cleanup overlay animation code
This commit is contained in:
@@ -90,26 +90,23 @@ JML $07A493 ; returnPos ; do not !
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pushpc
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pushpc
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;===============================================
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; Entrance Animation
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;===============================================
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; don't forget to set $C8 to zero (STZ.b $C8)
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; don't forget to set $B0 to zero (STZ.b $B0)
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; Rename this into something unique
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org $1BCADE
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org $1BCADE
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JSL EntranceAnimation
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JSL ZoraTemple_EntranceAnimation
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RTS
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org $1BCBA6
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JSL Castle_EntranceAnimation
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RTS
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RTS
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pullpc
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pullpc
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;===============================================
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;===============================================
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; Entrance Animation
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; Entrance Animation
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;===============================================
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;===============================================
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; don't forget to set $C8 to zero (STZ.b $C8)
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; don't forget to set $C8 to zero (STZ.b $C8)
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; don't forget to set $B0 to zero (STZ.b $B0)
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; don't forget to set $B0 to zero (STZ.b $B0)
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; Rename this into something unique
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ZoraTemple_EntranceAnimation:
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EntranceAnimation:
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{
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{
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REP #$20
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REP #$20
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LDA $0618 : CMP.w #$0630 : BCC +
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LDA $0618 : CMP.w #$0630 : BCC +
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@@ -119,7 +116,6 @@ EntranceAnimation:
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+
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+
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SEP #$20
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SEP #$20
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LDA.b $B0 ; Get animation state
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LDA.b $B0 ; Get animation state
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ASL A
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ASL A
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TAX ; x2
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TAX ; x2
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@@ -127,7 +123,6 @@ EntranceAnimation:
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JSR.w (.AnimationFrames, X)
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JSR.w (.AnimationFrames, X)
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RTL
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RTL
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}
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.AnimationFrames
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.AnimationFrames
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dw Frame0
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dw Frame0
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@@ -138,12 +133,14 @@ dw Frame4
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dw Frame5
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dw Frame5
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dw Frame6
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dw Frame6
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dw Frame7
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dw Frame7
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}
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;===================================================
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; =========================================================
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; Shake screen
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; Shake screen
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;===================================================
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; =========================================================
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; if you already have that function delete this one
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ShakeScreen:
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ShakeScreen:
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{
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REP #$20
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REP #$20
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LDA.b $1A
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LDA.b $1A
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AND.w #$0001
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AND.w #$0001
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@@ -159,8 +156,10 @@ STA.w $011C
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.exit
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.exit
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SEP #$20
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SEP #$20
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RTS
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RTS
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}
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Frame0:
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Frame0:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -211,7 +210,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame1:
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Frame1:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -263,7 +265,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame2:
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Frame2:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -314,7 +319,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame3:
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Frame3:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -371,7 +379,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame4:
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Frame4:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -417,7 +428,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame5:
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Frame5:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -482,7 +496,10 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame6:
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Frame6:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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@@ -546,7 +563,89 @@ INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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.wait
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RTS
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RTS
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}
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Frame7:
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Frame7:
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{
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$00C7
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LDX.w #$0014
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0016
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0018
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C8
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LDX.w #$001A
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C7
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LDX.w #$0094
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0096
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0098
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C8
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LDX.w #$009A
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C7
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LDX.w #$0114
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0116
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0118
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C8
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LDX.w #$011A
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C7
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LDX.w #$0194
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0196
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0158
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LDX.w #$0198
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$00C8
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LDX.w #$019A
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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LDA.b #$0D : STA.w $012D
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.w $04C6
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STZ.b $B0
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STZ.w $0710
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STZ.w $02E4
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STZ.w $0FC1
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STZ.w $011A
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STZ.w $011B
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STZ.w $011C
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STZ.w $011D
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; set the overlay
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LDX.b $8A
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LDA.l $7EF280,X
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ORA.b #$20
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STA.l $7EF280,X
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.wait
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RTS
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}
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; =========================================================
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; =========================================================
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; Castle Drawbridge
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; Castle Drawbridge
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