No Good mode :)
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+18
-17
@@ -287,8 +287,11 @@ EndOfStartScreen */
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.proc PlayLevel
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.proc PlayLevel
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;--------------------------------------------------
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;--------------------------------------------------
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loop
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loop
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; PUT GAME HERE
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; PUT GAME HERE
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lda branches_list+5
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cmp LumberjackDir ; branch and Lumerjack ?
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jeq LevelDeath
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jsr GetKeyFast
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jsr GetKeyFast
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cmp #@kbcode._left
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cmp #@kbcode._left
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beq left_pressed
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beq left_pressed
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@@ -299,13 +302,9 @@ loop
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bne NoNextLevel
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bne NoNextLevel
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; next level if joy UP
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; next level if joy UP
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jsr LevelUp
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jsr LevelUp
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jsr WaitForKeyRelease
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NoNextLevel
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NoNextLevel
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lda PowerValue
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lda PowerValue
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jeq LevelDeath
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jeq LevelDeath
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lda branches_list+5
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cmp LumberjackDir ; branch and Lumerjack ?
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jeq LevelDeath
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jmp loop
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jmp loop
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right_pressed
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right_pressed
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/*
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/*
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@@ -335,20 +334,20 @@ no_r_branch
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cmp #2 ; left branch - animation v4
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cmp #2 ; left branch - animation v4
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bne kill_2branch_r ; animation v5 (=v4)
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bne kill_2branch_r ; animation v5 (=v4)
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jsr AnimationR6
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jsr AnimationR6
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jmp loop
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jmp go_loop
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kill_2branch_r
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kill_2branch_r
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jsr AnimationR4
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jsr AnimationR4
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jmp loop
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jmp go_loop
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no_kill_r
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no_kill_r
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lda branches_list+5 ; check branch on lumberjack level
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lda branches_list+5 ; check branch on lumberjack level
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beq no_kill_2branch_r
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beq no_kill_2branch_r
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cmp #2 ; left branch - animation v7
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cmp #2 ; left branch - animation v7
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bne no_kill_2branch_r ; animation v8 (=v7)
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bne no_kill_2branch_r ; animation v8 (=v7)
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jsr AnimationR9
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jsr AnimationR9
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jmp loop
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jmp go_loop
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no_kill_2branch_r
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no_kill_2branch_r
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jsr AnimationR7
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jsr AnimationR7
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jmp loop
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jmp go_loop
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no_brancho_r
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no_brancho_r
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;no branch over lumberjack
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;no branch over lumberjack
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lda branches_list+5 ; check branch on lumberjack level
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lda branches_list+5 ; check branch on lumberjack level
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@@ -356,10 +355,10 @@ no_brancho_r
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cmp #2 ; left branch - animation v3
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cmp #2 ; left branch - animation v3
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bne no_2branch_r ; animation v2 (=v1)
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bne no_2branch_r ; animation v2 (=v1)
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jsr AnimationR3
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jsr AnimationR3
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jmp loop
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jmp go_loop
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no_2branch_r
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no_2branch_r
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jsr AnimationR1
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jsr AnimationR1
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jmp loop
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jmp go_loop
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left_pressed
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left_pressed
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/*
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/*
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; test for left lower branch
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; test for left lower branch
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@@ -388,20 +387,20 @@ no_l_branch
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cmp #1 ; right branch - animation v4
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cmp #1 ; right branch - animation v4
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bne kill_2branch_l ; animation v5 (=v4)
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bne kill_2branch_l ; animation v5 (=v4)
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jsr AnimationL6
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jsr AnimationL6
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jmp loop
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jmp go_loop
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kill_2branch_l
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kill_2branch_l
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jsr AnimationL4
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jsr AnimationL4
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jmp loop
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jmp go_loop
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no_kill_l
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no_kill_l
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lda branches_list+5 ; check branch on lumberjack level
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lda branches_list+5 ; check branch on lumberjack level
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beq no_kill_2branch_l
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beq no_kill_2branch_l
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cmp #1 ; right branch - animation v7
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cmp #1 ; right branch - animation v7
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bne no_kill_2branch_l ; animation v8 (=v7)
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bne no_kill_2branch_l ; animation v8 (=v7)
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jsr AnimationL9
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jsr AnimationL9
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jmp loop
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jmp go_loop
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no_kill_2branch_l
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no_kill_2branch_l
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jsr AnimationL7
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jsr AnimationL7
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jmp loop
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jmp go_loop
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no_brancho_l
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no_brancho_l
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; no branch over lumberjack
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; no branch over lumberjack
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@@ -410,10 +409,10 @@ no_brancho_l
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cmp #1 ; right branch - animation v3
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cmp #1 ; right branch - animation v3
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bne no_2branch_l ; animation v2 (=v1)
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bne no_2branch_l ; animation v2 (=v1)
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jsr AnimationL3
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jsr AnimationL3
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jmp loop
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jmp go_loop
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no_2branch_l
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no_2branch_l
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jsr AnimationL1
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jsr AnimationL1
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jmp loop
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jmp go_loop
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LevelDeath
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LevelDeath
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mva #2 StateFlag
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mva #2 StateFlag
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mva RANDOM COLBAK
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mva RANDOM COLBAK
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@@ -428,6 +427,8 @@ LevelDeath
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mva #24 PowerValue ; half power
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mva #24 PowerValue ; half power
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jsr draw_PowerBar
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jsr draw_PowerBar
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mva #0 StateFlag
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mva #0 StateFlag
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go_loop
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jsr WaitForKeyRelease
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jmp loop
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jmp loop
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LevelOver
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LevelOver
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; level over
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; level over
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