mirror of
https://github.com/Pecusx/dino-game.git
synced 2026-05-20 22:33:23 +02:00
619 lines
12 KiB
Plaintext
619 lines
12 KiB
Plaintext
SCR_HEIGHT = 8
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WORLD_LENGTH = 64
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DIFF_LEVELS = 16
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; No internet
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;---------------------------------------------------
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OPT r+
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;---------------------------------------------------
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; Zpage variables
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.zpvar temp_w .word = $80
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.zpvar temp_b .byte
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.zpvar DinoWalkPhase .byte
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.zpvar DinoState .byte ; 0/1 - walk, 2/3 - crouch, 4... - jump
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.zpvar JumpPhase .byte
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.zpvar Hit .byte
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;---------------------------------------------------
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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;---------------------------------------------------
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; dark screean and BASIC off
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ORG $2000
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mva #0 dmactls ; dark screen
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mva #$ff portb
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; and wait one frame :)
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waitRTC ; or waitRTC ?
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mva #$ff portb ; BASIC off
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rts
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ini $2000
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;---------------------------------------------------
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org $2000
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;---------------------------------------------------
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; 4 charsets for fine scroll
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font1
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ins 'artwork/dino1.fnt' ; 1 charset
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font2 = font1+$400
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ins 'artwork/dino2.fnt' ; 2 charset
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font3 = font2+$400
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ins 'artwork/dino3.fnt' ; 3 charset
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font4 = font3+$400
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ins 'artwork/dino4.fnt' ; 4 charset
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org font4+$400
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; screen data
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; SCR_HEIGHT lines 256bytes each
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screen
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.ds $100*SCR_HEIGHT
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; display list
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GameDL
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:13 .byte SKIP8 ; empty lines
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.byte MODE2+LMS ; gr.8+LMS
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.word status_line
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.byte SKIP8 ; empty lines
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.rept SCR_HEIGHT, #
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.byte MODE2+LMS+SCH ; gr.0+LMS+HSCRL
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line:1_addr
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.word screen+$100*#
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.endr
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.byte JVB
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.word GameDL
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status_line
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dta d" l-hi 00000 r-hi 00000 00000 "
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score=status_line+33
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;---------------------------------------------------
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; World table without dino
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WorldTable
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:WORLD_LENGTH .byte 0 ; ground
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;---------------------------------------------------
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FirstSTART
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jsr GenerateCharsets
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jsr SetGameScreen
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jsr FadeColors
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NewGame
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jsr SetStart
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EndLoop
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;lda #$32
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;sta COLBAK
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jsr WorldToScreen
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jsr ShowDino
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lda Hit
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bne EndGame
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;lda #$5f
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;sta COLBAK
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jsr CheckJoy
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;waitRTC ; or waitRTC ?
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;key
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mva #>font2 chbas
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waitRTC ; or waitRTC ?
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mva #3 hscrol
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;waitRTC ; or waitRTC ?
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;key
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mva #>font3 chbas
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waitRTC ; or waitRTC ?
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mva #2 hscrol
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jsr WorldShift ; better place (flickering)
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;waitRTC ; or waitRTC ?
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;key
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mva #>font4 chbas
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waitRTC ; or waitRTC ?
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mva #1 hscrol
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;waitRTC ; or waitRTC ?
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;key
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jsr Animate
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mva #>font1 chbas
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waitRTC ; or waitRTC ?
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mva #4 hscrol
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jmp EndLoop
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EndGame
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key
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jmp NewGame
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rts
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;-----------------------------------------------
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; Generation of character sets 2,3 and 4 of 1
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; By copying and horizontal shift dino
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;-----------------------------------------------
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.proc GenerateCharsets
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; copy charset 1 to 2,3 and 4 (but not dino chars)
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ldy #0
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CopyLoop
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lda font1,y
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sta font2,y
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sta font3,y
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sta font4,y
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lda font1+$200,y
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sta font2+$200,y
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sta font3+$200,y
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sta font4+$200,y
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lda font1+$300,y
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sta font2+$300,y
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sta font3+$300,y
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sta font4+$300,y
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iny
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bne CopyLoop
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rts
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.endp
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;-----------------------------------------------
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.proc ClearWorld
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ldy #WORLD_LENGTH-1 ; world size
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lda #0 ; ground
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@ sta WorldTable,y
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dey
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bpl @-
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rts
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.endp
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.proc ClearScreen
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ldy #44 ; visible screen len
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lda #0
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ClearLoop
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sta screen+$700,y
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sta screen+$600,y
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sta screen+$500,y
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sta screen+$400,y
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sta screen+$300,y
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sta screen+$200,y
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sta screen+$100,y
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dey
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bne ClearLoop
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rts
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.endp
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;-----------------------------------------------
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.proc WorldToScreen
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jsr ClearScreen
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ldx #0 ; start position
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stx temp_b
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ToScreenLoop
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lda WorldTable,x
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bmi NothingToDraw
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tay
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jsr ShowObject
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NothingToDraw
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inc temp_b
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ldx temp_b
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cpx #WORLD_LENGTH
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bne ToScreenLoop
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rts
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.endp
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;-----------------------------------------------
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.proc WorldShift
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jsr ScoreUp
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ldy #0
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Shift
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lda WorldTable+1,y
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sta WorldTable,y
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iny
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cpy #WORLD_LENGTH-1
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bne Shift
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lda #0 ;ground
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sta WorldTable,y
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; now we can insert random object to world end
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; check if there is enough of the gap between obstacles
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; get the gap for the given difficulty level
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ldx diff_level
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lda #WORLD_LENGTH
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sec
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sbc diff_object_gap,x
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tax
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; is there a gap?
