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More spider work.
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@ -37,6 +37,8 @@ SPIDER_RHS_TILE_OFFSET equ SPIDER_TOP_ROW_OFFSET+(GAME_NUM_TILES_WIDE-1)*SI
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SPIDER_STARTING_SHIFT equ 2
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SPIDER_LHS_STARTING_SCREEN_OFFSET equ SCREEN_BYTES_PER_ROW*SPIDER_STARTING_SHIFT+6
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SPIDER_SPRITE_REFRESH_COUNT equ 4
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drawSpider entry
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lda spiderState
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@ -199,7 +201,7 @@ spiderJump entry
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beq spiderJump_exploding
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lda spiderScreenShift
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beq spiderJump_shift
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bne spiderJump_shift
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lda spiderJumpTable,x
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sta jumpInst+1
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@ -244,6 +246,15 @@ updateSpider_cont anop
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tay
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lda spiderSpriteRefresh
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beq updateSpider_spriteRefresh
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dec a
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sta spiderSpriteRefresh
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bra updateSpider_testState
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updateSpider_spriteRefresh anop
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lda #SPIDER_SPRITE_REFRESH_COUNT
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sta spiderSpriteRefresh
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lda spiderSprite
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beq updateSpider_resetSprite
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sec
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@ -321,10 +332,10 @@ updateSpider_rightDiagDown_skipInc anop
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lda spiderShiftInTile
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dec a
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sta spiderShiftInTile
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beq updateSpider_tilesDown
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beq updateSpider_tilesRight
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cmp #5
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beq updateSpider_tilesRight
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beq updateSpider_tilesDown
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rtl
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updateSpider_tilesRight anop
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@ -413,7 +424,8 @@ addSpider entry
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lda #SPIDER_SPRITE_LAST_OFFSET
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sta spiderSprite
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; Write this code
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lda #SPIDER_SPRITE_REFRESH_COUNT
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sta spiderSpriteRefresh
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addSpider_done anop
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rtl
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@ -426,6 +438,7 @@ shootSpider entry
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spiderState dc i2'SPIDER_STATE_NONE'
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spiderSprite dc i2'0'
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spiderSpriteRefresh dc i2'0'
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spiderScreenOffset dc i2'0'
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spiderScreenShift dc i2'0'
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spiderShiftInTile dc i2'0'
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