mirror of
https://github.com/blondie7575/GSCats.git
synced 2024-11-21 00:32:22 +00:00
Ground work on title screen
This commit is contained in:
parent
2c1100f0b8
commit
1eb235fc4c
BIN
Art/Assets/TitleScreen.gif
Normal file
BIN
Art/Assets/TitleScreen.gif
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Binary file not shown.
After Width: | Height: | Size: 2.0 KiB |
BIN
Art/Assets/TitleScreen.xcf
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BIN
Art/Assets/TitleScreen.xcf
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Binary file not shown.
@ -18,6 +18,8 @@
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701E708E2A67844B0030C35D /* loaderGraphics.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = loaderGraphics.s; sourceTree = "<group>"; };
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701E708F2A69CE520030C35D /* loadingBar.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = loadingBar.s; sourceTree = "<group>"; };
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701E70902A6A23800030C35D /* sharedGraphics.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = sharedGraphics.s; sourceTree = "<group>"; };
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701E70912A6DA4D80030C35D /* GenerateRawImage.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GenerateRawImage.py; sourceTree = "<group>"; };
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701E70922A6DC5910030C35D /* titleScreen.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = titleScreen.s; sourceTree = "<group>"; };
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705456862A43E03B00A2B866 /* GeneratePixelCircle.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GeneratePixelCircle.py; sourceTree = "<group>"; };
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705456882A4D336200A2B866 /* animation.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = animation.s; sourceTree = "<group>"; };
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7059502B1F37A0BE00BBE90F /* GenerateVRAMTable.py */ = {isa = PBXFileReference; lastKnownFileType = text.script.python; path = GenerateVRAMTable.py; sourceTree = "<group>"; };
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@ -64,9 +66,10 @@
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701E708E2A67844B0030C35D /* loaderGraphics.s */,
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701E708F2A69CE520030C35D /* loadingBar.s */,
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701E70902A6A23800030C35D /* sharedGraphics.s */,
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70E9D8601F2BD95400555C19 /* graphics.s */,
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701E70922A6DC5910030C35D /* titleScreen.s */,
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70E9D8611F2BD95400555C19 /* gscats.s */,
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70A80FB01F43D7F200BD34C9 /* gamemanager.s */,
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70E9D8601F2BD95400555C19 /* graphics.s */,
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7099E3841F41022100182A82 /* gameobject.s */,
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70F011D123B989B800C8873F /* random.s */,
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706DF1651F2D4A8100AA6680 /* terrain.s */,
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@ -95,6 +98,7 @@
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7076E9222A57AED90006E295 /* CompileFont.py */,
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70FE79D21F8814A600E0095C /* MerlinToCA65.sh */,
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700F72872112428D00225B17 /* RenumberSpriteFiles.sh */,
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701E70912A6DA4D80030C35D /* GenerateRawImage.py */,
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7088096D1F2ECE8D00D4C950 /* GenerateRenderSpans.py */,
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7059502B1F37A0BE00BBE90F /* GenerateVRAMTable.py */,
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7099E3851F4107B100182A82 /* GenerateVRAMYOffset.py */,
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24
GenerateRawImage.py
Executable file
24
GenerateRawImage.py
Executable file
@ -0,0 +1,24 @@
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#!/usr/bin/python3
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import sys
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import PIL
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from PIL import Image
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from numpy import asarray
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def main(argv):
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image = Image.open(argv[0])
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outputFilename = argv[1]
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pixels = asarray(image)
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with open(outputFilename, 'bw') as output:
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for y in range(0,image.size[1]):
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for x in range(0,image.size[0],2):
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highPixel = pixels[y][x] << 4
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lowPixel = pixels[y][x+1]
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byte = highPixel | lowPixel
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output.write(bytes([byte]))
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if __name__ == "__main__":
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main(sys.argv[1:])
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14
Makefile
14
Makefile
@ -19,6 +19,7 @@ CODEBANK=CODEBANK\#060000
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EXEC=$(PGM)\#06$(ADDR)
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SOUNDBANK=SOUNDBANK\#060000
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FONTBANK=FONTBANK\#060000
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TITLESCREEN=TITLE\#060000
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PGM=gscats
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MRSPRITE=../MrSprite/mrsprite
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@ -31,7 +32,7 @@ SPRITEBANK=$(SPRITES)\#060000
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FLIPLIST=$(wildcard Art/*Fan.gif) $(wildcard Art/*Spit*.gif)
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REMOTESYMBOLS= # -Wl $(shell ./ParseMapFile.py *.map) <- Use this to share symbols across code banks
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all: clean diskimage fonts $(PGM) loader emulate
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all: clean diskimage fonts titlescreen $(PGM) loader emulate
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emulate:
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# Leading hypen needed because GSPlus maddeningly returns code 1 (error) always and for no reason
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@ -51,8 +52,10 @@ $(PGM):
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$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(SPRITEBANK)
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$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(SOUNDBANK)
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$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(FONTBANK)
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$(CAD) ADDFILE $(PGM).2mg /$(VOLNAME) $(TITLESCREEN)
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rm -f $(CODEBANK)
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rm -f $(FONTBANK)
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rm -f $(TITLESCREEN)
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rm -f $(PGM).o
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loader:
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@ -62,16 +65,23 @@ loader:
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rm -f loader.o
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fonts:
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rm -rf $(FONTBANK)
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rm -f $(FONTBANK)
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./CompileFont.py 4 5 48 0 "tinyNum" "Art/Assets/TinyNumbers.gif" > fonts.s
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./CompileFont.py 8 8 32 0 "font8" "Art/Assets/Font8x8.gif" >> fonts.s
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# ./CompileFont.py 16 16 32 14 "font16" "Art/Assets/Font16x16.gif" > font16x16.s
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@PATH=$(PATH):/usr/local/bin; $(CL65) -t apple2enh -C linkerConfig --cpu 65816 --start-addr 0000 -lfontEngine.lst fontEngine.s -o $(FONTBANK)
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rm -f fontEngine.o
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titlescreen:
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rm -f $(TITLESCREEN)
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./GenerateRawImage.py "Art/Assets/TitleScreen.gif" "$(TITLESCREEN)"
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clean:
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rm -f $(PGM)
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rm -f $(PGM).o
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rm -f $(CODEBANK)
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rm -f $(FONTBANK)
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rm -f $(TITLESCREEN)
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rm -f loader
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rm -f loader.o
