jmechner April 17, 2012
Attempted line ending fix

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    * ctrlorg = $3a00 tr on lst off*------------------------------- org org
     jmp PLAYERCTRL jmp CHECKFLOOR jmp SHADCTRL jmp REREADBLOCKS jmp CHECKPRESS
     jmp DOIMPALE jmp GENCTRL jmp CHECKIMPALE
    *------------------------------- lst put eq lst put gameeq lst put seqdata lst put soundnames lst put movedata lst off
     dum $f0ztemp ds 1jxtemp ds 1jytemp ds 1jbtemp ds 1atemp ds 1 dend
    *-------------------------------*  Misc. changeable parameters
    DeathVelocity = 33OofVelocity = 22
    grabreach = -8grabspeed = 32 ;max Y-vel to grab ledgegrablead = 25 ;increase to grab ledge earlierstuntime = 12
    jumpupreach = 0jumpupangle = -6
    JumpBackThres = 6StepOffFwd = 3StepOffBack = 8
    swordthres = 90 ;to go en garde (facing fwd)swordthresN = -10 ;" " (behind you)blockthres = 32graceperiod = 9gdpatience = 15
    gclimbthres = 6
    stairthres = 30
    plus1 db -1,1minus1 db 1,-1
    *-------------------------------**  If he's passed thru floor plane, change CharBlockY*  If floor is solid, stop him**-------------------------------falling lda CharY
     ldx CharBlockY inx cmp FloorY,x bcs :1
     jmp fallon ;Hasn't reached floor yet
    * Character is passing thru floor plane
    :1 jsr getunderft ;Check if there's ;solid floor underfoot cmp #block bne :2 ;Solid block is special case-- jsr InsideBlock ;reset him to either side of block
    :2 jsr cmpspace bne hitflr
     inc CharBlockY ;Fall thru floor plane
    ]rts rts*-------------------------------**  C H E C K  F L O O R**-------------------------------
    CHECKFLOOR lda CharAction cmp #6 ;hanging? beq ]rts
     cmp #5 ;bumped? bne :2 lda CharPosn cmp #109 ;crouched (e.g. on loose floor) beq :ong cmp #185 ;dead bne ]rts:ong jmp onground
    :2 cmp #4 ;freefall beq falling cmp #3 bne :1 lda CharPosn cmp #102 bcc ]rts cmp #106 bcs ]rts jmp fallon
    :1 cmp #2 ;hanging beq ]rts jmp onground ;7, 0, or 1: on the ground
    *-------------------------------**  Floor stops him -- Choose appropriate landing**-------------------------------hitflr ldx CharBlockY inx lda FloorY,x sta CharY ;align char w/floor
     jsr getunderft cmp #spikes beq :hitspikes
    * Has he landed too close to edge?
     jsr getinfront jsr cmpspace bne :cont ;no
     jsr getdist ;# pixels to edge cmp #4 ;was 2 bcs :cont;Yes--move him back a little lda #-3 jsr addcharx sta CharX
    :cont jsr addslicers ;trigger slicers on this level
     lda CharLife bpl :hardland ;dead before he hits the ground
     jsr getdist cmp #12 bcc :nc jsr getbehind cmp #spikes beq :hitspikes ;check block behind if dist>=12
    :nc jsr getunderft ;what has he landed on? cmp #spikes bne :notspikes
    :hitspikes jsr getspikes ;are spikes lethal? bne :impale ;yes
    :notspikes lda CharYVel cmp #OofVelocity bcc :softland
     cmp #DeathVelocity bcc :medland
    :hardland lda #100 jsr decstr:hdland1 lda #Splat jsr addsound
     lda #hardland bne :doland
    :medland lda CharID cmp #1 beq :softland ;shad lands easy cmp #2 bcs :hardland ;guards can't survive 2 stories
     lda #1 jsr decstr beq :hdland1
     lda #Splat jsr addsound
     lda #medland bne :doland
    :softland lda CharID cmp #2 bcs :gd ;guard always lands en garde lda CharSword cmp #2 bne :1:gd lda #2 sta CharSword lda #landengarde bne :doland
    :1 lda #softland bne :doland
    :impale jmp DoImpale
    :doland jsr jumpseq jsr animchar
     lda #0 sta CharYVel]rts rts
    *-------------------------------**  Hasn't hit floor yet -- can he grab edge above?**-------------------------------fallon lda btn ;is button down? and CharLife ;& is he alive? bpl ]rts ;yes--can he grab edge? lda CharYVel cmp #grabspeed bcs ]rts ;no--falling too fast
     lda CharY clc adc #grablead ldx CharBlockY inx cmp FloorY,x bcc ]rts  ;not within grabbing range yet
    *  Char is within vertical range, and button is down*  Is there a ledge within reach?
     lda CharX sta savekidx lda #grabreach jsr addcharx sta CharX jsr rereadblocks
     jsr :test ;can you grab ledge? bne :ok ;yes--do it lda savekidx sta CharX jmp rereadblocks:ok ;do it!
