mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-08-19 14:29:25 +00:00
775 lines
12 KiB
ArmAsm
775 lines
12 KiB
ArmAsm
; this is a painful one
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; mostly because the tree puzzle is sort of obscure in the original
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; in original you get a match, then light it
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; the match will flicker and burn out if you go outside
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; light the pilot, it will turn red
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; boiler PSI starts at zero
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; turn once clockwise, fire starts, nothing else?
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; turn once counter-clockwise fire turns off
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; turn twice CW -> ?
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; turn 3 CW -> ?
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; turn 4, 5, 6, 7, 8, 9, 10, 11, 12, CW -> ?
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; can turn up to 25
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; at 12 starts gradually going up
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; (needle swings hits end, waits like 5s, goes up)
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; PSI counts 0 to 24?
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; 0 - basement
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; 1 - down 1/2
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; 2 - down 1
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; 3 - half out
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; 4 - all out (can get on) *
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; 5 -
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; 6 - *
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; 7 -
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; 8 - *
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; 9 -
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; 10 - *
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; 11 -
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; 12 - * (top) (can look down at all spots)
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; button takes you down a level, but only to ground floor
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; will actually bump you back to Level 3 if you press on ground
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; button does nothing in basement
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; dial in basement does same as one upstairs
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; 0123456789012345678901234
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; \ \ \ \ \ : / / / / /
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; P S I
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; \
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; BOILER_VALVE
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; BOILER_LEVEL: high bit is if pilot lit, low bits are PSI
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; BOILER_TOTAL:
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; 0...128 warming up
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; then if valve>12 inc level, when hit 15 inc tree
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; if valve<12 dec level, when hit 0 dec tree
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; rate of adding is (valve-12) 0..12 / 4 = 0..3
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; 0 = FRAMEL&7f==0
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; 1 = FRAMEL&3f==0
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; 2 = FRAMEL&1f==0
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; 3 = FRAMEL&7==0
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; Make noise when change tree level
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update_boiler_state:
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; if pilot not lit, nothing to do
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lda BOILER_LEVEL
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bpl done_boiler_state
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lda BOILER_VALVE
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; beq done_boiler_state
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sec
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sbc #12
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bpl skip_abs
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eor #$ff
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clc
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adc #$1
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skip_abs:
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; adjust speed based on valve position
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; div by 4
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lsr
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lsr
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tay
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lda FRAMEL
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cpy #0
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beq speed_slowest
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cpy #1
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beq speed_slow
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cpy #2
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beq speed_fast
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speed_fastest:
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and #$f
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speed_fast:
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and #$1f
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speed_slow:
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and #$3f
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speed_slowest:
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and #$7f
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beq actually_adjust_boiler
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rts
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actually_adjust_boiler:
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lda BOILER_VALVE
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cmp #12
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bcs valve_positive
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bcc valve_negative
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valve_positive:
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jsr inc_boiler
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jmp done_boiler_state
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valve_negative:
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jsr dec_boiler
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done_boiler_state:
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rts
