mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-08-18 23:29:26 +00:00
992 lines
14 KiB
ArmAsm
992 lines
14 KiB
ArmAsm
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;==============================
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; book page stuff
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;==============================
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take_blue_page:
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; FIXME: if we came back we could return page
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; should check to see if carrying first
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; also what if holding red, click blu
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lda BLUE_PAGES_TAKEN
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eor #MECHE_PAGE
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sta BLUE_PAGES_TAKEN
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; FIXME: if holding another page, put it down?
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and #MECHE_PAGE
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beq dropped_blue_page
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lda #HOLDING_BLUE_PAGE
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sta HOLDING_PAGE
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rts
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dropped_blue_page:
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lda #0
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sta HOLDING_PAGE
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rts
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take_red_page:
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; FIXME: if we came back we could return page
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; should check to see if carrying first
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; also what if holding red, click blu
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lda RED_PAGES_TAKEN
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eor #MECHE_PAGE
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sta RED_PAGES_TAKEN
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; FIXME: if holding another page, put it down?
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and #MECHE_PAGE
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beq dropped_red_page
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lda #HOLDING_RED_PAGE
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sta HOLDING_PAGE
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rts
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dropped_red_page:
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lda #0
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sta HOLDING_PAGE
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rts
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enter_blue_secret:
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lda #MECHE_BLUE_SECRET_DOOR
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sta LOCATION
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jsr change_location
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rts
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enter_red_secret:
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lda #MECHE_RED_SECRET_DOOR
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sta LOCATION
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jsr change_location
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rts
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;===============================
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;===============================
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; exit puzzle stuff
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;===============================
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;===============================
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exit_puzzle_button_press:
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bit $c030 ; click speaker
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lda CURSOR_Y
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cmp #40
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bcs check_valid ; bge
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; handle 4 chars
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lda CURSOR_X
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cmp #10
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bcc handle_char1
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cmp #20
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bcc handle_char2
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cmp #30
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bcc handle_char3
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bcs handle_char4
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handle_char1:
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inc MECHE_LOCK1
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lda MECHE_LOCK1
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cmp #10
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bne wrap_lock1
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lda #0
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sta MECHE_LOCK1
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wrap_lock1:
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rts
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handle_char2:
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inc MECHE_LOCK2
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lda MECHE_LOCK2
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cmp #10
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bne wrap_lock2
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lda #0
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sta MECHE_LOCK2
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wrap_lock2:
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rts
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handle_char3:
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inc MECHE_LOCK3
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lda MECHE_LOCK3
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cmp #10
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bne wrap_lock3
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lda #0
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sta MECHE_LOCK3
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wrap_lock3:
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rts
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handle_char4:
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inc MECHE_LOCK4
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lda MECHE_LOCK4
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cmp #10
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bne wrap_lock4
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lda #0
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sta MECHE_LOCK4
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wrap_lock4:
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rts
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check_valid:
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jsr check_puzzle_solved
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bcs proper_code
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bcc not_valid
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proper_code:
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; move to in front of open door
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lda #MECHE_BOOK_STAIRS
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sta LOCATION
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jsr change_location
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not_valid:
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rts
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;=======================
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; check if puzzle solved
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;=======================
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check_puzzle_solved:
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lda MECHE_LOCK1
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cmp #2
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bne keep_door_closed
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lda MECHE_LOCK2
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cmp #8
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bne keep_door_closed
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lda MECHE_LOCK3
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cmp #5
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bne keep_door_closed
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lda MECHE_LOCK4
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cmp #1
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bne keep_door_closed
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keep_door_open:
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; change to open stairwell
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ldy #LOCATION_NORTH_BG
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lda #<entrance_open_n_lzsa
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sta location4,Y
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lda #>entrance_open_n_lzsa
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sta location4+1,Y
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; path to stairs handled elsewhere
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; set carry to indicate open
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sec
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rts
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keep_door_closed:
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; change to closed stairwell
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ldy #LOCATION_NORTH_BG
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lda #<entrance_n_lzsa
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sta location4,Y
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lda #>entrance_n_lzsa
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sta location4+1,Y
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; path to stairs handled elsewhere
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; clear carry to indicate closed
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clc
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rts
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;========================
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; draw sprites
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draw_exit_puzzle_sprites:
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lda MECHE_LOCK1
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asl
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tay
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lda exit_puzzle_sprites,Y
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sta INL
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lda exit_puzzle_sprites+1,Y
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sta INH
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lda #5
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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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lda MECHE_LOCK2
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asl
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tay
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lda exit_puzzle_sprites,Y
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sta INL
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lda exit_puzzle_sprites+1,Y
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sta INH
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lda #14
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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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lda MECHE_LOCK3
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asl
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tay
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lda exit_puzzle_sprites,Y
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sta INL
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lda exit_puzzle_sprites+1,Y
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sta INH
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lda #23
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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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lda MECHE_LOCK4
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asl
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tay
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lda exit_puzzle_sprites,Y
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sta INL
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lda exit_puzzle_sprites+1,Y
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sta INH
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lda #32
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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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;=========================================
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; exit puzzle first
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; we really have two entrance points but on same node
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; so can't have both??
