;--------------------------------------------------- ; Animation sequence: ; v1 - if no branches ; v2 - if the branch under (due to change of sides) the lumberjack and none above - (now v1) ; ; - (last position) ; - phase 2 page 1 ; - phase 2 page 2 ; - phase 3 page 1 ; - phase 3 page 2 ; - phase 2 page 3 ; - phase 2 page 4 ; - phase 1 page 1 (new position) ; ; v3 - if the branch opposite the lumberjack and no branch above - (now v1) ; ; - (last position) ; - phase 2 page 5 ; - phase 2 page 6 ; - phase 3 page 3 ; - phase 3 page 4 ; - phase 2 page 3 ; - phase 2 page 4 ; - phase 1 page 1 (new position) ; ; v4 - if no branch at the level of the lumberjack and branch above (kill) ; v5 - if the branch under (due to change of sides) the lumberjack and branch above (kill) - (now v4) ; ; - (last position) ; - phase 2 page 1 ; - phase 2 page 11 ; - phase 3 page 9 ; - phase 3 page 10 ; - phase 2 page 12 ; - phase 2 page 13 ; - phase 1 page 1 (new position) - killed ; ; v6 - if the branch opposite the lumberjack and branch above (kill) - (now v4) ; ; - (last position) ; - phase 2 page 5 ; - phase 2 page 14 ; - phase 3 page 11 ; - phase 3 page 12 ; - phase 2 page 12 ; - phase 2 page 13 ; - phase 1 page 1 (new position) - killed ; ; v7 - if no branch at the level of the lumberjack and branch above on the other side ; v8 - if the branch under (due to change of sides) the lumberjack and branch above on the other side - (now v7) ; ; - (last position) ; - phase 2 page 1 ; - phase 2 page 7 ; - phase 3 page 5 ; - phase 3 page 6 ; - phase 2 page 8 ; - phase 2 page 9 ; - phase 1 page 2 (new position) ; ; v9 - if the branch opposite the lumberjack and branch above on the other side - (now v7) ; ; - (last position) ; - phase 2 page 5 ; - phase 2 page 10 ; - phase 3 page 7 ; - phase 3 page 8 ; - phase 2 page 8 ; - phase 2 page 9 ; - phase 1 page 2 (new position) ; ;-------------------------------------------------- .proc AnimationR1 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr ;mwa #gamescreen_r_ph2p1 animation_addr ;jsr SetPMr2 ;WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p2 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p1 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p2 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p3 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p4 animation_addr WaitForSync mwa #gamescreen_r_ph1p1 animation_addr jsr SetPMr1 ;WaitForSync mva #1 LumberjackDir ; right side rts .endp ;AnimationR2 = AnimationR1 ;-------------------------------------------------- .proc AnimationL1 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr ;mwa #gamescreen_l_ph2p1 animation_addr ;jsr SetPMl2 ;WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p2 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p1 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p2 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p3 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p4 animation_addr WaitForSync mwa #gamescreen_l_ph1p1 animation_addr jsr SetPMl1 ;WaitForSync mva #2 LumberjackDir ; left side rts .endp /* AnimationL2 = AnimationL1 ;-------------------------------------------------- .proc AnimationR3 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p6 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p3 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p4 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p3 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p4 animation_addr WaitForSync mwa #gamescreen_r_ph1p1 animation_addr jsr SetPMr1 WaitForSync mva #1 LumberjackDir ; right side rts .endp ;-------------------------------------------------- .proc AnimationL3 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p6 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p3 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p4 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p3 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p4 animation_addr WaitForSync mwa #gamescreen_l_ph1p1 animation_addr jsr SetPMl1 WaitForSync mva #2 LumberjackDir ; left side rts .endp */ ;-------------------------------------------------- .proc AnimationR4 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr ;mwa #gamescreen_r_ph2p1 animation_addr ;jsr SetPMr2 ;WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p11 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p9 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p10 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p12 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p13 animation_addr ;WaitForSync mva #1 LumberjackDir ; right side (kill) rts .endp ;AnimationR5 = AnimationR4 ;-------------------------------------------------- .proc AnimationL4 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr ;mwa #gamescreen_l_ph2p1 animation_addr ;jsr SetPMl2 ;WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p11 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p9 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p10 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p12 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p13 animation_addr ;WaitForSync mva #2 LumberjackDir ; left side (kill) rts .endp /* AnimationL5 = AnimationL4 ;-------------------------------------------------- .proc AnimationR6 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p14 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p11 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p12 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p12 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p13 animation_addr WaitForSync mwa #gamescreen_r_ph1p1 animation_addr jsr SetPMr1 WaitForSync mva #1 LumberjackDir ; right side (kill) rts .endp ;-------------------------------------------------- .proc AnimationL6 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p14 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p11 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p12 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p12 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p13 animation_addr WaitForSync mwa #gamescreen_l_ph1p1 animation_addr jsr SetPMl1 WaitForSync mva #2 LumberjackDir ; left side (kill) rts .endp */ ;-------------------------------------------------- .proc AnimationR7 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr ;mwa #gamescreen_r_ph2p1 animation_addr ;jsr SetPMr2 ;WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p7 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p5 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p6 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p8 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p9 animation_addr WaitForSync mwa #gamescreen_r_ph1p2 animation_addr jsr SetPMr1 ;WaitForSync mva #1 LumberjackDir ; right side rts .endp ;AnimationR8 = AnimationR7 ;-------------------------------------------------- .proc AnimationL7 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr ;mwa #gamescreen_l_ph2p1 animation_addr ;jsr SetPMl2 ;WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p7 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p5 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p6 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p8 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p9 animation_addr WaitForSync mwa #gamescreen_l_ph1p2 animation_addr jsr SetPMl1 ;WaitForSync mva #2 LumberjackDir ; left side rts .endp /* AnimationL8 = AnimationL7 ;-------------------------------------------------- .proc AnimationR9 ;-------------------------------------------------- mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p10 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p7 animation_addr jsr SetPMr3 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p8 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p8 animation_addr jsr SetPMr2 WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p9 animation_addr WaitForSync mwa #gamescreen_r_ph1p2 animation_addr jsr SetPMr1 WaitForSync mva #1 LumberjackDir ; right side rts .endp ;-------------------------------------------------- .proc AnimationL9 ;-------------------------------------------------- mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p10 animation_addr WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p7 animation_addr jsr SetPMl3 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p8 animation_addr jsr RestoreRedBar WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p8 animation_addr jsr SetPMl2 WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p9 animation_addr WaitForSync mwa #gamescreen_l_ph1p2 animation_addr jsr SetPMl1 WaitForSync mva #2 LumberjackDir ; left side rts .endp */ ;--------------------------------------------------