mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
c6fa85acf0
I think the actual game lets you do this
720 lines
11 KiB
ArmAsm
720 lines
11 KiB
ArmAsm
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;==============================
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; Handle Keypress
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;==============================
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handle_keypress:
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; first handle joystick
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lda JOYSTICK_ENABLED
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beq actually_handle_keypress
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; only check joystick every-other frame
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lda FRAMEL
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and #$1
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beq actually_handle_keypress
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check_button:
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lda PADDLE_BUTTON0
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bpl button_clear
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lda JS_BUTTON_STATE
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bne js_check
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lda #1
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sta JS_BUTTON_STATE
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lda #' '
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jmp handle_input
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button_clear:
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lda #0
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sta JS_BUTTON_STATE
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js_check:
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jsr handle_joystick
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js_check_left:
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lda value0
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cmp #$20
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bcs js_check_right ; if less than 32, left
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lda #'A'
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bne handle_input
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js_check_right:
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cmp #$40
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bcc js_check_up
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lda #'D'
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bne handle_input
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js_check_up:
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lda value1
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cmp #$20
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bcs js_check_down
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lda #'W'
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bne handle_input
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js_check_down:
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cmp #$40
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bcc done_joystick
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lda #'S'
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bne handle_input
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done_joystick:
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actually_handle_keypress:
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lda KEYPRESS
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bmi keypress
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jmp no_keypress
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keypress:
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and #$7f ; clear high bit
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cmp #$40
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bcc handle_input ; make sure not to lose space
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; and numbers
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and #$df ; convert uppercase to lower case
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handle_input:
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; first check if 1...8 pressed
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cmp #'1'
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bcc check_sound
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cmp #'9'
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bcs check_sound
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sec ; map 1->3, 2->4, 4->5, etc
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sbc #'1'
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clc
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adc #3
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jsr handle_menu_which_in_a
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jmp done_keypress
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check_sound:
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cmp #$14 ; control-T
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bne check_joystick
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lda SOUND_STATUS
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eor #SOUND_DISABLED
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sta SOUND_STATUS
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jmp done_keypress
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; can't be ^J as that's the same as down
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check_joystick:
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cmp #'J'
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bne check_left
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lda JOYSTICK_ENABLED
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eor #1
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sta JOYSTICK_ENABLED
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jmp done_keypress
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check_left:
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cmp #'A'
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beq left_pressed
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cmp #8 ; left key
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bne check_right
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left_pressed:
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lda CURSOR_X ; if X==0 don't decrement
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beq done_left_pressed
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do_dec_cursor_x:
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dec CURSOR_X
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done_left_pressed:
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jmp done_keypress
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check_right:
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cmp #'D'
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beq right_pressed
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cmp #$15 ; right key
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bne check_up
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right_pressed:
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lda CURSOR_X ; if X>=38 don't increment
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cmp #38
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bcs done_right_pressed
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do_inc_cursor_x:
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inc CURSOR_X
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done_right_pressed:
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jmp done_keypress
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check_up:
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cmp #'W'
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beq up_pressed
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cmp #$0B ; up key
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bne check_down
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up_pressed:
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lda CURSOR_Y ; if Y==0 don't increment
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beq done_up_pressed
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do_dec_cursor_y:
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dec CURSOR_Y
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dec CURSOR_Y
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dec CURSOR_Y
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dec CURSOR_Y
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done_up_pressed:
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jmp done_keypress
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check_down:
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cmp #'S'
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beq down_pressed
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cmp #$0A
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bne check_escape
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down_pressed:
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lda CURSOR_Y ; if Y>=176 then don't inc?
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cmp #176 ; cursor is 14 in size
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; bcc do_inc_cursor_y
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; cmp #$EE
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bcs done_down_pressed
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do_inc_cursor_y:
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inc CURSOR_Y
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inc CURSOR_Y
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inc CURSOR_Y
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inc CURSOR_Y
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done_down_pressed:
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jmp done_keypress
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check_escape:
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cmp #27
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bne check_cheat
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escape_pressed:
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lda #LEVEL_FAIL
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sta LEVEL_OVER
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jmp done_keypress
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check_cheat:
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cmp #'!'