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; also handle path to book
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try_exit_puzzle:
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lda CURSOR_X
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cmp #14
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bcc do_puzzle
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; not puzzle, instead go down steps if available
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jsr check_puzzle_solved
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bcc cant_go_there
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lda #MECHE_BOOK_STAIRS
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sta LOCATION
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jsr change_location
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cant_go_there:
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rts
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do_puzzle:
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lda #MECHE_EXIT_PUZZLE
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sta LOCATION
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jsr change_location
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rts
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;=================================
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;=================================
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; rotation stuff
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;=================================
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;=================================
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handle_rotation_controls:
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lda CURSOR_Y
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cmp #34
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bcs rot_button_press
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lda CURSOR_X
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cmp #19
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bcc handle_left ; blt
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handle_right:
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lda MECHE_LEVERS
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eor #RIGHT_LEVER
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sta MECHE_LEVERS
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rts
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handle_left:
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lda MECHE_LEVERS
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eor #LEFT_LEVER
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sta MECHE_LEVERS
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; if flip to 0, then update rotation
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and #LEFT_LEVER
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bne done_handle_left
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jsr rotate_fortress
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done_handle_left:
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rts
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rot_button_press:
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; get outside and face elevator
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lda #MECHE_TOP_FLOOR
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sta LOCATION
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lda #DIRECTION_W
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sta DIRECTION
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; change to plain elevator
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ldy #LOCATION_WEST_BG
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lda #<top_floor_ye_w_lzsa
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sta location27,Y
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lda #>top_floor_ye_w_lzsa
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sta location27+1,Y
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; change destination to controls
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ldy #LOCATION_WEST_EXIT
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lda #MECHE_IN_ELEVATOR
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sta location27,Y
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jmp change_location ; tail call
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;=================================
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; draw rotation controls
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;=================================
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draw_rotation_controls:
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;==========================
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; rotate, where applicable
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lda MECHE_LEVERS
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and #LEFT_LEVER
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beq draw_rotation
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lda MECHE_LEVERS
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and #RIGHT_LEVER
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beq draw_rotation
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lda FRAMEL
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and #$f
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bne draw_rotation
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inc MECHE_ROTATION
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lda MECHE_ROTATION
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and #$f
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sta MECHE_ROTATION
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draw_rotation:
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; draw rotation
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lda MECHE_ROTATION
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lsr
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lsr
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; 0 -> $C1 at 19,8
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; 1 -> $10 at 21,4
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; 2 -> $01 at 19,2
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; 3 -> $10 at 17,4
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beq rot0
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cmp #1
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beq rot1
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cmp #2
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beq rot2
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bne rot3
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rot0:
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lda #$C1
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sta $613
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sta $A13
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jmp draw_levers
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rot1:
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lda #$10
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sta $515
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sta $915
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jmp draw_levers
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rot2:
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lda #$01
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sta $493
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sta $893
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jmp draw_levers
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rot3:
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lda #$10
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sta $511
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sta $911
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jmp draw_levers
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draw_levers:
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; draw left lever
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lda #<lever_sprite
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sta INL
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lda #>lever_sprite
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sta INH
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lda #15
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sta XPOS
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lda MECHE_LEVERS
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and #LEFT_LEVER
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eor #LEFT_LEVER
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asl
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asl
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asl
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clc
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adc #20
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sta YPOS
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jsr put_sprite_crop
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; draw right lever
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lda #<lever_sprite
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sta INL
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lda #>lever_sprite
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sta INH
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lda #21
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sta XPOS
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lda MECHE_LEVERS
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and #RIGHT_LEVER
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eor #RIGHT_LEVER
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asl
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asl
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clc
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adc #20
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sta YPOS
