Merge branch 'test' into develop

This commit is contained in:
Pecusx
2025-03-15 20:08:30 +01:00
12 changed files with 657 additions and 570 deletions
+478 -326
View File
File diff suppressed because it is too large Load Diff
+119 -221
View File
@@ -6,29 +6,21 @@
; - (last position)
; - phase 2 page 1
; - phase 2 page 2
; - phase 2 page 3
; - phase 2 page 4
; - phase 3 page 1
; - phase 3 page 2
; - phase 3 page 3
; - phase 3 page 4
; - phase 3 page 5
; - phase 2 page 1
; - phase 2 page 3
; - phase 2 page 4
; - phase 1 page 1 (new position)
;
; v3 - if the branch opposite the lumberjack and no branch and none above
; v3 - if the branch opposite the lumberjack and no branch above
;
; - (last position)
; - phase 2 page 5
; - phase 2 page 6
; - phase 2 page 7
; - phase 2 page 8
; - phase 3 page 6
; - phase 3 page 2
; - phase 3 page 3
; - phase 3 page 4
; - phase 3 page 5
; - phase 2 page 1
; - phase 2 page 3
; - phase 2 page 4
; - phase 1 page 1 (new position)
;
; v4 - if no branch at the level of the lumberjack and branch above (kill)
@@ -36,28 +28,22 @@
;
; - (last position)
; - phase 2 page 1
; - phase 2 page 2
; - phase 2 page 3
; - phase 2 page 4
; - phase 3 page 1
; - phase 3 page 11
; - phase 3 page 12
; - phase 3 page 13
; - phase 3 page 14
; - phase 2 page 11
; - phase 3 page 9
; - phase 3 page 10
; - phase 2 page 12
; - phase 2 page 13
; - phase 1 page 1 (new position) - killed
;
; v6 - if the branch opposite the lumberjack and branch above (kill)
;
; - (last position)
; - phase 2 page 5
; - phase 2 page 6
; - phase 2 page 7
; - phase 2 page 8
; - phase 3 page 6
; - phase 2 page 14
; - phase 3 page 11
; - phase 3 page 12
; - phase 3 page 13
; - phase 3 page 14
; - phase 2 page 12
; - phase 2 page 13
; - phase 1 page 1 (new position) - killed
;
; v7 - if no branch at the level of the lumberjack and branch above on the other side
@@ -65,30 +51,22 @@
;
; - (last position)
; - phase 2 page 1
; - phase 2 page 2
; - phase 2 page 3
; - phase 2 page 4
; - phase 3 page 1
; - phase 3 page 7
; - phase 3 page 8
; - phase 3 page 9
; - phase 3 page 10
; - phase 2 page 5
; - phase 2 page 7
; - phase 3 page 5
; - phase 3 page 6
; - phase 2 page 8
; - phase 2 page 9
; - phase 1 page 2 (new position)
;
; v9 - if the branch opposite the lumberjack and branch above on the other side
;
; - (last position)
; - phase 2 page 5
; - phase 2 page 6
; - phase 2 page 7
; - phase 2 page 8
; - phase 3 page 6
; - phase 2 page 10
; - phase 3 page 7
; - phase 3 page 8
; - phase 3 page 9
; - phase 3 page 10
; - phase 2 page 5
; - phase 2 page 8
; - phase 2 page 9
; - phase 1 page 2 (new position)
;
;--------------------------------------------------
@@ -99,32 +77,24 @@
mwa #gamescreen_r_ph2p1 animation_addr
jsr SetPMr2
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p2 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p3 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p1 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p2 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p3 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p4 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p5 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p1 animation_addr
mwa #gamescreen_r_ph2p3 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph2p4 animation_addr
WaitForSync
mwa #gamescreen_r_ph1p1 animation_addr
WaitForSync
jsr SetPMr1
@@ -140,32 +110,24 @@ AnimationR2 = AnimationR1
mwa #gamescreen_l_ph2p1 animation_addr
jsr SetPMl2
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p2 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p1 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p2 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p3 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p4 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p5 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p1 animation_addr
mwa #gamescreen_l_ph2p3 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph2p4 animation_addr
WaitForSync
mwa #gamescreen_l_ph1p1 animation_addr
WaitForSync
jsr SetPMl1
@@ -181,32 +143,24 @@ AnimationL2 = AnimationL1
mwa #gamescreen_r_ph2p5 animation_addr
jsr SetPMr2
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_r_ph3p6 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p2 animation_addr
mwa #gamescreen_r_ph2p6 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p3 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p4 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p5 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p1 animation_addr
mwa #gamescreen_r_ph2p3 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph2p4 animation_addr
WaitForSync
mwa #gamescreen_r_ph1p1 animation_addr
WaitForSync
jsr SetPMr1
@@ -221,32 +175,24 @@ AnimationL2 = AnimationL1
mwa #gamescreen_l_ph2p5 animation_addr
jsr SetPMl2
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_l_ph3p6 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p2 animation_addr
mwa #gamescreen_l_ph2p6 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p3 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p4 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p5 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p1 animation_addr
