mirror of
https://github.com/badvision/lawless-legends.git
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More work on script triggers.
This commit is contained in:
parent
5109fcf41a
commit
2b686a8629
@ -1724,7 +1724,7 @@ class PackPartitions
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triggers.each { y, xs ->
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triggers.each { y, xs ->
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println(" Trigger row: y=$y size=${xs.size()}")
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println(" Trigger row: y=$y size=${xs.size()}")
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emitDataByte(y)
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emitDataByte(y)
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emitDataByte(xs.size() * 3) // 3 bytes per trigger (x, adrlo, adrhi)
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emitDataByte(2 + (xs.size() * 3)) // 2 bytes for y+off, plus 3 bytes per trigger (x, adrlo, adrhi)
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xs.each { x, funcAddr ->
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xs.each { x, funcAddr ->
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println(" col: x=$x funcAddr=$funcAddr")
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println(" col: x=$x funcAddr=$funcAddr")
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emitDataByte(x)
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emitDataByte(x)
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@ -85,6 +85,9 @@ const frontBuf = $6B
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// Tile engine variables
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// Tile engine variables
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const relX = $50
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const relX = $50
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const relY = $51
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const relY = $51
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const avatarTile= $9D // the avatar variables are set by tile engine during its draw phase
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const avatarX = $9E
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const avatarY = $9F
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Font engine variables
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// Font engine variables
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@ -98,7 +101,6 @@ const cursv = $75 // Cursor V-pos 0-23
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Strings.
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// Strings.
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byte helloStr[] = "Loading Lawless Legends.\n"
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byte helloStr[] = "Loading Lawless Legends.\n"
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byte tooManyTriggers[] = "Too many triggers"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Global variables
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// Global variables
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@ -108,13 +110,9 @@ word pFont
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word pMap
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word pMap
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word pScripts
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word pScripts
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word cmdTbl[64]
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word cmdTbl[64]
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byte nLocTrig
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word triggerTbl
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byte locTrig_x[MAX_LOC_TRIG]
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byte locTrig_y[MAX_LOC_TRIG]
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word locTrig_func[MAX_LOC_TRIG]
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byte prevX
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byte prevX
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byte prevY
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byte prevY
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word prevScript
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byte prevMapNum
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byte prevMapNum
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byte prevMapIs3D
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byte prevMapIs3D
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byte redraw
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byte redraw
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@ -123,6 +121,7 @@ byte cacheSky, cacheGround
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word cacheX, cacheY
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word cacheX, cacheY
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byte cacheDir
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byte cacheDir
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byte resetLocFromCache = FALSE
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byte resetLocFromCache = FALSE
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byte anyText = FALSE
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// Movement amounts when walking at each angle
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// Movement amounts when walking at each angle
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// Each entry consists of an X bump and a Y bump, in 8.8 fixed point
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// Each entry consists of an X bump and a Y bump, in 8.8 fixed point
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@ -182,12 +181,26 @@ word groundNum = 10
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Definitions used by assembly code
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// Definitions used by assembly code
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asm __defs
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asm __defs
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; Headers
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!source "../../include/global.i"
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!source "../../include/global.i"
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!source "../../include/plasma.i"
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!source "../../include/plasma.i"
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!source "../../include/mem.i"
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!source "../../include/mem.i"
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!source "../../include/fontEngine.i"
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!source "../../include/fontEngine.i"
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; Optional debug printing support
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DEBUG = 1
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!if DEBUG { !source "../../include/debug.i" }
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; General use
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tmp = $2
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tmp = $2
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pTmp = $4
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pTmp = $4
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; Variables that get set by the tile engine when it draws
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avatarTile = $9D
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avatarX = $9E ; from the tile engine
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avatarY = $9F ; ...ditto
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -322,7 +335,6 @@ asm initDisplayEngine
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rts
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rts
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render one frame using the ray caster or tile engine (they share the same address)
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// Render one frame using the ray caster or tile engine (they share the same address)
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// Params: none
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// Params: none
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@ -354,43 +366,62 @@ asm checkCrossing
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Is the player's current position a physical obstruction?
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// Scan the trigger table for avatar's current X/Y, return the function
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// Params: none
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asm callScriptsAsm
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asm isBlocked
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lda evalStkL,x ; get trigger table address
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txa
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sta pTmp ; save to zero page so we can index it
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lda evalStkH,x
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sta pTmp+1
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; Scan the Y coordinates.