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inc_boiler:
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lda BOILER_LEVEL
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and #$7f
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cmp #25
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beq inc_boiler_overflow
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inc BOILER_LEVEL
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rts
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inc_boiler_overflow:
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lda TREE_LEVEL
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cmp #6
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beq tree_at_top
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lda BOILER_LEVEL
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and #$80
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sta BOILER_LEVEL
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inc TREE_LEVEL
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jsr change_tree_level
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tree_at_top:
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rts
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dec_boiler:
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lda BOILER_LEVEL
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and #$1f
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cmp #0
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beq dec_boiler_overflow
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dec BOILER_LEVEL
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rts
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dec_boiler_overflow:
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lda TREE_LEVEL
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beq tree_at_bottom
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lda #$80|24
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sta BOILER_LEVEL
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dec TREE_LEVEL
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jsr change_tree_level
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tree_at_bottom:
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rts
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change_tree_level:
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jsr cabin_update_state
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jsr change_direction
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jsr long_beep
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rts
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tree_base_backgrounds:
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.word tree_base_n_lzsa ; 0 basement
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.word tree_base_n_lzsa ; 1 underground
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.word tree_base_l4_n_lzsa ; 2 ground
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.word tree_base_l6_n_lzsa ; 3 L6
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.word tree_base_n_lzsa ; 4 L8
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.word tree_base_n_lzsa ; 5 L10
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.word tree_base_n_lzsa ; 6 TOP
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tree_base_up_backgrounds:
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.word tree_base_up_lzsa ; 0 basement
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.word tree_base_up_l2_lzsa ; 1 underground
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.word tree_base_up_l4_lzsa ; 2 ground
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.word tree_base_up_l6_lzsa ; 3 L6
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.word tree_base_up_l8_lzsa ; 4 L8
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.word tree_base_up_l10_lzsa ; 5 L10
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.word tree_base_up_l12_lzsa ; 6 TOP
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tree_elevator_backgrounds:
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.word tree_elevator_basement_s_lzsa ; 0 basement
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.word tree_elevator_l2_lzsa ; 1 underground
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.word tree_elevator_l4_lzsa ; 2 ground
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.word tree_elevator_l6_lzsa ; 3 L6
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.word tree_elevator_l8_lzsa ; 4 L8
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.word tree_elevator_l10_lzsa ; 5 L10
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.word tree_elevator_l12_lzsa ; 6 TOP
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tree_basement_backgrounds:
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.word tree_basement_n_lzsa ; 0 basement
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.word tree_basement_noelev_n_lzsa ; 1 underground
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.word tree_basement_noelev_n_lzsa ; 2 ground
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.word tree_basement_noelev_n_lzsa ; 3 L6
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.word tree_basement_noelev_n_lzsa ; 4 L8
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.word tree_basement_noelev_n_lzsa ; 5 L10
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.word tree_basement_noelev_n_lzsa ; 6 TOP
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tree_elevator_exits:
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.byte CABIN_TREE_BASEMENT ; 0 basement
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.byte $ff ; 1 underground
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.byte CABIN_BIG_TREE ; 2 ground
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.byte $ff ; 3 L6
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.byte $ff ; 4 L8
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.byte $ff ; 5 L10
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.byte CABIN_TREE_LOOK_DOWN ; 6 TOP
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tree_entrance:
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.byte CABIN_TREE_LOOK_UP ; 0 basement
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.byte CABIN_TREE_LOOK_UP ; 1 underground
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.byte CABIN_TREE_ELEVATOR ; 2 ground
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.byte CABIN_TREE_LOOK_UP ; 3 L6
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.byte CABIN_TREE_LOOK_UP ; 4 L8
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.byte CABIN_TREE_LOOK_UP ; 5 L10
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.byte CABIN_TREE_LOOK_UP ; 6 TOP
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; south if getting on elevator
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; north if looking up
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tree_entrance_dir:
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.byte DIRECTION_N ; 0 basement
