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Gumball & Jungle Hunt demo launchers (#423)
* Add files via upload * Delete GUMBALL.A * Delete GUMBALL.B * Delete GUMBALL.F * Delete GUMBALL.I * Delete GUMBALL.M * Delete JUNGLE.HUNT.1 * Delete JUNGLE.HUNT.A * Delete JUNGLE.HUNT.C * Delete JUNGLE.HUNT.F * Delete JUNGLE.HUNT.H * Delete JUNGLE.HUNT.J * Add files via upload
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res/DEMO/GUMBALL
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res/DEMO/GUMBALL
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@ -59,21 +59,10 @@ GOONIES.D=Type(F1),AuxType(5A2D),Access(C3)
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GOONIES.E=Type(F1),AuxType(6219),Access(C3)
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GOONIES.F=Type(F1),AuxType(5D88),Access(C3)
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GOONIES.J=Type(F1),AuxType(0800),Access(C3)
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GUMBALL=Type(06),AuxType(0300),Access(C3)
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GUMBALL.A=Type(F1),AuxType(B000),Access(C3)
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GUMBALL.B=Type(F1),AuxType(0800),Access(C3)
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GUMBALL.F=Type(F1),AuxType(6000),Access(C3)
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GUMBALL.I=Type(F1),AuxType(0800),Access(C3)
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GUMBALL.M=Type(F1),AuxType(6000),Access(C3)
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GUMBALL=Type(06),AuxType(0210),Access(C3)
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HARD.HAT.MACK=Type(06),AuxType(0200),Access(C3)
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HIGH.RISE=Type(06),AuxType(0300),Access(C3)
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JUNGLE.HUNT=Type(06),AuxType(0300),Access(C3)
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JUNGLE.HUNT.1=Type(F1),AuxType(0000),Access(C3)
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JUNGLE.HUNT.A=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.C=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.F=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.H=Type(F1),AuxType(7700),Access(C3)
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JUNGLE.HUNT.J=Type(F1),AuxType(0000),Access(C3)
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JUNGLE.HUNT=Type(06),AuxType(0210),Access(C3)
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KARATEKA=Type(06),AuxType(0300),Access(C3)
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KARATEKA.1=Type(F1),AuxType(0000),Access(C3)
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LABYRINTH=Type(06),AuxType(0310),Access(C3)
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91
src/demo/gumball.a
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src/demo/gumball.a
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@ -0,0 +1,91 @@
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;license:MIT
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;(c) 2021 by Frank M.
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!cpu 6502
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!to "res/DEMO/GUMBALL",plain
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*=$210
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!source "src/constants.a" ; no code in these
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!source "src/macros.a"
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+READ_RAM2_WRITE_RAM2
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jsr EnableAccelerator
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;+LOAD_FILE_KEEP_DIR
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ldx #0 ; read to main memory
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stx ldrhi
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stx ldrlo
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+LDADDR title
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jsr iLoadFileDirect
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ldx #10-1 ; we also need to copy the length byte
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- lda newpath,x
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sta $BFD0,x
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dex
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bpl -
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lda #$60
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sta $851
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jsr $800 ; load "DOS"
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lda #$20
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sta $B21E
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lda #<callback1
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sta $B21F
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lda #>callback1
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sta $B220
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+DISABLE_ACCEL
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jmp $B2F1 ; stage 1 (title screen and credits)
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callback1
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lda #$4C
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sta $0DFB
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lda #0
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sta $0DFB+1
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lda #1
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sta $0DFB+2 ; exit on button press or keypress
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lda #<callback2
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sta $0FD0+1
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lda #>callback2
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sta $0FD0+2 ; continue to demo stage 2 after end of demo stage 1
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lda $5F
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asl
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bne +
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dec $E09
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+ rts
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callback2
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lda #$4C
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sta $B22B
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lda #<callback3
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sta $B22B+1
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lda #>callback3
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sta $B22B+2
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jmp $E02
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callback3
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lda #$4C
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sta $0DF6
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sta $12F6
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lda #0
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sta $0DF6+1
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sta $12F6+1
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lda #1
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sta $0DF6+2
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sta $12F6+2 ; stage 2 (demo play) - set exits
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jmp $31F9
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newpath
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!byte 9
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!text "X/GUMBALL"
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title !byte x_e-x_b
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x_b !text "X/GUMBALL/GUMBALL"
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x_e
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!if * > $300 {
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!error "code is too large, ends at ", *
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}
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src/demo/jungle.hunt.a
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src/demo/jungle.hunt.a
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@ -0,0 +1,78 @@
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;license:MIT
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;(c) 2021 by Frank M.
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!cpu 6502
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!to "res/DEMO/JUNGLE.HUNT",plain
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*=$210
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!source "src/constants.a" ; no code in these
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!source "src/macros.a"
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+READ_RAM2_WRITE_RAM2
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jsr EnableAccelerator
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;+LOAD_FILE_KEEP_DIR
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ldx #0 ; read to main memory
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stx ldrhi
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stx ldrlo
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+LDADDR title
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jsr iLoadFileDirect
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ldx #14-1 ; we also need to copy the length byte
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- lda newpath,x
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sta $BFD0,x
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dex
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bpl -
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lda #$60
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sta $81E
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jsr $800
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lda #$60
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sta $BD44
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jsr $BD00
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lda #1
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sta $0A6C
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lda #0
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sta $0A67 ; reset vector patch
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lda #$60
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sta $1501 ; reduce wait times while not playing sounds
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lda #$4C
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sta $676C
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sta $0BD6
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sta $6553
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sta $0C28
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lda #0
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sta $676C+1
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sta $0BD6+1
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sta $6553+1
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sta $0C28+1
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lda #1
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sta $676C+2
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sta $0BD6+2
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sta $6553+2
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sta $0C28+2 ; set exits
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lda #$D0
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sta $14A0
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sta $14BA
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sta $1425 ; disable sound
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+DISABLE_ACCEL
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jmp $A00
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newpath
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!byte 13
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!text "X/JUNGLE.HUNT"
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title !byte x_e-x_b
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x_b !text "X/JUNGLE.HUNT/JUNGLE.HUNT"
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x_e
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!if * > $300 {
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!error "code is too large, ends at ", *
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}
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