mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-21 14:49:43 +02:00
438 lines
11 KiB
NASM
438 lines
11 KiB
NASM
;Young lumberjack closure
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;---------------------------------------------------
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.IFNDEF TARGET
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.def TARGET = 800 ; 5200
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.ENDIF
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;---------------------------------------------------
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OPT r+ ; saves 10 bytes, and probably works :) https://github.com/tebe6502/Mad-Assembler/issues/10
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;---------------------------------------------------
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.macro build
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dta d"0.00" ; number of this build (4 bytes)
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.endm
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.macro RMTSong
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lda #:1
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jsr RMTSongSelect
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.endm
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;---------------------------------------------------
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icl 'lib/ATARISYS.ASM'
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icl 'lib/MACRO.ASM'
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display = $a000
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.zpvar temp .word = $80
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.zpvar LowCharsetBase .byte
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.zpvar displayposition .word
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.zpvar DLI_A DLI_X dliCount .byte
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.zpvar RMT_blocked noSfx SFX_EFFECT .byte
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.zpvar AutoPlay .byte ; Auto Play flag ($80 - auto)
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RMT_zpvars = AutoPlay+1 ; POZOR!!! RMT vars go here
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;---------------------------------------------------
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org $2000
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MODUL
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;ins 'art/muzyka_stripped.rmt',+5 ; my RMT 1.28 on WINE is apparently broken. I lost some hair here (5, not 6)
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;.align $100
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;icl 'art/rmtplayr.a65'
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;---------------------------------------------------
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.align $400
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font_game_upper
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ins 'art/tu.fnt' ;
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font_game_lower_right
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ins 'art/tl_r.fnt' ;
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font_game_lower_left
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ins 'art/tl_l.fnt' ;
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dl_level
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.by $10
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.by $44
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.wo gamescreen_upper
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:17 .by $04
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.by $84 ; first DLI
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.by $44
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animation_addr
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.wo gamescreen_lower1r
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:5 .by $04
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.by $84 ; second DLI
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.by $04
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.by $44
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lastline_addr
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.wo last_line_r
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.by $41
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.wo dl_level
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;---------------------------------------------------
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icl 'art/anim_exported.asm'
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; Animation sequence:
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; - phase 1 page 1 (standard position)
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; - phase 2 page 1
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; - phase 2 page 2
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; - phase 2 page 3
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; - phase 2 page 4
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; - phase 3 page 1
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; - phase 3 page 2
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; - phase 3 page 3
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; - phase 3 page 4
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; - phase 3 page 5
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; - phase 2 page 1
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; - phase 2 page 1
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; - phase 2 page 1
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; - phase 1 page 1 (standard position)
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;--------------------------------------------------
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;icl 'lib/fileio.asm'
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;--------------------------------------------------
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;--------------------------------------------------
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.proc vint
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;--------------------------------------------------
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mva #0 dliCount
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; mva #13 VSCROL ; FOX gfx mode only
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/*
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bit RMT_blocked
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bmi SkipRMTVBL
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; ------- RMT -------
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lda sfx_effect
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bmi lab2
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asl @ ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #0 ;X = 0 channel (0..3 or 0..7 for stereo module)
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lda #0 ;A = 0 note (0..60)
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bit noSfx
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smi:jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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lda #$ff
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sta sfx_effect ;reinit value
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lab2
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jsr RASTERMUSICTRACKER+3 ;1 play
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; ------- RMT -------
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SkipRMTVBL
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*/
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/* ;sfx
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lda sfx_effect
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bmi lab2
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asl ; * 2
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tay ;Y = 2,4,..,16 instrument number * 2 (0,2,4,..,126)
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ldx #3 ;X = 3 channel (0..3 or 0..7 for stereo module)
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lda #12 ;A = 12 note (0..60)
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jsr RASTERMUSICTRACKER+15 ;RMT_SFX start tone (It works only if FEAT_SFX is enabled !!!)