    * Align char with block
     jsr getdist
     jsr addcharx sta CharX
     ldx CharBlockY inx lda FloorY,x sta CharY
     lda #0 sta CharYVel
     lda #fallhang jsr jumpseq jsr animchar
     lda #stuntime sta stunned]rts rts
    :test jsr getabove sta blockid jsr getaboveinf jmp checkledge
    *-------------------------------*  Is there floor underfoot?  If not, start to fall
    onground lda Fcheck and #fcheckmark beq ]rts ;0--no need to check
     jsr getunderft cmp #block bne :1 jsr InsideBlock ;If "inside" block, bump him outside:1 jsr cmpspace bne ]rts
    * Level 12: Phantom bridge
     lda level cmp #12 bne :no lda mergetimer bpl :no lda CharBlockY bne :no lda CharScrn cmp #2 beq :yes cmp #13 bne :no lda tempblockx cmp #6 bcc :no;Create floorboards on the fly:yes lda #floor sta (BlueType),y jsr indexblock lda #2 jsr :sub iny:sub jsr markwipe jmp markred:no*-------------------------------*  No floor underfoot--commence falling
    startfall lda #0 sta rjumpflag sta CharSword ;so you can grab on
     inc CharBlockY ;# of floor just below your feet jsr addslicers
     lda CharPosn ;upcoming frame;(the one we're about to replace;with first frame of falling seq) sta rjumpflag
     cmp #9 ;run-12 beq :stepfall cmp #13 ;run-16 beq :stepfall2 cmp #26 ;standjump-19 beq :jumpfall cmp #44 ;runjump-11 beq :rjumpfall cmp #81 bcc :2 cmp #86 bcc :hdropfall:2 cmp #150 bcc :1 cmp #180 bcc :fightfall ;from fighting stance:1
    :stepfall lda #stepfall bne :doit
    :stepfall2 lda #stepfall2 bne :doit
    :jumpfall lda #jumpfall bne :doit
    :rjumpfall lda #rjumpfall bne :doit
    :hdropfall lda #5 jsr addcharx sta CharX jsr rereadblocks jmp :stepfall2]rts rts
    :fightfall lda CharID cmp #2 bcc :player lda CharXVel bmi :fb ;did gd step off fwd or bkwd? lda #0 sta droppedout lda #efightfallfwd bne :doit:fb lda #efightfall bne :doit:player lda #1 sta droppedout ;for guard's benefit lda #fightfall bne :doit
    *-------------------------------:doit jsr jumpseq jsr animchar ;advance 1 frame into fall
     jsr rereadblocks jsr getunderft jsr cmpwall beq :bump jsr getinfront jsr cmpwall bne ]rts jmp CDpatch
    :bump jmp InsideBlock ;If "inside" block, bump him outside
    CDpatch lda rjumpflag cmp #44 ;running jump? bne :patchX
     jsr getdist cmp #6 bcs :patchX ;dist >= 6...we're OK
     lda #patchfall jsr jumpseq jsr animchar jmp rereadblocks
    :patchX lda #-1:1 jsr addcharx sta CharX jmp rereadblocks
    *-------------------------------** Char is "inside" a block--bump him outside* (hopefully the same side from which he entered)** Change Char X & return rdblock results**-------------------------------InsideBlock jsr getdist ;to EOB cmp #8 bcs :bumpback
    :bumpfwd jsr getinfront cmp #block beq :bumpback
     jsr getdist ;to EOB clc adc #4:reland jsr addcharx sta CharX jsr rereadblocks ;reposition char jmp getunderft
    :bumpback jsr getbehind cmp #block bne :1  ;we're screwed;bump 2 back (what the hell) jsr getdist clc adc #14 eor #$ff clc adc #8 jmp :reland:1 jsr getdist eor #$ff clc adc #8 jmp :reland
    *-------------------------------**  S H A D O W   C O N T R O L**-------------------------------SHADCTRL lda CharID cmp #24 ;mouse? bne :1 jmp AutoCtrl
    :1 lda CharLife bpl :dead;Has char's life run out? lda OppStrength bne :cont lda #0 sta CharLife jsr deadenemy
    :dead lda CharID cmp #1 ;shadow man? bne :cont jmp VanishChar
    :cont lda ManCtrl bne :manualctrl
