mirror of
https://frontier.innolan.net/github/AmigaExamples.git
synced 2026-01-12 06:59:42 +00:00
311 lines
5.8 KiB
ArmAsm
311 lines
5.8 KiB
ArmAsm
include "includes.i"
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xdef ShowMenu
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SPLASH_COLOR_DEPTH equ 5
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SPLASH_SCREEN_WIDTH_BYTES equ 40
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PLAY_COPPER_WORD equ $bad1
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MUSIC_COPPER_WORD equ PLAY_COPPER_WORD+$2000
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DIFFICULTY_COPPER_WORD equ PLAY_COPPER_WORD+$1000
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CREDITS_COPPER_WORD equ PLAY_COPPER_WORD+$3000
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MENU_SELECTED_TOP_COLOR equ $be0 ;$e71
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MENU_SELECTED_BOTTOM_COLOR equ $9d4 ;$fe7
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MENU_TEXT_COLOR equ $7ef
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ShowMenu:
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lea CUSTOM,a6
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jsr WaitVerticalBlank
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;; set up default palette
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include "out/menu-palette.s"
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;; set up playfield
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move.w #(RASTER_Y_START<<8)|RASTER_X_START,DIWSTRT(a6)
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move.w #((RASTER_Y_STOP-256)<<8)|(RASTER_X_STOP-256),DIWSTOP(a6)
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move.w #(RASTER_X_START/2-SCREEN_RES),DDFSTRT(a6)
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move.w #(RASTER_X_START/2-SCREEN_RES)+(8*((SCREEN_WIDTH/16)-1)),DDFSTOP(a6)
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move.w #(SPLASH_COLOR_DEPTH<<12)|$200,BPLCON0(a6)
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move.w #0,BPLCON1(a6)
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move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL1MOD(a6)
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move.w #SPLASH_SCREEN_WIDTH_BYTES*SPLASH_COLOR_DEPTH-SPLASH_SCREEN_WIDTH_BYTES,BPL2MOD(a6)
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;; poke bitplane pointers
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lea splash,a1
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lea splashCopperListBplPtr(pc),a2
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moveq #SPLASH_COLOR_DEPTH-1,d0
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.bitplaneloop:
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move.l a1,d1
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move.w d1,2(a2)
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swap d1
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move.w d1,6(a2)
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lea SPLASH_SCREEN_WIDTH_BYTES(a1),a1 ; bit plane data is interleaved
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addq #8,a2
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dbra d0,.bitplaneloop
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;; install copper list, then enable dma
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lea splashCopperList(pc),a0
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move.l a0,COP1LC(a6)
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;; jsr WaitVerticalBlank
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move.w #(DMAF_BLITTER|DMAF_SETCLR!DMAF_COPPER!DMAF_RASTER!DMAF_MASTER),DMACON(a6)
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move.w #(INTF_SETCLR|INTF_VERTB|INTF_INTEN),INTENA(a6)
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bsr RefreshDifficulty
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bsr RenderMenu
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.wait:
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jsr WaitVerticalBlank
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jsr _ProcessJoystick
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rts
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RenderMenu:
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lea splashSave,a0
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lea splash,a2
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add.l #(150*40*5)+((320-96)/16),a2
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WaitBlitter
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move.w #(BC0F_SRCA|BC0F_DEST|$f0),BLTCON0(A6)
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move.w #0,BLTCON1(a6)
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move.l #$ffffffff,BLTAFWM(a6) ;no masking of first/last word
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move.w #0,BLTAMOD(a6) ;A modulo
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move.w #(320-96)/8,BLTDMOD(a6) ;D modulo
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move.l a0,BLTAPTH(a6) ;source graphic top left corner
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move.l a2,BLTDPTH(a6) ;destination top left corner
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move.w #((64*5)<<6)|(96/16),BLTSIZE(a6)
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lea menu,a1
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lea splash,a0
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move.w #(320/2)-(6*8)+4,d0
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move.w #150,d1
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jsr DrawMaskedText85
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lea difficulty,a1
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move.w #(320/2)-(6*8),d0
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add.w #16,d1
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jsr DrawMaskedText85
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lea music,a1
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add.w #16,d1
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jsr DrawMaskedText85
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lea credits,a1
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add.w #16,d1
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move.w #(320/2)-(6*8)+4,d0
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jsr DrawMaskedText85
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rts
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MenuUp:
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cmp.w #PLAY_COPPER_WORD,selectedStartPtr
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beq .done
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PlaySound Jump
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sub.w #$1000,selectedStartPtr
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sub.w #$1000,selectedStartPtr2
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sub.w #$1000,selectedEndPtr
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.done:
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rts
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MenuDown:
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cmp.w #$ead1,selectedStartPtr
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beq .done
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PlaySound Jump
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add.w #$1000,selectedStartPtr
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add.w #$1000,selectedStartPtr2
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add.w #$1000,selectedEndPtr
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.done:
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rts
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ToggleMusic:
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eor.w #64,P61_Master
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cmp.w #64,P61_Master
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beq .musicOn
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.musicOff:
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lea musicOff,a0
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lea music,a1
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bsr StrCpy
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bra .done
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.musicOn:
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lea musicOn,a0
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lea music,a1
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bsr StrCpy
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bra .done
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.done:
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bsr RenderMenu
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rts
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ToggleDifficulty:
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add.l #4,nextLevelInstaller
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cmp.l #levelInstallers+8,nextLevelInstaller
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ble RefreshDifficulty
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move.l #levelInstallers,nextLevelInstaller
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RefreshDifficulty:
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cmp.l #levelInstallers,nextLevelInstaller
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beq .easy
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cmp.l #levelInstallers+4,nextLevelInstaller
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beq .medium
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.hard:
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lea difficultyHard,a0
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lea difficulty,a1
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bsr StrCpy
