initial commit
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; -----------------------------------------------------------
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; win.asm - the escape screen: big ESCAPED with the gold
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; wash; fire returns to the main menu
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; -----------------------------------------------------------
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win_init:
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jsr clear_screen
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+prbig 3, 6, YELLOW, txt_escaped, 7
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+prtext 11, 15, WHITE, txt_welldone, txt_welldonee-txt_welldone
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+prtext 13, 9, LGREY, txt_beaten, txt_beatene-txt_beaten
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lda #0
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sta washphase
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+setupd win_update
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rts
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win_update:
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; the gold wash rolls down the big letters (rows 3-7)
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inc washphase
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lda #0
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sta rtmp2
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wu_row:
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lda #3
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clc
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adc rtmp2
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tax
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jsr row_ptr
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lda washphase
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lsr
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clc
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adc rtmp2
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and #15
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tax
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lda washtbl,x
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sta rtmp
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ldy #32 ; the letters span columns 6-32
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wu_col:
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lda (scrlo),y
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cmp #$a0
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bne wu_skip
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lda rtmp
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sta (collo),y
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wu_skip:
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dey
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cpy #5
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bne wu_col
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inc rtmp2
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lda rtmp2
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cmp #5
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bne wu_row
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; blink the prompt
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lda framectr
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and #32
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bne wu_hide
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+prtext 20, 14, YELLOW, txt_firemenu, txt_firemenue-txt_firemenu
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jmp wu_input
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wu_hide:
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+prtext 20, 14, YELLOW, txt_blank, txt_firemenue-txt_firemenu
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wu_input:
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jsr start_edge
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beq wu_stay
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jmp menu_init ; a win leads back to the main screen
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wu_stay:
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rts
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; ---- win texts ----
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txt_escaped: !scr "escaped"
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txt_welldone: !scr "well done!"
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txt_welldonee:
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txt_beaten: !scr "you beat the labyrinth"
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txt_beatene:
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txt_firemenu: !scr "fire = menu"
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txt_firemenue:
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