mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-21 06:39:43 +02:00
651 lines
15 KiB
NASM
651 lines
15 KiB
NASM
;Young lumberjack closure
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;---------------------------------------------------
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.IFNDEF TARGET
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.def TARGET = 800 ; 5200
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.ENDIF
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;---------------------------------------------------
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OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
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;---------------------------------------------------
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.macro build
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dta d"0.00" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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lda #:1
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jsr RMTSongSelect
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.endm
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;---------------------------------------------------
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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display = $a000
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.zpvar temp .word = $80
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.zpvar temp2 .word
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.zpvar tempbyte .byte
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.zpvar LowCharsetBase .byte
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.zpvar displayposition .word
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.zpvar DLI_A DLI_X dliCount .byte
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.zpvar RMT_blocked noSfx SFX_EFFECT .byte
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.zpvar AutoPlay .byte ; Auto Play flag ($80 - auto)
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RMT_zpvars = AutoPlay+1 ; POZOR!!! RMT vars go here
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;---------------------------------------------------
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org $2000
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MODUL
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;ins 'art/muzyka_stripped.rmt',+5 ; my RMT 1.28 on WINE is apparently broken. I lost some hair here (5, not 6)
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;.align $100
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;icl 'art/rmtplayr.a65'
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;---------------------------------------------------
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.align $400
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font_game_upper
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ins 'art/tu.fnt' ;
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font_game_lower_right
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ins 'art/tl_r.fnt' ;
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font_game_lower_left
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ins 'art/tl_l.fnt' ;
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dl_level
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.by $10
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.by $44
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.wo gamescreen_upper ; power indicator
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.by $04
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.by $44
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.wo gamescreen_middle ; branches
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:15 .by $04
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.by $84 ; first DLI
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.by $44
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animation_addr
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.wo gamescreen_lower1r
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:5 .by $04
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.by $84 ; second DLI
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.by $04
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.by $44
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lastline_addr
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.wo last_line_r
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.by $41
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.wo dl_level
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;---------------------------------------------------
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gamescreen_middle
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.ds 32*17 ; 17 lines
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;---------------------------------------------------
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icl 'art/anim_exported.asm'
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branch0 = l3
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branch1 = l8
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branch2 = l13
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; Animation sequence:
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; - phase 1 page 1 (standard position)
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; - phase 2 page 1
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; - phase 2 page 2
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; - phase 2 page 3
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; - phase 2 page 4
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; - phase 3 page 1
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; - phase 3 page 2
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; - phase 3 page 3
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; - phase 3 page 4
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; - phase 3 page 5
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; - phase 2 page 1
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; - phase 2 page 1
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; - phase 2 page 1
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; - phase 1 page 1 (standard position)
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;--------------------------------------------------
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;icl 'lib/fileio.asm'
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;--------------------------------------------------
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;--------------------------------------------------
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.proc vint
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;--------------------------------------------------
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mva #0 dliCount
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; mva #13 VSCROL ; FOX gfx mode only
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/*
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bit RMT_blocked
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bmi SkipRMTVBL
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; ------- RMT -------
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lda sfx_effect
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bmi lab2
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asl @ ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
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lda #0 ;A = 0 note (0..60)
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bit noSfx
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smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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lda #$ff
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sta sfx_effect ;reinit value
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lab2
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jsr RASTERMUSICTRACKER+3 ;1 play
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; ------- RMT -------
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SkipRMTVBL
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*/
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/* ;sfx
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lda sfx_effect
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bmi lab2
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asl ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #3 ;X = 3 channel (0..3 or 0..7 for stereo module)
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lda #12 ;A = 12 note (0..60)
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jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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;
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lda #$ff
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sta sfx_effect ;reinit value
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;
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lab2
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jsr RASTERMUSICTRACKER+3
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skipSoundFrame */
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jmp XITVBV
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.endp
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;--------------------------------------------------
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.proc IngameDLI1