     jsr AutoCtrl
     jmp GenCtrl
    * Manual ctrl: enemy controlled by deselected device
    :manualctrl jsr LoadDesel
     jsr getdesel
     jsr clrjstk
     jsr UserCtrl
     jmp SaveDesel
    *-------------------------------**  P L A Y E R   C O N T R O L**-------------------------------PLAYERCTRL lda CharLife bpl :cont1 ;dead lda KidStrength bne :cont1 lda #0 sta CharLife:cont1 lda stunned beq :cont dec stunned
    :cont lda level bne :game:demo jsr DemoCtrl jmp GenCtrl
    * Character controlled by selected device
    :game jsr LoadSelect ;load jstk-push flags for selected device
     jsr getselect ;get current input from selected device
     jsr clrjstk ;clear appropriate jstk-push flags
     lda #2 jsr UserCtrl
     jmp SaveSelect ;save updated jstk-push flags
    *-------------------------------* Player ctrl in demo
    DemoCtrl lda milestone bne :finish lda CharSword beq :preprog
     lda #10 sta guardprog jsr AutoCtrl lda #11 sta guardprog rts
    :preprog jmp demo
    :finish jsr clrall sta clrbtn lda #-1 sta clrF sta JSTKX ;run o.s.]rts rts
    *-------------------------------UserCtrl lda CharFace bpl :faceL
     jmp GenCtrl
    * If char is facing right, reverse JSTK & clrF/clrB
    :faceL jsr facejstk
     jsr GenCtrl
     jmp facejstk
    *-------------------------------clrall lda #0 sta clrB sta clrF sta clrU sta clrD lda #1]rts rts
    *-------------------------------**  G E N E R A L   C O N T R O L**  In: Raw input*        JSTKX (- fwd, + back, 0 center)*        JSTKY (- up, + down, 0 center)*        btn (- down, + up)*      Smart input*        clrF-B-U-D-btn (- = fresh press)**  Set clr = 1 after using a press**-------------------------------GENCTRL lda CharLife bmi :alive
    * Dead character (If he's standing, collapse)
    :dead lda CharPosn cmp #15 beq :drop cmp #166 beq :drop cmp #158 beq :drop cmp #171 bne ]rts:drop lda #dropdead jmp jumpseq
    * Live character
    :alive lda CharAction cmp #5 ;is char in mid-bump? beq :clr cmp #4 ;or falling? beq :clr bne :underctrl:clr]clr jmp clrall
    :underctrl lda CharSword cmp #2 ;in fighting mode? beq FightCtrl ;yes
     lda CharID cmp #2 ;kid or shadowman? bcc :cont jmp GuardCtrl ;no
    * First question: what is char doing now?
    :cont ldx CharPosn ;previous frame #
     cpx #15 beq :standing
     cpx #48 beq :turning
     cpx #50 bcc :0 cpx #53 bcc :standing ;turn7-8-9/crouch:0 cpx #4 bcc :starting ;run4-5-6
     cpx #67 bcc :4 cpx #70 bcc :stjumpup ;starting to jump up
    :4 cpx #15 bcs :2 jmp :running ;run8-17
    :2 cpx #87 bcc :1 cpx #100 bcs :1 jmp :hanging ;jumphang22-34
    :1 cpx #109 ;crouching? beq :crouching:3]rts rts
    :standing jmp standing:starting jmp starting:stjumpup jmp stjumpup:running jmp arunning:hanging jmp hanging:turning jmp turning:crouching jmp crouching
    *-------------------------------* Similar routine for guard
    GuardCtrl ldx CharPosn cpx #166 ;standing? beq :alert]rts rts
    :alert lda clrD bpl ]rts lda clrF bmi :engarde bpl :turn
    :engarde jmp DoEngarde
    :turn lda #1 sta clrD lda #alertturn jmp jumpseq
    *-------------------------------* Char is en garde (CharSword = 2)
    FightCtrl lda CharAction cmp #2 bcs ]rts ;Must be on level ground (Action = 1)
    * If Enemy Alert is over, put away your sword
     jsr getunderft cmp #loose beq :skip ;unless you're standing on loose floor
     lda EnemyAlert cmp #2 bcc :dropgd