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rm -f Art/*m.gif
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@ -13,15 +13,6 @@ beginGameplay:
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lda #1
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jsr seedRandom
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; Set up sprite rendering
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BITS8
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lda #3
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sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
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BITS16
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; Set up audio
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jsr initSoundSystem
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; Erase the screen
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ldx #$0000
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ldy #200
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3
gscats.s
3
gscats.s
@ -22,7 +22,7 @@ mainBank2:
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sta TEXTCOLOR
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BITS16
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jmp beginGameplay
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jmp titleScreen
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quitGame:
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NORMALMEMORY
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@ -49,6 +49,7 @@ quitGame:
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.include "dirt.s"
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.include "crosshair.s"
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.include "progressBar.s"
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.include "titleScreen.s"
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endMainBank2:
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40
input.s
40
input.s
@ -5,9 +5,44 @@
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; Created by Quinn Dunki on 8/15/17
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;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; kbdScanTitle
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; Processes keyboard input for title screen
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;
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; Trashes A
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;
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kbdScanTitle:
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BITS8
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lda KBD
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bpl kbdScanTitleDone
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sta KBDSTROBE
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cmp #(8 + $80)
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beq kbdScanLeftArrowTitle
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kbdScanTitleDone:
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BITS16
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; Title Screen Key Handlers
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;
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kbdScanLeftArrowTitle:
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BITS16
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lda #1
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sta menuActionRequested
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; kbdScanGameplay/Debug
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; Processes keyboard input
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; Processes keyboard input for gameplay
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;
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; Trashes A
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;
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@ -58,6 +93,9 @@ kbdScanDebugPiggyback:
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bra kbdScanDone
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; Gameplay Key Handlers
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;
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kbdScanRightArrow:
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BITS16
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68
loader.s
68
loader.s
@ -12,8 +12,8 @@
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.include "equates.s"
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.include "macros.s"
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LOADBUFFER = $1000 ; Clear of this loader code
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BUFFERSIZE = $8200 ; About max size we can fit between buffer and this loader code
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LOADBUFFER = $1100 ; Clear of this loader code
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BUFFERSIZE = $8000 ; About max size we can fit between buffer and this loader code
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MAINENTRY = $020000
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.org $800
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@ -240,7 +240,7 @@ mainContinue2:
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addProgress LOADSTEP
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; EMULATION
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EMULATION
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; Load rest of font data into bank 0 (needed if font size exceeds BUFFERSIZE)
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; jsr PRODOS
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@ -249,9 +249,9 @@ mainContinue2:
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; bne ioErrorJmp
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; Close the file
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; jsr PRODOS
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; .byte $cc
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; .addr fileClose
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jsr PRODOS
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.byte $cc
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.addr fileClose
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; NATIVE
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@ -262,6 +262,50 @@ mainContinue2:
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; ldy #BUFFERSIZE
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; jsr copyBytes
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bra mainContinue3
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ioErrorJmp:
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jmp ioError
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mainContinue3:
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; EMULATION
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; Open the title screen file
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jsr PRODOS
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.byte $c8
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.addr fileOpenTitle
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bne ioErrorJmp
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NATIVE
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addProgress LOADSTEP
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EMULATION
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; Load the title screen data into bank 0
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jsr PRODOS
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.byte $ca
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.addr fileRead
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bne ioErrorJmp
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NATIVE
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addProgress LOADSTEP
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; Copy title screen data into bank 6
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ldx fileReadLen
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lda #6
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ldy #0
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jsr copyBytes
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EMULATION
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; Close the file
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jsr PRODOS
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.byte $cc
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.addr fileClose
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NATIVE
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addProgress LOADSTEP
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; Set up a long jump into bank 2, and
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; a way for game code to get back here to exit
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; properly to ProDOS 8
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@ -287,9 +331,6 @@ returnToProDOS:
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sta TEXTCOLOR
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rts
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ioErrorJmp:
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jmp ioError
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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@ -385,6 +426,13 @@ fileOpenFonts:
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.byte 0 ; Result (file handle)
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.byte 0 ; Padding