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jsr put_sprite_crop
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rts
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lever_sprite:
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.byte 4,3
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.byte $0A,$00,$00,$0A
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.byte $00,$00,$05,$00
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.byte $A0,$00,$00,$A0
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;========================
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; rotate fortress
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rotate_fortress:
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lda MECHE_ROTATION
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lsr
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lsr
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beq fortress_south
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cmp #1
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beq fortress_east
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cmp #2
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beq fortress_north
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bne fortress_west
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fortress_south:
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; point exit south (original entry point)
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ldy #LOCATION_SOUTH_EXIT
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lda #MECHE_BRIDGE2
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sta location8,Y ; MECH_FORT_ENTRY
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_S
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sta location8,Y ; MECH_FORT_ENTRY
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; set bg to orig entry background
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ldy #LOCATION_SOUTH_BG
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lda #<fort_entry_s_lzsa
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sta location8,Y
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lda #>fort_entry_s_lzsa
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jmp rotate_fortress_done
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fortress_west:
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; point exit south (original entry point)
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ldy #LOCATION_SOUTH_EXIT
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lda #MECHE_WEST_PLATFORM
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sta location8,Y ; MECH_FORT_ENTRY
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_W
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sta location8,Y ; MECH_FORT_ENTRY
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; set bg to orig entry background
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ldy #LOCATION_SOUTH_BG
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lda #<fort_exit_w_lzsa
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sta location8,Y
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lda #>fort_exit_w_lzsa
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jmp rotate_fortress_done
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fortress_east:
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; point exit south (original entry point)
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ldy #LOCATION_SOUTH_EXIT
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lda #MECHE_EAST_PLATFORM
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sta location8,Y ; MECH_FORT_ENTRY
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_E
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sta location8,Y ; MECH_FORT_ENTRY
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; set bg to orig entry background
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ldy #LOCATION_SOUTH_BG
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lda #<fort_exit_e_lzsa
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sta location8,Y
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lda #>fort_exit_e_lzsa
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jmp rotate_fortress_done
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fortress_north:
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; point exit south (original entry point)
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ldy #LOCATION_SOUTH_EXIT
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lda #MECHE_NORTH_PLATFORM
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sta location8,Y ; MECH_FORT_ENTRY
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ldy #LOCATION_SOUTH_EXIT_DIR
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lda #DIRECTION_N
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sta location8,Y ; MECH_FORT_ENTRY
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; set bg to orig entry background
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ldy #LOCATION_SOUTH_BG
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lda #<fort_exit_n_lzsa
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sta location8,Y
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lda #>fort_exit_n_lzsa
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jmp rotate_fortress_done
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rotate_fortress_done:
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sta location8+1,Y
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rts
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;==================================
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; elevator stuff
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;==================================
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;==============================
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; handle elevator button pushes
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elevator_button:
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lda CURSOR_Y
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cmp #24
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bcs elevator_goto_ground
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cmp #20
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bcs elevator_goto_half
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elevator_goto_top:
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; set exit to top floor
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ldy #LOCATION_EAST_EXIT
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lda #MECHE_TOP_FLOOR
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sta location26,Y
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; set bg to top-floor backround
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ldy #LOCATION_EAST_BG
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lda #<elevator_top_e_lzsa
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sta location26,Y
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lda #>elevator_top_e_lzsa
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jmp elevator_button_done
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elevator_goto_ground:
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; set exit to top floor
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ldy #LOCATION_EAST_EXIT
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lda #MECHE_ELEVATOR_PATH
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sta location26,Y
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; set bg to top-floor backround
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ldy #LOCATION_EAST_BG
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lda #<elevator_ground_e_lzsa
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sta location26,Y
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lda #>elevator_ground_e_lzsa
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jmp elevator_button_done
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elevator_goto_half:
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; if at top kick outside and lower
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; TODO: animation?
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ldy #LOCATION_EAST_EXIT
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lda location26,Y
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cmp #MECHE_TOP_FLOOR
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bne regular_half
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half_and_controls:
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;=============================
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; kick us out, lower controls
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; get outside and face elevator
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lda #MECHE_TOP_FLOOR
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sta LOCATION
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lda #DIRECTION_W
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sta DIRECTION
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; change to elevator roof
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ldy #LOCATION_WEST_BG
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lda #<top_floor_ne_w_lzsa
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sta location27,Y
|
|
lda #>top_floor_ne_w_lzsa
|
|
sta location27+1,Y
|
|
|
|
; change destination to controls
|
|
ldy #LOCATION_WEST_EXIT
|
|
lda #MECHE_ROTATE_CONTROLS
|
|
sta location27,Y
|
|
|
|
jmp elevator_button_done_no_update
|
|
|
|
regular_half:
|
|
; set exit to top floor
|
|
|
|
ldy #LOCATION_EAST_EXIT
|
|
lda #$ff
|
|
sta location26,Y
|
|
|
|
; set bg to half-floor backround
|
|
|
|
ldy #LOCATION_EAST_BG
|
|
|
|
lda #<elevator_half_e_lzsa
|
|
sta location26,Y
|
|
lda #>elevator_half_e_lzsa
|
|
|
|
jmp elevator_button_done
|
|
|
|
|
|
|
|
elevator_goto_controls:
|
|
|
|
elevator_button_done:
|
|
|
|
sta location26+1,Y
|
|
|
|
elevator_button_done_no_update:
|
|
|
|
jsr change_location ; tail call?
