mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-20 22:33:54 +02:00
PMG - all phases
This commit is contained in:
+56
-4
@@ -97,6 +97,7 @@
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p1 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p2 animation_addr
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WaitForSync
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@@ -107,6 +108,7 @@
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WaitForSync
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mwa #gamescreen_r_ph3p1 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p2 animation_addr
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WaitForSync
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@@ -122,7 +124,10 @@
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jsr branches_go_down
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mwa #gamescreen_r_ph2p1 animation_addr
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WaitForSync
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jsr SetPMr2
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mwa #gamescreen_r_ph1p1 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side
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rts
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.endp
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@@ -133,6 +138,7 @@ AnimationR2 = AnimationR1
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p1 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p2 animation_addr
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WaitForSync
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@@ -143,6 +149,7 @@ AnimationR2 = AnimationR1
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WaitForSync
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mwa #gamescreen_l_ph3p1 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p2 animation_addr
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WaitForSync
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@@ -158,7 +165,10 @@ AnimationR2 = AnimationR1
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jsr branches_go_down
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mwa #gamescreen_l_ph2p1 animation_addr
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WaitForSync
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jsr SetPMl2
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mwa #gamescreen_l_ph1p1 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side
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rts
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.endp
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@@ -169,6 +179,7 @@ AnimationL2 = AnimationL1
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p5 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p6 animation_addr
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WaitForSync
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@@ -179,6 +190,7 @@ AnimationL2 = AnimationL1
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WaitForSync
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mwa #gamescreen_r_ph3p6 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p2 animation_addr
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WaitForSync
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@@ -194,7 +206,10 @@ AnimationL2 = AnimationL1
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jsr branches_go_down
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mwa #gamescreen_r_ph2p1 animation_addr
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WaitForSync
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jsr SetPMr2
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mwa #gamescreen_r_ph1p1 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side
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rts
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.endp
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@@ -204,6 +219,7 @@ AnimationL2 = AnimationL1
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p5 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p6 animation_addr
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WaitForSync
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@@ -214,6 +230,7 @@ AnimationL2 = AnimationL1
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WaitForSync
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mwa #gamescreen_l_ph3p6 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p2 animation_addr
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WaitForSync
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@@ -229,7 +246,10 @@ AnimationL2 = AnimationL1
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jsr branches_go_down
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mwa #gamescreen_l_ph2p1 animation_addr
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WaitForSync
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jsr SetPMl2
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mwa #gamescreen_l_ph1p1 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side
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rts
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.endp
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@@ -239,6 +259,7 @@ AnimationL2 = AnimationL1
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p1 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p2 animation_addr
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WaitForSync
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@@ -249,6 +270,7 @@ AnimationL2 = AnimationL1
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WaitForSync
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mwa #gamescreen_r_ph3p1 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p11 animation_addr
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WaitForSync
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@@ -263,6 +285,8 @@ AnimationL2 = AnimationL1
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WaitForSync
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jsr branches_go_down
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mwa #gamescreen_r_ph1p1 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side (kill)
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rts
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.endp
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@@ -273,6 +297,7 @@ AnimationR5 = AnimationR4
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p1 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p2 animation_addr
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WaitForSync
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@@ -283,6 +308,7 @@ AnimationR5 = AnimationR4
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WaitForSync
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mwa #gamescreen_l_ph3p1 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p11 animation_addr
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WaitForSync
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@@ -297,6 +323,8 @@ AnimationR5 = AnimationR4
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WaitForSync
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jsr branches_go_down
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mwa #gamescreen_l_ph1p1 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side (kill)
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rts
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.endp
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@@ -307,6 +335,7 @@ AnimationL5 = AnimationL4
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p5 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p6 animation_addr
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WaitForSync
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@@ -317,6 +346,7 @@ AnimationL5 = AnimationL4
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WaitForSync
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mwa #gamescreen_r_ph3p6 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p11 animation_addr
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WaitForSync
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@@ -331,6 +361,8 @@ AnimationL5 = AnimationL4
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WaitForSync
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jsr branches_go_down
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mwa #gamescreen_r_ph1p1 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side (kill)
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rts
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.endp
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@@ -340,6 +372,7 @@ AnimationL5 = AnimationL4
