no_death_count
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inc VENT_END_COUNT
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no_death_count:
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;==========================
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; check if steamed
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;==========================
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jsr steam_collide
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;==========================
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; check if done this level
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;==========================
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; first see if at end
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lda PHYSICIST_Y
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cmp #50
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bcc done_check_bottom ; blt
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bmi done_check_bottom ; don't trigger if falling into level
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; we fell out the vent at the bottom!
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lda #$4
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sta GAME_OVER
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rts
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done_check_bottom:
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; check if death timeout
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lda VENT_END_COUNT
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cmp #$A0
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bcc not_dead ; lt
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lda #$ff
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sta GAME_OVER
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not_dead:
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lda GAME_OVER
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beq still_in_vent
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cmp #$ff ; if $ff, we died
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beq done_vent
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; loop forever
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still_in_vent:
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lda #0
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sta GAME_OVER
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jmp vent_loop
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done_vent:
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rts
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puff_start_progression:
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.word puff_sprite_start1
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.word puff_sprite_start2
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puff_cycle_progression:
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.word puff_sprite_cycle1
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.word puff_sprite_cycle2
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.word puff_sprite_cycle3
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.word puff_sprite_cycle4
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puff_end_progression:
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.word puff_sprite_end1
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.word puff_sprite_end2
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puff_sprite_start1:
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.byte 3,2
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.byte $AA,$A5,$AA
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.byte $AA,$AA,$AA
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puff_sprite_start2:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $AA,$AA,$AA
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puff_sprite_cycle1:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $AA,$A5,$AA
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puff_sprite_cycle2:
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.byte 3,2
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.byte $AA,$55,$AA
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.byte $A5,$A5,$A5
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puff_sprite_cycle3:
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.byte 3,2
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.byte $5A,$55,$5A
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.byte $A5,$A5,$A5
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puff_sprite_cycle4:
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.byte 3,2
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.byte $A5,$55,$A5
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.byte $A5,$A5,$A5
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puff_sprite_end1:
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.byte 3,2
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.byte $AA,$AA,$AA
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.byte $A5,$AA,$5A
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puff_sprite_end2:
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.byte 3,2
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.byte $A5,$AA,$A5
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.byte $AA,$AA,$AA
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steam_state:
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steam1_state: .byte $0
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steam2_state: .byte $0
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steam3_state: .byte $0
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steam4_state: .byte $0
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steam_max:
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steam1_max: .byte 176
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steam2_max: .byte 128
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steam3_max: .byte 64
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steam4_max: .byte 64
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steam_x:
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steam1_x: .byte 13-1
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steam2_x: .byte 10-1
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steam3_x: .byte 18-1
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steam4_x: .byte 23-1
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steam_y:
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steam1_y: .byte 2
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steam2_y: .byte 12
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steam3_y: .byte 22
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steam4_y: .byte 22
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;===============================
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; steam#1 (top) -- 5s on, 2s off
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; 0-3 -- start
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; 4-128 -- on
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; 128-132 -- stop
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; 132 - 176 -- off
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; steam#2 (slope) -- 1s on, 3s off
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; 0-3 -- start
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; 4 - 32 on
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; 32 - 36 stop
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; 36 - 128 off
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; steam#3/#4 -- 1s on / 1s off (alternate)
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; 0-3 -- start 0-3 -- start
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; 4-32 -- on 4-32 -- on
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; 32-36 -- stop 32-36 -- stop
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; 36-64 -- off 36-64 -- off
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steam_stop:
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steam1_stop: .byte 128
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steam2_stop: .byte 32
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steam3_stop: .byte 32
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steam4_stop: .byte 32
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steam_off:
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steam1_off: .byte 132
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steam2_off: .byte 36
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steam3_off: .byte 36
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steam4_off: .byte 36
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steam_on:
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steam1_on: .byte 0
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steam2_on: .byte 0
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steam3_on: .byte 0
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steam4_on: .byte 0
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;==============================
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; handle steam
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;==============================
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handle_steam:
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; increment steam states
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lda FRAMEL
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and #$1
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bne no_inc_steam
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ldx #3
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inc_steam_loop:
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inc steam_state,X
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lda steam_state,X
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cmp steam_max,X
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bcc no_clear_steam
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lda #0
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sta steam_state,X
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no_clear_steam:
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dex