    * If opponent is behind you, turn to face him
    :skip jsr getopdist ;fwd distance to opponent cmp #swordthres bcc :onalert cmp #128 bcc :dropgd cmp #-4 bcs :onalert ;overlapping jmp DoTurnEng
    * Enemy out of range--drop your guard* (kid & shadman only)
    :dropgd lda CharID bne :1 sta heroic beq :2:1 cmp #2 bcs :onalert ;guard: remain en garde:2 ldx CharPosn cpx #171 ;wait for ready posn bne ]rts
     lda #0 sta CharSword
     lda #resheathe jmp jumpseq]rts rts
    *-------------------------------* Remain en garde
    :onalert ldx CharPosn ;prev frame # cpx #161 ;successful block? bne :nobloc lda clrbtn ;yes--restrike or retreat? bmi :bts lda #retreat jmp jumpseq
    * Fresh button press to strike
    :nobloc lda clrbtn bpl :10:bts lda CharID bne :11 lda #gdpatience sta gdtimer
    :11 jsr DoStrike
     lda clrbtn cmp #1 beq ]rts ;struck:10 ;else didn't strike
    * Down to lower your sword
     lda clrD bpl :nodrop
     ldx CharPosn cpx #158 ;ready beq :ready1 cpx #170 beq :ready1 cpx #171 bne ]rts:ready1 lda #1 sta clrD
     lda #0 sta CharSword
     lda CharID beq :drop ;for kid cmp #1 beq :sstand ;for shadman
    :alert lda #goalertstand jmp jumpseq ;for guard
    :drop lda #1 sta offguard lda #graceperiod sta refract lda #0 sta heroic lda #fastsheathe jmp jumpseq
    :sstand lda #resheathe jmp jumpseq
    * Fwd to advance, up to block, back to retreat
    :nodrop lda clrU bmi :up lda clrF bmi :fwd lda clrB bmi :back
    ]rts rts
    :fwd jmp DoAdvance:up jmp DoBlock:back jmp DoRetreat
    *-------------------------------DoTurnEng lda #turnengarde jmp jumpseq
    *-------------------------------DoBlock ldx CharPosn cpx #158 ;ready beq :2 cpx #170 beq :2 cpx #171 beq :2 cpx #168 ;guy-2 beq :2
     cpx #165 ;adv beq :2 cpx #167 ;blocked strike beq :3
    ]rts rts
    * From ready position: Block if appropriate
    :2 jsr getopdist cmp #blockthres bcs :blockmiss ;too far
     lda #readyblock ldx CharID beq :kid ldx OpPosn ;enemy sees kid 1 frame ahead cpx #152 ;guy4 beq :doit]rts rts
    :kid ldx OpPosn cpx #168 ;1 frame too early? beq ]rts  ;yes--wait 1 frame
     cpx #151 ;guy3 beq :doit cpx #152 ;guy4 beq :doit cpx #162 ;guy22 beq :doit
     cpx #153 ;1 frame too late? bne :blockmiss  ;yes--skip 1 frame jsr :doit jmp animchar
    * Strike-to-block
    :3 lda #strikeblock:doit ldx #1 stx clrU jmp jumpseq:blockmiss lda CharID bne DoRetreat ;enemy doesn't waste blocks lda #readyblock bne :doit
    *-------------------------------DoStrike cpx #157 beq :1 cpx #158 beq :1 cpx #170 beq :1 cpx #171 beq :1 ;strike from ready posn cpx #165 beq :1 ;from advance cpx #150 beq :2 ;from missed block cpx #161 beq :2 ;from successful block
    ]rts rts
    :1 lda CharID bne :slo ;kid is fast, others slow
     lda #faststrike bne :dostr
    :slo lda #strike:dostr ldx #1 stx clrbtn jmp jumpseq
    :2 lda #blocktostrike bne :dostr
    *-------------------------------DoRetreat ldx CharPosn cpx #158 beq :1 ;strike from ready posn cpx #170 beq :1 cpx #171 beq :1]rts rts
    :1 lda #retreat ldx #1 stx clrB jmp jumpseq
    *-------------------------------DoAdvance ldx CharPosn cpx #158 beq :1 cpx #170 beq :1 cpx #171 beq :1]rts rts
    :1 lda CharID bne :slo ;kid is faster lda #fastadvance bne :doit:slo lda #advance:doit ldx #1 stx clrF jmp jumpseq
    *-------------------------------**  S T A N D I N G**-------------------------------standing
    * Fresh button click: pick up object?