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p5 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p6 animation_addr
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WaitForSync
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@@ -350,6 +383,7 @@ AnimationL5 = AnimationL4
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WaitForSync
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mwa #gamescreen_l_ph3p6 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p11 animation_addr
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WaitForSync
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@@ -364,6 +398,8 @@ AnimationL5 = AnimationL4
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WaitForSync
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jsr branches_go_down
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mwa #gamescreen_l_ph1p1 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side (kill)
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rts
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.endp
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@@ -372,9 +408,8 @@ AnimationL5 = AnimationL4
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;--------------------------------------------------
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p1 animation_addr
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WaitForSync
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mwa #gamescreen_r_ph2p2 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p3 animation_addr
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WaitForSync
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@@ -383,6 +418,7 @@ AnimationL5 = AnimationL4
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WaitForSync
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mwa #gamescreen_r_ph3p1 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p7 animation_addr
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WaitForSync
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@@ -398,7 +434,10 @@ AnimationL5 = AnimationL4
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jsr branches_go_down
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mwa #gamescreen_r_ph2p5 animation_addr
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WaitForSync
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jsr SetPMr2
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mwa #gamescreen_r_ph1p2 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side
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rts
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.endp
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@@ -408,9 +447,8 @@ AnimationR8 = AnimationR7
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;--------------------------------------------------
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p1 animation_addr
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WaitForSync
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mwa #gamescreen_l_ph2p2 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p3 animation_addr
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WaitForSync
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@@ -419,6 +457,7 @@ AnimationR8 = AnimationR7
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WaitForSync
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mwa #gamescreen_l_ph3p1 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p7 animation_addr
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WaitForSync
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@@ -434,7 +473,10 @@ AnimationR8 = AnimationR7
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jsr branches_go_down
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mwa #gamescreen_l_ph2p5 animation_addr
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WaitForSync
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jsr SetPMl2
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mwa #gamescreen_l_ph1p2 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side
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rts
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.endp
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@@ -445,6 +487,7 @@ AnimationL8 = AnimationL7
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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mwa #gamescreen_r_ph2p5 animation_addr
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jsr SetPMr2
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WaitForSync
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mwa #gamescreen_r_ph2p6 animation_addr
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WaitForSync
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@@ -455,6 +498,7 @@ AnimationL8 = AnimationL7
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WaitForSync
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mwa #gamescreen_r_ph3p6 animation_addr
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WaitForSync
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jsr SetPMr3
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jsr branches_go_down
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mwa #gamescreen_r_ph3p7 animation_addr
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WaitForSync
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@@ -470,7 +514,10 @@ AnimationL8 = AnimationL7
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jsr branches_go_down
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mwa #gamescreen_r_ph2p5 animation_addr
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WaitForSync
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jsr SetPMr2
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mwa #gamescreen_r_ph1p2 animation_addr
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WaitForSync
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jsr SetPMr1
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mva #1 LumberjackDir ; right side
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rts
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.endp
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@@ -480,6 +527,7 @@ AnimationL8 = AnimationL7
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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mwa #gamescreen_l_ph2p5 animation_addr
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jsr SetPMl2
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WaitForSync
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mwa #gamescreen_l_ph2p6 animation_addr
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WaitForSync
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@@ -490,6 +538,7 @@ AnimationL8 = AnimationL7
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WaitForSync
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mwa #gamescreen_l_ph3p6 animation_addr
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WaitForSync
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jsr SetPMl3
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jsr branches_go_down
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mwa #gamescreen_l_ph3p7 animation_addr
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WaitForSync
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@@ -505,7 +554,10 @@ AnimationL8 = AnimationL7
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jsr branches_go_down
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mwa #gamescreen_l_ph2p5 animation_addr
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WaitForSync
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jsr SetPMl2
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mwa #gamescreen_l_ph1p2 animation_addr
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WaitForSync
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jsr SetPMl1
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mva #2 LumberjackDir ; left side
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rts
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.endp
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+60
-8
@@ -279,7 +279,7 @@ EndOfStartScreen */
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sta dmactls
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mva #%00000011 GRACTL
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mva #>font_game_upper CHBAS
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jsr SetPMr
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jsr SetPMr1
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pause 5
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mva #0 StateFlag
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rts
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@@ -352,7 +352,7 @@ no_r_branch
