mirror of
https://frontier.innolan.net/github/AmigaExamples.git
synced 2026-09-12 06:42:03 +00:00
968 lines
18 KiB
ArmAsm
968 lines
18 KiB
ArmAsm
include "includes.i"
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xdef LevelComplete
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xdef BigBang
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xdef InstallTilePalette
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xdef pathwayRenderPending
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xdef pathwayPlayerTileAddress
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xdef pathwayFadeCount
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xdef pathwayClearPending
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xdef pathwayMapPtr
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xdef foregroundOnscreen
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xdef foregroundOffscreen
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xdef foregroundScrollX
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xdef foregroundBitplanes1
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xdef foregroundPlayerTileAddress
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xdef foregroundMapPtr
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xdef foregroundTilemap
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xdef foregroundScrollPixels
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xdef startForegroundMapPtr
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xdef startPathwayMapPtr
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xdef moving
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xdef itemsMapOffset
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xdef livesCounterText
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xdef panel
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xdef nextLevelInstaller
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xdef levelInstallers
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byteMap:
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dc.l Entry
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dc.l endCode-byteMap
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Entry:
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lea userstack,a7
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lea CUSTOM,a6
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move #$7ff,DMACON(a6) ; disable all dma
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move #$7fff,INTENA(a6) ; disable all interrupts
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lea Level3InterruptHandler,a3
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move.l a3,LVL3_INT_VECTOR
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jsr StartMusic
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jsr ShowSplash
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MainMenu:
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jsr ShowMenu
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jsr BlueFill
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;; d0 - fg bitplane pointer offset
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;; d1 - bg bitplane pointer offset
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move.l #0,d0
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move.l #1,d1
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jsr SwitchBuffers
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move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_MASTER),DMACON(a6)
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lea panelCopperListBpl1Ptr,a0
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lea panel,a1
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jsr PokePanelBitplanePointers
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lea panelCopperListBpl1Ptr_MP,a0
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lea panel,a1
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jsr PokePanelBitplanePointers
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jsr InitialiseMessagePanel
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lea nullText,a1
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jsr Message
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jsr Init ; enable the playfield
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jsr InstallSpriteColorPalette
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move.w #(DMAF_SPRITE|DMAF_BLITTER|DMAF_SETCLR|DMAF_COPPER|DMAF_RASTER|DMAF_MASTER),DMACON(a6)
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bra InitialiseNewGame
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Reset:
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move.w #218,d0
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lea livesCounterShortText,a1
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jsr RenderCounter
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lea player1Text,a1
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move.w #192,d0
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jsr RenderCounter
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move.l startForegroundMapPtr,foregroundMapPtr
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move.l startPathwayMapPtr,pathwayMapPtr
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move.w #0,pathwayRenderPending
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move.w #0,pathwayClearPending
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move.w #0,moving
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move.w #-2*FOREGROUND_MOVING_COUNTER,movingCounter
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move.l playareaFade,playareaFadePtr
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move.l #panelFade,panelFadePtr
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move.l flagsFade,flagsFadePtr
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move.l tileFade,tileFadePtr
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move.l #0,foregroundScrollX