     lda clrbtn bpl :noclick lda btn bpl :noclick jsr TryPickup bne ]rts ;yes:noclick
    * Shadman only: down & fwd to go en garde
     lda CharID beq :kid lda clrD bpl :1 lda clrF bpl :1 jmp DoEngarde
    * If opponent is within range, go en garde* (For kid only)
    :kid lda gotsword beq :1 ;no sword
     lda offguard beq :notoffg lda btn ;off guard--push btn to draw sword bpl :btnup:notoffg lda EnemyAlert cmp #2 bcc :safe jsr getopdist ;fwd distance to opponent cmp #swordthresN bcs :danger cmp #swordthres bcs :safe
    :danger ldx #1 stx heroic cmp #-6 bcs :behindyou
     lda OpID cmp #1 bne :engarde lda OpAction cmp #3 beq :safe lda OpPosn cmp #107 bcc :engarde cmp #118 bcc :safe ;let shadow land:engarde jmp DoEngarde
    :behindyou jmp DoTurn
    :safe lda #0 sta offguard
    :1 lda btn bpl :btnup
    *-------------------------------* Standing, button down
    :2 lda clrB bmi :backB
     lda clrU bmi :up
     lda clrD bmi :down
     lda JSTKX bpl :rts
     lda clrF bmi :fwdB:rts]rts rts
    *-------------------------------* Standing, button up
    :btnup lda clrF bmi :fwd lda clrB bmi :back lda clrU bmi :up lda clrD bmi :down
     lda JSTKX bmi :fwd
    ]rts rts
    :fwd jmp DoStartrun:fwdB jmp DoStepfwd
    :back jmp DoTurn:backB jmp DoTurn
    :fwdup jmp DoStandjump
    *-------------------------------* Standing, joystick up
    :up
    * In front of open stairs?
     jsr getunderft cmp #exit beq :stairs jsr getbehind cmp #exit beq :stairs jsr getinfront cmp #exit bne :nostairs
    :stairs lda (BlueSpec),y lsr lsr cmp #stairthres bcc :nostairs
     jmp Stairs
    * No -- normal control
    :nostairs lda JSTKX bmi :fwdup
    * Straight up...jump up & grab ledge if you can
     jmp DoJumpup
    *-------------------------------* Standing, joystick down
    :down lda #1 sta clrD
    * If you're standing w/back to edge, down* means "climb down & hang from ledge"
    * If facing edge, "down" means "step off"
     jsr getinfront jsr cmpspace bne :notfwd ;no cliff in front of you
     jsr getdist cmp #StepOffFwd bcs :notfwd ;not close enough to edge lda #5 jsr addcharx sta CharX jmp rereadblocks ;move fwd
    :notfwd jsr getbehind jsr cmpspace bne :no ;no cliff behind you
     jsr getdist cmp #StepOffBack bcc :no ;not close enough to edge
    * Climb down & hang from ledge
     jsr getbehind sta blockid jsr getunderft jsr checkledge beq :no
     ldx CharFace bpl :succeed jsr getunderft cmp #gate bne :succeed
     lda (BlueSpec),y lsr lsr cmp #gclimbthres bcc :no
    :succeed jsr getdist sec sbc #9
     jsr addcharx sta CharX
     lda #climbdown jmp jumpseq
    * Otherwise "down" means "crouch"
    :no jmp DoCrouch
    *-------------------------------* Climb stairs
    Stairs lda tempblockx ;stairs block jsr getblockej clc adc #10 sta CharX lda #-1 sta CharFace
     lda #climbstairs jmp jumpseq
    ]rts rts
    *-------------------------------**  C R O U C H I N G**-------------------------------crouching
    * Fresh button click?
     lda clrbtn bpl :noclick
     jsr TryPickup bne ]rts
    * Still crouching?
