jmechner April 17, 2012
Attempted line ending fix

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    * subsDemoDisk = 0EditorDisk = 0CheckTimer = 0org = $e000 tr on lst off*-------------------------------**   S  U  B  S**------------------------------- org org
     jmp ADDTORCHES jmp DOFLASHON jmp PAGEFLIP jmp DEMO jmp SHOWTIME
     jmp DOFLASHOFF jmp LRCLSE jmp potioneffect jmp checkalert jmp reflection
     jmp ADDSLICERS jmp PAUSE jmp bonesrise jmp DEADENEMY jmp PLAYCUT
     jmp ADDLOWERSOUND jmp REMOVEOBJ jmp ADDFALL jmp SETINITIALS jmp STARTKID
     jmp STARTKID1 jmp GRAVITY jmp INITIALGUARDS jmp MIRAPPEAR jmp CRUMBLE
    *------------------------------- lst put eq lst put gameeq lst put seqdata lst put movedata lst put soundnames lst off
    *------------------------------- dum $f0]Xcount ds 1]Xend ds 1tempstate ds 1 dend

    POPside1 = $a9POPside2 = $ad
    * Message #s
    LevelMsg = 1ContMsg = 2TimeMsg = 3
    timemsgtimer = 20
    mirscrn = 4mirx = 4miry = 0 ;also in topctrl, auto
    *------------------------------- do CheckTimermin = 180 elsemin = 1090 ;# frames per "minute" fin ;actual frame rate approx. 11 fps)
    sec = min/60t = 60 ;game time limit
    *-------------------------------ALTZPon = $c009ALTZPoff = $c008RAMWRTaux = $c005RAMWRTmain = $c004RAMRDaux = $c003RAMRDmain = $c002
    *-------------------------------SceneCount ds 2
    *-------------------------------* Level 13 only:  When you enter, trigger loose floors on* screen above*-------------------------------]rts rts
    CRUMBLE lda level cmp #13 bne ]rts lda VisScrn cmp #23 beq :1 cmp #16 bne ]rts;Trigger blocks 2-7 on bottom row of scrn above:1 lda scrnAbove sta tempscrn lda #2 sta tempblocky ldx #7:loop stx tempblockx jsr :trigloose ldx tempblockx dex cpx #2 bcs :loop]rts rts
    :trigloose jsr rdblock1 cmp #loose bne ]rts jsr rnd and #$0f eor #$ff clc adc #1 jmp breakloose1
    *-------------------------------* Add all flasks & torches on VisScrn to trans list* & swords*-------------------------------ADDTORCHES lda VisScrn jsr calcblue
     ldy #29:loop lda (BlueType),y and #idmask cmp #torch bne :c1 tya pha lda VisScrn jsr trigtorch pla tay bpl :cont
    :c1 cmp #flask bne :c2 tya pha lda VisScrn jsr trigflask pla tay bpl :cont
    :c2 cmp #sword bne :cont tya pha lda VisScrn jsr trigsword pla tay:cont dey bpl :loop
    ]rts rts
    *-------------------------------** In: A = length of pause (1-256)**-------------------------------PAUSE:outer pha ldx #0:loop dex bne :loop pla sec sbc #1 bne :outer]rts rts
    *-------------------------------**  F L A S H**  Has a traumatic incident occured this frame?*  If so, do lightning flash**-------------------------------DOFLASHON jsr lrclse
     jsr vblank
     lda $c054 lda $c056 ;show lores rts
    *-------------------------------DOFLASHOFF jsr vblank
     lda PAGE bne :1
     lda $c055:1 lda $c057 ;show hires
     rts
    *-------------------------------** Clear lo-res screen only if we need to** In: A = byte value**------------------------------LRCLSE cmp scrncolor ;last scrncolor beq ]rts
     jmp lrcls
    *-------------------------------* Add all slicers on CharBlockY to trans list*-------------------------------slicetimer = 15 ;from moverslicersync = 3 ;# frames out of sync
    ADDSLICERS lda #slicetimer sta tempstate
     lda CharScrn jsr calcblue
     ldy CharBlockY cpy #3 bcs ]rts
     lda Mult10,y tay clc adc #10 sta :sm+1:loop lda (BlueType),y and #idmask cmp #slicer bne :cont
