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Added ACTOR_FLAG to set high bit on text page at enemy location
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@ -52,6 +52,8 @@ TILE_HORZ = TILE_LEFT|TILE_RIGHT
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TILE_VERT = TILE_UP|TILE_DOWN
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DIR_MASK = $0f
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TILE_DOT = $10
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ACTOR_FLAG = $80
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ACTOR_FLAG_MASK = $7f
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CLEAR_TILE_DOT = $ef ;%11101111
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LEFT_TILE = TILE_DOT|TILE_RIGHT
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BIN
fujirun-v1.dsk
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fujirun-v1.dsk
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22
logic.s
22
logic.s
@ -108,6 +108,28 @@ has_dot nop
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and #TILE_DOT
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rts
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clear_actor_flag nop
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lda actor_row,x
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tay
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jsr mazerow
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lda actor_col,x
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tay
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lda (mazeaddr),y
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and #ACTOR_FLAG_MASK
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sta (mazeaddr),y
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rts
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set_actor_flag nop
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lda actor_row,x
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tay
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jsr mazerow
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lda actor_col,x
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tay
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lda (mazeaddr),y
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ora #ACTOR_FLAG
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sta (mazeaddr),y
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rts
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; # Determine the tile location given the direction of the actor's movement
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; def get_next_tile(r, c, dir):
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2
main.s
2
main.s
@ -230,7 +230,9 @@ game_loop nop
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lda actor_active,x
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bmi ?player ; negative = end
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beq ?enemy ; zero = skip
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jsr clear_actor_flag
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jsr move_enemy
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jsr set_actor_flag
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jmp ?enemy
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?player lda #0
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@ -460,13 +460,14 @@ draw_to_page2 lda #$60
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; image with tile 15 when necessary
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fastfont nop
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cmp #12
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bne fastfont_smc
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bne ?2
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txa
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and #1
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bne ?1
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lda #15
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bne fastfont_smc
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bne ?2
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?1 lda #12
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?2 and #ACTOR_FLAG_MASK
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fastfont_smc jmp $ffff
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; restore a horizontal segment from the text page to the current screen
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@ -481,13 +482,14 @@ fasttiles ldx param_col
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sta fasttiles_row_smc+1
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fasttiles_row_smc lda $ffff,x
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cmp #12
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bne fasttiles_smc
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bne ?2
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txa
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and #1
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bne ?1
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lda #15
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bne fasttiles_smc
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bne ?2
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?1 lda #12
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?2 and #ACTOR_FLAG_MASK
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fasttiles_smc jsr $ffff
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inx
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dec param_count
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