mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-19 12:32:35 +00:00
eb980e6584
might look better with fancier animation
295 lines
3.8 KiB
ArmAsm
295 lines
3.8 KiB
ArmAsm
; Handle shield
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; when pressed, find empty slot? Up to 3?
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; gradually expire, flash when done
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; should update the laser range when start/stop
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; destroyed by blast. Weakened by laser?
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MAX_SHIELDS = 3
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shield_out:
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shield0_out: .byte $0
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shield1_out: .byte $0
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shield2_out: .byte $0
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shield_x:
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shield0_x: .byte $0
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shield1_x: .byte $0
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shield2_x: .byte $0
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shield_y:
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shield0_y: .byte $0
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shield1_y: .byte $0
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shield2_y: .byte $0
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shield_count:
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shield0_count: .byte $0
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shield1_count: .byte $0
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shield2_count: .byte $0
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;=========================
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; activate_shield
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;=========================
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activate_shield:
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lda SHIELD_OUT
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cmp #MAX_SHIELDS
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beq done_activate_shield
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; find slot
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ldx #0
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activate_shield_loop:
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lda shield_out,X
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beq found_shield_slot
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inx
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bne activate_shield_loop ; bra
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found_shield_slot:
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; take the slot
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inc SHIELD_OUT
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inc shield_out,X
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; reset count
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lda #0
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sta shield_count,X
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; set y
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lda PHYSICIST_Y
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sta shield_y,X
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; set x
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lda DIRECTION
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bne shield_right
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shield_left:
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ldy PHYSICIST_X
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dey
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tya
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sta shield_x,X
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jmp done_activate_shield
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shield_right:
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lda PHYSICIST_X
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clc
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adc #5
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sta shield_x,X
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done_activate_shield:
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rts
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;====================
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; draw shields
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;====================
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draw_shields:
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lda SHIELD_OUT
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beq done_draw_shields
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ldx #0
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draw_shields_loop:
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lda shield_out,X
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beq draw_shields_loop_continue
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lda shield_x,X
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sta XPOS
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lda shield_y,X
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sta YPOS
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ldy shield_count,X
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lda shield_progression,Y
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bmi destroy_shield
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tay
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lda FRAMEL
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and #$7
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bne dont_increment_shield
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inc shield_count,X
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dont_increment_shield:
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lda shield_table_lo,Y
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sta INL
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lda shield_table_hi,Y
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sta INH
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txa
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pha
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jsr put_sprite
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pla
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tax
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jmp draw_shields_loop_continue
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destroy_shield:
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lda #0
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sta shield_out,X
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dec SHIELD_OUT
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draw_shields_loop_continue:
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inx
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cpx #MAX_SHIELDS
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bne draw_shields_loop
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done_draw_shields:
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rts
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;====================
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; init shields
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;====================
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init_shields:
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ldx #0
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stx SHIELD_OUT
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init_shields_loop:
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lda #0
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sta shield_out,X
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inx
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cpx #MAX_SHIELDS
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bne init_shields_loop
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rts
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shield_progression:
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.byte 0,1
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.byte 2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3
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.byte 2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3
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.byte 4,5,4,5,4,5,4,5,4,5,4,5
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.byte 4,5,4,5,4,5,4,5,4,5,4,5
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.byte 6,7,6,7,6,7,6,7
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.byte 6,7,6,7,6,7,6,7
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.byte 0
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.byte $FF
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shield_table_hi:
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.byte >shield_flash_sprite ; 0
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.byte >shield_start_sprite ; 1
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.byte >shield_high1_sprite ; 2
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.byte >shield_high2_sprite ; 3
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.byte >shield_medium1_sprite ; 4
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.byte >shield_medium2_sprite ; 5
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.byte >shield_low1_sprite ; 6
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.byte >shield_low2_sprite ; 7
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shield_table_lo:
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.byte <shield_flash_sprite
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.byte <shield_start_sprite
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.byte <shield_high1_sprite
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.byte <shield_high2_sprite
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.byte <shield_medium1_sprite
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.byte <shield_medium2_sprite
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.byte <shield_low1_sprite
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.byte <shield_low2_sprite
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shield_flash_sprite:
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.byte 1,8
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.byte $f3
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.byte $ff
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.byte $ff
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.byte $ff
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.byte $ff
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.byte $3f
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.byte $AA
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.byte $AA
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shield_start_sprite:
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.byte 1,8
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.byte $11
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.byte $11
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.byte $11
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.byte $11
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.byte $11
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.byte $11
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.byte $11
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.byte $11
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shield_high1_sprite:
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.byte 1,8
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.byte $BA
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.byte $3A
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.byte $A1
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.byte $A1
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.byte $BA
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.byte $A3
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.byte $BA
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.byte $13
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shield_high2_sprite:
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.byte 1,8
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.byte $3A
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.byte $1A
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.byte $3A
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.byte $AA
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.byte $AB
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.byte $3A
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.byte $1B
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.byte $3A
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shield_medium1_sprite:
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.byte 1,8
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.byte $A1
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.byte $AA
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.byte $1B
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.byte $AA
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.byte $A3
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.byte $AA
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.byte $3A
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.byte $BA
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shield_medium2_sprite:
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.byte 1,8
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.byte $AB
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.byte $AA
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.byte $A3
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.byte $A3
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.byte $AA
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.byte $B3
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.byte $AA
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.byte $1A
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shield_low1_sprite:
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.byte 1,8
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.byte $A3
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.byte $AB
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.byte $AA
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.byte $3A
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.byte $AA
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.byte $AA
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.byte $1A
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.byte $AA
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shield_low2_sprite:
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.byte 1,8
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.byte $A1
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.byte $AA
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.byte $AA
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.byte $A1
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.byte $AA
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.byte $AA
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.byte $A3
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.byte $AB
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