housekeeping brackets
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@@ -11,21 +11,25 @@
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namespace LostSea
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{
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Main: {
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Main:
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{
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lorom
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org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
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LOST_WOOD_HOOK: {
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LOST_WOOD_HOOK:
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{
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CMP #$3A ; are we in the right area?
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BEQ begincode
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normalfinish: {
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normalfinish:
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{
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LDA $02A5EC,x ; not right area so return.
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STZ $1CF7
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RTL
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} ; label normalfinish
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begincode: {
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begincode:
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{
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CPX #$3B
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BEQ normalfinish
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@@ -41,7 +45,8 @@ namespace LostSea
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BRA RESOLVE_INCORRECT
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} ; label begincode
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combo1: {
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combo1:
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{
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CMP #$01
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BNE combo2
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CPX #$39 ; did you get it right?
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@@ -51,7 +56,8 @@ namespace LostSea
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} ; label comb1
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combo2: {
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combo2:
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{
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CMP #$02
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BNE combo3
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CPX #$42 ; did you get it right?
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@@ -61,7 +67,8 @@ namespace LostSea
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} ; label comb2
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combo3: {
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combo3:
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{
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CPX #$32; did you get it right?
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BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
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LDA #$1B
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@@ -75,7 +82,8 @@ namespace LostSea
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BRA CASE_DOWN
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} ; label combo3
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DOWN_CORRECT: {
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DOWN_CORRECT:
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{
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INC $1CF7
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CASE_DOWN:
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DEC $21
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@@ -96,7 +104,8 @@ namespace LostSea
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} ; label DOWN_CORRECT
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UP_CORRECT: {
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UP_CORRECT:
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{
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INC $1CF7
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CASE_UP:
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INC $21
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@@ -117,7 +126,8 @@ namespace LostSea
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} ; label UP_CORRECT
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LEFT_CORRECT: {
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LEFT_CORRECT:
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{
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INC $1CF7
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CASE_LEFT:
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INC $23
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@@ -134,7 +144,8 @@ namespace LostSea
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INC $700
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} ; label LEFT_CORRECT
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all: {
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all:
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{
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LDA #$3A ; load the same area.
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RTL
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}
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