mirror of
https://frontier.innolan.net/github/AmigaExamples.git
synced 2026-01-12 05:37:18 +00:00
492 lines
9.9 KiB
ArmAsm
492 lines
9.9 KiB
ArmAsm
include "includes.i"
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xdef __score
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xdef __nextPlayerBonus
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xdef SetupItemSpriteData
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xdef ScrollItemSprites
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xdef RenderItemSprite
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xdef ResetItems
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xdef EnableItemSprites
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xdef DetectItemCollisions
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xdef InitialiseItems
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xdef SwitchItemSpriteBuffers
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xdef PrepareItemSpriteData
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xdef VerticalScrollBees
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xdef DetectBeeCollisions
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xdef RenderScore
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include "bees.i"
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DeleteItemSprite:
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move.w #0,ITEM_SPRITE(a1)
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move.w #0,ITEM_X(a1)
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move.w #0,ITEM_Y_OFFSET(a1)
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move.w ITEM_Y(a1),d2
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rts
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ScrollItemSprites:
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move.w #ITEM_NUM_SLOTS-1,d1
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lea item1,a1
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.loop:
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move.l foregroundScrollPixels,d0
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cmp.w #0,ITEM_SPRITE(a1)
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beq .skip
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sub.w d0,ITEM_X(a1)
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cmp.w #160<<FOREGROUND_SCROLL_SHIFT_CONVERT,ITEM_X(a1)
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bgt .skip
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move.w #0,ITEM_SPRITE(a1)
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move.w #0,ITEM_X(a1)
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move.w #0,ITEM_Y_OFFSET(a1)
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move.w ITEM_Y(a1),d2
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.skip:
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add.l #ITEM_STRUCT_SIZE,a1 ; multiply by 16 (item control structure size)
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dbra d1,.loop
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rts
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DetectItemCollisions:
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move.w #ITEM_NUM_SLOTS-ITEM_NUM_BEES-1,d1
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lea item1,a1
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.loop:
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cmp.w #0,ITEM_SPRITE_ENABLED(a1)
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beq .skip
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cmp.w #0,ITEM_SPRITE(a1)
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beq .skip
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move.w spriteX,d2
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move.w ITEM_X(a1),d3
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move.w ITEM_Y(a1),d4
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lsl.w #ITEM_SPRITE_SPACING_SHIFT_CONVERT,d4
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add.w #ITEM_SPRITE_VSTART,d4
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d3 ; convert to pixels
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add.w #ITEM_SPRITE_HORIZONTAL_START_PIXELS,d3
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cmp.w d2,d3
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bne .skip
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move.w spriteY,d2
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add.w #ITEM_SPRITE_Y_COLLISION_OFFSET,d2
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cmp.w d2,d4
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bne .skip
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cmp.l #itemClock,a1
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beq .clockCollision
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cmp.l #itemEye,a1
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beq .eyeCollision
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cmpi.w #ITEM_SPRITE_ARROW_INDEX,ITEM_SPRITE(a1)
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bge .arrowCollision
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.coinCollision:
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bsr DeleteItemSprite
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AddToScore SCORE_COINS_ADDITION
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bsr RenderScore
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PlaySound Chaching
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rts
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.arrowCollision:
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bsr DeleteItemSprite
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jsr SpriteEnableAuto
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rts
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.clockCollision:
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bsr DeleteItemSprite
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jsr FreezeScrolling
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rts
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.eyeCollision:
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bsr DeleteItemSprite
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jsr RevealPathway
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rts
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.skip:
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add.l #ITEM_STRUCT_SIZE,a1
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dbra d1,.loop
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rts
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RenderScore:
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move.l __score,d0
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move.w #PANEL_SCORE_X,d1
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jsr RenderNumber5
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rts
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InitialiseItems:
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ResetScore
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bsr RenderScore
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ResetItems:
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lea item1,a1
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move.w #ITEM_NUM_SLOTS-1,d1
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.loop1:
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move.w #0,ITEM_SPRITE(a1)
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move.w #0,ITEM_X(a1)
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move.w ITEM_Y(a1),d2
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add.l #ITEM_STRUCT_SIZE,a1 ; multiply by 16 (item control structure size)
