initial commit
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; -----------------------------------------------------------
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; over.asm - game over screen: big red GAME OVER, fire
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; restarts with a fresh maze, the m key backs out to the menu
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; -----------------------------------------------------------
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lose_init:
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jsr clear_screen
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+prbig 3, 2, RED, txt_gameover, 9
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+prtext 11, 10, WHITE, txt_caught, txt_caughte-txt_caught
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+prtext 21, 13, LGREY, txt_mmenu, txt_mmenue-txt_mmenu
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+setupd lose_update
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rts
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lose_update:
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; blink the retry prompt
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lda framectr
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and #32
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bne lu_hide
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+prtext 19, 12, YELLOW, txt_retry, txt_retrye-txt_retry
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jmp lu_input
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lu_hide:
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+prtext 19, 12, YELLOW, txt_blank, txt_retrye-txt_retry
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lu_input:
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; fire or space: straight back in with a fresh maze
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jsr start_edge
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beq lu_nofire
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jmp play_init
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lu_nofire:
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; the m key: keyboard column 4, row bit 4 (start_edge has
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; already returned zero here, so joystick fire is not
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; ghosting this row line)
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lda #$ef
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sta CIA1_PA
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lda CIA1_PB
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and #$10
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bne lu_done
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lda #$ff
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sta CIA1_PA
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jmp menu_init
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lu_done:
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lda #$ff
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sta CIA1_PA
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rts
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; ---- game over texts ----
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txt_gameover: !scr "game over"
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txt_caught: !scr "the enemies got you"
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txt_caughte:
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txt_retry: !scr "fire = try again"
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txt_retrye:
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txt_mmenu: !scr "m = main menu"
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txt_mmenue:
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