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;--------------------------------------------------
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pha
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lda dliCount
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bne secondDLI
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mva LowCharsetBase CHBASE
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mva #$0c COLPF2
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mva #$c6 COLPF0
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inc dliCount
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pla
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rti
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secondDLI
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sta WSYNC
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sta WSYNC
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sta WSYNC
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sta WSYNC
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mva #$86 COLPF2
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pla
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rti
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.endp
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;--------------------------------------------------
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main
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;--------------------------------------------------
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jsr wait_for_depress
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jsr MakeDarkScreen
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jsr initialize
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RMTsong song_main_menu
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jsr StartScreen
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RMTSong song_ingame
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gameloop
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jsr MakeDarkScreen
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jsr LevelScreen
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jsr PlayLevel
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jsr MakeDarkScreen
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;jsr NextLevel
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; RMTSong song_ingame
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jsr AudioInit ; after I/O
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jmp gameloop
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EndOfLife
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;dec Lives ; decrease Lives
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;lda Lives
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;cmp #"0"
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;beq gameOver ; if no lives - game over
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;jsr NextLife
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jmp gameloop
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gameOver
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;game over
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;RMTSong song_game_over
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;jsr HiScoreCheckWrite
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jsr GameOverScreen
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@ lda CONSOL
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and #@consol(start) ; START
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beq main
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lda TRIG0 ; fire
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jeq main
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jmp @-
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;--------------------------------------------------
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.proc StartScreen
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;--------------------------------------------------
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/* jsr MakeDarkScreen
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mwa #dl_start dlptrs
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lda #$0 ;+GTIACTLBITS
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sta GPRIOR
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sta COLBAKS
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lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
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sta dmactls
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pause 1
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StartLoop
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;jmp StartLoop
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EndOfStartScreen */
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rts
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.endp
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;--------------------------------------------------
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.proc LevelScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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ldx #2
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mwa #dl_level dlptrs
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lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
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sta dmactls
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mva #>font_game_upper CHBAS
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pause 5
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rts
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.endp
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;--------------------------------------------------
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.proc GameOverScreen
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;--------------------------------------------------
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/* jsr MakeDarkScreen
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ldx #5
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mwa #dl_over dlptrs
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lda #%00110010 ; normal screen width, DL on, P/M off
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sta dmactls
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pause 20 */
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rts
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.endp
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;--------------------------------------------------
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.proc MakeDarkScreen
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;--------------------------------------------------
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mva #0 dmactls ; dark screen
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; and wait one frame :)
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pause 1
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rts
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.endp
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;--------------------------------------------------
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.proc PlayLevel
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;--------------------------------------------------
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loop
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; PUT GAME HERE
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jsr wait_for_press
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jsr wait_for_depress
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jsr AnimationR
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jsr wait_for_press
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jsr wait_for_depress
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jsr AnimationR
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jsr wait_for_press
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jsr wait_for_depress
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jsr AnimationL
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jsr wait_for_press
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jsr wait_for_depress
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jsr AnimationL
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NoAuto
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jmp loop
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LevelOver
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; level over
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jsr wait_for_depress
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rts
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.endp
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;--------------------------------------------------
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.proc AnimationR
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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_lower1r animation_addr
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; waitRTC
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mwa #gamescreen_lower2r animation_addr
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waitRTC
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mwa #gamescreen_lower3r animation_addr
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waitRTC
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mwa #gamescreen_lower4r animation_addr