mwa #gamescreen_l_ph2p3 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph2p4 animation_addr
WaitForSync
mwa #gamescreen_l_ph1p1 animation_addr
WaitForSync
jsr SetPMl1
@@ -261,29 +207,24 @@ AnimationL2 = AnimationL1
mwa #gamescreen_r_ph2p1 animation_addr
jsr SetPMr2
WaitForSync
mwa #gamescreen_r_ph2p2 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph2p11 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p3 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_r_ph3p1 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph3p9 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p11 animation_addr
mwa #gamescreen_r_ph3p10 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p12 animation_addr
mwa #gamescreen_r_ph2p12 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph3p13 animation_addr
mwa #gamescreen_r_ph2p13 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p14 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph1p1 animation_addr
WaitForSync
jsr SetPMr1
@@ -299,29 +240,24 @@ AnimationR5 = AnimationR4
mwa #gamescreen_l_ph2p1 animation_addr
jsr SetPMl2
WaitForSync
mwa #gamescreen_l_ph2p2 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph2p11 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_l_ph3p1 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph3p9 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p11 animation_addr
mwa #gamescreen_l_ph3p10 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p12 animation_addr
mwa #gamescreen_l_ph2p12 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph3p13 animation_addr
mwa #gamescreen_l_ph2p13 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p14 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph1p1 animation_addr
WaitForSync
jsr SetPMl1
@@ -337,29 +273,24 @@ AnimationL5 = AnimationL4
mwa #gamescreen_r_ph2p5 animation_addr
jsr SetPMr2
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph2p14 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_r_ph3p6 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p11 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p12 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p13 animation_addr
mwa #gamescreen_r_ph2p12 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph3p14 animation_addr
mwa #gamescreen_r_ph2p13 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph1p1 animation_addr
WaitForSync
jsr SetPMr1
@@ -374,29 +305,24 @@ AnimationL5 = AnimationL4
mwa #gamescreen_l_ph2p5 animation_addr
jsr SetPMl2
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph2p14 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_l_ph3p6 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p11 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p12 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p13 animation_addr
mwa #gamescreen_l_ph2p12 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph3p14 animation_addr
mwa #gamescreen_l_ph2p13 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph1p1 animation_addr
WaitForSync
jsr SetPMl1
@@ -408,33 +334,27 @@ AnimationL5 = AnimationL4
;--------------------------------------------------
mva #>font_game_lower_right LowCharsetBase
mwa #last_line_r lastline_addr
mwa #gamescreen_r_ph2p2 animation_addr
mwa #gamescreen_r_ph2p1 animation_addr
jsr SetPMr2
WaitForSync
mwa #gamescreen_r_ph2p3 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_r_ph3p1 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph3p5 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p7 animation_addr
mwa #gamescreen_r_ph3p6 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p8 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p9 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p10 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p5 animation_addr
mwa #gamescreen_r_ph2p8 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph2p9 animation_addr
WaitForSync
mwa #gamescreen_r_ph1p2 animation_addr
WaitForSync
jsr SetPMr1
@@ -447,33 +367,27 @@ AnimationR8 = AnimationR7
;--------------------------------------------------
mva #>font_game_lower_left LowCharsetBase
mwa #last_line_l lastline_addr
mwa #gamescreen_l_ph2p2 animation_addr
mwa #gamescreen_l_ph2p1 animation_addr
jsr SetPMl2
WaitForSync
mwa #gamescreen_l_ph2p3 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p4 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_l_ph3p1 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph3p5 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p7 animation_addr
mwa #gamescreen_l_ph3p6 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p8 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p9 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p10 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p5 animation_addr
mwa #gamescreen_l_ph2p8 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph2p9 animation_addr
WaitForSync
mwa #gamescreen_l_ph1p2 animation_addr
WaitForSync
jsr SetPMl1
@@ -489,32 +403,24 @@ AnimationL8 = AnimationL7