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dbra d1,.loop1
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move.l #0,itemSpritesEnabled
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bsr PrepareItemSpriteData
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rts
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SwitchItemSpriteBuffers:
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move.w spriteX,spriteLagX
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rts
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PrepareItemSpriteData:
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move.l #deadSprite,sprite2Pointer
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move.l #deadSprite,sprite3Pointer
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move.l #deadSprite,sprite4Pointer
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move.l #deadSprite,sprite5Pointer
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cmp.l #0,itemSpritesEnabled
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bne .enableSprites
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rts
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.enableSprites:
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move.l #ITEM_NUM_SLOTS-1,d0
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.loop:
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bsr _SetupItemSpriteData
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dbra d0,.loop
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rts
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SetupItemSpriteData:
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move.l sprite2Pointer,SPR2PTH(a6)
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move.l sprite3Pointer,SPR3PTH(a6)
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move.l sprite4Pointer,SPR4PTH(a6)
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move.l sprite5Pointer,SPR5PTH(a6)
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cmp.w #0,spriteBufferIndex
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beq .zero
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move.w #0,spriteBufferIndex
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rts
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.zero:
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move.w #ITEM_SPRITE_BYTES,spriteBufferIndex
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rts
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_SetupItemSpriteData:
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;; d0.l - item slot
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move.l d0,-(sp)
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move.l d0,d4 ; save item slot
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lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
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lea item1,a1
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add.l d0,a1
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cmpi.w #0,ITEM_SPRITE_ENABLED(a1)
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beq .spriteIsNotEnabled
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move.w ITEM_Y(a1),d2
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move.l ITEM_SPRITE_ADDRESS(a1),a0
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cmp.w #(ITEM_NUM_COIN_ANIMS-1)<<3,ITEM_INDEX(a1)
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ble .dontResetIndex
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move.w #0,ITEM_INDEX(a1)
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.dontResetIndex:
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cmp.l #deadSprite,a0
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bne .setupSprite
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bra .c1
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.setupSprite:
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move.w ITEM_INDEX(a1),d0
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lsr.l #3,d0
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cmp.l #itemEye,a1
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bge .singleSprite
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mulu.w #ITEM_SPRITE_BYTES*2,d0
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add.w spriteBufferIndex,d0
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bra .continueSingleSprite
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.singleSprite:
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mulu.w #ITEM_SINGLE_SPRITE_BYTES*2,d0
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cmp.w #0,spriteBufferIndex
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beq .continueSingleSprite
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add.w #ITEM_SINGLE_SPRITE_BYTES,d0
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.continueSingleSprite:
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adda.w d0,a0
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lsl.w #ITEM_SPRITE_VERTICAL_BYTES_SHIFT_CONVERT,d2
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move.w d2,d3
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cmp.l #itemEye,a1
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bge .singleSprite2
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bra .continueBee
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.singleSprite2:
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move.w #0,d3
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.continueBee:
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adda.w d3,a0 ; ITEM_Y or 0 for bee
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move.w ITEM_X(a1),d0
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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add.w #ITEM_SPRITE_HORIZONTAL_START_PIXELS,d0
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move.w d0,d1
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andi #1,d1
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move.b d1,3(a0) ;spriteControl
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lsr.l #1,d0
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move.b d0,1(a0) ;spriteHStart
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move.w ITEM_Y_OFFSET(a1),d1
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cmp.w #0,d1
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;; beq .noYOffset
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move.w ITEM_Y(a1),d0
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lsl.w #ITEM_SPRITE_SPACING_SHIFT_CONVERT,d0
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lsr.w #ITEM_Y_OFFSET_SHIFT_CONVERT,d1
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cmp.l #itemBeeUp,a1
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bne .notBeeUp
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sub.w d1,d0
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bra .afterNotBeeUp
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.notBeeUp:
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add.w d1,d0
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.afterNotBeeUp:
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add.w #ITEM_SPRITE_VSTART,d0
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move.b d0,(a0) ; spriteVStart
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add.w #ITEM_SPRITE_HEIGHT,d0
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move.b d0,2(a0) ; spriteVStart
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.noYOffset:
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.c1:
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sub.l d3,a0 ;#1*ITEM_SPRITE_VERTICAL_BYTES,a0 or 0 for bee
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cmp.l #itemEye,a1
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beq .eyeSprite
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cmp.l #itemClock,a1
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beq .clockSprite
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cmp.l #itemBeeUp,a1
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beq .beeUpSprite
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cmp.l #itemBeeDown,a1
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beq .beeDownSprite
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cmp.b #ITEM_SPRITE_ARROW_INDEX,d4
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bge .arrowSprite
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cmp.b #ITEM_SPRITE_COINB_INDEX,d4
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bge .coinBSprite
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.coinASprite:
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move.l a0,sprite4Pointer
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bra .done
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.coinBSprite:
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move.l a0,sprite5Pointer
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bra .done
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.eyeSprite:
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cmp.w #0,ITEM_X(a1)
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beq .spriteIsNotEnabled
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move.l a0,sprite2Pointer
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bsr InstallArrowPalette
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bra .spriteIsNotEnabled
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.clockSprite:
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cmp.w #0,ITEM_X(a1)
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beq .spriteIsNotEnabled
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move.l a0,sprite2Pointer
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bsr InstallClockPalette
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bra .spriteIsNotEnabled
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.arrowSprite:
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cmp.w #0,ITEM_X(a1)
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beq .done
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move.l a0,sprite2Pointer
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bsr InstallArrowPalette
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bra .done
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.beeDownSprite:
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cmp.w #0,ITEM_X(a1)
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beq .dontAnimateDownBee
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move.l a0,sprite2Pointer
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bsr InstallBeePalette
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bra .dontAnimateDownBee
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.beeUpSprite:
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cmp.w #0,ITEM_X(a1)
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beq .dontAnimateUpBee
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move.l a0,sprite3Pointer
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bsr InstallBeePalette
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bra .dontAnimateUpBee
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.dontAnimateDownBee:
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cmp.w #1,beeDownMovingDown
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beq .setBeeDown
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bra .setBeeUp
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.dontAnimateUpBee:
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cmp.w #1,beeUpMovingDown
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beq .setBeeDown
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bra .setBeeUp
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.setBeeUp:
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move.w #1<<3,ITEM_INDEX(a1)
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bra .spriteIsNotEnabled
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.setBeeDown:
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move.w #0,ITEM_INDEX(a1)
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bra .spriteIsNotEnabled
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.done:
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add.w #1,ITEM_INDEX(a1)
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.spriteIsNotEnabled:
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move.l (sp)+,d0
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rts
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RenderItemSprite:
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;; d2.l - y tile index ?
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movem.l d2-d3,-(sp)
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move.l foregroundScrollX,d1
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d1 ; convert to pixels
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andi.w #$f,d1
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cmp.b #$f,d1 ; only add sprite after tile has scrolled in
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bne .dontAddSprite
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move.l a2,a3
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add.l itemsMapOffset,a3
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cmp.l itemsMapEndPtr,a3
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bge .dontAddSprite
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cmpi.w #0,(a3)
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beq .dontAddSprite
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.getSpriteSlot:
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move.w (a3),d0 ; sprite slot
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sub.w #1,d0
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move.w d0,d1
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cmp.w #ITEM_NUM_SLOTS,d0
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bge .dontAddSprite
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lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
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lea item1,a1
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adda.w d0,a1
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move.w #336<<FOREGROUND_SCROLL_SHIFT_CONVERT,ITEM_X(a1)
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sub.l #1,d2
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move.w d2,ITEM_Y(a1)
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move.w #0,ITEM_Y_OFFSET(a1)
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add.w #1,d1
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move.w d1,ITEM_SPRITE(a1)
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.dontAddSprite:
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movem.l (sp)+,d2-d3
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rts
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EnableItemSprites:
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move.l #1,itemSpritesEnabled
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rts
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InstallBeePalette:
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include "out/sprite_bee-0-palette.s"
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rts
