jmechner April 17, 2012
Attempted line ending fix

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    * topctrlorg = $2000EditorDisk = 0FinalDisk = 1DemoDisk = 0ThreeFive = 1 ;3.5" disk? tr on lst off*-------------------------------**  PRINCE OF PERSIA*  Copyright 1989 Jordan Mechner**------------------------------- org org
     jmp START jmp RESTART jmp STARTRESUME jmp INITSYSTEM jmp showpage
     jmp showpage jmp GOATTRACT
    *------------------------------- lst put eq lst put gameeq lst put seqdata lst put movedata lst put soundnames lst off
    *-------------------------------* 18-sector ID bytes
    POPside1 = $a9POPside2 = $ad
    FirstSideB = 3 ;1st level on Side BLastSideB = 14 ;& last
    *-------------------------------* Soft switches
    ALTZPon = $c009ALTZPoff = $c008RAMWRTaux = $c005RAMWRTmain = $c004RAMRDaux = $c003RAMRDmain = $c002TEXTon = $c051PAGE2off = $c054
    kresurrect = "R"
    *-------------------------------* Misc. changeable parameters
    initmaxstr = 3
    BTLtimer = 20 ;back to lifewtlflash = 15 ;weightless
    mousetimer = 150
    *-------------------------------* message #s
    LevelMsg = 1ContMsg = 2TimeMsg = 3
    leveltimer = 20 ;level message timercontflash = 95contoff = 15deadenough = 4
    *-------------------------------* Mirror location
    mirlevel = 4mirscrn = 4mirx = 4miry = 0
    *-------------------------------**  Start a new game**  In: A = level # (0 for demo, 1 for game)**-------------------------------START sta ALTZPon jsr StartGame jmp RESTART
    *-------------------------------**  Resume saved game**-------------------------------STARTRESUME sta ALTZPon lda #4 ;arbitrary value >1 jsr StartGame jmp ResumeGame
    *-------------------------------**  Initialize system (Called from MASTER upon bootup)**-------------------------------INITSYSTEM sta ALTZPon
     jsr setcenter ;Center joystick
     jsr setfastaux ;bgtable in auxmem
     lda #FinalDisk!1 sta develment
     jsr initgame
     ldx #0 txa:loop sta $0,x inx bne :loop
     sta ALTZPoff rts
    *-------------------------------**  Start a game**  In: A = level # (0 for demo, 1 for new game, >1 for*      resumed game)**-------------------------------StartGame sta level sta NextLevel
     cmp #1 bne :notfirst lda #s_Danger ldx #25 jsr cuesong ;Cue "Danger" theme if level 1:notfirst
     lda #initmaxstr sta origstrength ;set initial strength
     jmp initgame
    *-------------------------------**  Resume saved game**-------------------------------ResumeGame do DemoDisk rts else
     jsr flipdisk ;Ask player to flip disk lda #POPside2 sta BBundID ;& expect side 2 from now on
    :cont jsr loadgame ;Load saved-game info from disk
     lda SavLevel ;Has a game been saved? bpl :ok ;Yes
    * No game saved--start new game instead
     jsr flipdisk lda #POPside1 sta BBundID
     lda #1 sta level sta NextLevel jmp RESTART
    * Restore strength & timer
    :ok lda SavStrength sta origstrength
     lda SavTimer+1 sta FrameCount+1 lda SavTimer sta FrameCount
     lda SavNextMsg sta NextTimeMsg
    * & resume from beginning of level
     lda #1 sta timerequest ;show time remaining lda #$80 sta yellowflag ;pass copy prot. test lda SavLevel sta level sta NextLevel jmp RESTART
     fin
    *-------------------------------** Initialize vars before starting game**-------------------------------initgame lda #0 sta blackflag sta redrawflg sta inmenu sta inbuilder sta recheck0 sta SINGSTEP sta ManCtrl sta vibes sta invert sta milestone sta timerequest sta FrameCount sta FrameCount+1 sta NextTimeMsg
     lda #$ff sta MinLeft sta SecLeft
     lda #1 ;no delay sta SPEED rts
    *-------------------------------**  Restart current level**-------------------------------RESTART sta ALTZPon sta $c010 ;clr kbd strobe