|
|
|
|
rts
|
|
|
|
|
|
;=================
|
|
; elevator panel clicked
|
|
|
|
; behavior a bit different in real game (it slides around more)
|
|
; also in theory could animate handle
|
|
; Apple II doesn't let you know length of keypress
|
|
|
|
elevator_panel_clicked:
|
|
|
|
lda MECHE_ELEVATOR
|
|
clc
|
|
adc #1
|
|
and #$83
|
|
sta MECHE_ELEVATOR
|
|
|
|
jsr adjust_basement_door
|
|
|
|
rts
|
|
|
|
|
|
;=====================
|
|
; draw elevator panel
|
|
|
|
draw_elevator_panel:
|
|
|
|
lda MECHE_ELEVATOR
|
|
and #$f
|
|
asl
|
|
tay
|
|
|
|
lda elevator_rotation_sprites,Y
|
|
sta INL
|
|
lda elevator_rotation_sprites+1,Y
|
|
sta INH
|
|
|
|
lda #13
|
|
sta XPOS
|
|
lda #20
|
|
sta YPOS
|
|
|
|
jsr put_sprite_crop
|
|
|
|
rts
|
|
|
|
;==================================
|
|
; basement door button
|
|
;==================================
|
|
|
|
basement_button:
|
|
|
|
; flip switch
|
|
|
|
lda #$80
|
|
eor MECHE_ELEVATOR
|
|
sta MECHE_ELEVATOR
|
|
|
|
jsr adjust_basement_door
|
|
|
|
jsr change_location
|
|
|
|
rts
|
|
|
|
;==================================
|
|
; adjust basement door
|
|
;==================================
|
|
|
|
adjust_basement_door:
|
|
|
|
lda MECHE_ELEVATOR
|
|
bmi floor_open
|
|
|
|
floor_closed:
|
|
and #$f
|
|
cmp #2
|
|
beq floor_closed_elevator_on
|
|
bne floor_closed_elevator_off
|
|
|
|
floor_open:
|
|
|
|
; point exit to basement
|
|
|
|
ldy #LOCATION_WEST_EXIT
|
|
lda #MECHE_BASEMENT
|
|
sta location18,Y
|
|
|
|
lda MECHE_ELEVATOR
|
|
and #$f
|
|
cmp #2
|
|
beq floor_open_elevator_on
|
|
bne floor_open_elevator_off
|
|
|
|
floor_open_elevator_on:
|
|
|
|
; point background to open floor / open elevator
|
|
|
|
ldy #LOCATION_WEST_BG
|
|
lda #<red_button_of_oe_w_lzsa
|
|
sta location18,Y
|
|
lda #>red_button_of_oe_w_lzsa
|
|
jmp adjust_basement_door_done
|
|
|
|
floor_open_elevator_off:
|
|
|
|
; point background to open floor / closed elevator
|
|
|
|
ldy #LOCATION_WEST_BG
|
|
|
|
lda #<red_button_of_ce_w_lzsa
|
|
sta location18,Y
|
|
lda #>red_button_of_ce_w_lzsa
|
|
jmp adjust_basement_door_done
|
|
|
|
floor_closed_elevator_on:
|
|
|
|
; point hallway to elevator path
|
|
|
|
ldy #LOCATION_WEST_EXIT
|
|
lda #MECHE_ELEVATOR_PATH
|
|
sta location18,Y
|
|
|
|
ldy #LOCATION_WEST_BG
|
|
|
|
lda #<red_button_cf_oe_w_lzsa
|
|
sta location18,Y
|
|
lda #>red_button_cf_oe_w_lzsa
|
|
jmp adjust_basement_door_done
|
|
|
|
|
|
floor_closed_elevator_off:
|
|
|
|
; disabl exit
|
|
|
|
ldy #LOCATION_WEST_EXIT
|
|
lda #$ff
|
|
sta location18,Y
|
|
|
|
ldy #LOCATION_WEST_BG
|
|
|
|
lda #<red_button_cf_ce_w_lzsa
|
|
sta location18,Y
|