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waitRTC
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mwa #gamescreen_lower5r animation_addr
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waitRTC
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mwa #gamescreen_lower6r animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower7r animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower8r animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower9r animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower10r animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower2r animation_addr
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waitRTC
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waitRTC
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waitRTC
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mwa #gamescreen_lower1r animation_addr
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rts
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.endp
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;--------------------------------------------------
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.proc AnimationL
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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_lower1l animation_addr
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; waitRTC
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mwa #gamescreen_lower2l animation_addr
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waitRTC
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mwa #gamescreen_lower3l animation_addr
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waitRTC
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mwa #gamescreen_lower4l animation_addr
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waitRTC
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mwa #gamescreen_lower5l animation_addr
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waitRTC
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mwa #gamescreen_lower6l animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower7l animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower8l animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower9l animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower10l animation_addr
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waitRTC
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jsr branches_go_down
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mwa #gamescreen_lower2l animation_addr
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waitRTC
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waitRTC
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waitRTC
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mwa #gamescreen_lower1l animation_addr
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rts
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.endp
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;--------------------------------------------------
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.proc AudioInit
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;--------------------------------------------------
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; pokeys init
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lda #3
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sta skctl ; put Pokey into Init
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sta skctl+$10
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ldx #8
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lda #0
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@
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sta $D200,x ; clear all voices, set AUDCTL to 00
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sta $D210,x ; clear all voices, set AUDCTL to 00
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc initialize
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;--------------------------------------------------
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mva #>font_game_upper CHBAS
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mva #>font_game_lower_right LowCharsetBase
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mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
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mva #$00 COLBAKS
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mva #$88 COLOR0
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mva #$f4 COLOR1
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mva #$0c COLOR2
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mva #$f6 COLOR3
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;mva #$ff COLOR4
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mva #0 dliCount
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sta RMT_blocked
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lda #$ff
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sta sfx_effect
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JSR AudioInit
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jsr draw_branches
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/* ;RMT INIT
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ldx #<MODUL ;low byte of RMT module to X reg
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ldy #>MODUL ;hi byte of RMT module to Y reg
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lda #0 ;starting song line 0-255 to A reg
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jsr RASTERMUSICTRACKER ;Init
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*/
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mwa #gamescreen_lower1r animation_addr
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lda #@dmactl(standard|dma)
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sta dmactls
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mwa #dl_level dlptrs
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vdli IngameDLI1
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;VBI
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vmain vint,7
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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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cmp #song_main_menu
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beq noingame ; noMusic blocks only ingame songs
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bit noMusic
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spl:lda #song_silencio
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noingame
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*/
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/* mvx #$ff RMT_blocked
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ldx #<MODUL ; low byte of RMT module to X reg
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ldy #>MODUL ; hi byte of RMT module to Y reg
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jsr RASTERMUSICTRACKER ; Init
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mva #0 RMT_blocked
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*/ rts
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.endp
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;--------------------------------------------------
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.proc wait_for_press ; ion
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;--------------------------------------------------
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lda TRIG0
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beq press_ok
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lda CONSOL
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and:cmp #%00000111
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beq wait_for_press
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press_ok
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rts
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.endp
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;--------------------------------------------------
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.proc wait_for_depress ; ion
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;--------------------------------------------------
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lda CONSOL
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and:cmp #%00000111
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bne wait_for_depress
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lda TRIG0
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beq wait_for_depress
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rts
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.endp
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;--------------------------------
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; non ZP variables
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;--------------------------------
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branches_list
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.by 0,1,2,1,1
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branches_anim_phase ; from 0 to 4
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.by 1
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;--------------------------------------------------
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.proc draw_branches
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;--------------------------------------------------
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; branch 0 (off-screen if phase 0)