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move.l #-1,frameCount
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bsr InitAnimPattern
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jsr ResetBigBangPattern
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jsr BlueFill
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jsr InstallGreyPalette
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jsr HidePlayer
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cmp.l #'0000',livesCounterText
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bne .notGameOver
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bra GameOver
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.notGameOver:
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move.l startMessage,a1
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jsr Message
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MainLoop:
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move.w #$0024,BPLCON2(a6)
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move.l #0,frameCount
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SetupBoardLoop:
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add.l #1,frameCount
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move.l #(FOREGROUND_SCROLL_PIXELS*16)-1,foregroundScrollPixels
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bsr HoriScrollPlayfield
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jsr SwitchBuffers
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move.l foregroundScrollX,d0
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move.w #1,moving
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bsr Update
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jsr RenderNextForegroundFrame
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move.w #15,d5
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sub.l #BACKGROUND_SCROLL_PIXELS,backgroundScrollX
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.renderNextBackgroundFrameLoop:
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add.l #BACKGROUND_SCROLL_PIXELS,backgroundScrollX
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jsr RenderNextBackgroundFrame
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jsr SwitchBackgroundBuffers
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dbra d5,.renderNextBackgroundFrameLoop
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cmp.l #FOREGROUND_PLAYAREA_WIDTH_WORDS,frameCount
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bge .gotoGameLoop
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bra SetupBoardLoop
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.gotoGameLoop:
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add.l #1,frameCount
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jsr WaitForJoystick
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move.w #0,moving
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move.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollPixels
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jsr HideMessagePanel
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FadeInLoop:
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add.l #1,frameCount
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move.l #0,d0
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.loop:
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jsr WaitVerticalBlank
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dbra d0,.loop
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bsr InstallNextGreyPalette
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cmp.l #FOREGROUND_PLAYAREA_WIDTH_WORDS+25,frameCount
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bne .c1
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jsr ResetPlayer
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jsr EnableItemSprites
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move.l #0,verticalBlankCount
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move.l #1,frameCount
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move.l #FOREGROUND_SCROLL_PIXELS,foregroundScrollPixels
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bra GameLoop
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.c1:
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bra FadeInLoop
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GameLoop:
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move.l verticalBlankCount,d0
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move.l frameCount,d1
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cmp.l d1,d0
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beq .noSkippedFrames
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addq #1,d0
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cmp.l d1,d0
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beq .noSkippedFrames
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move.l frameCount,verticalBlankCount
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lea skippedFramesCounterText,a0
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jsr IncrementCounter
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lea skippedFramesCounterText,a1
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move.w #110,d0
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jsr RenderCounter
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.noSkippedFrames:
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add.l #1,frameCount
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jsr WaitVerticalBlank
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if TIMING_TEST=1
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move.l #4000,d0
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.looooo:
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dbra d0,.looooo
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move.w #$0f0,COLOR00(a6)
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endif