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;
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lda #$ff
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sta sfx_effect ;reinit value
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;
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lab2
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jsr RASTERMUSICTRACKER+3
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skipSoundFrame */
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jmp XITVBV
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.endp
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;--------------------------------------------------
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.proc IngameDLI1
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;--------------------------------------------------
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pha
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lda dliCount
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bne secondDLI
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mva LowCharsetBase CHBASE
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mva #$0c COLPF2
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mva #$c6 COLPF0
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inc dliCount
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pla
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rti
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secondDLI
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sta WSYNC
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sta WSYNC
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sta WSYNC
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sta WSYNC
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mva #$86 COLPF2
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pla
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rti
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.endp
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;--------------------------------------------------
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main
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;--------------------------------------------------
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jsr wait_for_depress
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jsr MakeDarkScreen
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jsr initialize
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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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gameloop
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jsr MakeDarkScreen
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jsr LevelScreen
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jsr PlayLevel
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jsr MakeDarkScreen
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;jsr NextLevel
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; RMTSong song_ingame
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jsr AudioInit ; after I/O
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jmp gameloop
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EndOfLife
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;dec Lives ; decrease Lives
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;lda Lives
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;cmp #"0"
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;beq gameOver ; if no lives - game over
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;jsr NextLife
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jmp gameloop
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gameOver
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;game over
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;RMTSong song_game_over
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;jsr HiScoreCheckWrite
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jsr GameOverScreen
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@ lda CONSOL
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and #@consol(start) ; START
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beq main
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lda TRIG0 ; fire
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jeq main
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jmp @-
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;--------------------------------------------------
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.proc StartScreen
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;--------------------------------------------------
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/* jsr MakeDarkScreen
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mwa #dl_start dlptrs
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lda #$0 ;+GTIACTLBITS
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sta GPRIOR
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sta COLBAKS
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lda #@dmactl(standard|dma) ; normal screen width, DL on, P/M off
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sta dmactls
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pause 1
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StartLoop
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;jmp StartLoop
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EndOfStartScreen */
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rts
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.endp
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;--------------------------------------------------
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.proc LevelScreen
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;--------------------------------------------------
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jsr MakeDarkScreen
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ldx #2
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mwa #dl_level dlptrs
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lda #@dmactl(narrow|dma) ; narrow screen width, DL on, P/M off
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sta dmactls
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mva #>font_game_upper CHBAS
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pause 5
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rts
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.endp
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;--------------------------------------------------
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.proc GameOverScreen
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;--------------------------------------------------
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/* jsr MakeDarkScreen
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ldx #5
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mwa #dl_over dlptrs
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lda #%00110010 ; normal screen width, DL on, P/M off
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sta dmactls
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pause 20 */
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rts
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.endp
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;--------------------------------------------------
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.proc MakeDarkScreen
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;--------------------------------------------------
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mva #0 dmactls ; dark screen
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; and wait one frame :)
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pause 1
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rts
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.endp
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;--------------------------------------------------
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.proc PlayLevel
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;--------------------------------------------------
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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 AnimationR
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jsr wait_for_press
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jsr wait_for_depress
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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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jsr AnimationL
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jsr wait_for_press
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jsr wait_for_depress
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jsr AnimationL
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NoAuto
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jmp loop
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LevelOver
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; level over
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jsr wait_for_depress
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rts
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.endp
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;--------------------------------------------------
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.proc AnimationR
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;--------------------------------------------------
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mva #>font_game_lower_right LowCharsetBase
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mwa #last_line_r lastline_addr
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; mwa #gamescreen_lower1r animation_addr
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; waitRTC
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mwa #gamescreen_lower2r animation_addr
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waitRTC
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mwa #gamescreen_lower3r animation_addr
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waitRTC
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mwa #gamescreen_lower4r animation_addr
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waitRTC
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mwa #gamescreen_lower5r animation_addr
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waitRTC
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mwa #gamescreen_lower6r animation_addr
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waitRTC