|
lda #>red_button_cf_ce_w_lzsa
|
|
jmp adjust_basement_door_done
|
|
|
|
|
|
adjust_basement_door_done:
|
|
sta location18+1,Y
|
|
rts
|
|
|
|
adjust_fortress_rotation:
|
|
|
|
rts
|
|
|
|
|
|
;==================================
|
|
; sprites
|
|
;==================================
|
|
|
|
elevator_rotation_sprites:
|
|
.word elevator0,elevator1,elevator2,elevator3
|
|
|
|
elevator0:
|
|
.byte 3,2
|
|
.byte $00,$ff,$00
|
|
.byte $f0,$0f,$f0
|
|
|
|
elevator1:
|
|
.byte 3,2
|
|
.byte $0f,$f0,$f0
|
|
.byte $f0,$0f,$0f
|
|
|
|
elevator2:
|
|
.byte 3,2
|
|
.byte $1f,$f1,$1f
|
|
.byte $11,$ff,$11
|
|
|
|
elevator3:
|
|
.byte 3,2
|
|
.byte $f0,$f0,$0f
|
|
.byte $0f,$0f,$f0
|
|
|
|
|
|
|
|
exit_puzzle_sprites:
|
|
.word exit_char0,exit_char1,exit_char2,exit_char3,exit_char4
|
|
.word exit_char5,exit_char6,exit_char7,exit_char8,exit_char9
|
|
|
|
exit_char0: ; +
|
|
.byte 4,5
|
|
.byte $ff,$4f,$4f,$ff
|
|
.byte $ff,$44,$44,$ff
|
|
.byte $44,$44,$44,$44
|
|
.byte $ff,$44,$44,$ff
|
|
.byte $ff,$f4,$f4,$ff
|
|
|
|
exit_char1: ; half circle
|
|
.byte 4,5
|
|
.byte $ff,$4f,$44,$ff
|
|
.byte $4f,$44,$44,$ff
|
|
.byte $44,$44,$44,$ff
|
|
.byte $ff,$44,$44,$ff
|
|
.byte $ff,$ff,$f4,$ff
|
|
|
|
exit_char2: ; Cyan Logo
|
|
.byte 4,5
|
|
.byte $4f,$f4,$f4,$4f
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $f4,$ff,$ff,$f4
|
|
|
|
exit_char3: ; Right Triangle
|
|
.byte 4,5
|
|
.byte $44,$44,$44,$44
|
|
.byte $44,$44,$44,$ff
|
|
.byte $44,$44,$f4,$ff
|
|
.byte $44,$f4,$ff,$ff
|
|
.byte $f4,$ff,$ff,$ff
|
|
|
|
exit_char4: ; split square
|
|
.byte 4,5
|
|
.byte $44,$f4,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $f4,$ff,$f4,$f4
|
|
|
|
exit_char5: ; spikes with ball
|
|
.byte 4,5
|
|
.byte $ff,$44,$44,$ff
|
|
.byte $ff,$f4,$f4,$ff
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $f4,$ff,$ff,$f4
|
|
|
|
exit_char6: ; ping pong
|
|
.byte 4,5
|
|
.byte $44,$ff,$44,$44
|
|
.byte $f4,$4f,$ff,$ff
|
|
.byte $ff,$f4,$4f,$ff
|
|
.byte $ff,$ff,$f4,$4f
|
|
.byte $ff,$ff,$ff,$f4
|
|
|
|
exit_char7: ; zig-zag
|
|
.byte 4,5
|
|
.byte $f4,$44,$4f,$ff
|
|
.byte $ff,$4f,$44,$f4
|
|
.byte $f4,$44,$4f,$ff
|
|
.byte $ff,$4f,$44,$f4
|
|
.byte $f4,$f4,$ff,$ff
|
|
|
|
exit_char8: ; triangles alternating
|
|
.byte 4,5
|
|
.byte $44,$44,$ff,$44
|
|
.byte $44,$44,$ff,$44
|
|
.byte $44,$ff,$4f,$44
|
|
.byte $44,$ff,$44,$44
|
|
.byte $f4,$ff,$f4,$f4
|
|
|
|
exit_char9: ; circle with square
|
|
.byte 4,5
|
|
.byte $4f,$f4,$f4,$4f
|
|
.byte $44,$4f,$4f,$44
|
|
.byte $44,$44,$44,$44
|
|
.byte $44,$ff,$ff,$44
|
|
.byte $ff,$f4,$f4,$ff
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|