     do EditorDisk jsr reloadblue else
     lda #" " jsr lrcls jsr vblank lda PAGE2off lda TEXTon
     ldx level jsr LoadLevelX ;load blueprint & image sets from disk fin
     jsr setinitials ;Set initial states as specified in blueprint
     jsr initialguards ;& guards
    * Zero a lot of vars & tables
     lda #0 sta SINGSTEP sta vibes sta AMtimer sta VisScrn sta exitopen sta lightning sta mergetimer sta numtrans sta nummob sta EnemyAlert sta createshad sta stunned sta heroic sta ChgKidStr sta OppStrength ;no opponent sta msgtimer sta PreRecPtr sta PlayCount
     ldx SongCue cpx #s_Danger beq :1st sta SongCue:1st
     jsr zerosound
     jsr zeropeels
     jsr initCDbuf ;initialize collision detection buffers
     jsr initinput
     lda #1 sta gotsword
     lda #-1 sta cutorder
     lda #2 sta ShadID ;default opponent is guard lda #86 sta ShadFace
     jsr startkid
     do EditorDisk else
     lda level cmp #1 bne :gotswd lda #0 sta gotsword ;Start Level 1 w/o sword:gotswd fin
     lda level beq :nomsg cmp #14 beq :nomsg ;don't announce level 0 or 14 cmp #13 bne :1 lda skipmessage beq :1 lda #0 sta skipmessage beq :nomsg ;skip level 13 message 1st time:1 lda #LevelMsg sta message lda #leveltimer sta msgtimer:nomsg
     jsr entrance ;entrance slams shut
     jsr FirstFrame ;Generate & display first frame
     jmp MainLoop
    *-------------------------------**  Main loop**-------------------------------MainLoop jsr rnd
     lda #0 sta ChgKidStr sta ChgOppStr
     jsr strobe ;Strobe kbd & jstk
     jsr demokeys bpl :4 lda #1 jmp START ;During demo, press any key to play:4 jsr misctimers
     jsr NextFrame ;Determine what next frame should look like
     jsr flashon
     jsr FrameAdv ;Draw next frame & show it
     jsr playback ;Play sounds jsr zerosound ;& zero sound table
     jsr flashoff
     jsr songcues ;Play music
     lda NextLevel cmp level beq MainLoop ;Continue until we change levels
     jsr yellowcheck ;copy protect!
     jmp LoadNextLevel
    *-------------------------------** Load next level** In: NextLevel = # of next level*     level = # of current level** Out: level = NextLevel**-------------------------------LoadNextLevel lda NextLevel cmp #14 beq LoadNext1 lda #1 sta timerequest ;show time remaining
    LoadNext1 lda MaxKidStr sta origstrength ;save new strength level lda #0 sta milestone
     do EditorDisk lda level sta NextLevel jmp RESTART fin
    * NextLevel must be in range 1 - LastSideB
     lda NextLevel cmp #LastSideB+1 bcs :illegal cmp #1 bcs :2:illegal lda level ;Illegal value--restart current level sta NextLevel jmp RESTART
    * Load from correct side of disk
    :2 ldx #POPside2 cmp #FirstSideB bcs :1 ldx #POPside1:1 cpx BBundID ;do we need to flip disk? beq :ok ;no stx BBundID ;yes jsr flipdisk
    :ok lda NextLevel sta level ;set new level cmp #2 beq :cut1 cmp #4 beq :cut2 cmp #6 beq :cut3 cmp #8 beq :cut8 cmp #9 beq :cut4 cmp #12 beq :cut5 ;Princess cuts before certain levels
    :cont jmp RESTART ;Start new level
    * Princess cuts before certain levels
    :cut1 lda #1]pcut pha:repeat jsr cutprincess ;cut to princess's room... jsr setrecheck0 jsr recheckyel ;if wrong-disk error, recheck track 0 bne :repeat ;& repeat pla jsr playcut ;& play cut #1 jmp :cont
    :cut2 lda #2 bne ]pcut:cut3 lda #3 bne ]pcut:cut4 lda #4 bne ]pcut:cut5 lda #5 bne ]pcut:cut8 lda #8 bne ]pcut
    *-------------------------------**  N E X T   F R A M E**  Determine what next frame should look like**  In: All data reflects last (currently displayed) frame.**-------------------------------NextFrame jsr animmobs ;Update mobile objects (MOBs)
     jsr animtrans ;Update transitional objects (TROBs)
     jsr bonesrise ;Bring skeleton to life?