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.byte DIRECTION_N ; 1 underground
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.byte DIRECTION_S ; 2 ground
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.byte DIRECTION_N ; 3 L6
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.byte DIRECTION_N ; 4 L8
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.byte DIRECTION_N ; 5 L10
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.byte DIRECTION_N ; 6 TOP
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tree_basement_exit:
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.byte CABIN_TREE_ELEVATOR ; 0 basement
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.byte $ff ; 1 underground
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.byte $ff ; 2 ground
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.byte $ff ; 3 L6
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.byte $ff ; 4 L8
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.byte $ff ; 5 L10
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.byte $ff ; 6 TOP
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;===================================
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; update backgrounds based on state
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;===================================
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cabin_update_state:
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; update tree base background
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ldy #LOCATION_NORTH_BG
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lda TREE_LEVEL
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asl
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tax
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lda tree_base_backgrounds,X
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sta location7,Y ; CABIN_BIG_TREE
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lda tree_base_backgrounds+1,X
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sta location7+1,Y ; CABIN_BIG_TREE
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; update tree up background
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lda tree_base_up_backgrounds,X
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sta location14,Y ; CABIN_TREE_LOOK_UP
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lda tree_base_up_backgrounds+1,X
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sta location14+1,Y ; CABIN_TREE_LOOK_UP
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; update basement background
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lda tree_basement_backgrounds,X
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sta location9,Y ; CABIN_TREE_BASEMENT
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lda tree_basement_backgrounds+1,X
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sta location9+1,Y ; CABIN_TREE_BASEMENT
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; update tree elevator background
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ldy #LOCATION_SOUTH_BG
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lda tree_elevator_backgrounds,X
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sta location8,Y ; CABIN_TREE_ELEVATOR
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lda tree_elevator_backgrounds+1,X
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sta location8+1,Y ; CABIN_TREE_ELEVATOR
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; update if you can get into tree
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lda TREE_LEVEL
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tax
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ldy #LOCATION_NORTH_EXIT
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lda tree_entrance,X
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sta location7,Y ; CABIN_BIG_TREE
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ldy #LOCATION_NORTH_EXIT_DIR
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lda tree_entrance_dir,X
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sta location7,Y ; CABIN_BIG_TREE
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; update elevator exit
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ldy #LOCATION_SOUTH_EXIT
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lda tree_elevator_exits,X
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sta location8,Y ; CABIN_TREE_ELEVATOR
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; update basement exit
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ldy #LOCATION_NORTH_EXIT
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lda tree_basement_exit,X
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sta location9,Y ; CABIN_TREE_BASEMENT
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rts
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;==========================
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; valve clicked in basement
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valve_clicked_basement:
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lda CURSOR_X
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cmp #8
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bcc valve_dec
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bcs valve_inc
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;==================================
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; goto safe or valve (cabin boiler)
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goto_safe_or_valve:
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lda DIRECTION
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and #$f
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cmp #DIRECTION_W
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beq goto_safe
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valve_clicked_cabin:
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lda CURSOR_X
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cmp #33
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bcc valve_dec
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bcs valve_inc
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valve_dec:
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lda BOILER_VALVE
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beq done_valve
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dec BOILER_VALVE
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jmp done_valve
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valve_inc:
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lda BOILER_VALVE
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cmp #25
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bcs done_valve
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inc BOILER_VALVE
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done_valve:
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rts
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;====================
