jmechner April 17, 2012
Attempted line ending fix

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    * miscorg = $f900DemoDisk = 0 tr on lst off*------------------------------- org org
     jmp VANISHCHAR jmp MOVEMUSIC clc bcc MOVEAUXLC ;relocatable jmp FIRSTGUARD jmp MARKMETERS
     jmp POTIONEFFECT jmp MOUSERESCUE jmp STABCHAR jmp UNHOLY jmp REFLECTION
     jmp MARKKIDMETER jmp MARKOPPMETER jmp BONESRISE jmp DECSTR jmp DOSAVEGAME
     jmp LOADLEVELX jmp CHECKALERT jmp DISPVERSION
    *------------------------------- lst put eq lst put gameeq lst put seqdata lst put movedata lst put soundnames lst off
     dum $f0]Xcount ds 1]Xend ds 1 dend
    *-------------------------------ALTZPon = $c009ALTZPoff = $c008RAMWRTaux = $c005RAMWRTmain = $c004RAMRDaux = $c003RAMRDmain = $c002ADSTOREon = $c001ADSTOREoff = $c000RWBANK2 = $c083RWBANK1 = $c08b
    POPside1 = $a9POPside2 = $ad
    FirstSideB = 3
    *-------------------------------** Vanish character**-------------------------------VANISHCHAR lda #86 sta CharFace lda #0 sta CharAction sta CharLife sec sbc OppStrength sta ChgOppStr]rts rts
    *-------------------------------**  Move a block of memory**  In: A < X.Y**  20 < 40.60 means 2000 < 4000.5fffm*  WARNING: If x >= y, routine will wipe out 64k**------------------------------- dum locals]dest ds 2]source ds 2]endsourc ds 2 dend
    MOVEMEM sta ]dest+1 stx ]source+1 sty ]endsourc+1
     ldy #0 sty ]dest sty ]source sty ]endsourc
    :loop lda (]source),y sta (]dest),y iny bne :loop
     inc ]source+1 inc ]dest+1 lda ]source+1 cmp ]endsourc+1 bne :loop rts
    *-------------------------------** Move 1K of music data from $5000 mainmem to aux l.c.**-------------------------------MOVEMUSIC bit RWBANK1 bit RWBANK1 sta RAMRDmain
     lda #$d0 ldx #$50 ldy #$54 jsr MOVEMEM
     sta RAMRDaux]rts rts
    *-------------------------------**  Move $2000.5FFF mainmem to auxiliary language card*  Also sets interrupt vector ($FFFE.FFFF) in both l.c.'s**  NOTE: This code is loaded into mainmem by MASTER*  and called while still in mainmem.  Once in aux l.c.*  this routine is useless!**  Returns control to main l.c. bank 1**-------------------------------Tmovemem = MOVEMEM-$b000
    MOVEAUXLC sta ALTZPon bit RWBANK2 bit RWBANK2
     lda #$d0 ldx #$20 ldy #$50 jsr Tmovemem
     bit RWBANK1 bit RWBANK1
     lda #$d0 ldx #$50 ldy #$60 jsr Tmovemem
    * & set VBL interrupts
     lda #vbli ;routine in GRAFIX sta $FFFE lda #>vbli sta $FFFF
     sta ALTZPoff
     lda #vbli sta $FFFE lda #>vbli sta $FFFF ;set in main l.c. too
     rts
    *-------------------------------** Player can't run or jump past en-garde guard**-------------------------------FIRSTGUARD lda EnemyAlert cmp #2 bcc ]rts lda CharSword bne ]rts lda OpSword beq ]rts lda OpAction cmp #2 bcs ]rts
     lda CharFace cmp OpFace beq ]rts
     jsr getopdist cmp #-15 bcc ]rts
    * Bump off guard
     ldx CharBlockY lda FloorY+1,x sta CharY lda #bump jsr jumpseq jmp animchar
    *-------------------------------** Mark strength meters**-------------------------------Mark3 jsr Mark1 ;mark 3 blocks inyMark2 jsr Mark1 ;mark 2 blocks inyMark1 lda #4 sta height clc lda #2 jsr markwipe jmp markred
    MARKMETERS jsr MARKKIDMETER jmp MARKOPPMETER
    MARKKIDMETER ldy #20 bne Mark3
    MARKOPPMETER ldy #28 bne Mark2]rts rts