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bne check_return
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cheat_pressed:
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lda #20
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ldx #7
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cheat_loop:
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sta CLIMBER_COUNT,X
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dex
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bpl cheat_loop
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jsr update_remaining_all
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jmp done_keypress
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check_return:
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cmp #' '
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beq return_pressed
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cmp #13
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bne done_keypress
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return_pressed:
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; first check if off bottom of screen
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lda CURSOR_Y
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cmp #168-8 ; center of cursor
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bcc return_check_lemming
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jsr handle_menu
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jmp done_keypress
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; next check if over lemming
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return_check_lemming:
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lda OVER_LEMMING
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bmi not_over_lemming
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tay
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; check if digging selected
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jsr click_speaker
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lda BUTTON_LOCATION
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tax
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lda button_jump_h,X
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pha
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lda button_jump_l,X
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pha
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rts ; jump to it
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not_over_lemming:
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done_keypress:
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no_keypress:
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bit KEYRESET
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rts
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button_jump_l:
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.byte <(make_nop-1)
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.byte <(make_climber-1)
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.byte <(make_floater-1)
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.byte <(make_exploding-1)
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.byte <(make_stopper-1)
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.byte <(make_builder-1)
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.byte <(make_basher-1)
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.byte <(make_miner-1)
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.byte <(make_digger-1)
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button_jump_h:
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.byte >(make_nop-1)
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.byte >(make_climber-1)
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.byte >(make_floater-1)
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.byte >(make_exploding-1)
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.byte >(make_stopper-1)
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.byte >(make_builder-1)
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.byte >(make_basher-1)
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.byte >(make_miner-1)
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.byte >(make_digger-1)
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make_nop:
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jmp done_keypress
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;========================
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; make climber
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;========================
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make_climber:
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lda CLIMBER_COUNT ; only if we have some left
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beq done_make_climber
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lda lemming_attribute,Y ; don't make climber if already one
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and #LEMMING_CLIMBER
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bne done_make_climber
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lda #LEMMING_CLIMBER
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ora lemming_attribute,Y
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sta lemming_attribute,Y
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dec CLIMBER_COUNT
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ldx #0
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jsr update_remaining
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done_make_climber:
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jmp done_keypress
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;========================
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; make floater
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;========================
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make_floater:
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lda FLOATER_COUNT ; only if we have some left
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beq done_make_floater
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lda lemming_attribute,Y ; don't make floater if already one
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and #LEMMING_FLOATER
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bne done_make_floater
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lda #LEMMING_FLOATER
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ora lemming_attribute,Y
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sta lemming_attribute,Y
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dec FLOATER_COUNT
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ldx #1
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jsr update_remaining
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done_make_floater:
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jmp done_keypress
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;========================
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; make exploding
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;========================
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make_exploding:
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lda EXPLODER_COUNT ; only if we have some left
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beq done_make_exploder
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ldx #0 ; regular frame start
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jsr explode_lemming
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dec EXPLODER_COUNT
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ldx #2
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jsr update_remaining
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done_make_exploder:
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jmp done_keypress
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;========================
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; make stopper
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;========================
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make_stopper:
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lda STOPPER_COUNT ; only if we have some left
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beq cant_stop
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lda lemming_status,Y
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cmp #LEMMING_FLOATER ; can't stop if floating
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beq cant_stop
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cmp #LEMMING_FALLING ; can't stop if falling
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beq cant_stop
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cmp #LEMMING_STOPPING ; an unmoving object can't be
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beq cant_stop ; stopped!
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lda #LEMMING_STOPPING
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sta lemming_status,Y
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; put line on page2 to make lemmings reverse
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; make it a specific pattern so climbers won't climb over
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lda lemming_x,Y
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sta dbl_smc2+1
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lda lemming_y,Y
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tax
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inx
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clc
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adc #8
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sta dbl_smc+1
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draw_blocker_loop:
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lda hposn_high,X
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clc
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adc #$20
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sta GBASH
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lda hposn_low,X
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sta GBASL
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dbl_smc2:
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ldy #30
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lda #$10
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sta (GBASL),Y
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inx
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dbl_smc:
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cpx #8
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bne draw_blocker_loop
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dec STOPPER_COUNT
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ldx #3
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jsr update_remaining
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cant_stop:
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jmp done_keypress
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;========================
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; make builder
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;========================
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make_builder:
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; if walking, shrugging, bashing
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lda lemming_status,Y
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cmp #LEMMING_WALKING
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beq really_make_builder
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cmp #LEMMING_SHRUGGING
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beq really_make_builder
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cmp #LEMMING_BASHING
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beq really_make_builder
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jmp done_make_builder
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really_make_builder:
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lda BUILDER_COUNT ; only if we have some left
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beq done_make_builder
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lda #LEMMING_BUILDING
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sta lemming_status,Y
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; build count=0
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lda lemming_attribute,Y
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and #$f0
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sta lemming_attribute,Y
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dec BUILDER_COUNT
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ldx #4
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jsr update_remaining
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done_make_builder:
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jmp done_keypress
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;========================
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; make basher
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;========================
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; note on Level 9 we have one-way blocks
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; cheat and just only allow digging when facing left on L9
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make_basher:
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lda BASHER_COUNT ; only if we have some left
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beq done_make_basher