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bsr HoriScrollPlayfield
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jsr SwitchBuffers
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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and.b #$f,d0
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cmp.b #$f,d0
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bne .s2
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move.w #0,moving
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.s2:
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jsr ProcessJoystick
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cmp.w #PLAYER_INITIAL_X+16*3,spriteX
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bge .setMoving
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addq.w #1,movingCounter
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cmp.w #FOREGROUND_MOVING_COUNTER,movingCounter
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bge .setMoving
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bra .notMoving
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.setMoving:
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move.w #0,movingCounter
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move.w #1,moving
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.notMoving:
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bsr Update
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jsr CheckPlayerMiss
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bsr RenderNextForegroundFrame
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jsr RenderNextBackgroundFrame
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cmp.w #0,pathwayClearPending
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beq .dontClearPathway
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jsr ClearPathway
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.dontClearPathway:
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cmp.w #0,pathwayRenderPending
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beq .dontRenderPathway
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jsr RenderPathway
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.dontRenderPathway:
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if TIMING_TEST=1
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move.w #$f00,COLOR00(a6)
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move.w #$f00,COLOR02(a6)
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endif
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jsr PlayNextSound
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bra GameLoop
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Update:
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jsr UpdatePlayer
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.backgroundUpdates:
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add.l #BACKGROUND_SCROLL_PIXELS,backgroundScrollX
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move.l frameCount,d0
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btst #FOREGROUND_DELAY_BIT,d0
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beq .skipForegroundUpdates
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;; ---- Foreground updates ----------------------------------------
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.foregroundUpdates:
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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andi.l #$f,d0
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cmp.w #0,moving
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beq .c1
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move.l foregroundScrollPixels,d0
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add.l d0,foregroundScrollX
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jsr ScrollSprites
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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andi.l #$f,d0
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cmp.b #0,d0
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bne .c1
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bsr ResetAnimPattern
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bsr ResetDeAnimPattern
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rts
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.c1:
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.skipForegroundUpdates:
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cmp.w #PATHWAY_FADE_TIMER_COUNT,pathwayFadeCount
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blt .dontInstallNextPathwayColor
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jsr InstallNextPathwayColor
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.dontInstallNextPathwayColor:
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add.w #1,pathwayFadeCount
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rts
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InitialiseNewGame:
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jsr InitialiseItems
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jsr InitialisePlayer
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jsr InstallNextLevel
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bra Reset
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GameOver:
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move.l #levelInstallers,nextLevelInstaller
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lea gameOverMessage,a1
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jsr Message
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jsr WaitForJoystick
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bra MainMenu
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InstallNextLevel:
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move.l nextLevelInstaller,a0
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cmp.l #0,(a0)
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bne .dontResetLevelInstaller