     lda (BlueSpec),y tax and #$7f beq :ok cmp #slicerRet bcc :cont ;in mid-slice--leave it alone:ok txa and #$80 ;get hibit ora tempstate jsr trigslicer ;trigger slicer jsr getnextstate
    :cont iny:sm cpy #0 bcc :loop
    ]rts rts
    getnextstate lda tempstate sec sbc #slicersync cmp #slicerRet bcs :ok clc adc #slicetimer+1-slicerRet:ok sta tempstate]rts rts
    *-------------------------------**  Special animation lists for princess's room**-------------------------------ptorchx db 13,25,-1ptorchoff db 0,6ptorchy db 113,113ptorchstate db 1,6ptorchcount ds 1psandcount ds 1pstarcount ds 4
    *-------------------------------**  Burn torches (Princess's room)**-------------------------------pburn ldx ptorchcount ;last torch burned inx lda ptorchx,x bpl :ok ldx #0:ok stx ptorchcount lda ptorchx,x sta XCO lda ptorchoff,x sta OFFSET lda ptorchy,x sta YCO lda ptorchstate,x jsr getflameframe sta ptorchstate,x tax jsr psetupflame jmp lay  ;<---DIRECT HIRES CALL
    *-------------------------------** Flow sand**-------------------------------pflow ldx psandcount bmi ]rts ;no hourglass yet inx cpx #3 bcc :ok ldx #0:ok stx psandcount ldy GlassState jmp flow ;<---Contains direct hires call
    *-------------------------------** Twinkle stars**-------------------------------pstars ldx #3:loop lda pstarcount,x beq :ok dec pstarcount,x bne :ok txa pha jsr twinkle ;turn it off pla tax:ok dex bpl :loop
    * New twinkle?
     jsr rnd cmp #10 bcs ]rts jsr rnd and #3 clc adc #5 ;A = rnd length of twinkle (5-8) pha jsr rnd jsr rnd and #3 tax ;X = rnd star # (0-3) pla sta pstarcount,x jmp twinkle ;<---Contains direct hires call
    *-------------------------------**  P A G E F L I P**-------------------------------PAGEFLIP jsr normspeed ;IIGS lda PAGE bne :1
     lda #$20 sta PAGE lda $C054 ;show page 1
    :3 lda $C057 ;hires on lda $C050 ;text off lda vibes beq :rts lda $c05e]rts rts:rts lda $c05f rts
    :1 lda #0 sta PAGE lda $C055 ;show page 2 jmp :3
    *-------------------------------**  Play pre-recorded "princess" scenes**  In: A = scene #**-------------------------------AddrL db #PlayCut0,#PlayCut1,#PlayCut2,#PlayCut3 db #PlayCut4,#PlayCut5,#PlayCut6,#PlayCut7 db #PlayCut8AddrH db #>PlayCut0,#>PlayCut1,#>PlayCut2,#>PlayCut3 db #>PlayCut4,#>PlayCut5,#>PlayCut6,#>PlayCut7 db #>PlayCut8
    PLAYCUT pha jsr initit pla tax
     do 0 ;temp jmp PlayCut4 fin
     lda AddrL,x sta :sm+1 lda AddrH,x sta :sm+2:sm jsr $FFFF ;self-mod
     lda #1 sta SPEED]rts rts
    *------------------------------- do DemoDiskPlayCut8PlayCut4PlayCut7 brk else*-------------------------------* Cut #8: Princess sends out mouse*-------------------------------PlayCut8 jsr getglass jsr addglass
     jsr startP8 jsr SaveShad jsr startM8 jsr SaveKid
     lda #20 jsr play
     lda #Mleave jsr mjumpseq lda #20 jsr play
     lda #Prise jsr pjumpseq
     lda #20 jsr play
     lda #0 sta KidPosn ;mouse disappears ldx #50 lda #s_Heartbeat jmp PlaySongX
    *-------------------------------* Cut #4: Mouse returns to princess*-------------------------------PlayCut4 jsr getglass jsr addglass
     jsr startP4 jsr SaveShad jsr startM4 jsr SaveKid lda #5 jsr play
     lda #Pcrouch jsr pjumpseq lda #9 jsr play
     lda #Mraise jsr mjumpseq
     lda #58 jmp play
    *-------------------------------* Happy ending*-------------------------------PlayCut7 lda #8 sta SPEED
     lda #1 sta soundon sta musicon ;they must listen!!
