mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-28 09:30:41 +00:00
499 lines
5.5 KiB
ArmAsm
499 lines
5.5 KiB
ArmAsm
;==========================
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; limit break
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;==========================
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limit_break:
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; reset limit counter
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lda #0
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sta HERO_LIMIT
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; TODO: replace with jump table?
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lda MENU_POSITION
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cmp #MENU_LIMIT_DROP
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beq do_limit_drop
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cmp #MENU_LIMIT_SLICE
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beq do_limit_slice
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cmp #MENU_LIMIT_ZAP
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beq do_limit_zap
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do_limit_drop:
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jmp limit_break_drop
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do_limit_slice:
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jmp limit_break_slice
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do_limit_zap:
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jmp limit_break_zap
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;======================
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;======================
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; Limit Break "Drop"
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; Jump into sky, drop down and slice enemy in half
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;======================
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;======================
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limit_break_drop:
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lda #$99
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sta DAMAGE_VAL_LO
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lda #$00
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sta DAMAGE_VAL_HI
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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drop_jump_loop:
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; while(ay>0) {
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jsr gr_copy_to_current
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_battle_bottom
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jsr page_flip
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lda #75
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jsr WAIT
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; must be even
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dec HERO_Y
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dec HERO_Y
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lda HERO_Y
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cmp #$f6
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bne drop_jump_loop
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lda #10
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sta HERO_X
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;===============
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; Falling
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drop_falling_loop:
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; while(ay<=20) {
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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; draw line
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; only if HERO_Y>0
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lda #$dd ; yellow
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sta COLOR
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ldx HERO_Y
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bmi done_drop_vlin
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stx V2
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ldx #0
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lda HERO_X
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sec
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sbc #5
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tay
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jsr vlin ; X,V2 at Y vlin(0,ay,ax-5);
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done_drop_vlin:
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jsr page_flip
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lda #100
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jsr WAIT
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inc HERO_Y
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inc HERO_Y
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lda HERO_Y
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cmp #20
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bne drop_falling_loop
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lda #0
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sta ANIMATE_LOOP
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more_drop_loop:
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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; draw cut line
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lda #$CC
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sta COLOR
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lda HERO_Y
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clc
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adc ANIMATE_LOOP
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sta V2
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ldx HERO_Y
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lda HERO_X
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sec
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sbc #5
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tay
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jsr vlin ; x,v2 at Y vlin(ay,ay+i,ax-5);
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jsr page_flip
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lda #75
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jsr WAIT
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inc ANIMATE_LOOP
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lda ANIMATE_LOOP
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cmp #13
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bne more_drop_loop
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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; slice
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; FIXME: should this be ground color?
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lda #$cc ; lightgreen
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sta COLOR
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ldx #33
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stx V2
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ldx #20
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lda #5
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tay
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jsr vlin ; x,v2 at Y
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jsr damage_enemy
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lda #2
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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jsr page_flip
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; wait 1.5s
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ldx #150
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jsr long_wait
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rts
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;=========================
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;=========================
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; Limit Break "Slice"
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; Run up and slap a bunch with sword
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; TODO: cause damage value to bounce around more?
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; TODO: run up to slice, not slide in
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;=========================
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;=========================
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limit_break_slice:
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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lda #5
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sta DAMAGE_VAL_LO
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lda #0
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sta DAMAGE_VAL_HI
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slice_run_loop:
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jsr gr_copy_to_current
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jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_battle_bottom
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jsr page_flip
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lda #50
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jsr WAIT
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dec HERO_X
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lda HERO_X
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cmp #10
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bcs slice_run_loop ; bge
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;==================
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; Slicing
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lda #20
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sta ANIMATE_LOOP
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slicing_loop:
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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lda ANIMATE_LOOP
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and #1
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bne slice_raised
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slice_down:
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jsr draw_hero_and_sword
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jmp done_slice_down
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slice_raised:
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jsr draw_hero_victory
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done_slice_down:
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jsr damage_enemy
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; gr_put_num(2+(i%2),10+((i%2)*2),damage);
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lda ANIMATE_LOOP
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and #$1
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clc
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adc #2
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sta XPOS
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lda ANIMATE_LOOP
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and #$1
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asl
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clc
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adc #10
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sta YPOS
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jsr gr_put_num
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jsr draw_battle_bottom
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jsr page_flip
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lda #150
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jsr WAIT
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dec ANIMATE_LOOP
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bne slicing_loop
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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jsr page_flip
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; wait 1.5s
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ldx #150
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jsr long_wait
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rts
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;=========================
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;========================
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; Limit Break "Zap"
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; Zap with a laser out of the LED sword */
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;=========================
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;=========================
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limit_break_zap:
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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lda #$55
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sta DAMAGE_VAL_LO
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lda #$00
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sta DAMAGE_VAL_HI
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jsr gr_copy_to_current
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; Draw crossed line
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; color_equals(COLOR_AQUA);
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lda #$ee
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sta COLOR
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; vlin(12,24,34);
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ldx #12
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lda #24
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sta V2
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ldy #34
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jsr vlin ; X, V2 at Y
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; hlin_double(ram[DRAW_PAGE],28,38,18);
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lda #38
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sta V2
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lda #18
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ldy #28
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jsr hlin_double ; Y, V2 AT A
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; Sword in air
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jsr draw_hero_victory
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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jsr draw_battle_bottom
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jsr page_flip
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; pause 0.5s
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ldx #50
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jsr long_wait
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lda #32
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sta ANIMATE_LOOP
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zap_loop:
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jsr gr_copy_to_current
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; rotate color
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; color_equals(i%16);
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; hlin_double(ram[DRAW_PAGE],5,30,22);
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lda ANIMATE_LOOP
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jsr SETCOL ; set color masked * 17
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lda #30
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sta V2
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lda #22
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ldy #5
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jsr hlin_double ; Y, V2 AT A
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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jsr page_flip
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lda #75
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jsr WAIT
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dec ANIMATE_LOOP
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bne zap_loop
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jsr gr_copy_to_current
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; grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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; draw enemy
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lda ENEMY_X
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sta XPOS
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lda #20
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sta YPOS
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jsr draw_enemy
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; draw hero
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jsr draw_hero_and_sword
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jsr draw_battle_bottom
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jsr damage_enemy
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lda #2
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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jsr page_flip
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; wait 1.5s
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ldx #150
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jsr long_wait
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rts
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