     jsr checkalert ;Determine EnemyAlert value
     jsr DoKid ;Update kid
     jsr DoShad ;Update shadowman (or other opponent)
     jsr checkstrike jsr checkstab ;Check for sword strikes:1 jsr addsfx ;Add additional sound fx
     jsr chgmeters ;Change strength meters
     jsr cutcheck ;Has kid moved offscreen?  jsr PrepCut ;If so, prepare to cut to new screen
     jsr cutguard ;If guard has fallen offscreen, vanish him
     do EditorDisk rts fin
    * Level 0 (Demo): When kid exits screen 24, end demo
     lda level bne :no0 lda KidScrn cmp #24 bne :cont jmp GOATTRACT
    * Level 6: When kid falls off screen 1, cut to next level
    :no0 do DemoDisk else
     lda level cmp #6 bne :no6 lda KidScrn cmp #1 bne :cont lda KidY cmp #20 bcs :cont lda #-1 sta KidY inc NextLevel jmp :cont
    * Level 12: When kid exits screen 23, cut to next level
    :no6 cmp #12 bne :cont lda KidScrn cmp #23 bne :cont inc NextLevel lda #1 sta skipmessage ;but don't announce level # jmp LoadNext1 ;or show time
     fin
    * Continue...
    :cont lda level cmp #14 bcs :stopped cmp #13 bcc :ticking lda exitopen bne :stopped ;Timer stops when you kill Vizier on level 13
    :ticking jsr keeptime
    :stopped jsr showtime ;if timerequest <> 0
     lda level cmp #13 bcs :safe ;You have one chance to finish Level 13;after time runs out lda MinLeft ora SecLeft bne :safe jmp YouLose ;time's up--you lose:safe]rts rts
    *-------------------------------**  F R A M E   A D V A N C E**  Draw new frame (on hidden hi-res page) & show it**-------------------------------FrameAdv lda cutplan ;set by PrepCut bne :cut
     jsr DoFast jmp PageFlip ;Update current screen...
    :cut jmp DoCleanCut ;or draw new screen from scratch
    *-------------------------------**  F I R S T   F R A M E**  Generate & display first frame**-------------------------------FirstFrame lda KidScrn sta cutscrn
     jsr PrepCut
     jmp DoCleanCut
    *-------------------------------**  D O   K I D**  Update kid**-------------------------------DoKid jsr LoadKidwOp ;Load kid as character (w/opponent)
     jsr rereadblocks
     jsr unholy ;If shadowman dies, kid dies
     jsr ctrlplayer ;Detect & act on commands from player
     lda invert beq :3 lda CharLife bmi :3 lda #2 sta redrawflg lda #0 sta invert jmp inverty ;Screen flips back rightside up when you're dead:3 jsr wtlessflash
     lda CharScrn beq :skip ;Skip all this if kid is on null screen:
     jsr animchar ;Get next frame from sequence table
     jsr gravity ;Adjust Y-velocity jsr addfall ;Add falling velocity
     jsr setupchar jsr rereadblocks jsr getedges
     jsr firstguard ;Check for collision w/guard
     jsr checkbarr ;Check for collisions w/vertical barriers
     jsr collisions ;React to collisions detected above
     jsr checkgate ;Knocked to side by closing gate?
     jsr  checkfloor ;Is there floor underfoot?  If not, fall
     jsr  checkpress ;Is kid stepping on a pressure plate?;If so, add pressplate (& whatever it;triggers) to trans list.
     jsr checkspikes  ;Trigger spikes?