    :noclick lda JSTKY cmp #1 beq :1 lda #standup jmp jumpseq
    :1 lda clrF bpl ]rts lda #1 sta clrF lda #crawl jmp jumpseq
    *-------------------------------**  S T A R T I N G**  First few frames of "startrun"**-------------------------------starting lda JSTKY bmi :jump]rts rts
    :jump lda JSTKX bpl ]rts
     jmp DoStandjump
    *-------------------------------* First few frames of "jumpup"
    stjumpup lda JSTKX bmi :fwd lda clrF bmi :fwd]rts rts:fwd jmp DoStandjump
    *-------------------------------** T U R N I N G**-------------------------------turning lda btn bmi ]rts
     lda JSTKX bpl ]rts
     lda JSTKY bmi ]rts
    * Jstk still fwd--convert turn to turnrun
     lda #turnrun jmp jumpseq
    *-------------------------------**  R U N N I N G**-------------------------------arunning lda JSTKX beq :runstop ;jstk centered...stop running bpl :runturn ;jstk back...turn around
    * Jstk is forward... keep running* & wait for signal to runjump or diveroll
     lda JSTKY bmi :runjump ;jstk up... take a running jump
     lda clrD bmi :diveroll ;jstk down... running dive & roll
    ]rts rts
    *  Running dive & roll
    :diveroll lda #1 sta clrD
     lda #rdiveroll jmp jumpseq
    *  Running jump
    :runjump lda clrU bpl ]rts
     jmp DoRunjump
    *  Stop running
    :runstop lda CharPosn cmp #7 ;run-10 beq :rs cmp #11 ;run-14 bne ]rts
    :rs jsr ]clr sta clrF
     lda #runstop jmp jumpseq
    *  Turn around & run the other way
    :runturn jsr ]clr sta clrB
     lda #runturn jmp jumpseq
    *-------------------------------**  H A N G I N G**-------------------------------hanging lda stunned bne :9 ;can't climb up
     lda JSTKY bmi :climbup ;jstk up-->climb up:9 lda btn bpl :drop
    * If hanging on right-hand side of a panel* or either side of block,* switch to "hangstraight"
     lda CharAction cmp #6 beq :cont ;already hanging straight
     jsr getunderft cmp #block beq :hangstrt
     ldx CharFace cpx #-1 ;left bne :cont
     cmp #panelwif beq :hangstrt cmp #panelwof beq :hangstrt
    * If ledge crumbles away, fall with it
    :cont jsr getabove
     jsr cmpspace ;still there? beq :drop ;no
    * just keep swinging
    :rts]rts rts
    :hangstrt lda #hangstraight jmp jumpseq
    *-------------------------------* climb up (if you can)
    :climbup jsr ]clr sta clrU sta clrbtn
     jsr getabove
     cmp #mirror beq :10 cmp #slicer bne :1
    :10 ldx CharFace beq :fail bne :succeed ;can only mount mirror facing L
    :1 cmp #gate bne :2
     ldx CharFace beq :succeed;can only mount closed gate facing R lda (BlueSpec),y lsr lsr cmp #gclimbthres bcc :fail bcs :succeed
    :2:succeed lda #climbup jmp jumpseq
    :fail lda #climbfail jmp jumpseq

    *-------------------------------:drop jsr ]clr sta clrD ;clrD = 1, all others = 0
     jsr getbehind jsr cmpspace bne :hangdrop
     jsr getunderft jsr cmpspace beq :hangfall
    :hangdrop jsr getunderft cmp #block beq :sheer
     ldx CharFace bpl :clear cmp #panelwof beq :sheer cmp #panelwif bne :clear
    :sheer lda #-7 jsr addcharx sta CharX
    :clear lda #hangdrop jmp jumpseq
    :hangfall lda #hangfall jmp jumpseq]rts rts
    *-------------------------------**  D o  S t a r t r u n**-------------------------------DoStartrun
    * If very close to a barrier, do a Stepfwd instead* (Exceptions: slicer & open gate)
     jsr getfwddist cpx #1 ;barrier? bne :startrun ;no
     cpy #slicer beq :startrun
    :solidbarr jsr getfwddist cmp #8 bcs :startrun
     lda clrF bpl ]rts
     jmp DoStepfwd
    :startrun lda #startrun jmp jumpseq ;...start running
    DoTurn jsr ]clr sta clrB;if enemy is behind you, draw as you turn lda gotsword beq :1 lda EnemyAlert cmp #2 bcc :1 jsr getopdist bpl :1 jsr getdist ;to EOB cmp #2 bcc :1
     lda #2 sta CharSword ;en garde lda #0 sta offguard lda #turndraw bne :2:1 lda #turn:2 jmp jumpseq ;...turn around
    DoStandjump lda #1 sta clrU sta clrF
     lda #standjump jmp jumpseq ;...standing jump
    DoSdiveroll lda #1 sta clrD
     lda #sdiveroll jmp jumpseq ;...standing dive & roll
    DoCrouch lda #stoop jsr jumpseq
     jsr ]clr sta clrD rts
    DoEngarde jsr ]clr sta clrF sta clrbtn
     lda #2 sta CharSword ;en garde
     lda CharID beq :1 cmp #1 beq :3 ;shad lda #guardengarde bne :2:1 lda #0 sta offguard:3 lda #engarde:2 jmp jumpseq
    *-------------------------------**  D o  J u m p u p**  & grab ledge if you can**-------------------------------DoJumpup jsr ]clr sta clrU
     jsr getabove sta blockid
     jsr getaboveinf
     jsr checkledge ;Can you jump up & grab ledge? ;Returns 1 if you can, 0 if you can't bne  DoJumphang ;yes--do it
     jsr getabovebeh sta blockid
     jsr getabove
     jsr checkledge ;could you do it if you were 1 space back? bne :jumpback ;yes--move back & do it
    :jumphi jmp DoJumphigh