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draw_branch0
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lda branches_anim_phase
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beq draw_branch1
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tax
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; this is partialy off-screen branch
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; we must draw only visible lines
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; now calculate start screen adress
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lda #5
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sec
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sbc branches_anim_phase
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:5 asl ; skippedlines*32
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tay ; to skip lines
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txa
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; now calculate start screen adress
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle-5*32)
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sta temp
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lda #>(gamescreen_middle-5*32)
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adc #0
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sta temp+1
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ldx branches_list ; branch0
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lda branch_addr_tableL,x
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sta temp2
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lda branch_addr_tableH,x
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sta temp2+1
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; skiping off-screen lines
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; ldy #$00 ; we hawe value in Y
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@ lda (temp2),y
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sta (temp),y
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iny
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cpy #(5*32) ;5 lines - skipped lines
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bne @-
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draw_branch1
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lda branches_anim_phase
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; now calculate start screen adress
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:5 asl ; phase*32
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;clc
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adc #<gamescreen_middle
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sta temp
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lda #>gamescreen_middle
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adc #0
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sta temp+1
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ldy branches_list+1 ; branch1
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lda branch_addr_tableL,y
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sta temp2
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lda branch_addr_tableH,y
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sta temp2+1
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ldy #$00
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@ lda (temp2),y
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sta (temp),y
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iny
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cpy #(5*32) ;5 lines
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bne @-
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draw_branch2
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lda branches_anim_phase
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; now calculate start screen adress
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+5*32)
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sta temp
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lda #>(gamescreen_middle+5*32)
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adc #0
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sta temp+1
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ldy branches_list+2 ; branch2
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lda branch_addr_tableL,y
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sta temp2
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lda branch_addr_tableH,y
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sta temp2+1
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ldy #$00
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@ lda (temp2),y
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sta (temp),y
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iny
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cpy #(5*32) ;5 lines
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bne @-
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draw_branch3
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lda branches_anim_phase
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ldx #(5*32) ; how many lines draw
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cmp #3
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bne not_phase3
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ldx #(4*32) ; how many lines draw
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not_phase3
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cmp #4
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bne not_phase4
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ldx #(3*32) ; how many lines draw
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not_phase4
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stx tempbyte
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; now calculate start screen adress
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+10*32)
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sta temp
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lda #>(gamescreen_middle+10*32)
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adc #0
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sta temp+1
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ldy branches_list+3 ; branch3
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lda branch_addr_tableL,y
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sta temp2
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lda branch_addr_tableH,y
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sta temp2+1
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ldy #$00
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@ lda (temp2),y
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sta (temp),y
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iny
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cpy tempbyte ;? lines
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bne @-
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draw_branch4
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lda branches_anim_phase
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; draw only if phase 0 or 1
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cmp #2
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bcs all_drawed
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ldx #(2*32) ; how many lines draw
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cmp #1
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bne not_phase1
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ldx #(1*32) ; how many lines draw
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not_phase1
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stx tempbyte
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; now calculate start screen adress
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:5 asl ; phase*32
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;clc
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adc #<(gamescreen_middle+15*32)
|
|
sta temp
|
|
lda #>(gamescreen_middle+15*32)
|
|
adc #0
|
|
sta temp+1
|
|
ldy branches_list+4 ; branch3
|
|
lda branch_addr_tableL,y
|
|
sta temp2
|
|
lda branch_addr_tableH,y
|
|
sta temp2+1
|
|
ldy #$00
|
|
@ lda (temp2),y
|
|
sta (temp),y
|
|
iny
|
|
cpy tempbyte ;? lines
|
|
bne @-
|
|
all_drawed
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.proc branches_go_down
|
|
;--------------------------------------------------
|
|
inc branches_anim_phase
|
|
lda branches_anim_phase
|
|
cmp #5
|
|
bne next_phase_only
|
|
jsr new_branch
|
|
next_phase_only
|
|
jsr draw_branches
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
.proc new_branch
|
|
;--------------------------------------------------
|
|
mva #0 branches_anim_phase
|
|
mva branches_list+3 branches_list+4
|
|
mva branches_list+2 branches_list+3
|
|
mva branches_list+1 branches_list+2
|
|
mva branches_list+0 branches_list+1
|
|
lda RANDOM ; 0, 1 or 2
|
|
and #%00000011
|
|
cmp #3
|
|
bne branch_ready
|
|
lda #0
|
|
branch_ready
|
|
sta branches_list+0
|
|
rts
|
|
.endp
|
|
;--------------------------------------------------
|
|
|
|
branch_addr_tableL
|
|
.by <branch0
|
|
.by <branch1
|
|
.by <branch2
|
|
branch_addr_tableH
|
|
.by >branch0
|
|
.by >branch1
|
|
.by >branch2
|
|
|
|
;--------------------------------
|
|
; names of RMT instruments (sfx)
|
|
;--------------------------------
|
|
sfx_ping = $07
|
|
sfx_pong = $08
|
|
;--------------------------------
|
|
; RMT songs (lines)
|
|
;--------------------------------
|
|
song_main_menu = $00
|
|
song_ingame = $07
|
|
song_game_over = $12
|
|
|
|
|
|
RUN main
|