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fileOpenTitle:
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.byte 3
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.addr titlePath
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.addr $9200 ; 1k below BASIC.SYSTEM
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.byte 0 ; Result (file handle)
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.byte 0 ; Padding
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codePath:
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pstring "/GSAPP/CODEBANK"
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spritePath:
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@ -393,6 +441,8 @@ soundPath:
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pstring "/GSAPP/SOUNDBANK"
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fontPath:
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pstring "/GSAPP/FONTBANK"
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titlePath:
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pstring "/GSAPP/TITLE"
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.include "sharedGraphics.s"
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.include "loaderGraphics.s"
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@ -134,7 +134,7 @@ CBR_VRAM = 6
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currentLoadingBar:
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.word 0 ; Active
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.word 0 ; Current progress in bytes
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.word 57 ; Final progress in bytes
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.word 66 ; Final progress in bytes
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.word $5eb4 ; VRAM position (top left)
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129
titleScreen.s
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129
titleScreen.s
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@ -0,0 +1,129 @@
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;
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; titleScreen
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; A friendly place to start the game
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;
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; Created by Quinn Dunki on 7/23/23
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;
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.a16
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.i16
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titlePalette:
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.word $06af,$0072,$0072,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0d00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
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TITLE_ANIMATION_FRAMES = 5
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CAT_DELAY = 300
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; titleScreen
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;
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; Shows the title screen and main game menu
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;
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titleScreen:
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lda #%10000000 ; Set all SCBs to 320, no interrupts, palette 0
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jsr initSCBs
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; Copy title screen art from where it was loaded in bank 6
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; This isn't fast, but doesn't need to be
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ldx #0
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titleScreenCopyLoop:
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lda $060000,x
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sta VRAM,x
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inx
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inx
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cpx #$7d00
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bne titleScreenCopyLoop
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; Set up sprite rendering
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BITS8
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lda #3
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sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
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BITS16
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; Set up audio
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jsr initSoundSystem
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; Fade in
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lda #titlePalette
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sta PARAML2
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jsr paletteFade
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titleScreenMainLoop:
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; Track animations
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jsr nextVBL
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lda titleAnimationCounter
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inc
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cmp TITLE_ANIMATION_FRAMES
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jsr titleScreenResetAnimation
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; Time animations of cats
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lda animationDelay0
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dec
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bne titleScreenStillCat
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lda #CAT_DELAY
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sta animationDelay0
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; Render next frame of cats
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lda #titleAnimationPos0
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sta PARAML0
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ldx #TITLE_ANIMATION_FRAMES
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ldy #30
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lda #ANIMATION_SIZE_16x32
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jsr renderAnimation
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bra titleScreenNextCat
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titleScreenStillCat:
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sta animationDelay0
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ldy #$5d79
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lda #29
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jsr drawSpriteBankSafe
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titleScreenNextCat:
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lda animationDelay1
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dec
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bne titleScreenStillCat2
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lda #CAT_DELAY
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sta animationDelay1
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lda #titleAnimationPos1
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sta PARAML0
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ldx #TITLE_ANIMATION_FRAMES
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ldy #21
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lda #ANIMATION_SIZE_16x32
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jsr renderAnimation
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bra titleScreenKeyboard
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titleScreenStillCat2:
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sta animationDelay1
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ldy #$5da0
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lda #20
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jsr drawSpriteBankSafe
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titleScreenKeyboard:
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; Check for selection
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jsr kbdScanTitle
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lda menuActionRequested
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beq titleScreenMainLoop
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jmp beginGameplay
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titleScreenResetAnimation:
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stz titleAnimationCounter
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rts
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titleAnimationCounter:
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.word 0
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titleAnimationPos0:
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.word 130,120
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titleAnimationPos1:
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.word 208,120
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animationDelay0:
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.word CAT_DELAY/2
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animationDelay1:
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.word CAT_DELAY
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menuActionRequested:
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.word 0
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