    *-------------------------------** Potion takes effect**-------------------------------wtlesstimer = 200vibetimer = 3
    POTIONEFFECT lda CharID bne ]rts
     ldx lastpotion beq ]rts bpl :notswd
    * Sword (-1)
     lda #1 sta gotsword lda #s_Sword ldx #25 jsr cuesong lda #$ff sta lightcolor lda #3 sta lightning ;3 white flashes rts
    * Recharge meter (1)
    :notswd cpx #1 bne :2
     lda KidStrength cmp MaxKidStr beq ]rts ;already at full strength
     lda #$99 sta lightcolor lda #2 sta lightning ;2 orange flashes lda #s_ShortPot ldx #25 jsr cuesong lda #1 sta ChgKidStr rts
    * Boost meter (2)
    :2 cpx #2 bne :3 lda #$99 sta lightcolor lda #5 sta lightning ;5 orange flashes lda #s_Potion ldx #25 jsr cuesong jmp boostmeter
    * Weightless (3)
    :3 cpx #3 bne :4 lda #s_ShortPot ldx #25 jsr cuesong lda #wtlesstimer sta weightless lda #vibetimer sta vibes rts
    * Upside down (4)
    :4 cpx #4 bne :5 lda invert eor #$ff sta invert lda #2 sta redrawflg jmp inverty
    * Yecch (5)
    :5 cpx #5 bne :6 lda #Splat ;yecch jsr addsound lda #-1 sta ChgKidStr rts:6]rts rts
    *-------------------------------** Mouse rescues you**-------------------------------MOUSERESCUE jsr LoadKid
     lda #24 ;mouse sta CharID lda #200 sta CharX ldx #0 stx CharBlockY lda FloorY+1,x sta CharY lda #-1 sta CharFace sta CharLife lda #1 sta OppStrength
     lda #Mscurry jsr jumpseq jsr animchar
     jmp SaveShad
    *-------------------------------** Stab character**-------------------------------STABCHAR lda CharLife bpl ]rts ;already dead lda CharSword cmp #2 bne :DL ;defenseless lda CharID cmp #4 beq :wounded ;skel has no life points
     lda #1 jsr decstr bne :wounded
     ldx CharID beq :killed
     ldx CharID cpx #4 ;skeleton bne :killed lda #0 sta ChgOppStr ;skel is invincible]rts rts
    :killed jsr getbehind cmp #space bne :onground jsr getdist ;to EOB cmp #4 bcc :onground;if char is killed at edge, knock him off sec sbc #14 jsr addcharx sta CharX inc CharBlockY lda #fightfall jsr jumpseq jmp :3
    :onground lda #stabkill bne :2
    :wounded lda #stabbed:2 jsr jumpseq
    :1 ldx CharBlockY lda FloorY+1,x sta CharY lda #0 sta CharYVel
    :3 lda #Splat jsr addsound
     jmp animchar
    * stabbed when defenseless
    :DL lda #100 jsr decstr
     lda #stabkill ;dropdead? jmp :killed
    *-------------------------------** If shadow dies, you die (& vice versa)**-------------------------------UNHOLY lda level cmp #12 bne ]rts
     lda OpID ora CharID cmp #1 ;kid & shadow? bne ]rts
     lda CharLife bpl ]rts lda OpLife bmi ]rts;live char, dead opponent lda #$ff sta lightcolor lda #5 sta lightning lda #Splat jsr addsound lda #100 jmp decstr]rts rts
    *-------------------------------**  R E F L E C T I O N**------------------------------- do DemoDiskREFLECTIONBONESRISE brk else
    REFLECTION jsr LoadKid jsr GetFrameInfo
     lda createshad ;flag set? cmp #$ff beq CreateShad ;yes--reflection comes to life
     jsr getunderft cmp #mirror ;is kid standing before mirror?  bne ]rts ;no
     jsr getreflect ;get char data for reflection
     lda dmirr ;if kid is on wrong side of mirror, bmi ]rts ;don't draw reflection
    *  Draw kid's reflection (as a pseudo-character)
     jsr setupchar
    *  Crop edges
     ldx CharBlockY inx lda BlockTop,x cmp FCharY bcs ]rts sta FCharCU
     lda CharBlockX ;of mirror asl asl ;x 4 clc adc #1 sta FCharCL