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bra .done
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.medium:
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lea difficultyMedium,a0
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lea difficulty,a1
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bsr StrCpy
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bra .done
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.easy:
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lea difficultyEasy,a0
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lea difficulty,a1
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bsr StrCpy
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bra .done
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.done:
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bsr RenderMenu
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rts
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ButtonPressed:
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cmp.w #PLAY_COPPER_WORD,selectedStartPtr
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beq .playButton
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cmp.w #MUSIC_COPPER_WORD,selectedStartPtr
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beq .musicButton
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cmp.w #DIFFICULTY_COPPER_WORD,selectedStartPtr
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beq .difficultyButton
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cmp.w #CREDITS_COPPER_WORD,selectedStartPtr
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beq .creditsButton
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bra .done
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.difficultyButton:
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bsr ToggleDifficulty
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bra .done
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.musicButton:
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bsr ToggleMusic
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bra .done
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.creditsButton:
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jsr Credits
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bra ShowMenu
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.done:
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bra _ProcessJoystick
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.playButton:
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rts
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WaitForButtonRelease:
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.joystickPressed:
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jsr WaitVerticalBlank
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jsr PlayNextSound
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jsr ReadJoystick
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btst.b #0,joystick
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bne .joystickPressed
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rts
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WaitForJoystickRelease:
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move.b joystickpos,-(sp)
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.wait:
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jsr WaitVerticalBlank
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jsr PlayNextSound
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jsr ReadJoystick
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move.b (sp),d0
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cmp.b joystickpos,d0
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beq .wait
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move.b (sp)+,d7
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rts
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_ProcessJoystick:
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bsr WaitForButtonRelease
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.wait:
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jsr ReadJoystick
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jsr WaitVerticalBlank
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jsr PlayNextSound
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btst.b #0,joystick
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bne .pressed
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cmp.b #1,joystickpos ; up
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bne .notUp
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bsr MenuUp
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bsr WaitForJoystickRelease
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.notUp:
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cmp.b #5,joystickpos ; down
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bne .notDown
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bsr MenuDown
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bsr WaitForJoystickRelease
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.notDown:
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bra .wait
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.pressed:
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bra ButtonPressed
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rts
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StrCpy:
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;; a0 - src
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;; a1 - dest
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.loop:
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cmp.b #0,(a0)
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beq .done
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move.b (a0)+,(a1)+
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bra .loop
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.done:
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rts
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menu:
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dc.b " PLAY NOW! "
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dc.b 0
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difficulty:
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dc.b "LEVEL - EASY"
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dc.b 0
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music:
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dc.b "MUSIC - ON "
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dc.b 0
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credits:
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dc.b " CREDITS "
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dc.b 0
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align 4
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difficultyEasy:
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dc.b "LEVEL - EASY"
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dc.b 0
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align 2
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difficultyMedium:
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dc.b "LEVEL - MED "
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dc.b 0
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align 2
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difficultyHard:
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dc.b "LEVEL - HARD"
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dc.b 0
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align 2
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musicOn:
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dc.b "MUSIC - ON "
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dc.b 0
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musicOff:
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dc.b "MUSIC - OFF "
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dc.b 0
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splashCopperList:
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splashCopperListBplPtr:
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dc.w BPL1PTL,0
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dc.w BPL1PTH,0
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dc.w BPL2PTL,0
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dc.w BPL2PTH,0
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dc.w BPL3PTL,0
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dc.w BPL3PTH,0
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dc.w BPL4PTL,0
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dc.w BPL4PTH,0
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dc.w BPL5PTL,0
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dc.w BPL5PTH,0
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dc.w BPL6PTL,0
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dc.w BPL6PTH,0
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dc.w COLOR31,MENU_TEXT_COLOR
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selectedStartPtr:
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dc.w PLAY_COPPER_WORD,$fffe
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dc.w COLOR31,MENU_SELECTED_TOP_COLOR
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selectedStartPtr2:
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dc.w PLAY_COPPER_WORD+(($1000/4)*3),$fffe
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dc.w COLOR31,MENU_SELECTED_BOTTOM_COLOR
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selectedEndPtr:
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dc.w PLAY_COPPER_WORD+$1000,$fffe
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dc.w COLOR31,MENU_TEXT_COLOR
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dc.l $fffffffe
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splashSave:
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incbin "out/splashSave.bin"
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