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@
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lda WorldTable,x
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bne noInsert
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inx
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cpx #WORLD_LENGTH
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bne @-
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;all zeroes
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insertObject
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lda RANDOM
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and #%00000001 ; insert 50/50
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beq noInsert
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randomize 8 13 ; cactuses and hole
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sta WorldTable+WORLD_LENGTH-2
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ora #$80
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sta WorldTable+WORLD_LENGTH-1
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inc diff_level
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noInsert
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rts
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.endp
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;-----------------------------------------------
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.proc ScoreUp
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inc score+4
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lda score+4
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 0 character code
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sta score+4
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inc score+3
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lda score+3
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 0 character code
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sta score+3
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inc score+2
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lda score+2
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 0 character code
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sta score+2
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inc score+1
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lda score+1
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cmp #$3a ; 9+1 character code
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bne ScoreReady
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lda #$30 ; 0 character code
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sta score+1
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inc score
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ScoreReady
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rts
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.endp
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;-----------------------------------------------
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.proc Animate
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ldy #WORLD_LENGTH
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@ lda WorldTable,y
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tax
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and #%01111111
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beq NoBird
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cmp #8 ; first cactus
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bcs NoBird
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; then animate bird
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txa
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eor #%0000001
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sta WorldTable,y
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NoBird
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dey
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bpl @-
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; animate Dino
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lda DinoWalkPhase
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eor #%00000001
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sta DinoWalkPhase
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; jump
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lda DinoState
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cmp #4 ; jump state
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bne NoJump
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lda JumpPhase
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cmp #JumpLen ; max jump phase
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beq EndJump
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inc JumpPhase
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rts
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EndJump
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lda #0
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sta JumpPhase
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sta DinoState
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NoJump
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rts
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.endp
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;-----------------------------------------------
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; Show Object on screen
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; X - y position
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; Y - shape nr
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;-----------------------------------------------
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.proc ShowObject
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lda ShapesTableL,y
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sta temp_w
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lda ShapesTableH,y
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sta temp_w+1
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ldy #0
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ObjectLoop
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lda (temp_w),y
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bmi @+
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sta screen+$400,x
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@ adw temp_w #2
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lda (temp_w),y
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bmi @+
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sta screen+$500,x
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@ adw temp_w #2
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lda (temp_w),y
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bmi @+
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sta screen+$600,x
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@ adw temp_w #2
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lda (temp_w),y
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bmi @+
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sta screen+$700,x
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@ sbw temp_w #6
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inx
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iny
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cpy #2 ; object width
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bne ObjectLoop
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rts
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.endp
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;-----------------------------------------------
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; Show Dino on screen (test)
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;-----------------------------------------------
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.proc ShowDino
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ldx #5 ; position
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lda DinoState
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ora DinoWalkPhase ; shape
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tay
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lda DinoShapesTableL,y
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sta temp_w
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lda DinoShapesTableH,y
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sta temp_w+1
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cpy #4 ; jump
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beq Jump
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cpy #5 ; jump
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beq Jump
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ldy #0
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DinoLoop
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lda (temp_w),y
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bmi @+
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lda screen+$400,x ; check obstacle
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beq NotHit0a
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lda #$5b ; make hit mark
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sta Hit
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bne Hit0a
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NotHit0a
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lda (temp_w),y
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Hit0a
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sta screen+$400,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$500,x
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beq NotHit0b
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lda #$5b ; hit mark
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sta Hit
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bne Hit0b
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NotHit0b
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lda (temp_w),y
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Hit0b
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sta screen+$500,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$600,x
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beq NotHit0c
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lda #$5b ; hit mark
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sta Hit
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bne Hit0c
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NotHit0c
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lda (temp_w),y
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Hit0c
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sta screen+$600,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$700,x
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@ sbw temp_w #15
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inx
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iny
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cpy #5 ; dino width
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bne DinoLoop
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rts
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Jump
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ldy JumpPhase
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lda DinoJumpTr,y
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cmp #2
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jeq jPhase2
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cmp #3
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jeq jPhase3
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cmp #4
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jeq jPhase4
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jPhase1
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ldy #0
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DinoLoop1
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lda (temp_w),y
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bmi @+