     jsr startP7 jsr SaveShad lda #8 jsr play
     jsr startK7 jsr SaveKid lda #8 jsr play
     lda #Pembrace jsr pjumpseq lda #5 jsr play
     lda #runstop jsr vjumpseq lda #2 jsr play
     lda #0 sta KidPosn ;kid disappears on frame 8 of embrace
     lda #9 jsr play
     lda  #s_Embrace jsr  PlaySong
     jsr startM7 jsr SaveKid ;mouse runs in
     lda #12 jsr play
     lda #Mclimb jsr mjumpseq
     lda #30 jmp play
     fin
    *-------------------------------* Tragic ending*-------------------------------PlayCut6 lda #22 sta SPEED ldx #8 ;empty hourglass jsr addglass lda #2 jsr play lda #s_Tragic jsr PlaySong lda #100 jmp play
    *-------------------------------* Princess cut #5*-------------------------------PlayCut5 jsr getglass cpx #7 bcs Ominous ;sand is almost out--go for it jmp PlayCut1
    Ominous jsr getglass jsr addglass
     jsr startP5 jsr SaveShad
     lda #2 jsr play
     ldx #50 lda #s_Heartbeat jsr PlaySongX
     lda #Palert jsr pjumpseq ;princess hears something... lda #12 jsr play
     ldx #20 lda #s_Danger jmp PlaySongX
    *-------------------------------* Princess cut #2 (lying down)*-------------------------------PlayCut2 jsr getglass jsr addglass
     jsr startP2 jsr SaveShad
     lda #2 jsr play
     ldx #50 lda #s_Heartbeat jsr PlaySongX]rts rts
    *-------------------------------* Princess cut #1 (standing)*-------------------------------PlayCut1PlayCut3 jsr getglass jsr addglass
     jsr startP1 jsr SaveShad
     lda #2 jsr play
     ldx #50 lda #s_Timer jmp PlaySongX
    *-------------------------------* Opening titles scene*-------------------------------PlayCut0 jsr startV0 jsr SaveKid jsr startP0 ;put chars in starting posn jsr SaveShad
     lda #2 jsr play ;animate 2 frames
     lda #s_Princess ldx #8 jsr PlaySongI
     lda #5 jsr play
     lda #Palert jsr pjumpseq ;princess hears something... lda #9 jsr play lda #s_Squeek ldx #0 jsr PlaySongI ;door squeaks...