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; only do it if walking, digging, mining, building, bashing
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lda lemming_status,Y
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cmp #LEMMING_WALKING
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beq yes_make_basher
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cmp #LEMMING_DIGGING
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beq yes_make_basher
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cmp #LEMMING_MINING
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beq yes_make_basher
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cmp #LEMMING_BUILDING
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beq yes_make_basher
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cmp #LEMMING_BASHING
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bne done_make_basher
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yes_make_basher:
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; see if level #9
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lda WHICH_LEVEL
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cmp #9
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bne not_oneway
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lda lemming_direction,Y
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bpl couldnt_bash ; on l9 only if facing left
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not_oneway:
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lda #LEMMING_BASHING
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sta lemming_status,Y
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couldnt_bash:
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dec BASHER_COUNT
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ldx #5
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jsr update_remaining
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done_make_basher:
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jmp done_keypress
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;========================
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; make miner
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;========================
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make_miner:
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lda MINER_COUNT ; only if we have some left
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beq done_make_miner
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; only do it if walking, digging, mining, building, bashing
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lda lemming_status,Y
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cmp #LEMMING_WALKING
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beq yes_make_miner
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cmp #LEMMING_DIGGING
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beq yes_make_miner
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cmp #LEMMING_MINING
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beq yes_make_miner
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cmp #LEMMING_BUILDING
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beq yes_make_miner
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cmp #LEMMING_BASHING
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bne done_make_miner
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yes_make_miner:
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lda #LEMMING_MINING
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sta lemming_status,Y
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dec MINER_COUNT
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ldx #6
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jsr update_remaining
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done_make_miner:
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jmp done_keypress
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;========================
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; make digger
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;========================
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make_digger:
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lda DIGGER_COUNT ; only if we have some left
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beq done_make_digger
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; only do it if walking, digging, mining, building, bashing
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lda lemming_status,Y
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cmp #LEMMING_WALKING
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beq yes_make_digger
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cmp #LEMMING_DIGGING
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beq yes_make_digger
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cmp #LEMMING_MINING
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beq yes_make_digger
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cmp #LEMMING_BUILDING
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beq yes_make_digger
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cmp #LEMMING_BASHING
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bne done_make_digger
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yes_make_digger:
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lda #LEMMING_DIGGING
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sta lemming_status,Y
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dec DIGGER_COUNT
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ldx #7
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jsr update_remaining
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done_make_digger:
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jmp done_keypress
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;=============================
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;=============================
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; handle menu
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;=============================
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;=============================
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handle_menu:
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; see where we clicked
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lda CURSOR_X
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; urgh need to multiply by 7
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clc
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asl
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adc CURSOR_X
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asl
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adc CURSOR_X
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clc
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adc #24 ; adjust to center
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lsr ; /16 for on-screen co-ords
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lsr
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lsr
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lsr ; each box is 16 wide
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handle_menu_which_in_a:
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cmp #3
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bcc plus_minus_buttons
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cmp #11
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beq pause_button
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cmp #12
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beq nuke_button
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bcs map_grid_button
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;==========================
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; otherwise was job button
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job_button:
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pha
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jsr click_speaker
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pla
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pha
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; erase old
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jsr erase_menu
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; update value
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pla
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sec
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sbc #2
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sta BUTTON_LOCATION
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; draw new
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jsr update_selection
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jmp done_menu
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;============================
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;============================
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; plus/minus button
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;============================
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;============================
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plus_minus_buttons:
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lda release_lemming_speed+1
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cmp #1
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beq done_plus_adjust
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lsr release_lemming_speed+1 ; make release faster
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done_plus_adjust:
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jmp done_menu
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;============================
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;============================
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; nuke
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;============================
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;============================
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nuke_button:
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; stop lemmings from exiting
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lda #0
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sta LEMMINGS_TO_RELEASE
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ldx #0 ; initial frame offset
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ldy #0
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nuke_loop:
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jsr explode_lemming
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dex
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iny
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cpy #MAX_LEMMINGS
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bne nuke_loop
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jmp done_menu
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;============================
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;============================
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; map grid
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;============================
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;============================
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map_grid_button:
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; TODO
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jmp done_menu
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;============================
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;============================
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; pause
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;============================
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;============================
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; FIXME: should stop clock too
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pause_button:
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bit KEYRESET
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jsr wait_until_keypress
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done_menu:
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rts
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;=====================
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;=====================
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; explode lemming
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;=====================
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;=====================
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; which is in Y
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; frame is in X
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explode_lemming:
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; only explode if not already exploding
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lda lemming_exploding,Y
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bne skip_explode
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txa
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sta lemming_exploding_frame,Y
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lda #2 ; 2 not 1 as we don't display the
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; first partial second
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sta lemming_exploding,Y
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skip_explode:
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rts
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