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move.l #levelInstallers,nextLevelInstaller
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move.l nextLevelInstaller,a0
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.dontResetLevelInstaller:
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move.l (a0),a1
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jsr (a1)
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add.l #4,a0
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move.l a0,nextLevelInstaller
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rts
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LevelComplete:
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PlaySound Yay
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jsr ResetItems
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jsr HidePlayer
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jsr SelectNextPlayerSprite
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move.l levelCompleteMessage,a1
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jsr Message
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bsr InstallNextLevel
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jsr WaitForJoystick
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jsr ResetItems
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bra Reset
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HoriScrollPlayfield:
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;; d0 - fg x position in pixels
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;; d1 - bg x position in pixels
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move.l backgroundScrollX,d0
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lsr.l #BACKGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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move.w d0,d2
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lsr.w #3,d0 ; bytes to scroll
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and.w #$F,d2 ; pixels = 0xf - (hpos - (hpos_bytes*8))
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move.w #$F,d0
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sub.w d2,d0 ; bits to delay
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move.w d0,d5 ; d5 == bg bits to delay
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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move.w d0,d2
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lsr.w #3,d0 ; bytes to scroll
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and.w #$F,d2 ; pixels = 0xf - (hpos - (hpos_bytes*8))
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move.w #$F,d0
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sub.w d2,d0 ; bits to delay
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lsl.w #4,d5
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or.w d5,d0
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move.w d0,copperListScrollPtr
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move.w d0,copperListScrollPtr_MP
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move.w d0,copperListScrollPtr2_MP
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rts
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InitAnimPattern:
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lea animIndex,a0
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move.l #7,d0
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.loop:
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move.l #0,(a0)+
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dbra d0,.loop
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move.l #animIndexPattern,animIndexPatternPtr
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rts
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ResetAnimPattern:
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lea animIndex,a0
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move.l #animIndexPattern,a1
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move.l #7,d0
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.loop:
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move.l (a1)+,(a0)+
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dbra d0,.loop
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add.l #8*4,animIndexPatternPtr
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cmp.l #$ffffffff,(a1)
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bne .s1
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lea animIndexPattern,a0
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move.l a0,animIndexPatternPtr
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.s1:
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rts
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ResetDeAnimPattern:
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lea deAnimIndex,a0
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move.l deAnimIndexPatternPtr,a1
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move.l #7,d0
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.loop:
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move.l (a1)+,(a0)+
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dbra d0,.loop
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add.l #8,deAnimIndexPatternPtr
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cmp.l #$ffffffff,(a1)
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bne .s1
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lea deAnimIndexPattern,a0
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move.l a0,deAnimIndexPatternPtr
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.s1:
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rts
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ResetBigBangPattern:
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lea bigBangIndex,a0
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move.l verticalBlankCount,d0
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andi.l #$fff0,d0