     lda #7 sta SPEED
     lda #5 jsr play lda #Vapproach jsr vjumpseq lda #6 jsr play lda #Vstop jsr vjumpseq lda #4 jsr play ;vizier enters lda #s_Vizier ldx #12 jsr PlaySongI lda #4 jsr play
     lda #Vapproach jsr vjumpseq lda #30 jsr play lda #Vstop jsr vjumpseq lda #4 jsr play ;stops in front of princess lda #s_Buildup ldx #25 jsr PlaySongI
     lda #Vraise ;raises arms jsr vjumpseq lda #1 jsr play lda #Pback jsr pjumpseq lda #13 jsr play ldx #0 jsr addglass1 ;hourglass appears lda #5 sta lightning lda #$ff sta lightcolor
     lda #12 sta SPEED lda #5 jsr play lda #0 sta psandcount ;sand starts flowing lda #s_Magic ldx #8 jsr PlaySongI
     lda #7 sta SPEED lda #Vexit jsr vjumpseq lda #17 jsr play ldx #1 jsr addglass1 ;glass starts to fill lda #12 jsr play lda #Pslump jsr pjumpseq lda #28 jsr play
     lda #12 sta SPEED lda #s_StTimer ldx #20 jmp PlaySongI
    *-------------------------------* Add hourglass to scene* In: X = state*-------------------------------addglass lda #0 sta psandcount ;start sand flowingaddglass1 stx GlassState lda #2 sta redrawglass]rts rts
    *-------------------------------* In: A = song #*     X = # cycles to play if sound is off*-------------------------------PlaySongX tay lda soundon and musicon bne :1 txa jmp play:1 tya ;falls thru to PlaySong
    *-------------------------------** Play Song (Princess's room)** Button press ends song** In: A = song #**-------------------------------PlaySong jsr minit jsr swpage:loop lda #1 jsr strobe lda $c061 ora $c062 ora keypress bmi :interrupt jsr pburn jsr pstars jsr pflow jsr mplay cmp #0 bne :loop:interrupt jmp swpage
    *-------------------------------** Play Song (Princess's room--Interruptible)** Key or button press starts a new game** In: A = song #*     X = # cycles to play if sound is off**-------------------------------PlaySongI tay lda soundon and musicon bne :1 txa beq ]rts jmp play:1 tya
     jsr minit jsr swpage:loop jsr musickeys cmp #$80 bcs :interrupt jsr pburn jsr pstars jsr pflow jsr mplay cmp #0 bne :loop jmp swpage:interrupt jmp dostartgame
    *-------------------------------*  Switch hires pages for duration of song
    swpage lda PAGE eor #$20 sta PAGE]rts rts
    *-------------------------------flashon lda lightning beq ]rts lda lightcolor jmp doflashon
    flashoff lda lightning beq ]rts dec lightning jmp doflashoff
    *-------------------------------**  Playback loop (simplified version of main loop in TOPCTRL)**  In: A = sequence length (# of frames)**-------------------------------play sta SceneCountplayloop jsr rnd
     lda SPEED jsr pause
     jsr strobe ;strobe kbd & jstk
     lda level bne :notdemo jsr demokeys bpl :cont lda #1 jmp dostartgame ;interrupted--start a new game
    :notdemo lda $c061 ora $c062 ora keypress bmi ]rts ;key or button to end scene
    :cont jsr NextFrame ;Determine what next frame should look like
     jsr flashon
     jsr FrameAdv ;Update hidden page to reflect new reality;& show it jsr flashoff
     lda soundon beq :1 jsr playback ;play back sound fx jsr zerosound:1; jsr songcues
     dec SceneCount bne playloop rts
    *-------------------------------NextFrame jsr DoKid ;kid/vizier/mouse
     jsr DoShad ;always princess
    ]rts rts
    *-------------------------------FrameAdv jsr DoFast
     jsr vblank
     jmp PageFlip
    *-------------------------------DoKid jsr LoadKid lda CharPosn beq ]rts