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mwa #gamescreen_lower7r animation_addr
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waitRTC
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mwa #gamescreen_lower8r animation_addr
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waitRTC
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mwa #gamescreen_lower9r animation_addr
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waitRTC
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mwa #gamescreen_lower10r animation_addr
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waitRTC
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mwa #gamescreen_lower2r animation_addr
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waitRTC
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waitRTC
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waitRTC
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mwa #gamescreen_lower1r animation_addr
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rts
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.endp
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;--------------------------------------------------
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.proc AnimationL
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;--------------------------------------------------
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mva #>font_game_lower_left LowCharsetBase
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mwa #last_line_l lastline_addr
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; mwa #gamescreen_lower1l animation_addr
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; waitRTC
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mwa #gamescreen_lower2l animation_addr
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waitRTC
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mwa #gamescreen_lower3l animation_addr
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waitRTC
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mwa #gamescreen_lower4l animation_addr
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waitRTC
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mwa #gamescreen_lower5l animation_addr
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waitRTC
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mwa #gamescreen_lower6l animation_addr
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waitRTC
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mwa #gamescreen_lower7l animation_addr
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waitRTC
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mwa #gamescreen_lower8l animation_addr
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waitRTC
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mwa #gamescreen_lower9l animation_addr
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waitRTC
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mwa #gamescreen_lower10l animation_addr
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waitRTC
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mwa #gamescreen_lower2l animation_addr
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waitRTC
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waitRTC
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waitRTC
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mwa #gamescreen_lower1l animation_addr
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rts
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.endp
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;--------------------------------------------------
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.proc AudioInit
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;--------------------------------------------------
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; pokeys init
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lda #3
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sta skctl ; put Pokey into Init
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sta skctl+$10
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ldx #8
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lda #0
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@
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sta $D200,x ; clear all voices, set AUDCTL to 00
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sta $D210,x ; clear all voices, set AUDCTL to 00
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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 initialize
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;--------------------------------------------------
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mva #>font_game_upper CHBAS
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mva #>font_game_lower_right LowCharsetBase
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mva #$00 PCOLR0 ; = $02C0 ;- - rejestr-cień COLPM0
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mva #$00 COLBAKS
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mva #$88 COLOR0
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mva #$f4 COLOR1
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mva #$0c COLOR2
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mva #$f6 COLOR3
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;mva #$ff COLOR4
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mva #0 dliCount
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sta RMT_blocked
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lda #$ff
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sta sfx_effect
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JSR AudioInit
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/* ;RMT INIT
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ldx #<MODUL ;low byte of RMT module to X reg
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ldy #>MODUL ;hi byte of RMT module to Y reg
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lda #0 ;starting song line 0-255 to A reg
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jsr RASTERMUSICTRACKER ;Init
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*/
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mwa #gamescreen_lower1r animation_addr
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lda #@dmactl(standard|dma)
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sta dmactls
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mwa #dl_level dlptrs
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vdli IngameDLI1
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;VBI
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vmain vint,7
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rts
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.endp
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;--------------------------------------------------
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.proc RmtSongSelect
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; starting song line 0-255 to A reg
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;--------------------------------------------------
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/*
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cmp #song_main_menu
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beq noingame ; noMusic blocks only ingame songs
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bit noMusic
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spl:lda #song_silencio
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noingame
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*/
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/* mvx #$ff RMT_blocked
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ldx #<MODUL ; low byte of RMT module to X reg
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ldy #>MODUL ; hi byte of RMT module to Y reg
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jsr RASTERMUSICTRACKER ; Init
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mva #0 RMT_blocked
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*/ rts
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.endp
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;--------------------------------------------------
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.proc wait_for_press ; ion
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;--------------------------------------------------
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lda TRIG0
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beq press_ok
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lda CONSOL
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and:cmp #%00000111
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beq wait_for_press
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press_ok
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rts
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.endp
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;--------------------------------------------------
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.proc wait_for_depress ; ion
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;--------------------------------------------------
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lda CONSOL
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and:cmp #%00000111
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bne wait_for_depress
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lda TRIG0
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beq wait_for_depress
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rts
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.endp
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;--------------------------------
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; names of RMT instruments (sfx)
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;--------------------------------
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sfx_ping = $07
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sfx_pong = $08
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;--------------------------------
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; RMT songs (lines)
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;--------------------------------
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song_main_menu = $00
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song_ingame = $07
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song_game_over = $12
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RUN main
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