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; safe was clicked
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;====================
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goto_safe:
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lda #CABIN_SAFE
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sta LOCATION
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jmp change_location
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;====================
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; open safe was touched
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;====================
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; close safe or take/light match
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; how does this interact with holding a page?
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touch_open_safe:
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lda CURSOR_X
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cmp #21
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bcc handle_matches
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; touching door
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touching_safe_door:
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lda #CABIN_SAFE
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sta LOCATION
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jmp change_location
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handle_matches:
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lda CURSOR_Y
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cmp #32
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bcc not_matches
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cmp #41
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bcs not_matches
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lda HOLDING_ITEM
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cmp #HOLDING_LIT_MATCH
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beq not_matches
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cmp #HOLDING_MATCH
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beq light_match
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; not a match yet
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take_match:
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lda #HOLDING_MATCH
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sta HOLDING_ITEM
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bne not_matches ; bra
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light_match:
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lda #HOLDING_LIT_MATCH
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sta HOLDING_ITEM
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not_matches:
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rts
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;====================
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; safe was touched
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;====================
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touch_safe:
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lda CURSOR_Y
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; check if buttons
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cmp #26 ; blt
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bcc safe_buttons
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; check if handle
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cmp #34
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bcs pull_handle ; bge
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; else do nothing
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rts
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pull_handle:
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lda SAFE_HUNDREDS
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cmp #7
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bne wrong_combination
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lda SAFE_TENS
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cmp #2
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bne wrong_combination
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lda SAFE_ONES
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cmp #4
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bne wrong_combination
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lda #CABIN_OPEN_SAFE
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sta LOCATION
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lda #DIRECTION_W|DIRECTION_ONLY_POINT
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sta DIRECTION
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jmp change_location
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wrong_combination:
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rts
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safe_buttons:
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jsr click_speaker
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lda CURSOR_X
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cmp #13 ; not a button
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bcc no_button
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cmp #19
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bcc hundreds_inc
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cmp #25
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bcc tens_inc
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bcs ones_inc
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no_button:
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rts
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hundreds_inc:
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sed
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lda SAFE_HUNDREDS
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_HUNDREDS
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rts
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tens_inc:
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sed
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lda SAFE_TENS
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_TENS
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rts
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ones_inc:
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sed
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lda SAFE_ONES
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clc
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adc #$1
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cld
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and #$f
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sta SAFE_ONES
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rts
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;==============================
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; draw the numbers on the safe