mwa #gamescreen_r_ph2p5 animation_addr
jsr SetPMr2
WaitForSync
mwa #gamescreen_r_ph2p6 animation_addr
jsr branches_go_down
mwa #gamescreen_r_ph2p10 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_r_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_r_ph3p6 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p7 animation_addr
WaitForSync
jsr SetPMr3
jsr branches_go_down
mwa #gamescreen_r_ph3p8 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p9 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph3p10 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_r_ph2p5 animation_addr
mwa #gamescreen_r_ph2p8 animation_addr
WaitForSync
jsr SetPMr2
jsr branches_go_down
mwa #gamescreen_r_ph2p9 animation_addr
WaitForSync
mwa #gamescreen_r_ph1p2 animation_addr
WaitForSync
jsr SetPMr1
@@ -529,32 +435,24 @@ AnimationL8 = AnimationL7
mwa #gamescreen_l_ph2p5 animation_addr
jsr SetPMl2
WaitForSync
mwa #gamescreen_l_ph2p6 animation_addr
jsr branches_go_down
mwa #gamescreen_l_ph2p10 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p7 animation_addr
WaitForSync
mwa #gamescreen_l_ph2p8 animation_addr
jsr RestoreRedBar
WaitForSync
mwa #gamescreen_l_ph3p6 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p7 animation_addr
WaitForSync
jsr SetPMl3
jsr branches_go_down
mwa #gamescreen_l_ph3p8 animation_addr
jsr RestoreRedBar
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p9 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph3p10 animation_addr
WaitForSync
jsr branches_go_down
mwa #gamescreen_l_ph2p5 animation_addr
mwa #gamescreen_l_ph2p8 animation_addr
WaitForSync
jsr SetPMl2
jsr branches_go_down
mwa #gamescreen_l_ph2p9 animation_addr
WaitForSync
mwa #gamescreen_l_ph1p2 animation_addr
WaitForSync
jsr SetPMl1
+48 -16
View File
@@ -97,6 +97,30 @@ print('gamescreen_r_ph2p8 ; phase 2 page 8')
dta = load_atrview('phase2r.atrview', page=8)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p9 ; phase 2 page 9')
dta = load_atrview('phase2r.atrview', page=9)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p10 ; phase 2 page 10')
dta = load_atrview('phase2r.atrview', page=10)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p11 ; phase 2 page 11')
dta = load_atrview('phase2r.atrview', page=11)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p12 ; phase 2 page 12')
dta = load_atrview('phase2r.atrview', page=12)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p13 ; phase 2 page 13')
dta = load_atrview('phase2r.atrview', page=13)
print_lines(dta, -9, -1)
print('gamescreen_r_ph2p14 ; phase 2 page 14')
dta = load_atrview('phase2r.atrview', page=14)
print_lines(dta, -9, -1)
print('gamescreen_r_ph3p1 ; phase 3 page 1')
dta = load_atrview('phase3r.atrview', page=1)
print_lines(dta, -9, -1)
@@ -145,14 +169,6 @@ print('gamescreen_r_ph3p12 ; phase 3 page 12')
dta = load_atrview('phase3r.atrview', page=12)
print_lines(dta, -9, -1)
print('gamescreen_r_ph3p13 ; phase 3 page 13')
dta = load_atrview('phase3r.atrview', page=13)
print_lines(dta, -9, -1)
print('gamescreen_r_ph3p14 ; phase 3 page 14')
dta = load_atrview('phase3r.atrview', page=14)
print_lines(dta, -9, -1)
print("""
; left animation
gamescreen_l_ph1p1 ; phase 1 page 1""")
@@ -201,6 +217,30 @@ print('gamescreen_l_ph2p8 ; phase 2 page 8')
dta = load_atrview('phase2l.atrview', page=8)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p9 ; phase 2 page 9')
dta = load_atrview('phase2l.atrview', page=9)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p10 ; phase 2 page 10')
dta = load_atrview('phase2l.atrview', page=10)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p11 ; phase 2 page 11')
dta = load_atrview('phase2l.atrview', page=11)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p12 ; phase 2 page 12')
dta = load_atrview('phase2l.atrview', page=12)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p13 ; phase 2 page 13')
dta = load_atrview('phase2l.atrview', page=13)
print_lines(dta, -9, -1)
print('gamescreen_l_ph2p14 ; phase 2 page 14')
dta = load_atrview('phase2l.atrview', page=14)
print_lines(dta, -9, -1)
print('gamescreen_l_ph3p1 ; phase 3 page 1')
dta = load_atrview('phase3l.atrview', page=1)
print_lines(dta, -9, -1)
@@ -249,14 +289,6 @@ print('gamescreen_l_ph3p12 ; phase 3 page 12')
dta = load_atrview('phase3l.atrview', page=12)
print_lines(dta, -9, -1)
print('gamescreen_l_ph3p13 ; phase 3 page 13')
dta = load_atrview('phase3l.atrview', page=13)
print_lines(dta, -9, -1)
print('gamescreen_l_ph3p14 ; phase 3 page 14')
dta = load_atrview('phase3l.atrview', page=14)
print_lines(dta, -9, -1)
print("""
; RIP screens
RIPscreen_l_nobranch ; page 1""")
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+1 -1
View File
File diff suppressed because one or more lines are too long
+5
View File
@@ -1179,6 +1179,11 @@ next_phase_only
mva branches_list+2 branches_list+3
mva branches_list+1 branches_list+2
mva branches_list+0 branches_list+1
; ----- less branches -----
beq make_random_branch
lda #0
beq branch_ready
; -----
make_random_branch
lda RANDOM ; branch or not (50%)
and #%00000001
BIN
View File
Binary file not shown.