     jsr ctrlkidchar
     jsr animchar ;Get next frame from sequence table
     jsr SaveKid ;Save all changes to char data
    ]rts rts
    *-------------------------------DoShad jsr LoadShadwOp lda CharPosn beq ]rts
     jsr ctrlshadchar
     jsr animchar
     jmp SaveShad
    *-------------------------------ctrlkidchar rts
    ctrlshadchar rts
    *-------------------------------DoFast
    * Set up image lists
     jsr zerolsts
     lda redrawglass beq :3 dec redrawglass ldx GlassState jsr drawglass ;hourglass:3 jsr LoadKid ;can be kid or vizier lda CharPosn beq :1 jsr setupchar lda #30 sta FCharIndex jsr addkidobj:1 jsr LoadShad ;always princess lda CharPosn beq :2 jsr setupchar lda #30 sta FCharIndex jsr addkidobj jsr pmask ;kludge to mask face & hair:2 jsr fast ;get char/objs into mid table
     jsr drawpost ;big white post
    * Draw to screen
     jsr pburn jsr pburn ;first put down 2 torch flames jsr pstars ;& twinkle stars
     jsr drawall ;...then draw the rest
     jmp pflow ;& flow sand
    ]rts rts
    *-------------------------------** Jumpseq for princess & vizier** In: A = sequence #**-------------------------------pjumpseq pha jsr LoadShad pla jsr jumpseq jmp SaveShad
    kjumpseqmjumpseqvjumpseq pha jsr LoadKid pla jsr jumpseq jmp SaveKid
    *-------------------------------** Put characters in starting position for scene**-------------------------------floorY = 151
    * mouse runs to princess
    startM8 jsr startM4 lda #144 sta CharX lda #Mstop jsr jumpseq jmp animchar
    startM4 lda #24 sta CharID lda #199 sta CharX lda #floorY+1 sta CharY lda #-1 sta CharFace
     lda #Mscurry jsr jumpseq jmp animchar
    * princess w/mouse
    startP8 jsr startP0 lda #130 sta CharX lda #floorY+3 sta CharY lda #Pstroke jsr jumpseq jmp animchar
    startP4 jsr startP1 lda #142 sta CharX lda #floorY+3 sta CharY lda #Pstand jsr jumpseq jmp animchar
    startP5 jsr startP0 lda #160 sta CharX rts
    startP2 jsr startP0 lda #89 sta CharX lda #floorY sta CharY
     lda #Plie jsr jumpseq jmp animchar
    startP1 jsr startP0 lda #0 sta CharFace rts
    startP7 jsr startP0 lda #136 sta CharX lda #floorY-2 sta CharY lda #Pwaiting ldx #1 cpx purpleflag beq :ok lda #120 ;crash (copy protect):ok jsr jumpseq jmp animchar
    startM7 jsr startM4 lda #floorY-2 sta CharY rts
    startP0 lda #5 sta CharID
     lda #120 sta CharX lda #floorY sta CharY
     lda #-1 sta CharFace
     lda #Pstand jsr jumpseq jmp animchar
    startV0 lda #6 sta CharID
     lda #197 sta CharX lda #floorY sta CharY
     lda #-1 sta CharFace
     lda #Vstand jsr jumpseq jmp animchar
    startK7 lda #0 sta CharID
     lda #198 sta CharX lda #floorY-2 sta CharY
     lda #-1 sta CharFace
     lda #startrun jsr jumpseq jmp animchar
    *-------------------------------* Demo commands*-------------------------------EndProg = -2EndDemo = -1Ctr = 0Fwd = 1Back = 2Up = 3Down = 4Upfwd = 5Press = 6Release = 7
    *-------------------------------DemoProg1 ;up to fight w/1st guard db 0,Ctr db 1,Fwd db 13,Ctr db 30,Fwd ;start running... db 37,Upfwd ;jump 1st pit db 47,Ctr db 48,Fwd ;& keep runningd1 = 65 db d1,Ctr ;stop db d1+8,Back ;look back... db d1+10,Ctr db d1+34,Back db d1+35,Ctrd2 = 115 db d2,Upfwd ;jump 2nd pit db d2+13,Press ;& grab ledge db d2+21,Up db d2+42,Release db d2+43,Ctr db d2+44,Fwd db d2+58,Down db d2+62,Ctr db d2+63,Fwd db d2+73,Ctrd3 = 193 db d3,Fwd db d3+12,Ctr db d3+40,EndDemo