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- ldy #0
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lda (pTmp),y ; get Y coordinate from table
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!if DEBUG { +prStr : !text "Y=",0 : +prA : +crout }
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cmp #$FF ; hmm, is it end of table?
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bne + ; if not, advance to next
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rts ; table exhausted, give up and return.
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+ iny
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cmp avatarY ; is this the Y coord we're looking for?
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beq + ; if yes, go scan X coords
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lda (pTmp),y ; get length of this Y-X-X-X set
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clc
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adc pTmp ; advance past X-coord entries for this Y
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sta pTmp
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bcc - ; and loop to next Y coord
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inc pTmp+1 ; handle page crossings
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bne - ; always taken
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; We've now matched the Y coord. Scan X coords.
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+ lda (pTmp),y ; get limit of X-adrLo-adrHi array
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sta tmp ; and save it
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iny ; advance to first X-coord entry
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lda #0 ; put a sentinel on the stack...
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pha ; ...so we can later know the end of addresses pushed.
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- lda (pTmp),y ; get X coordinate from table
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!if DEBUG { +prStr : !text "X=",0 : +prA : +crout }
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iny
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cmp avatarX ; is this the X coord we're looking for?
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bne + ; if not, advance to next
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lda (pTmp),y ; found a match! save the script's address on the stack
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pha
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pha
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bit setROM
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iny
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jsr $6006
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lda (pTmp),y
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tay
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pla
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tax
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dex
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tya
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sta evalStkL,x
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lda #0
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sta evalStkH,x
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bit setLcRW+lcBank2
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rts
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Is there a script attached to the player's current position?
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// Params: none
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asm isScripted
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txa
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pha
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pha
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bit setROM
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dey
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jsr $6009
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+ iny ; advance over address to next X coord entry
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tay
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iny
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pla
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cpy tmp ; are we at end of X-coord table?
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tax
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bmi - ; if not at end, loop to next X coord
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dex
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; Addresses of matching scripts are now on the stack. Call each one until we hit the sentinel.
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tya
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- pla ; hi byte of script address
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sta evalStkL,x
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bne + ; sentinel? if not, go call it
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lda #0
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rts ; hit the sentinel; we're all done.
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sta evalStkH,x
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+ sta tmp+2 ; save hi byte
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bit setLcRW+lcBank2
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pla ; lo byte of script address
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rts
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sta tmp+1 ; save that too
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lda #$4C ; JMP opcode
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sta tmp
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jsr tmp ; call the script (it's a PLASMA function, so no need to save/restore X reg)
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clc
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bcc - ; loop back for next script (always taken)
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -439,6 +470,9 @@ asm displayStr
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bit setROM
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bit setROM
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txa
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txa
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pha
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pha
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; record that text was drawn - for clear window on next script phase
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lda #1
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sta textDrawn
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lda evalStkL,x
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lda evalStkL,x
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sta pTmp
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sta pTmp
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lda evalStkH,x
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lda evalStkH,x
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@ -526,6 +560,18 @@ def getUpperKey()
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return key
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return key
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Is the player's current position a physical obstruction?
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def isBlocked()
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return ^avatarTile & $40
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Is there a script attached to the player's current position?
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def isScripted()
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return ^avatarTile & $20
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Set the sky color (relevant to 3D display only)
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// Set the sky color (relevant to 3D display only)
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def setSky(num)
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def setSky(num)
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@ -654,11 +700,11 @@ def initMap3D()
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// Initialize the map scripts
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// Initialize the map scripts
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setWindow2()
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setWindow2()
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clearWindow()
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clearWindow()
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anyText = FALSE
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prevX = -1
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prevX = -1
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prevY = -1
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prevY = -1
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prevScript = -1
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triggerTbl = NULL
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nLocTrig = 0
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prevMapNum = mapNum
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prevMapNum = mapNum
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prevMapIs3D = mapIs3D
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prevMapIs3D = mapIs3D
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if pScripts
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if pScripts
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@ -720,8 +766,7 @@ def initMap2D()
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// For now
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// For now
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prevX = -1
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prevX = -1
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prevY = -1
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prevY = -1
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prevScript = -1
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triggerTbl = NULL
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nLocTrig = 0
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prevMapNum = mapNum
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prevMapNum = mapNum
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prevMapIs3D = mapIs3D
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prevMapIs3D = mapIs3D
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pScripts = NULL
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pScripts = NULL
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@ -782,29 +827,75 @@ def flipToFirstPage
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fin
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fin
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def callScripts(x, y)
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word p
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word pNext
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word script
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printHex($1001)
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printHex(x)
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crout()
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p = triggerTbl
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while TRUE
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printHex($1002)
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printHex(p)
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printHex(^p)
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crout()
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getUpperKey
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if ^p == $FF
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return
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fin
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pNext = p + p.1
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if ^p == y
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while p < pNext
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printHex($1003)
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printHex(p)
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printHex(^p)
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crout()
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if ^p == x
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script = p:1
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printHex($1004)
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printHex(script)
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crout()
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*script
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fin
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p = p + 3
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loop
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fin
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p = pNext
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loop
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Check for script(s) attached to the current location, and call them if there are any.