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*/
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jsr ScoreUp
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jsr PowerUp
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jsr SetPMr
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jsr SetPMr1
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lda branches_list+4 ; check branch over
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beq no_brancho_r
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; branch over lumberjack
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@@ -407,7 +407,7 @@ no_l_branch
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*/
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jsr ScoreUp
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jsr PowerUp
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jsr SetPMl
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jsr SetPMl1
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lda branches_list+4 ; check branch over
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beq no_brancho_l
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; branch over lumberjack
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@@ -529,7 +529,7 @@ leftbranch
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cmp #1
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beq right_side
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left_side
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jsr SetPMl
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jsr SetPMl1
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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lda branches_list+5
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@@ -541,7 +541,7 @@ no_branch_r
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mwa #gamescreen_l_ph1p1 animation_addr
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rts
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right_side
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jsr SetPMr
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jsr SetPMr1
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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lda branches_list+5
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@@ -626,7 +626,7 @@ no_branch_l
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jsr RASTERMUSICTRACKER ;Init
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*/
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jsr PrepareLevelPM
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jsr SetPMr
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jsr SetPMr1
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mwa #gamescreen_r_ph1p1 animation_addr
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lda #@dmactl(narrow|dma|missiles|players|lineX2) ; narrow screen width, DL on, P/M on (2lines)
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sta dmactls
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@@ -753,7 +753,7 @@ HoffsetP1=103
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datalinesP1=5
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.endp
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;--------------------------------------------------
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.proc SetPMl
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.proc SetPMl1
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;--------------------------------------------------
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mva #$4f HPOSP2
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sta HPOSP3
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@@ -766,7 +766,7 @@ datalinesP1=5
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rts
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.endp
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;--------------------------------------------------
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.proc SetPMr
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.proc SetPMr1
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;--------------------------------------------------
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mva #$9f HPOSP2
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sta HPOSP3
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@@ -779,6 +779,58 @@ datalinesP1=5
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rts
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.endp
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;--------------------------------------------------
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.proc SetPMl2
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;--------------------------------------------------
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mva #$4f HPOSP2
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sta HPOSP3
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mva #$5f HPOSM2
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sta HPOSM3
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mva #$e0 HPOSP0 ; hide
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mva #$55 HPOSM0
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mva #$e0 HPOSM1 ; hide
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mva #$50 HPOSP1
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rts
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.endp
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;--------------------------------------------------
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.proc SetPMr2
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;--------------------------------------------------
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mva #$9f HPOSP2
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sta HPOSP3
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mva #$af HPOSM2
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sta HPOSM3
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mva #$e0 HPOSP0 ; hide
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mva #$a3 HPOSM0
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mva #$e0 HPOSM1 ; hide
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mva #$a2 HPOSP1
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rts
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.endp
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;--------------------------------------------------
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.proc SetPMl3
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;--------------------------------------------------
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mva #$4f HPOSP2
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sta HPOSP3
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mva #$5f HPOSM2
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sta HPOSM3
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mva #$e0 HPOSP0 ; hide
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mva #$54 HPOSM0
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mva #$56 HPOSM1
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mva #$5b HPOSP1
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rts
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.endp
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;--------------------------------------------------
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.proc SetPMr3
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;--------------------------------------------------
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mva #$9f HPOSP2
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sta HPOSP3
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mva #$af HPOSM2
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sta HPOSM3
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mva #$e0 HPOSP0 ; hide
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mva #$a4 HPOSM0
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mva #$a4 HPOSM1
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mva #$97 HPOSP1
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rts
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||||
.endp
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;--------------------------------------------------
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.proc RmtSongSelect
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||||
; starting song line 0-255 to A reg
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||||
;--------------------------------------------------
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||||
|
||||
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