    *-------------------------------**  D  E  M  O**  Controls kid's movements during self-running demo**  (Called from PLAYERCTRL)**-------------------------------DEMO lda #DemoProg1 ldx #>DemoProg1 jmp AutoPlayback
    *-------------------------------** Init princess cut**-------------------------------initit lda #" " sta scrncolor ;? lda #0 sta vibes sta redrawglass sta KidPosn sta ShadPosn sta ptorchcount ldx #3:loop sta pstarcount,x dex bpl :loop
     lda #-1 ;no hourglass yet sta psandcount
     lda #12 sta SPEED
     jsr zeropeels jsr zerored jsr zerosound]rts rts
    *-------------------------------** Get hourglass state (based on time left)** In: FrameCount* Out: X = glass state**-------------------------------getglass jsr getminleft ldx #7 lda MinLeft cmp #6 bcc :got dex cmp #$11 bcc :got dex cmp #$21 bcc :got dex cmp #$41 bcc :got dex:got]rts rts
    *-------------------------------** Show time if requested* (& constant time display during final minute)** In: timerequest (0 = no, 1-2 = auto, 3 = from kbd,)*     4 = Vizier dead)**-------------------------------SHOWTIME lda timerequest beq ]rts lda KidLife bpl ]rts
     jsr getminleft
     lda MinLeft cmp #2 bcs :normal lda SecLeft beq :timeup
    * Countdown during final minute
     lda level cmp #14 bcs :normal bcc :showsec ;stop countdown when clock stops
    :timeup lda timerequest cmp #3 bcc ]rts ;Once t=0, show time only on kbd request
    :normal lda msgtimer bne ]rts ;wait till other msgs are gone
     lda #TimeMsg sta message lda #timemsgtimer ldx timerequest cpx #4 bcc :norm:delay lda #timemsgtimer+5 ;delay 5 cycles:norm sta msgtimer
     lda #0 sta timerequest]rts rts
    :showsec lda SecLeft cmp #2 bcc :nomsg
     lda message cmp #TimeMsg beq :2 lda msgtimer bne ]rts lda #TimeMsg sta message:2 lda #1 sta timerequest lda #1 sta msgtimer rts:nomsg lda #0 sta timerequest sta msgtimer rts
    *-------------------------------* Add lowering-gate sound (only when gate is visible)* In: A = state*-------------------------------ADDLOWERSOUND lsr bcc ]rts ;alt frames
     lda level cmp #3 bne :n lda trscrn cmp #2 ;Exception: Level 3, screen 2 beq :y:n lda trscrn cmp scrnLeft bne :1 ldy trloc cpy #9 beq :y cpy #19 beq :y cpy #29 beq :y ;visible to left]rts rts
    :1 cmp VisScrn bne ]rts ldy trloc cpy #9 beq ]rts cpy #19 beq ]rts cpy #29 beq ]rts
    :y lda #LoweringGate jmp addsound
    *-------------------------------** Remove object** In: A = lastpotion**-------------------------------REMOVEOBJ sta lastpotion
     ldx #1 stx clrbtn
     lda #floor sta (BlueType),y ;remove object lda #0 sta (BlueSpec),y
     lda #35 ;TEMP sta height
     lda #2 clc jsr markwipe jmp markred
    *-------------------------------**  S E T  I N I T I A L S**  Set initial states of gadgets**-------------------------------SETINITIALS lda INFO ;number of screens +1 sec sbc #1 sta SCRNUM
    :loop jsr DoScrn ;for every screen
     dec SCRNUM bne :loop rts
    *-------------------------------DoScrn lda SCRNUM jsr calcblue
     ldy #29
    :loop jsr getinitobj bcc :skip sta (BlueSpec),y
    :skip dey bpl :loop
     rts
    *-------------------------------**  S T A R T   K I D**  Put kid in his starting position for this level**-------------------------------STARTKID lda level cmp #3 bne :nomile
    * Level 3 milestone?
