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https://github.com/Pecusx/Young-lumberjack.git
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Score and Level
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@@ -9,15 +9,15 @@ branch0
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$2E,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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branch1
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$10,$10,$10,$10,$24,$25,$26,$3F,$04,$41,$42,$43,$44,$45,$46,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$30,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$04,$23,$24,$25,$26,$3F,$04,$41,$42,$43,$44,$45,$46,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$2E,$20,$30,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$31,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1A,$1B,$1C,$1B,$1A,$24,$11,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$2D,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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branch2
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dta $01,$04,$01,$36,$37,$38,$39,$04,$3B,$3C,$3D,$1D,$1E,$1F,$20,$04,$33,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$3E,$1D,$1E,$1F,$20,$04,$04,$2D,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$32,$04,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$1F,$20,$04,$04,$23,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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dta $01,$04,$01,$01,$01,$01,$01,$04,$01,$01,$01,$1D,$1E,$32,$20,$04,$32,$2C,$24,$25,$26,$01,$04,$01,$01,$01,$01,$01,$01,$01,$05,$05
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branch3
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+1
-1
File diff suppressed because one or more lines are too long
+67
-1
@@ -67,7 +67,9 @@ lastline_addr
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.wo dl_level
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;---------------------------------------------------
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gamescreen_middle
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.ds 32*17 ; 17 lines
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.ds 32*17 ; 17 lines
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screen_score = gamescreen_middle+6*32+14
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screen_level = gamescreen_middle+9*32+13
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;---------------------------------------------------
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icl 'art/anim_exported.asm'
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; Animation sequence:
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@@ -166,6 +168,7 @@ main
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RMTsong song_main_menu
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jsr StartScreen
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RMTSong song_ingame
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jsr ScoreClear
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gameloop
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jsr MakeDarkScreen
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jsr LevelScreen
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@@ -250,6 +253,7 @@ loop
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; PUT GAME HERE
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jsr wait_for_press
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jsr wait_for_depress
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jsr ScoreUp
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jsr AnimationR
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jsr wait_for_press
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jsr wait_for_depress
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@@ -448,6 +452,66 @@ branches_list
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.by 0,1,2,1,1
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branches_anim_phase ; from 0 to 4
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.by 1
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score
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dta d"0000"
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level
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dta $1a, $1b, $1c, $1b, $1a, $24
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dta d"1"
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;--------------------------------------------------
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.proc ScoreUp
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;--------------------------------------------------
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inc score+3
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lda score+3
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cmp #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 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 #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 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 #"9"+1 ; 9+1 character code
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bne ScoreReady
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lda #"0" ; 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 ScoreClear
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;--------------------------------------------------
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lda #"0"
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ldx #3
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@ sta score,x
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc ScoreToScreen
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;--------------------------------------------------
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ldx #3
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@ lda score,x
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sta screen_score,x
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc LevelToScreen
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;--------------------------------------------------
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ldx #6
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@ lda level,x
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sta screen_level,x
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dex
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bpl @-
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rts
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.endp
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;--------------------------------------------------
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.proc draw_branches
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;--------------------------------------------------
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@@ -527,6 +591,8 @@ draw_branch2
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iny
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cpy #(5*32) ;5 lines
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bne @-
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jsr ScoreToScreen
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jsr LevelToScreen
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draw_branch3
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lda branches_anim_phase
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ldx #(5*32) ; how many lines draw
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