     jmp addreflobj ;normal reflection
    *-------------------------------* Get char data for kid's reflection
    getreflect lda CharBlockX jsr getblockej clc adc #angle+3 ;fudge factor sta mirrx ;mirror x-coord (0-139)
     jsr getdist
     ldx CharFace bmi :left
     eor #$ff ;facing right-- clc adc #14 ;get dist to back of block
    :left sec sbc #2 ;another fudge factor sta dmirr ;distance from mirror
     lda mirrx asl sec sbc CharX sta CharX ;reflection x-coord
     lda CharFace eor #$ff sta CharFace
    ]rts rts
    *-------------------------------* Bring reflection to life as shadowman
    CreateShad jsr getreflect ;get char data for reflection
     lda #0 sta createshad
     lda #1 ;shadman sta CharID
     lda #MirrorCrack jsr addsound
     jsr SaveShad
     lda MaxKidStr sta MaxOppStr sta OppStrength lda #1 sta KidStrength jmp markmeters
    *-------------------------------** Bones rise**-------------------------------skelscrn = 1skelx = 5skely = 1skeltrig = 2skelprog = 2
    BONESRISE lda level cmp #3 bne ]rts
     lda ShadFace cmp #86 bne ]rts lda VisScrn cmp #skelscrn bne ]rts lda exitopen beq ]rts lda KidBlockX cmp #skeltrig beq :trig cmp #skeltrig+1 bne ]rts
    * Remove dead skeleton
    :trig lda VisScrn ldx #skelx ldy #skely jsr rdblock pha lda #floor sta (BlueType),y lda #24 sta height lda #2 jsr markred jsr markwipe iny jsr markred jsr markwipe pla cmp #bones bne ]rts
    * Create live skeleton
     lda VisScrn sta CharScrn
     ldx #skely stx CharBlockY lda FloorY+1,x sta CharY
     lda #skelx sta CharBlockX jsr getblockej clc adc #angle+7 sta CharX
     lda #-1 ;left sta CharFace
     lda #arise jsr jumpseq jsr animchar
     lda #skelprog sta guardprog
     lda #-1 sta CharLife lda #3 sta OppStrength
     lda #0 sta alertguard sta refract sta CharXVel sta CharYVel
     lda #2 sta CharSword
     lda #4 ;skeleton sta CharID
     jmp SaveShad ;save ShadVars
     fin
    *-------------------------------** Decrease strength by A (non-0)** Out: non-0 if char lives, 0 if he dies*      ChgStrength**-------------------------------DECSTR ldx CharID bne :enemy
     cmp KidStrength bcs killkid
     eor #$ff clc adc #1 ;negate sta ChgKidStr rts
    :enemy cmp OppStrength bcs killopp
     eor #$ff clc adc #1 sta ChgOppStr rts
    *-------------------------------* Kill character (or opponent)* Return A = 0*-------------------------------killkid lda #0 sec sbc KidStrength sta ChgKidStr
     lda #0]rts rts
    *-------------------------------killopp lda #0 sec sbc OppStrength sta ChgOppStr
     lda #0]rts rts

    *-------------------------------* Save current game to disk** In: SavLevel = level ($ff to erase saved game)*-------------------------------DOSAVEGAME lda level cmp #FirstSideB bcs :doit ;must have reached side B lda #Splat jmp addsound:doit
    * Put data into save-game data area
     lda origstrength sta SavStrength
     lda FrameCount sta SavTimer lda FrameCount+1 sta SavTimer+1
     lda NextTimeMsg sta SavNextMsg
    * Write to disk
     jmp savegame
    *-------------------------------* alt bg & char set list* Level #:      0  1  2  3  4  5  6  7  8  9 10 11 12 13 14
    bgset1 db 00,00,00,00,01,01,01,02,02,02,01,01,02,02,01bgset2 db 00,00,00,00,01,01,01,02,02,02,01,01,02,02,01chset db 00,00,00,01,02,02,03,02,02,02,02,02,04,05,05