     jsr checkimpale ;impaled by spikes? jsr checkslice ;sliced by slicer?:1 jsr shakeloose ;shake loose floors
    :skip jsr SaveKid ;Save all changes to char data]rts rts
    *-------------------------------**  D O   S H A D**  Update shadowman (or other opponent)**-------------------------------DoShad lda ShadFace cmp #86 beq ]rts ;"no character" code
     jsr LoadShadwOp jsr rereadblocks
     jsr unholy
     jsr ShadCtrl ;Opponent control module
     lda CharScrn cmp VisScrn bne :os
     jsr animchar
     lda CharX cmp #ScrnLeft-14 bcc :os cmp #ScrnRight+14 bcs :os ;Skip all this if char is offscreen
     jsr gravity jsr addfall
     jsr setupchar jsr rereadblocks jsr getedges
     jsr enemycoll
     jsr  checkfloor jsr  checkpress jsr checkspikes jsr checkimpale  jsr checkslice2
    :os jmp SaveShad
    *-------------------------------**  Add all visible characters to object table**-------------------------------addchars jsr :reflection jsr :shadowman jsr :kid
     jsr checkmeters
    ]rts rts
    *-------------------------------* Draw kid's reflection in mirror
    :reflection jmp reflection
    *-------------------------------* Draw shadowman or other opponent
    :shadowman lda ShadFace cmp #86 ;Is there a shadowman? beq ]rts ;no lda ShadScrn cmp VisScrn ;Is he visible? bne ]rts ;no
     jsr setupshad ;Add shadowman to object table
     lda ChgOppStr bpl :s1 jsr setupcomix ;Add impact star if he's been hurt:s1 jmp setupsword ;Add sword
    *-------------------------------* Draw kid
    :kid lda KidScrn beq ]rts cmp VisScrn bne ]rts
     jsr setupkid ;Add kid to obj table
     lda ChgKidStr bpl :s2 jsr setupcomix ;Add impact star:s2 jmp setupsword ;Add sword
    *-------------------------------**  S E T   U P   K I D**  Add kid to object table*  Crop edges, index char, mark fredbuf/floorbuf**-------------------------------setupkid jsr LoadKid jsr rereadblocks
     lda CharPosn bne :cont ;Delay loop if CharPosn = 0 lda #25 jmp pause
    :cont jsr setupchar jsr unevenfloor
     jsr getedges jsr indexchar jsr quickfg jsr quickfloor jsr cropchar
     jmp addkidobj ;add kid to obj table
    *-------------------------------**  S E T   U P   S H A D**  Add shadowman to obj table**-------------------------------setupshad jsr LoadShad jsr rereadblocks
     jsr setupchar jsr unevenfloor
     jsr getedges jsr indexchar jsr quickfg jsr quickfloor jsr cropchar
     lda CharID cmp #1 ;Shadowman? bne :1 ;no lda level cmp #mirlevel bne :2 lda CharScrn cmp #mirscrn bne :2 lda #mirx ;Clip shadman at L as he jumps out of mirror asl asl clc adc #1 sta FCharCL:2 jmp addshadobj
    :1 jmp addguardobj
    *-------------------------------**  Cut to new screen**  DoQuickCut: Show bg before adding characters*  DoCleanCut: Show frame only when complete**-------------------------------UseQuick = 0
     do UseQuick
    DoQuickCut jsr fastspeed ;IIGS
     lda #0 sta PAGE jsr drawbg ;draw bg on p1
     jsr PageFlip
     jsr copyscrn ;copy bg to p2 jsr DoFast ;add chars
     jsr PageFlip ;show complete frame jmp normspeed
     else
    DoCleanCut jsr fastspeed ;IIGS
     lda #$20 sta PAGE jsr drawbg ;draw bg on p2
     lda #0 sta PAGE jsr copyscrn ;copy bg to p1
     jsr DoFast ;add chars
    ;jsr vblank2 jsr PageFlip jmp normspeed
     fin
    *-------------------------------**  D R A W   B G**  Clear screen & draw background (on hidden hi-res page)*  Show black lo-res screen to cover transition**-------------------------------drawbg lda #0 sta cutplan
     lda #2 sta CUTTIMER ;min # of frames between cuts
     lda #" " jsr lrclse jsr vblank lda PAGE2off lda TEXTon
     jsr DoSure ;draw b.g. w/o chars
     jmp markmeters ;mark strength meters
    *-------------------------------**  D O   S U R E**  Clear screen and redraw entire b.g. from scratch**-------------------------------DoSure lda VisScrn sta SCRNUM