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move.l #MainLoop,a1
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add.l d0,a1
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move.l #(FOREGROUND_PLAYAREA_WIDTH_WORDS/2)-1,d1
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.loop1:
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move.l #FOREGROUND_PLAYAREA_HEIGHT_WORDS-1,d0
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.loop:
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move.l (a1)+,d2
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and.l #3,d2
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move.l d2,(a0)+
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dbra d0,.loop
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dbra d1,.loop1
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rts
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RenderNextForegroundFrame:
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move.l foregroundMapPtr,a2
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_TILE_INDEX_CONVERT,d0
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lsr.l #1,d0
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and.b #$f0,d0
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add.l d0,a2
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move.l 0,d3
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.loop:
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move.l d3,d2
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bsr RenderForegroundTile
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bsr ClearForegroundTile
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jsr RenderItemSprite
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add.l #2,a2
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add.l #1,d3
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cmp.l #FOREGROUND_PLAYAREA_HEIGHT_WORDS,d3
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blt .loop
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jsr PrepareItemSpriteData
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rts
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RenderForegroundTile:
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;; a2 - address of tileIndex
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move.l foregroundScrollX,d0
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.w #3,d0 ; bytes to scroll
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move.l foregroundOffscreen,a0
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add.l d0,a0
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lea foregroundTilemap,a1
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move.w (a2),d0
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add.w (a2),a1 ; source tile
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add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(256-(16*8)+32)/4)+BITPLANE_WIDTH_BYTES-FOREGROUND_PLAYAREA_RIGHT_MARGIN_BYTES,a0
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cmp.w #$ffff,d0
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beq stopScrolling
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lea animIndex,a4
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move.l d2,d1
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lsl.l #2,d1
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add.l d1,a4
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move.l (a4),d1
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lsr.l #2,d1 ; anim scaling (speed)
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cmp.l #10,d1
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bge .s1
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add.l d1,a1
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jsr BlitTile
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cmp.l #2,(a4)
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blt .s2
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.s1:
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sub.l #2,(a4)
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.s2:
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rts
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stopScrolling:
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move.l #0,foregroundScrollPixels
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rts
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PostMissedTile:
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lea livesCounterText,a0
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jsr DecrementCounter
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bra Reset
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BigBang:
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.finishScrollLoop: ; finish the current foreground tile scroll to clear any half cleared tiles
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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and.b #$f,d0
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cmp.b #$f,d0
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beq .scrollFinished
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add.l #1,frameCount
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jsr Update
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bsr RenderNextForegroundFrame
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jsr RenderNextBackgroundFrame
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jsr WaitVerticalBlank
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jsr PlayNextSound
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bsr HoriScrollPlayfield
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jsr SwitchBuffers
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bra .finishScrollLoop
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.scrollFinished:
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PlaySound Falling
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jsr WaitVerticalBlank