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InstallArrowPalette:
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include "out/sprite_arrow-1-palette.s"
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rts
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InstallClockPalette:
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include "out/sprite_clock-0-palette.s"
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rts
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itemSpritesEnabled:
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dc.l 0
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spriteBufferIndex:
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dc.l 0
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sprite2Pointer:
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dc.l deadSprite
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sprite3Pointer:
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dc.l deadSprite
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sprite4Pointer:
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dc.l deadSprite
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sprite5Pointer:
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dc.l deadSprite
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beeUpMovingDown:
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dc.w 1
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beeDownMovingDown:
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dc.w 1
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;; coinA
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ItemControl item1,spriteCoinA1,1
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ItemControl item2,spriteCoinA1,1
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ItemControl item3,spriteCoinA1,1
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ItemControl item4,spriteCoinA1,1
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ItemControl item5,spriteCoinA1,1
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ItemControl item6,spriteCoinA1,1
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ItemControl item7,spriteCoinA1,0
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ItemControl item8,spriteCoinA1,0
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;; coinB
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ItemControl item9,spriteCoinB1,1
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ItemControl item10,spriteCoinB1,1
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ItemControl item11,spriteCoinB1,1
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ItemControl item12,spriteCoinB1,1
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ItemControl item13,spriteCoinB1,1
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ItemControl item14,spriteCoinB1,1
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ItemControl item15,spriteCoinB1,0
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ItemControl item16,spriteCoinB1,0
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;; arrow1
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ItemControl item17,spriteArrow1,1
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ItemControl item18,spriteArrow1,1
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ItemControl item19,spriteArrow1,1
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ItemControl item20,spriteArrow1,1
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ItemControl item21,spriteArrow1,1
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ItemControl item22,spriteArrow1,1
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ItemControl item23,spriteArrow1,0
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ItemControl item24,spriteArrow1,0
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;; eye
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ItemControl itemEye,spriteEye,1
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;; clock
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ItemControl itemClock,spriteClock,1
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;; beeDown
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ItemControl itemBeeDown,spriteBeeDown1,1
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;; beeUp
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ItemControl itemBeeUp,spriteBeeUp1,1
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ItemSprite spriteCoinA1,sprite_coin-0.bin
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ItemSprite spriteCoinA2,sprite_coin-0.bin
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ItemSprite spriteCoinA3,sprite_coin-1.bin
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ItemSprite spriteCoinA4,sprite_coin-2.bin
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ItemSprite spriteCoinA5,sprite_coin-3.bin
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ItemSprite spriteCoinA6,sprite_coin-2.bin
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ItemSprite spriteCoinA7,sprite_coin-1.bin
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ItemSprite spriteCoinA8,sprite_coin-1.bin
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ItemSprite spriteCoinB1,sprite_coin-0.bin
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ItemSprite spriteCoinB2,sprite_coin-0.bin
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ItemSprite spriteCoinB3,sprite_coin-1.bin
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ItemSprite spriteCoinB4,sprite_coin-2.bin
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ItemSprite spriteCoinB5,sprite_coin-3.bin
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ItemSprite spriteCoinB6,sprite_coin-2.bin
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ItemSprite spriteCoinB7,sprite_coin-1.bin
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ItemSprite spriteCoinB8,sprite_coin-1.bin
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ItemSprite spriteArrow1,sprite_arrow-0.bin
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ItemSprite spriteArrow2,sprite_arrow-0.bin
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ItemSprite spriteArrow3,sprite_arrow-1.bin
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ItemSprite spriteArrow4,sprite_arrow-2.bin
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ItemSprite spriteArrow5,sprite_arrow-3.bin
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ItemSprite spriteArrow6,sprite_arrow-2.bin
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ItemSprite spriteArrow7,sprite_arrow-1.bin
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ItemSprite spriteArrow8,sprite_arrow-1.bin
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ItemSingleSprite spriteBeeDown1,sprite_bee-1.bin
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ItemSingleSprite spriteBeeDown2,sprite_bee-0.bin
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ItemSingleSprite spriteBeeUp1,sprite_bee-0.bin
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ItemSingleSprite spriteBeeUp2,sprite_bee-1.bin
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ItemSingleSprite spriteEye,sprite_eye-0.bin
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ItemSingleSprite spriteClock,sprite_clock-0.bin
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nextSpriteSlot:
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dc.w 0
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__score:
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dc.l 0
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__nextPlayerBonus:
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dc.l 0
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align 4
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