     jsr zerolsts ;zero image lists
     jsr sure ;Assemble image lists
     jsr zeropeels ;Zero peel buffers jsr zerored ;and redraw buffers;(for next DoFast call)
     jmp drawall ;Dump contents of image lists to screen
    *-------------------------------**  D O  F A S T**  Do a fast screen update*  (Redraw objects and as little of b.g. as possible)**-------------------------------DoFast jsr zerolsts ;zero image lists
     lda VisScrn sta SCRNUM
     jsr develpatch
     jsr addmobs ;Add MOBS to object list
     jsr addchars ;Add characters to object list;(incl. strength meters)
     jsr fast ;Assemble image lists (including objects;from obj list and necessary portions of bg)
     jsr dispmsg ;Superimpose message (if any):1 jmp drawall ;Dump contents of image lists to screen]rts rts
    *-------------------------------**  Lightning flashes**-------------------------------flashon lda lightning beq :1 lda lightcolor bne :2:1 lda ChgKidStr bpl ]rts lda #$11 ;Flash red if kid's been hurt:2 jmp doflashon
    flashoff lda lightning beq :1 dec lightning bpl :2
    :1 lda ChgKidStr bpl ]rts:2 jmp doflashoff
    *-------------------------------**  Initialize collision detection buffers**-------------------------------initCDbuf ldx #9 lda #$ff:zloop sta SNlastframe,x sta SNthisframe,x sta SNbelow,x sta SNabove,x dex bpl :zloop
     sta BlockYlast]rts rts
    *-------------------------------**  Prepare to cut?**  In: VisScrn = current screen*      cutscrn = screen we want to be on**  If cutscrn <> VisScrn, make necessary preparations*  & return cutplan = 1**-------------------------------PrepCut lda cutscrn beq ]rts ;never cut to screen 0 cmp VisScrn beq ]rts ;If cutscrn = VisScrn, we don't need to cut
     lda cutscrn sta VisScrn cmp #5 bne :1 lda level cmp #14 bne :1 jmp YouWin ;Level 14, screen 5 is princess's room--you win!
    :1 lda #1 sta cutplan
     jsr getscrns ;Get neighboring screen #s
     jsr LoadKid jsr addslicers jsr addtorches jsr crumble ;Activate slicers, torches, etc.
     jmp addguard ;Add guard (if any)
    *-------------------------------**  Time's up--you lose**-------------------------------YouLose jsr cutprincess ;cut to princess's room... lda #6 jsr playcut ;& play cut #6
     jmp GOATTRACT ;go to title sequence
    *-------------------------------**  You win**-------------------------------YouWin jsr cutprincess lda #7 jsr playcut ;Play cut #7 jmp epilog ;Play epilog (& hang)
    *-------------------------------**  Control player**  In/out: Char vars**-------------------------------ctrlplayer jsr kill0 ;If char is on screen 0, kill him off
     jsr PlayerCtrl ;Control player
     lda CharLife bmi ]rts ;If char is still alive, return
    * When player dies, CharLife is set to 0.* Inc CharLife until = #deadenough; then put up message
    :dead lda CharPosn jsr cold? bne ]rts ;wait till char has stopped moving
     lda CharLife bne :inc jsr deathsong ;cue death music
    :inc lda CharLife cmp #deadenough bcs :deadenough inc CharLife]rts rts
    :deadenough lda level beq :gameover ;Your death ends demo
     lda SongCue bne ]rts ;wait for song to finish before putting up msg
     lda MinLeft ora SecLeft bne :timeleft jmp YouLose ;if you die with time = 0, you lose
    * Otherwise: "Press Button to Continue"
    :timeleft lda message cmp #ContMsg bne :1 lda msgtimer bne :ok
    :1 lda #ContMsg sta message lda #255 sta msgtimer ;Put up continue message
    :ok cmp #1 beq :gameover ;End game when msgtimer = 1
     do FinalDisk else
     lda develment beq :nodevel lda keypress cmp #kresurrect beq :raise ;TEMP!:nodevel fin
     lda BTN0 ora BTN1 bpl ]rts jmp RESTART ;Button press restarts level
    :gameover do EditorDisk jmp RESTART else jmp GOATTRACT fin
    * Raise kid from the dead (TEMP!)