    *-------------------------------* Jump up & back to grab block directly overhead
    :jumpback jsr getdist ;dist to front of block cmp #JumpBackThres bcc :jumphi ;too far to fudge
     jsr getbehind jsr cmpspace ;floor behind you? beq DoJumpedge ;no
    * "Jump back" to block behind you & then proceed as usual
     jsr getdist sec sbc #14 jsr addcharx sta CharX
     jsr rereadblocks
     jmp DoJumphang
    *-------------------------------* Your back is to ledge -- so do a "jumpbackhang"
    DoJumpedge jsr getabove
    * Get all the way back on this block
     jsr getdist sec sbc #10
     jsr addcharx sta CharX
    * now jump
     lda #jumpbackhang jmp jumpseq
    *-------------------------------DoJumphang jsr getaboveinf
    *  Choose the jumphang sequence (Long/Med) that*  will bring us closest to edge, then fudge the X-coord*  to make it come out exactly
     jsr getdist ;get distance to front of block sta atemp ;# pixels (0-13) returned in A
     cmp #4 bcc :Med
    :Long lda atemp sec ;"Long" will add 4 to CharX sbc #4 jsr addcharx sta CharX
     lda #jumphangLong jmp jumpseq:Med jsr getfwddist cmp #4 bcs :okMed
     cpx #1 ;close to wall? beq :Long ;yes--step back & do Long
    :okMed lda atemp jsr addcharx sta CharX
     lda #jumphangMed jmp jumpseq
    ]rts rts
    *-------------------------------**  D o  R u n  J u m p**  Calibrate jump so that foot will push off at edge.**-------------------------------RJChange = 4 ;projected change in CharXRJLookahead = 1 ;# blocks you can look aheadRJLeadDist = 14 ;required leading distance in pixelsRJMaxFujBak = 8 ;# pixels we're willing to fudge backRJMaxFujFwd = 2 ;and forward
    DoRunjump lda CharPosn cmp #7 bcc ]rts ;must be in full run
    * Count # of blocks to edge* (Use actual CharX)
     lda #0 sta bufindex ;block counter
     lda #RJChange jsr addcharx sta ztemp ;projected CharX
     jsr getblockxp sta blockx
    :loop lda blockx ldx CharFace inx clc adc plus1,x sta blockx
     tax ldy CharBlockY lda CharScrn jsr rdblock
     cmp #spikes beq :done
     jsr cmpspace beq :done
     inc bufindex
     lda bufindex cmp #RJLookahead+1 bcc :loop bcs :noedge ;no edge in sight--jump anyway:done
    * Calculate # of pixels to end of floor
     lda ztemp jsr getdist1 ;# pixels to end of block
     ldx bufindex ;# of blocks to end of floor clc adc Mult7,x clc adc Mult7,x ;# of pixels to end of floor
     sec sbc #RJLeadDist;A = difference between actual dist to edge;and distance covered by RunJump cmp #-RJMaxFujBak bcs :ok ;move back a little & jump
     cmp #RJMaxFujFwd bcc  :ok ;move fwd a little & jump
     cmp #$80 bcc ]rts ;still too far away--wait till next frame
     lda #-3 ;He jumped too late; he'll miss edge;But let's make it look good anyway:ok clc adc #RJChange
     jsr addcharx sta CharX
    * No edge in sight -- just do any old long jump
    :noedge jsr ]clr sta clrU
     lda #runjump jmp jumpseq
    ]rts rts
    *-------------------------------**  D o  S t e p  F o r w a r d**-------------------------------
    DoStepfwd lda #1 sta clrF sta clrbtn
     jsr getfwddist ;returns A = distance to step (0-13)
     cmp #0 beq :1
    :2 sta CharRepeat ;non-0 value
     clc adc #stepfwd1-1 jmp jumpseq
    :1 cpx #1 beq :thru ;If barrier, step thru
     cmp CharRepeat bne :3 ;First time, test w/foot
    :thru lda #11 bne :2 ;Second time, step off edge
    :3 sta CharRepeat ;0
     lda #testfoot jmp jumpseq
    *-------------------------------**  D o  J u m p  H i g h**-------------------------------DoJumphigh jsr ]clr sta clrU
     jsr getfwddist cmp #4 bcs :ok cpx #1 ;barrier? bne :ok ;no
     sec sbc #3 jsr addcharx sta CharX:ok lda #jumpupreach jsr facedx sta ztemp
     jsr getbasex ;assume char standing still clc adc #jumpupangle clc adc ztemp ;get X-coord at which hand touches ceiling
     jsr getblockx tax
     ldy CharBlockY dey
     lda CharScrn jsr rdblock ;read this block
     cmp #block beq :jumpup jsr cmpspace bne :jumpup
     lda #highjump jmp jumpseq ;no ceiling above
    :jumpup lda #jumpup jsr jumpseq ;touch ceiling]rts rts ;& don't forget to crop top
    *-------------------------------*  reread blocks*-------------------------------REREADBLOCKS jsr GetFrameInfo jmp GetBaseBlock
    *-------------------------------**  Is character stepping on a pressure plate?*  or on loose floor?**-------------------------------CHECKPRESS lda CharPosn cmp #87 bcc :1 cmp #100 bcc :hanging ;87-99: jumphang22-34 cmp #135 bcc :1 cmp #141 bcc :hanging ;135-140: climb up/down:1 lda CharAction cmp #7 beq :ground ;turning cmp #5 beq :ground ;bumped cmp #2 bcs ]rts
    * Action code 7, 0 or 1: on the ground
    :ground lda CharPosn cmp #79 ;jumpup/touch ceiling beq :touchceil
     lda Fcheck and #fcheckmark beq ]rts ;foot isn't touching floor
    *  Standing on a pressplate?