    * blueprint track & region lists (indexed by level #)* NOTE--make sure these match lists in DIALOGER
    bluepTRKlst db 33,33,32         ;3 levels on side A db 33,33,32,32,31,31   ;12 levels on side B db 30,30,29,29,28,28
    bluepREGlst db 0,1,1 db 0,1,0,1,0,1 db 0,1,0,1,0,1
    *-------------------------------** Load level from disk* In: X = level # (0-14)**-------------------------------LOADLEVELX lda bluepTRKlst,x sta bluepTRK lda bluepREGlst,x sta bluepREG
     lda bgset1,x ;A pha lda bgset2,x ;X ldy chset,x ;Y tax pla
     jmp loadlevel ;in MASTER]rts rts
    *-------------------------------** In: Kid & Shad data* Out: EnemyAlert*   2: kid & shad are on same stretch of floor*   1: slicer, gaps in floor, or other obstacles, but*      line of sight is clear*   0: can't see each other**-------------------------------gfightthres = 28*4
    ]safe lda #0 sta EnemyAlert]rts rts
    CHECKALERT lda ShadID cmp #24 ;mouse? beq ]rts cmp #1 ;shadowman? bne :notshad lda level cmp #12 bne ]safe ;fight shadow only on level 12
    :notshad lda KidPosn beq ]safe cmp #219 bcc :noclimb cmp #229 bcc ]safe ;on staircase:noclimb lda ShadFace cmp #86 beq ]safe
     lda KidLife and ShadLife bpl ]safe ;one is dead
     lda KidScrn cmp ShadScrn bne ]safe
     lda KidBlockY cmp ShadBlockY bne ]safe
     lda #2 ;clear path sta EnemyAlert
    * Get range of blocks to scan (]Xcount --> ]Xend)
     lda KidBlockX jsr getblockej clc adc #7 ;middle of block sta ]Xcount
     lda ShadBlockX jsr getblockej clc adc #7 sta ]Xend
     do 0 lda ]Xcount jsr getblockxp ldx #1 jsr showpage lda ]Xend jsr getblockxp ldx #2 jsr showpage fin
     lda ]Xend cmp ]Xcount bcs :cont tax lda ]Xcount sta ]Xend stx ]Xcount:cont
    * If leftmost block is a slicer, skip it
     lda ]Xcount jsr :rdblock cmp #slicer bne :1 lda #14 clc adc ]Xcount sta ]Xcount
    * If rightmost block is a gate, skip it
    :1 lda ]Xend jsr :rdblock cmp #gate bne :20 lda ]Xend sec sbc #14 sta ]Xend
    :20 lda ]Xend cmp ]Xcount bcc :rts
    * Scan from ]Xcount to ]Xend (left to right)
     lda ]Xcount:loop cmp ]Xend beq :9 bcs :rts
    :9 jsr :rdblock
     cmp #block beq :safe cmp #panelwif beq :safe cmp #panelwof beq :safe ;solid barrier blocks view
     cmp #loose beq :view cmp #gate bne :2 lda (BlueSpec),y cmp #gfightthres bcs :clear bcc :view
    :2 cmp #slicer beq :view
     jsr cmpspace bne :clear ;closed gate, slicer, gap in floor, etc.;are obstacles but don't block view:view lda #1 sta EnemyAlert
    :clear lda ]Xcount clc adc #14 sta ]Xcount bne :loop:rts]rts rts
    :safe lda #0 sta EnemyAlert]rts rts
    *-------------------------------* In: A = X-coord* Out: rdblock results*-------------------------------:rdblock jsr getblockxp tax ldy KidBlockY lda KidScrn jmp rdblock
    *-------------------------------**  Display version # on text page 1 (& wait for keypress)**-------------------------------DISPVERSION lda #" " jsr lrcls
     sta RAMWRTmain
     ldx #0:loop lda textline,x cmp #"@" beq :done sta $400,x ;top line of screen inx bpl :loop:done lda RAMWRTaux sta $c054 ;PAGE2 off sta $c051 ;TEXT on
    * Wait for keypress
    :wloop lda $c000 bpl :wloop sta $c010
     lda $c057 ;HIRES on lda $c050 ;TEXT off lda PAGE bne :1 lda $c055 ;PAGE2 on:1 lda #" " jmp lrcls
    *------------------------------- lst ds 1 usr $a9,21,$b00,*-org lst off

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