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jsr PlayNextSound
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jsr ResetItems
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move.w #0,moving
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move.l #0,frameCount
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.bigBangLoop:
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add.l #1,frameCount
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cmp.l #BIGBANG_POST_DELAY,frameCount
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beq PostMissedTile
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jsr WaitVerticalBlank
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bsr HoriScrollPlayfield
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jsr SwitchBuffers
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jsr UpdatePlayerFallingAnimation
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jsr PrepareItemSpriteData
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move.l foregroundMapPtr,a2
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_TILE_INDEX_CONVERT,d0
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lsr.l #1,d0
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and.b #$f0,d0
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add.l d0,a2
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add.l #(FOREGROUND_PLAYAREA_HEIGHT_WORDS-1)*2,a2
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move.l foregroundScrollX,d0
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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lsr.w #3,d0 ; bytes to scroll
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move.l foregroundOffscreen,a0
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add.l d0,a0
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lea foregroundTilemap,a1
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add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(256-(16*8)+32)/4)+BITPLANE_WIDTH_BYTES-FOREGROUND_PLAYAREA_RIGHT_MARGIN_BYTES,a0
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move.l #(FOREGROUND_PLAYAREA_WIDTH_WORDS/2)-1,d5
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move.l #BIGBANG_ANIM_DELAY,d0
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lea bigBangIndex,a4
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.loop3:
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jsr WaitVerticalBlank
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dbra d0,.loop3
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.loop1:
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move.l #FOREGROUND_PLAYAREA_HEIGHT_WORDS-1,d2
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.loop2:
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bsr ClearForegroundTile3
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sub.l #2,a2
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dbra d2,.loop2
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sub.l #2,a0
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dbra d5,.loop1
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bra .bigBangLoop
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ClearForegroundTile3:
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;; a4 - pointed to animation offset for tile
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lea foregroundTilemap,a1
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sub.l d0,d0
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move.w (a2),d0
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add.l d0,a1
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move.l foregroundMapPtr,a3
|
|
add.l #FOREGROUND_PLAYAREA_WIDTH_WORDS*FOREGROUND_PLAYAREA_HEIGHT_WORDS,a3
|
|
move.l (a4),d1
|
|
cmp.l #10,d1
|
|
bge .s1
|
|
add.l d1,a1
|
|
add.l #2,(a4)
|
|
add.l #4,a4
|
|
bra .s2
|
|
.s1:
|
|
lea foregroundTilemap,a1
|
|
add.w #$0,a1
|
|
.s2:
|
|
jsr BlitTile
|
|
rts
|
|
|
|
|
|
ClearForegroundTile:
|
|
;; a0 - pointer to tile just rendered (on the screen right) in destination bitplane
|
|
lea foregroundTilemap,a1
|
|
move.l a2,a4
|
|
sub.l #FOREGROUND_PLAYAREA_WIDTH_WORDS*8,a4
|
|
sub.l d0,d0
|
|
move.w (a4),d0
|
|
add.l d0,a1
|
|
move.l foregroundMapPtr,a3
|
|
add.l #FOREGROUND_PLAYAREA_WIDTH_WORDS*FOREGROUND_PLAYAREA_HEIGHT_WORDS,a3
|
|
cmp.l a3,a2 ; don't clear until the full play area has scrolled in
|
|
blt .s3
|
|
sub.l #FOREGROUND_PLAYAREA_WIDTH_WORDS,a0
|
|
lea deAnimIndex,a4
|
|
|
|
move.l d2,d1
|
|
lsl.l #2,d1
|
|
add.l d1,a4
|
|
move.l (a4),d1
|
|
lsr.l #2,d1 ; anim scaling (speed)
|
|
cmp.l #10,d1
|
|
bge .s1
|
|
cmp.l #0,foregroundScrollPixels
|
|
beq .s1
|
|
add.l d1,a1
|
|
add.l #2,(a4)
|
|
bra .s2
|
|
.s1:
|
|
lea foregroundTilemap,a1
|
|
add.w #$0,a1
|
|
.s2:
|
|
jsr BlitTile
|
|
.s3:
|
|
rts
|
|
|
|
|
|
Level3InterruptHandler:
|
|
movem.l d0-a6,-(sp)
|
|
lea CUSTOM,a6
|
|
.checkVerticalBlank:
|
|
move.w INTREQR(a6),d0
|
|
and.w #INTF_VERTB,d0
|
|
beq .checkCopper
|
|
|
|
.verticalBlank:
|
|
move.w #INTF_VERTB,INTREQ(a6) ; clear interrupt bit
|
|
add.l #1,verticalBlankCount
|
|
jsr SetupSpriteData
|
|
jsr P61_Music
|
|
.checkCopper:
|
|
move.w INTREQR(a6),d0
|
|
and.w #INTF_COPER,d0
|
|
beq.s .interruptComplete
|
|
.copperInterrupt:
|
|
move.w #INTF_COPER,INTREQ(a6) ; clear interrupt bit
|
|
|
|
.interruptComplete:
|
|
movem.l (sp)+,d0-a6
|
|
rte
|
|
|
|
|
|
InstallSpriteColorPalette:
|
|
jsr InstallPlayerColorPalette
|
|
include "out/sprite_coin-1-palette.s"
|
|
include "out/sprite_arrow-1-palette.s"
|
|
rts
|
|
|
|
|
|
InstallGreyPalette:
|
|
lea playAreaCopperPalettePtr1,a1
|
|
lea playAreaCopperPalettePtr2,a2
|
|
lea playAreaCopperPalettePtr3,a3
|
|
move.l playareaFade,a0
|
|
add.l #2,a1
|
|
add.l #2,a2
|
|
add.l #2,a3
|
|
move.l #15,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
move.w (a0),(a2)
|
|
move.w (a0),(a3)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
add.l #4,a2
|
|
add.l #4,a3
|
|
dbra d0,.loop
|
|
|
|
InstallPanelGreyPalette:
|
|
lea panelCopperPalettePtr,a1
|
|
lea panelGreyPalette,a0