     jsr getunderft:checkit cmp #upressplate beq :PP cmp #pressplate bne :notPP
    :PP lda CharLife bmi :push jmp jampp ;dead weight:push jmp pushpp
    :notPP cmp #loose bne ]rts
     lda #1 sta alertguard jmp breakloose
    *  Hanging on a pressplate?
    :hanging jsr getabove jmp :checkit]rts rts
    * Jumping up to touch ceiling?
    :touchceil jsr getabove
     cmp #loose bne ]rts
     jmp breakloose
    *-------------------------------**  C H E C K   I M P A L E**  Impalement by running or jumping onto spikes*  (Impalement by landing on spikes is covered by*  CHECKFLOOR:falling)**-------------------------------CHECKIMPALE ldx CharBlockX ldy CharBlockY lda CharScrn jsr rdblock cmp #spikes bne ]rts ;not spikes
     ldx CharPosn
     cpx #7 bcc ]rts
     cpx #15 bcs :2 jmp :running
    :2 cpx #43 ;runjump-10 beq :jumpland
     cpx #26 ;standjump-19 beq :jumpland
    ]rts rts
    :running jsr getspikes cmp #2 bcc ]rts ;must be springing bcs :impale
    :jumpland jsr getspikes ;are spikes lethal? beq ]rts ;no
    :impale jmp DoImpale
    *-------------------------------* Impale char on spikes** In: rdblock results*-------------------------------DOIMPALE jsr jamspikes
     ldx CharBlockY inx lda FloorY,x sta CharY ;align char w/floor
     lda tempblockx jsr getblockej ;edge of spikes clc adc #10 sta CharX lda #8 jsr addcharx sta CharX ;center char on spikes
     lda #0 sta CharYVel
     lda #Impaled jsr addsound
     lda #100 jsr decstr
     lda #impale jsr jumpseq jmp animchar
    *-------------------------------**  Pick up object*  Return 0 if no result**-------------------------------TryPickup jsr getunderft cmp #flask beq :2 cmp #sword bne :1:2 jsr getbehind jsr cmpspace beq :no lda CharX lda #-14 jsr addcharx sta CharX ;move char 1 block back jsr rereadblocks:1 jsr getinfront cmp #flask beq :pickup cmp #sword beq :pickup:no lda #0 rts
    :pickup jsr PickItUp lda #1 rts
    *-------------------------------** Pick something up** In: rdblock results for object block ("infront")**-------------------------------PickItUp ldx CharPosn cpx #109 ;crouch first, then pick up obj beq :ok jsr getfwddist cpx #2 beq :0 ;right at edge jsr addcharx sta CharX:0 lda CharFace bmi :1 lda #-2 jsr addcharx sta CharX ;put char within reach of obj:1 jmp DoCrouch
    :ok cmp #sword beq :PickupSword
     lda (BlueSpec),y lsr lsr lsr lsr lsr ;potion # (0-7) jsr RemoveObj
     lda #drinkpotion ;pick up & drink potion jmp jumpseq
    :PickupSword lda #-1 ;sword jsr RemoveObj
     lda #pickupsword jmp jumpseq ;pick up, brandish & sheathe sword
    *------------------------------- lst ds 1 usr $a9,16,$00,*-org lst off

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