     do FinalDisk else:raise lda #0 sta msgtimer sta SongCue
     lda #BTLtimer sta backtolife
     jsr LoadKid
     lda MaxKidStr sta ChgKidStr
     lda #stand jsr jumpseq jmp startkid1
     fin
    *-------------------------------** Play death song**-------------------------------deathsong lda ShadID cmp #1 beq :shad ;if opponent was shadowman lda heroic ;was kid engaged in battle at time of death? bne :1 ;yes--"heroic death" music lda #s_Accid ;no--"accidental death" music bne :2:shad lda #s_Shadow bne :2:1 lda #s_Heroic:2 ldx #255 jmp cuesong]rts rts
    *-------------------------------** If char is on screen 0, kill him off**-------------------------------kill0 lda CharLife bpl ]rts lda CharScrn bne ]rts lda #Splat jsr addsound lda #100 jsr decstr lda #0 sta msgtimer sta CharLife lda #185 sta CharPosn]rts rts
    *-------------------------------** Go to attract mode**-------------------------------GOATTRACT do DemoDisk else
     lda BBundID cmp #POPside1 ;does he need to flip disk? beq :ok ;no
     do ThreeFive else lda BGset1 bpl :flip ldx #4 jsr LoadLevelX ;get "FLIP DISK" msg into memory fin
    :flip jsr flipdisk ;ask him to flip disk
     fin
     lda #POPside1 sta BBundID
    :ok jmp attractmode
    *-------------------------------**  Shake loose floors when character jumps**-------------------------------shakeloose lda jarabove bmi :jarbelow bne :jarabove]rts rts
    :jarbelow lda #0 sta jarabove
     lda CharBlockY jmp shakem ;shake every loose floorboard on level
    :jarabove lda #0 sta jarabove
     lda CharBlockY sec sbc #1 jmp shakem
    *-------------------------------** If strength meters have changed, mark affected* blocks for redraw**-------------------------------checkmeters lda ChgKidStr beq :1 jsr MarkKidMeter
    :1 lda ChgOppStr beq ]rts jmp MarkOppMeter
    *-------------------------------** Change strength meters as specified**-------------------------------chgmeters lda level cmp #12 bne :cont lda OpID ora CharID cmp #1 ;kid vs. shadowman? bne :cont ;yes lda ChgKidStr bpl :1 sta ChgOppStr bne :cont
    :1 lda ChgOppStr bpl :cont sta ChgKidStr
    * Kid's meter
    :cont lda KidStrength clc adc ChgKidStr
     cmp MaxKidStr beq :ok1 bcs :opp
    :ok1 sta KidStrength
    * Opponent's meter
    :opp lda OppStrength clc adc ChgOppStr
     cmp MaxOppStr beq :ok2 bcs ]rts
    :ok2 sta OppStrength]rts rts
    *-------------------------------** Slam player's entrance shut (add it to trans list)**-------------------------------entrance lda KidScrn jsr calcblue
     ldy #29
    :loop lda (BlueType),y and #idmask cmp #exit bne :cont ;find player's entrance
     lda KidScrn jmp closeexit ;& return
    :cont dey bpl :loop
    ]rts rts
    *-------------------------------** Play song cues** In: SongCue (0 = none, non0 = song #)*     SongCount**-------------------------------songcues do EditorDisk rts fin
     ldx SongCue beq ]rts lda level beq ]rts ;no music in demo
     lda SongCount bne :cont lda #0 sta SongCue ;when SongCount reaches 0, forget it]rts rts:cont dec SongCount
     lda KidPosn bne :1 lda NextLevel cmp level beq ]rts ;Play only one song once kid has reached stairs
    :1 lda KidPosn jsr static? bne ]rts
     lda ShadFace cmp #86 beq :ok lda ShadScrn cmp VisScrn bne :ok lda ShadPosn jsr static? bne ]rts:ok lda trobcount ;(set by animtrans if there are any bne ]rts ;slicers or other fast-moving objects;that it wouldn't look good to freeze) lda nummob bne ]rts lda lightning bne ]rts ;wait for no MOBs and no lightning lda mergetimer bmi :ok2 bne ]rts lda ChgKidStr ora ChgOppStr bne ]rts ;& no impact stars:ok2
    * Prepare for minimal animation
     lda PAGE eor #$20 sta PAGE
     jsr listtorches
    * Play song
     lda SongCue jsr minit
     sta $c010 ;clr kbd
    :loop jsr burn jsr musickeys
     jsr mplay cmp #0 bne :loop
    :done lda #0 sta SongCue