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;==============================
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draw_safe_combination:
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; hundreds digit
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lda SAFE_HUNDREDS
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #15
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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; tens digit
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lda SAFE_TENS
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #21
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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; ones digit
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lda SAFE_ONES
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and #$f
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asl
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tay
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lda number_sprites,Y
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sta INL
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lda number_sprites+1,Y
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sta INH
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lda #27
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sta XPOS
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lda #8
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sta YPOS
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jsr put_sprite_crop
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rts
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; valve sprites
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valve_sprites:
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.word valve0_sprite
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.word valve1_sprite
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.word valve2_sprite
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.word valve3_sprite
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valve0_sprite:
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.byte 6,6
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.byte $AA,$1A,$11,$11,$1A,$AA
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.byte $1A,$A1,$11,$AA,$A1,$11
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.byte $11,$AA,$d1,$1A,$1A,$11
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.byte $11,$A1,$A1,$1A,$AA,$11
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.byte $A1,$11,$AA,$11,$1A,$A1
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.byte $AA,$A1,$A1,$A1,$A1,$AA
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valve1_sprite:
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.byte 6,6
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.byte $AA,$1A,$A1,$11,$1A,$AA
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.byte $11,$A1,$AA,$11,$AA,$11
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.byte $11,$A1,$dA,$a1,$AA,$11
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.byte $11,$AA,$11,$A1,$A1,$11
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.byte $A1,$11,$11,$AA,$1A,$A1
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.byte $AA,$AA,$A1,$A1,$A1,$AA
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valve2_sprite:
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.byte 6,6
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.byte $AA,$1A,$A1,$A1,$1A,$AA
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.byte $11,$11,$AA,$AA,$11,$11
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.byte $11,$AA,$d1,$A1,$AA,$11
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.byte $11,$AA,$11,$A1,$1A,$11
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.byte $A1,$11,$AA,$AA,$11,$A1
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.byte $AA,$AA,$A1,$A1,$A1,$AA
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valve3_sprite:
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.byte 6,6
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.byte $AA,$1A,$A1,$A1,$1A,$AA
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.byte $11,$A1,$1A,$AA,$AA,$11
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.byte $11,$AA,$d1,$1A,$A1,$11
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.byte $11,$1A,$A1,$11,$AA,$11
|
|
.byte $AA,$11,$AA,$A1,$11,$A1
|
|
.byte $AA,$AA,$A1,$A1,$A1,$AA
|
|
|
|
|
|
;==============
|
|
; flame sprites
|
|
|
|
flame_sprites:
|
|
.word flame1_sprite
|
|
.word flame2_sprite
|
|
|
|
flame1_sprite:
|
|
.byte 6,3
|
|
.byte $f5,$d5,$d5,$95,$95,$95
|
|
.byte $ff,$ff,$df,$dd,$9d,$9d
|
|
.byte $59,$59,$59,$59,$58,$58
|
|
|
|
flame2_sprite:
|
|
.byte 6,3
|
|
.byte $f5,$d5,$d5,$95,$95,$95
|
|
.byte $ff,$ff,$df,$dd,$9d,$ff
|
|
.byte $5d,$5d,$59,$59,$59,$59
|
|
|
|
|
|
;=============================
|
|
; draw valve and other things
|
|
; involving the boiler
|
|
;=============================
|
|
draw_valve_cabin:
|
|
|
|
; make sure facing right direction
|
|
|
|
lda DIRECTION
|
|
and #$f
|
|
cmp #DIRECTION_E
|
|
bne done_draw_valve
|
|
|
|
; see if we need to draw pilot
|
|
|
|
lda BOILER_LEVEL
|
|
bpl skip_pilot
|
|
|
|
; put $91 at 15,36, $55f
|
|
|
|
lda #$5
|
|
clc
|
|
adc DRAW_PAGE
|
|
sta pilot_smc+2
|
|
|
|
lda #$91
|
|
pilot_smc:
|
|
sta $55f
|
|
|
|
; see if need to draw flame
|
|
lda BOILER_VALVE
|
|
beq skip_pilot
|
|
|
|
; draw flame
|
|
lda FRAMEL
|
|
and #$8
|
|
lsr
|
|
lsr
|
|
tay
|
|
|
|
lda flame_sprites,Y
|
|
sta INL
|
|
lda flame_sprites+1,Y
|
|
sta INH
|
|
|
|
lda #18
|
|
sta XPOS
|
|
lda #32
|
|
sta YPOS
|
|
jsr put_sprite_crop
|
|
|
|
skip_pilot:
|
|
|
|
|
|
draw_psi:
|
|
|
|
bit TEXTGR ; bit of a hack
|
|
|
|
; adjust to correct page
|
|
lda DRAW_PAGE
|
|
clc
|
|
adc #$7
|
|
sta psi_smc+2
|
|
|
|
lda BOILER_LEVEL
|
|
and #$1f
|
|
tay
|
|
|
|
cpy #13
|
|
beq want_colon
|
|
bcc want_backslash
|
|
want_slash:
|
|
lda #'/'|$80
|
|
bne put_psi ; bra
|
|
|
|
want_backslash:
|
|
lda #'\'|$80
|
|
bne put_psi ; bra
|
|
want_colon:
|
|
lda #':'|$80
|
|
|
|
put_psi:
|
|
|
|
; 7,44 = $757
|
|
psi_smc:
|
|
sta $757,Y
|
|
|
|
|
|
|
|
lda #31
|
|
sta XPOS
|
|
lda #14
|
|
bne really_draw_valve ; bra
|
|
|
|
draw_valve_basement:
|
|
lda DIRECTION
|
|
and #$f
|
|
cmp #DIRECTION_N
|
|
bne done_draw_valve
|
|
|
|
lda #5
|
|
sta XPOS
|
|
lda #24
|
|
|
|
really_draw_valve:
|
|
sta YPOS
|
|
|
|
lda BOILER_VALVE
|
|
and #$3
|
|
asl
|
|
tay
|
|
lda valve_sprites,Y
|
|
sta INL
|
|
lda valve_sprites+1,Y
|
|
sta INH
|
|
|
|
jmp put_sprite_crop
|
|
|
|
|
|
|
|
done_draw_valve:
|
|
rts
|
|
|
|
|
|
;==============================
|
|
; press elevator button
|
|
;==============================
|
|
press_elevator_button:
|
|
|
|
lda TREE_LEVEL
|
|
cmp #2
|
|
beq bump_up
|
|
bcc button_ineffective
|
|
|
|
dec TREE_LEVEL ; drops you a floor
|
|
lda #$80
|
|
sta BOILER_LEVEL ; give some time before hitting again
|
|
|
|
jsr change_tree_level
|
|
|
|
button_ineffective:
|
|
rts
|
|
|
|
bump_up:
|
|
inc TREE_LEVEL ; if on ground floor it bumps you up
|
|
|
|
jsr change_tree_level
|
|
|
|
jmp button_ineffective
|
|
|