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sta screen+$300,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$400,x ; check obstacle
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beq NotHit1a
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lda #$5b ; make hit mark
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sta Hit
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bne Hit1a
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NotHit1a
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lda (temp_w),y
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Hit1a
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sta screen+$400,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$500,x ; check obstacle
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beq NotHit1b
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lda #$5b ; make hit mark
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sta Hit
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bne Hit1b
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NotHit1b
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lda (temp_w),y
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Hit1b
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sta screen+$500,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$600,x ; check obstacle
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beq NotHit1c
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lda #$5b ; make hit mark
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sta Hit
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bne Hit1c
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NotHit1c
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lda (temp_w),y
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Hit1c
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sta screen+$600,x
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@ sbw temp_w #15
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inx
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iny
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cpy #5 ; dino width
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bne DinoLoop1
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rts
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jPhase2
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ldy #0
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DinoLoop2
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lda (temp_w),y
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bmi @+
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sta screen+$200,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$300,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$400,x ; check obstacle
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beq NotHit2a
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lda #$5b ; make hit mark
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sta Hit
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bne Hit2a
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NotHit2a
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lda (temp_w),y
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Hit2a
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sta screen+$400,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$500,x ; check obstacle
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beq NotHit2b
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lda #$5b ; make hit mark
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sta Hit
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bne Hit2b
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NotHit2b
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lda (temp_w),y
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Hit2b
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sta screen+$500,x
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@ sbw temp_w #15
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inx
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iny
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cpy #5 ; dino width
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bne DinoLoop2
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rts
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jPhase3
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ldy #0
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DinoLoop3
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lda (temp_w),y
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bmi @+
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sta screen+$100,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$200,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$300,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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lda screen+$400,x ; check obstacle
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beq NotHit3a
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lda #$5b ; make hit mark
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sta Hit
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bne Hit3a
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NotHit3a
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lda (temp_w),y
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Hit3a
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sta screen+$400,x
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@ sbw temp_w #15
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inx
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iny
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cpy #5 ; dino width
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bne DinoLoop3
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rts
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jPhase4
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ldy #0
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DinoLoop4
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lda (temp_w),y
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bmi @+
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sta screen,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$100,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$200,x
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@ adw temp_w #5
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lda (temp_w),y
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bmi @+
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sta screen+$300,x
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@ sbw temp_w #15
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inx
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iny
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cpy #5 ; dino width
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bne DinoLoop4
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rts
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.endp
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;-----------------------------------------------
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.proc CheckJoy
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lda DinoState
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cmp #4 ; jump state
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beq NoChange
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lda STICK0
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and #%00000010 ; down
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beq Down
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lda STICK0
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and #%00000001 ; up
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beq Up
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; check keyboard
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lda SKSTAT
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cmp #$f7 ; SHIFT
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beq Down
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cmp #$ff
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beq Walk
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lda kbcode
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cmp #@kbcode._space
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beq Up
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Walk
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lda #0
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sta DinoState
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NoChange
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rts
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Up lda #4
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sta DinoState
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lda #0
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sta JumpPhase
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rts
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Down
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lda #2
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sta DinoState
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rts
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.endp
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;-----------------------------------------------
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.proc SetStart
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jsr ClearWorld
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lda #0
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sta DinoWalkPhase
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sta DinoState
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sta diff_level
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sta Hit
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rts
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.endp
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;-----------------------------------------------
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.proc FadeColors
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ldy #0
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sty COLOR1
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FadeColor
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sty COLOR2
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sty COLOR4
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waitRTC
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iny
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cpy #$10
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bne FadeColor
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lda #$0f
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sta COLOR2
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sta COLOR4
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rts
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.endp
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;-----------------------------------------------
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.proc SetGameScreen
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mwa #GameDL dlptrs
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lda #%00111110 ; normal screen width, DL on, P/M on
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sta dmactls
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mva #>font1 chbas
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rts
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.endp
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;--------------------------------------------------
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|
icl 'artwork/shapes.asm'
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;--------------------------------------------------
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|
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run FirstSTART
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