    :rtn lda PAGE eor #$20 sta PAGE
     jmp clearjoy
    *-------------------------------** Add additional sound fx**-------------------------------addsfx lda #167 ;blocked strike cmp KidPosn ;if char is striking... bne :1 lda #SwordClash1 bne :clash:1 cmp ShadPosn bne :2 lda #SwordClash2:clash jmp addsound:2]rts rts
    *-------------------------------** Display message ("Press button to continue" or "Level #"* or "# minutes left")**-------------------------------dispmsg lda msgtimer beq ]rts dec msgtimer
     lda KidLife bmi :alive
    * Kid is dead -- message is "Press button to continue"
     lda msgtimer cmp #contoff bcc ]rts
     cmp #contflash bcs :steady
     and #7 cmp #3 bcs ]rts cmp #2 bne :steady
     lda soundon bne :2 jsr gtone ;if sound off:2 lda #FlashMsg jsr addsound
    :steady jmp continuemsg ;Kid is dead--superimpose continue msg
    * Kid is alive -- message is "Level #" or "# Minutes"
    :alive lda msgtimer cmp #leveltimer-2 bcs ]rts
     lda message cmp #LevelMsg bne :1 jmp printlevel
    :1 cmp #TimeMsg bne ]rts jmp timeleftmsg
    *-------------------------------** Display "Turn disk over" and wait for button press**-------------------------------flipdisk do ThreeFive lda #1 sta purpleflag ;pass copy-protect! rts fin
     do DemoDisk jmp GOATTRACT else
    * 1st copy protection check
     lda redherring eor redherring2 cmp #POPside1 ;passed 1st check? beq :1 lda #POPside1 sta BBundID  jmp attractmode
    * Passed copy protection--continue
    :1 lda #" " jsr lrcls
     jsr zerolsts jsr zeropeels lda #1 sta genCLS
     jsr flipdiskmsg
     jsr drawall
     jsr vblank jsr PageFlip
     lda $c010 ;clr kbd strobe:loop lda $c061 ora $c062 ora $c000 bpl :loop
     fin
    * Flip to clr text scrn
    showtext jsr vblank lda PAGE2off lda TEXTon]rts rts
    *-------------------------------** Is character moving?** In: A = CharPosn* Out: 0 if static, 1 if moving**-------------------------------static? cmp #0 beq ]ok cmp #15 ;stand beq ]ok cmp #229 ;brandish sword beq ]ok cmp #109 ;crouching beq ]ok cmp #171 ;en garde beq ]ok cmp #166 ;alert stand (for gd.) beq ]okcold? cmp #185 ;dead beq ]ok cmp #177 ;impaled beq ]ok cmp #178 ;halves beq ]ok lda #1 rts]ok lda #0]rts rts
    *-------------------------------** Clear all jstk flags**-------------------------------clearjoy jsr LoadSelect lda #0 sta clrF sta clrB sta clrU sta clrD jmp SaveSelect
    *-------------------------------**  Misc. timers (Call every cycle)**-------------------------------misctimers lda mergetimer beq :3 bmi :3 dec mergetimer bne :3 dec mergetimer ;goes from 1 to -1:3
    * Level 8: When you've spent a certain amount of time on* screen 16 once exit is open, mouse rescues you
     lda level cmp #8 ;mouse level bne :12 lda CharScrn cmp #16 bne :12 lda exitopen beq :12 cmp #mousetimer bcc :11 bne :12:10 jsr mouserescue:11 inc exitopen:12]rts rts
    *-------------------------------**  Screen flashes towards end of weightlessness period**-------------------------------wtlessflash lda weightless beq ]rts ldx #0 sec sbc #1 sta weightless beq :3 ldx #$ff cmp #wtlflash bcs :3 lda vibes eor #$ff tax:3 stx vibes ;Screen flashes as weightlessness ends]rts rts
    *-------------------------------* yellow copy protection* (call right before 1st princess cut)* In: A = next level*-------------------------------yellowcheck cmp #2 bne ]rts jsr showtext ldx #10 jmp yellow ;in gamebg ;sets yellowflag ($7c) hibit
    *-------------------------------**  Temp development patch for screen redraw*  (also used for invert Y)**-------------------------------develpatch do 0 lda blackflag ;blackout? beq :1 lda #1 sta genCLS fin
    :1 lda redrawflg ;forced redraw? beq ]rts dec redrawflg
     jsr markmeters jmp sure
    *------------------------------- lst ds 1 usr $a9,4,$a00,*-org lst off

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