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bpl inc_steam_loop
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no_inc_steam:
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ldx #3
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steam_draw_loop:
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txa
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pha
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lda steam_x,X
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sta XPOS
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lda steam_y,X
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sta YPOS
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lda steam_state,X
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cmp steam_off,X
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bcs draw_steam_off ; bge
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cmp #4 ; always 4
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bcc draw_steam_start ; blt
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cmp steam_stop,X
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bcs draw_steam_stop ; bge
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jmp draw_steam_on
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;========================
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; draw_steam:
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draw_steam_start:
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and #$2
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tay
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lda puff_start_progression,Y
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sta INL
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lda puff_start_progression+1,Y
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jmp steam_draw
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draw_steam_on:
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and #$6
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tay
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lda #1
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sta steam_on,X
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lda puff_cycle_progression,Y
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sta INL
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lda puff_cycle_progression+1,Y
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jmp steam_draw
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draw_steam_stop:
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and #$2
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tay
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lda puff_end_progression,Y
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sta INL
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lda puff_end_progression+1,Y
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; fallthrough
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steam_draw:
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sta INH
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jsr put_sprite
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jmp steam_done
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draw_steam_off:
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lda #0
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sta steam_on,X
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steam_done:
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pla
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tax
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dex
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bpl steam_draw_loop
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rts
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;==============================
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; steam_collide
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;==============================
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steam_collide:
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lda VENT_DEATH ; only die if still alive
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bne not_steamed
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ldx #3
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steam_collide_loop:
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lda steam_on,X ; skip if no steam out
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beq steam_loop_continue
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lda PHYSICIST_Y
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cmp steam_y,X
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bne steam_loop_continue
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; collide if
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; =
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; 0UUU physicist+3=X
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; 0UUU physicist+2=X
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; 0UUU physicist+1=X
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clc
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lda PHYSICIST_X
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adc #1
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cmp steam_x,X
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beq steamed
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adc #1
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cmp steam_x,X
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beq steamed
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adc #1
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cmp steam_x,X
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beq steamed
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|
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steam_loop_continue:
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dex
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bpl steam_collide_loop
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not_steamed:
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rts
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steamed:
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lda #2
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sta VENT_DEATH
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lda #0
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sta GAIT
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rts
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;=================================
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; only show window
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;=================================
|
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only_show_window:
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|
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ldy #0
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window_loop:
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lda gr_offsets,Y
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sta window_left_loop_smc+1
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sta window_right_loop_smc+1
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sta window_all_loop_smc+1
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lda gr_offsets+1,Y
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clc
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adc DRAW_PAGE
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sta window_left_loop_smc+2
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sta window_right_loop_smc+2
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sta window_all_loop_smc+2
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lda PHYSICIST_Y
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and #$FE
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sec
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sbc #2
|
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bpl window_positive
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lda #0 ; start at 0 if negative
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; fix prob when dropping in
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window_positive:
|
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sta TEMPY
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cpy TEMPY
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bcc clear_all_line ; blt
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clc
|
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adc #10
|
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sta TEMPY
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cpy TEMPY
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bcs clear_all_line
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jmp clear_with_window
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|
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clear_all_line:
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|
|
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ldx #39
|
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lda #0
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|
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window_inner_all_loop:
|
|
|
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window_all_loop_smc:
|
|
sta $400,X
|
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dex
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|
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bpl window_inner_all_loop
|
|
|
|
jmp window_continue
|
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|
|
clear_with_window:
|
|
;===================
|
|
; clear to the left
|
|
|
|
lda PHYSICIST_X
|
|
sec
|
|
sbc #5
|
|
bpl window_left_limit
|
|
lda #0
|
|
window_left_limit:
|
|
tax
|
|
|
|
lda #0
|
|
window_inner_left_loop:
|
|
|
|
window_left_loop_smc:
|
|
sta $400,X
|
|
dex
|
|
|
|
bpl window_inner_left_loop
|
|
|
|
|
|
; clear to the right
|
|
|
|
lda PHYSICIST_X
|
|
clc
|
|
adc #8
|
|
cmp #39
|
|
bcs skip_window_right
|
|
|
|
tax
|
|
lda #0
|
|
window_inner_right_loop:
|
|
|
|
window_right_loop_smc:
|
|
sta $400,X
|
|
inx
|
|
cpx #40
|
|
bne window_inner_right_loop
|
|
|
|
skip_window_right:
|
|
|
|
window_continue:
|
|
iny
|
|
iny
|
|
cpy #48
|
|
bne window_loop
|
|
|
|
rts
|