blessing of ra
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@@ -1,11 +1,11 @@
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; -----------------------------------------------------------
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; gfx.asm - the graphics layer:
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; - the ROM font is copied into RAM and a handful of custom
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; tiles are stamped over it (brick wall, pivot post, the
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; animated exit portal, the 1/8-step cooldown bar cells)
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; tiles are stamped over it (sandstone wall, pivot post,
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; the animated exit portal, the 1/8-step cooldown bar)
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; - a small sprite engine: every actor lives on the char
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; grid, its sprite glides toward the cell a few pixels a
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; frame (the runner bobs, the enemies wave)
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; frame (the worker bobs, the enemies wave)
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; - fade to black: the transition between two screens
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; -----------------------------------------------------------
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@@ -308,7 +308,7 @@ fadetbl: ; each color, one step darker
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!byte $02, $00, $02, $00, $0b, $05, $06, $0c
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; ---- the custom tiles ----
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tile_gfx: ; CH_WALL: bricks with dark mortar
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tile_gfx: ; CH_WALL: sandstone blocks, dark mortar
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!byte %11111111
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!byte %11110111
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!byte %11110111
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@@ -430,52 +430,63 @@ spr_cur0: ; the corner cursor: four brackets
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!byte %10000001, 0, 0
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!byte %11100111, 0, 0
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!fill 40, 0
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spr_ena0: ; enemies 0-1: a ghost, skirt waving
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %11011011, 0, 0
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!byte %11011011, 0, 0
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!byte %11111111, 0, 0
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!byte %11111111, 0, 0
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!byte %11111111, 0, 0
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!byte %10110101, 0, 0
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!fill 40, 0
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spr_ena1:
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %11011011, 0, 0
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!byte %11011011, 0, 0
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!byte %11111111, 0, 0
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!byte %11111111, 0, 0
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!byte %11111111, 0, 0
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!byte %01101101, 0, 0
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!fill 40, 0
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spr_enb0: ; enemies 2-3: a crawler, legs pumping
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spr_sting0: ; the scorpion's venom sting: a drop
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!byte %00000000, 0, 0
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!byte %00011000, 0, 0
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %00111100, 0, 0
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!byte %00011000, 0, 0
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!byte %00000000, 0, 0
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!byte %00000000, 0, 0
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!fill 40, 0
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spr_ena0: ; even enemies: a scarab, legs out...
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!byte %00100100, 0, 0
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!byte %10111101, 0, 0
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!byte %01111110, 0, 0
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!byte %11011011, 0, 0
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!byte %01111110, 0, 0
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!byte %10111101, 0, 0
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!byte %00000000, 0, 0
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!byte %00000000, 0, 0
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!fill 40, 0
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spr_enb1:
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!byte %00000000, 0, 0
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %11011011, 0, 0
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!byte %01111110, 0, 0
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!byte %10111101, 0, 0
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!byte %00100100, 0, 0
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!fill 40, 0
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spr_ena1: ; ...and tucked as it scuttles
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!byte %00100100, 0, 0
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!byte %00111100, 0, 0
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!byte %00000000, 0, 0
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!byte %00000000, 0, 0
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!byte %11111111, 0, 0
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!byte %01011010, 0, 0
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!byte %01011010, 0, 0
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!byte %11111111, 0, 0
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!byte %00111100, 0, 0
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!byte %00100100, 0, 0
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!fill 40, 0
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spr_enb0: ; odd enemies: a scorpion, claws up,
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!byte %11000011, 0, 0 ; the tail swinging right...
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!byte %01100110, 0, 0
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %00111100, 0, 0
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!byte %00011000, 0, 0
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!byte %00001100, 0, 0
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!byte %00011110, 0, 0
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!fill 40, 0
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spr_enb1: ; ...and left
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!byte %11000011, 0, 0
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!byte %01100110, 0, 0
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!byte %00111100, 0, 0
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!byte %01111110, 0, 0
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!byte %00111100, 0, 0
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!byte %00011000, 0, 0
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!byte %00110000, 0, 0
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!byte %01111000, 0, 0
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!fill 40, 0
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SPR_RUN = spr_run0 DIV 64
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SPR_SHOT = spr_shot0 DIV 64
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SPR_CUR = spr_cur0 DIV 64
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SPR_ENA = spr_ena0 DIV 64
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SPR_ENB = spr_enb0 DIV 64
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SPR_RUN = spr_run0 DIV 64
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SPR_SHOT = spr_shot0 DIV 64
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SPR_CUR = spr_cur0 DIV 64
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SPR_STING = spr_sting0 DIV 64
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SPR_ENA = spr_ena0 DIV 64
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SPR_ENB = spr_enb0 DIV 64
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!if spr_run0 < $2000 { !error "sprite data slid under $2000: the VIC sees the char ROM shadow there" }
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!if * > CHARSET { !error "the program ran into the charset at $3800" }
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