|
|
add.l #2,a1
|
|
move.l #15,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
dbra d0,.loop
|
|
|
|
InstallFlagsGreyPalette:
|
|
lea flagsCopperPalettePtr1,a1
|
|
lea flagsCopperPalettePtr2,a2
|
|
move.l flagsFade,a0
|
|
add.l #2,a1
|
|
add.l #2,a2
|
|
move.l #15,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
move.w (a0),(a2)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
add.l #4,a2
|
|
dbra d0,.loop
|
|
rts
|
|
|
|
InstallTilePalette:
|
|
move.l tileFade,tileFadePtr
|
|
lea playAreaCopperPalettePtr2,a1
|
|
add.l #6,a1 ; point to COLOR01
|
|
move.l tileFade,a0
|
|
move.l #1,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
dbra d0,.loop
|
|
rts
|
|
|
|
|
|
InstallNextPathwayColor:
|
|
lea playAreaCopperPalettePtr2,a1
|
|
add.l #6,a1 ; point to COLOR01
|
|
move.l tileFadePtr,a0
|
|
move.l tileFade,a5
|
|
add.l #(paletteA_tileFadeFadeComplete-paletteA_tileFade),a5
|
|
cmp.l a5,a0
|
|
bge .done
|
|
move.l #1,d0 ; 2 colors to update
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
dbra d0,.loop
|
|
add.l #2*2,tileFadePtr
|
|
.done:
|
|
rts
|
|
|
|
|
|
InstallNextGreyPalette:
|
|
lea playAreaCopperPalettePtr1,a1
|
|
lea playAreaCopperPalettePtr2,a2
|
|
lea playAreaCopperPalettePtr3,a3
|
|
lea panelCopperPalettePtr,a4 ; write color00 for the panel palette here
|
|
move.l playareaFadePtr,a0
|
|
move.l playareaFade,a5
|
|
add.l #(paletteA_playareaFadeComplete-paletteA_playareaFade),a5
|
|
cmp.l a5,a0
|
|
bge .done
|
|
add.l #2,a1
|
|
add.l #2,a2
|
|
add.l #2,a3
|
|
add.l #2,a4 ; write color00 for the panel palette here
|
|
move.w (a0),(a4) ; write color00 for the panel palette here
|
|
move.l #15,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
move.w (a0),(a2)
|
|
move.w (a0),(a3)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
add.l #4,a2
|
|
add.l #4,a3
|
|
dbra d0,.loop
|
|
add.l #16*2,playareaFadePtr
|
|
.done:
|
|
|
|
InstallNextGreyPanelPalette:
|
|
lea panelCopperPalettePtr,a1
|
|
move.l panelFadePtr,a0
|
|
lea panelFadeComplete,a2
|
|
cmp.l a2,a0
|
|
bge .done
|
|
add.l #6,a1 ; start at color01 as color00 was written in InstallNextGreyPalette
|
|
add.l #2,a0 ; start at color01 as color00 was written in InstallNextGreyPalette
|
|
move.l #14,d0 ; only 15 colors as color00 isn't written
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
dbra d0,.loop
|
|
add.l #16*2,panelFadePtr
|
|
.done:
|
|
|
|
InstallFlagGreyPalette:
|
|
lea flagsCopperPalettePtr1,a1
|
|
lea flagsCopperPalettePtr2,a2
|
|
move.l flagsFadePtr,a0
|
|
move.l flagsFade,a5
|
|
add.l #(paletteA_flagsFadeComplete-paletteA_flagsFade),a5
|
|
cmp.l a5,a0
|
|
bge .done
|
|
add.l #2,a1
|
|
add.l #2,a2
|
|
move.l #15,d0
|
|
.loop:
|
|
move.w (a0),(a1)
|
|
move.w (a0),(a2)
|
|
add.l #2,a0
|
|
add.l #4,a1
|
|
add.l #4,a2
|
|
dbra d0,.loop
|
|
add.l #16*2,flagsFadePtr
|
|
.done
|
|
rts
|
|
|
|
|
|
Level A,"LEVEL 1"
|
|
Level B,"LEVEL 2"
|
|
|
|
include "copper.i"
|
|
|
|
nullText:
|
|
dc.b 0
|
|
align 4
|
|
player1Text:
|
|
dc.b "P1"
|
|
dc.b 0
|
|
align 4
|
|
player2Text:
|
|
dc.b "P2"
|
|
dc.b 0
|
|
align 4
|
|
gameOverMessage:
|
|
dc.b "GAME OVER"
|
|
dc.b 0
|
|
align 4
|
|
skippedFramesCounterText:
|
|
dc.b "0000"
|
|
dc.b 0
|
|
align 4
|
|
foregroundOnscreen:
|
|
dc.l foregroundBitplanes1
|
|
foregroundOffscreen:
|
|
dc.l foregroundBitplanes1+IMAGESIZE
|
|
foregroundTilemap:
|
|
incbin "out/foreground.bin"
|
|
panel:
|
|
incbin "out/panel.bin"
|
|
itemsMapOffset:
|
|
dc.l levelAItemsMap-levelAForegroundMap
|
|
foregroundScrollPixels:
|
|
dc.l FOREGROUND_SCROLL_PIXELS
|
|
bigBangIndex:
|
|
ds.l FOREGROUND_PLAYAREA_HEIGHT_WORDS*FOREGROUND_PLAYAREA_WIDTH_WORDS,0
|
|
animIndex:
|
|
ds.l 16,0
|
|
deAnimIndex:
|
|
ds.l 16,0
|
|
animIndexPatternPtr:
|
|
dc.l animIndexPattern
|
|
animIndexPattern:
|
|
dc.l 0
|
|
dc.l 8*4
|
|
dc.l 10*4
|
|
dc.l 16*4
|
|
dc.l 12*4
|
|
dc.l 14*4
|
|
dc.l 16*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 16*4
|
|
dc.l 10*4
|
|
dc.l 6*4
|
|
dc.l 2*4
|
|
dc.l 16*4
|
|
dc.l 14*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 8*4
|
|
dc.l 10*4
|
|
dc.l 16*4
|
|
dc.l 12*4
|
|
dc.l 14*4
|
|
dc.l 16*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 16*4
|
|
dc.l 10*4
|
|
dc.l 8*4
|
|
dc.l 12*4
|
|
dc.l 4*4
|
|
dc.l 12*4
|
|
dc.l 0
|
|
dc.l $ffffffff
|
|
deAnimIndexPatternPtr:
|
|
dc.l deAnimIndexPattern
|
|
deAnimIndexPattern:
|
|
dc.l 0
|
|
dc.l 0*4
|
|
dc.l 2*4
|
|
dc.l 4*4
|
|
dc.l 2*4
|
|
dc.l 6*4
|
|
dc.l 2*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 8*4
|
|
dc.l 4*4
|
|
dc.l 6*4
|
|
dc.l 2*4
|
|
dc.l 4*4
|
|
dc.l 2*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 0*4
|
|
dc.l 4*4
|
|
dc.l 2*4
|
|
dc.l 4*4
|
|
dc.l 2*4
|
|
dc.l 6*4
|
|
dc.l 0
|
|
dc.l 0
|
|
dc.l 6*4
|
|
dc.l 0*4
|
|
dc.l 2*4
|
|
dc.l 2*4
|
|
dc.l 8*4
|
|
dc.l 2*4
|
|
dc.l 0
|
|
dc.l $ffffffff
|
|
panelGreyPalette:
|
|
include "out/panel-grey-table.s"
|
|
levelInstallers:
|
|
dc.l InstallLevelA
|
|
dc.l InstallLevelB
|
|
dc.l 0
|
|
nextLevelInstaller:
|
|
dc.l levelInstallers
|
|
panelFade:
|
|
include "out/panelFade.s"
|
|
|
|
|
|
section .bss
|
|
foregroundBitplanes1:
|
|
ds.b IMAGESIZE*2
|
|
playAreaPalette:
|
|
dc.l 0
|
|
playareaFade:
|
|
dc.l 0
|
|
flagsFade:
|
|
dc.l 0
|
|
tileFade:
|
|
dc.l 0
|
|
frameCount:
|
|
dc.l 0
|
|
verticalBlankCount:
|
|
dc.l 0
|
|
movingCounter:
|
|
dc.w 0
|
|
moving:
|
|
dc.w 0
|
|
pathwayFadeCount:
|
|
dc.w 0
|
|
tileFadePtr:
|
|
dc.l 0
|
|
playareaFadePtr:
|
|
dc.l 0
|
|
panelFadePtr:
|
|
dc.l 0
|
|
flagsFadePtr:
|
|
dc.l 0
|
|
startMessage:
|
|
dc.l 0
|
|
levelCompleteMessage:
|
|
dc.l 0
|
|
foregroundMapPtr:
|
|
dc.l 0
|
|
pathwayMapPtr:
|
|
dc.l 0
|
|
startForegroundMapPtr:
|
|
dc.l 0
|
|
startPathwayMapPtr:
|
|
dc.l 0
|
|
foregroundPlayerTileAddress:
|
|
dc.l 0
|
|
pathwayRenderPending:
|
|
dc.w 0
|
|
pathwayPlayerTileAddress:
|
|
dc.l 0
|
|
pathwayClearPending:
|
|
dc.w 0
|
|
foregroundScrollX:
|
|
dc.l 0
|
|
livesCounterText:
|
|
dc.b "00"
|
|
livesCounterShortText:
|
|
dc.b "00"
|
|
dc.b 0
|
|
align 4
|
|
|
|
startUserstack:
|
|
ds.b $1000 ; size of stack
|
|
userstack:
|
|
|
|
end |