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// Check for script(s) attached to the current location, and call them if there are any.
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def checkScript()
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def checkScripts()
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word x
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word x
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word y
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word y
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word i
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if !triggerTbl
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word func
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return
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fin
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if mapIs3D
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x = playerX.1 - 1
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x = playerX.1 - 1
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y = playerY.1 - 1
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y = playerY.1 - 1
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else
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x = ^avatarX
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y = ^avatarY
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fin
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if x <> prevX or y <> prevY
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if x <> prevX or y <> prevY
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prevX = x
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prevX = x
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prevY = y
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prevY = y
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if prevScript
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if anyText
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clearWindow()
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clearWindow()
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anyText = FALSE
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fin
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fin
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prevScript = NULL
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if isScripted()
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if isScripted()
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for i = 0 to nLocTrig-1
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textDrawn = FALSE
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if x == locTrig_x[i] and y == locTrig_y[i]
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callScripts(x, y)
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prevScript = locTrig_func[i]
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anyText = ^textDrawn
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*prevScript()
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fin
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next
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fin
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fin
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fin
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fin
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if (mapNum <> prevMapNum) or (mapIs3D <> prevMapIs3D)
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if (mapNum <> prevMapNum) or (mapIs3D <> prevMapIs3D)
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@ -926,8 +1017,8 @@ def teleport(x, y, dir)
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*playerY = ((y+1)<<8) | $80
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*playerY = ((y+1)<<8) | $80
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prevX = x
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prevX = x
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prevY = y
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prevY = y
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prevScript = -1
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clearWindow()
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clearWindow()
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anyText = FALSE
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^playerDir = dir
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^playerDir = dir
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redraw = TRUE
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redraw = TRUE
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end
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end
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@ -945,7 +1036,7 @@ def kbdLoop()
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func()
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func()
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renderFrame()
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renderFrame()
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redraw = FALSE
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redraw = FALSE
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checkScript()
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checkScripts()
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if redraw
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if redraw
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renderFrame()
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renderFrame()
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redraw = FALSE
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redraw = FALSE
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@ -958,9 +1049,15 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Associate a location with a trigger function (i.e. a script)
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// Associate a location with a trigger function (i.e. a script)
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def setLocationTrigger(tbl)
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def setLocationTrigger(tbl)
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printHex($1001)
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triggerTbl = tbl
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printHex(tbl)
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end
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^$c053
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Called by scripts to display a string. We set the flag noting that something has been
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// displayed, then use an assembly routine to do the work.
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def scriptDisplayStr(str)
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anyText = TRUE
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displayStr(str)
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -973,6 +1070,7 @@ def getYN()
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return 1
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return 1
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elsif key == 'N'
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elsif key == 'N'
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clearWindow()
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clearWindow()
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anyText = FALSE
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return 0
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return 0
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fin
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fin
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beep()
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beep()
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@ -1049,7 +1147,7 @@ def setCallbacks()
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// $303
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// $303
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callbacks.3 = $4c
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callbacks.3 = $4c
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callbacks:4 = @displayStr
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callbacks:4 = @scriptDisplayStr
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// $306
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// $306
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callbacks.6 = $4c
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callbacks.6 = $4c
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@ -56,9 +56,10 @@ mapWidth = $62 ; len 1
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mapHeight = $63 ; len 1
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mapHeight = $63 ; len 1
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spriteX = $64 ; len 2
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spriteX = $64 ; len 2
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spriteY = $66 ; len 2
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spriteY = $66 ; len 2
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plasmaFrames = $68 ; len 2
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_unused68 = $68 ; len 2
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backBuf = $6A ; len 1
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backBuf = $6A ; len 1
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frontBuf = $6B ; len 1
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frontBuf = $6B ; len 1
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_unused6C = $6C ; len 4
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; Sprite calculations zero page
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; Sprite calculations zero page
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bSgnSinT = $90
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bSgnSinT = $90
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