    :special3 lda milestone ;set to 1 when he gets past 1st gate beq :nomile lda #-1 sta KidStartFace lda #2 sta KidStartScrn lda #6 sta KidStartBlock ;put him just inside 1st gate...
     lda #7 ldx #4 ldy #0 jsr rdblock lda #space sta (BlueType),y ;remove loose floor...;& continue:nomile lda KidStartScrn ;in INFO sta CharScrn
     lda KidStartBlock jsr unindex ;return A = blockx, X = blocky
     sta CharBlockX stx CharBlockY
     lda CharBlockX jsr getblockej clc adc #angle+7 sta CharX ;put kid on starting block
     lda KidStartFace eor #$ff sta CharFace
     lda origstrength ldx level bne :notdemo lda #4:notdemo sta MaxKidStr sta KidStrength
     do EditorDisk jmp :normal fin
     lda level cmp #1 beq :special1 cmp #13 beq :special13 bne :normal
    * Special start for Level 1
    :special1 lda #5 ;scrn ldx #2 ;blockx ldy #0 ;blocky jsr rdblock jsr pushpp ;slam gate shut
     lda #stepfall jsr jumpseq jmp STARTKID1
    * & for level 13
    :special13 lda #running jsr jumpseq jmp STARTKID1
    * Normal start
    :normal lda #turn jsr jumpseq ;start in standing posn
    STARTKID1 ldx CharBlockY lda FloorY+1,x sta CharY
     lda #-1 sta CharLife ;ff = alive
     lda #0 ;kid sta CharID
     lda #0 sta CharXVel sta CharYVel sta waitingtojump sta weightless sta invert sta jarabove sta droppedout sta CharSword sta offguard
    :done jsr animchar ;get next frame
    * WTLESS level only--kid falls into screen
     lda level cmp #7 ;WTLESS level bne :notsp
     lda yellowflag ;should be - bmi :yelok lda #$40 sta timebomb ;2nd level copy protection:yelok lda CharScrn cmp #17 bne :notsp lda #3 ;down jsr cut:notsp jmp SaveKid ;save KidVars
    ]rts rts
    *-------------------------------**  G R A V I T Y**-------------------------------TermVelocity = 33AccelGravity = 3WtlessTermVel = 4WtlessGravity = 1
    GRAVITY lda CharAction cmp #4 bne ]rts
     lda weightless bne :wtless
     lda CharYVel clc adc #AccelGravity
     cmp #TermVelocity bcc :ok lda #TermVelocity
    :ok sta CharYVel]rts rts
    :wtless lda CharYVel clc adc #WtlessGravity
     cmp #WtlessTermVel bcc :ok lda #WtlessTermVel bcs :ok
    *-------------------------------**  Add falling velocity**-------------------------------ADDFALL lda CharYVel clc adc CharY sta CharY
    * X-vel
     lda CharAction cmp #4 ;freefall? bne ]rts
     lda CharXVel jsr addcharx sta CharX
     jmp rereadblocks
    *-------------------------------** Set initial guard posns for entire level (call once)**-------------------------------INITIALGUARDS ldy #24 ;screen #:loop lda GdStartBlock-1,y cmp #30 bcs :nogd jsr unindex ;A = blockx jsr getblockej clc adc #angle+7 sta GdStartX-1,y lda #0 sta GdStartSeqH-1,y
    :nogd dey bne :loop]rts rts
    *-------------------------------** Newly dead enemy--play music (or whatever)** In: Char vars**-------------------------------DEADENEMY lda level beq :demo cmp #13 beq :wingame
     lda CharID cmp #1 beq ]rts ;shadow lda #s_Vict ldx #25 jsr cuesong]rts rts
    :demo lda #1 sta milestone ;start demo, part 2 lda #0 sta PreRecPtr sta PlayCount rts
    :wingame lda #s_Upstairs ldx #25 jsr cuesong
     lda #$ff ;white sta lightcolor lda #10 sta lightning
     lda #1 sta exitopen lda #4 sta timerequest
     lda #24 ldx #0 ldy #0 jsr rdblock jmp pushpp ;open exit
    *-------------------------------*  Mirror appears (called by MOVER when exit opened)*-------------------------------MIRAPPEAR do DemoDisk rts else
     lda level cmp #4 bne ]rts
     lda #mirscrn ldx #mirx ldy #miry jsr rdblock lda #mirror sta (BlueType),y rts
     fin
    *------------------------------- lst ds 1 usr $a9,20,$400,*-org lst off

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