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voidrunner.asm
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5242 lines (4824 loc) · 114 KB
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;
; **** ZP FIELDS ****
;
RAM_EAL = $9D
;
; **** ZP ABSOLUTE ADRESSES ****
;
zp02 = $02
zp03 = $03
charToPlot = $04
colourToPlot = $05
currScreenPtrLo = $06
currScreenPtrHi = $07
zp08 = $08
zp09 = $09
zp0A = $0A
RAM_SUBFLG = $10
RAM_DATPTR_LO = $40
RAM_DATPTR_HI = $41
RAM_INPPTR_LO = $42
RAM_INPPTR_HI = $43
a44 = $44
a46 = $46
RAM_OPPTR = $48
RAM_FORPNT = $49
;
; **** ZP POINTERS ****
;
RAM_PDIR = $00
RAM_STREND = $31
;
; **** FIELDS ****
;
SCREEN_PTR_LO = $0340
SCREEN_PTR_HI = $0360
; **** ABSOLUTE ADRESSES ****
;
aE000 = $E000
aE008 = $E008
GRAPHICS_CHIP = $FF07
KEYBOARD_LATCH = $FF08
RASTER_INTERRUPT_STATUS = $FF09
INTERRUPT_ENABLE_REGISTER = $FF0A
RASTER_COMPARE_REGISTER = $FF0B
;
; **** POINTERS ****
;
p30 = $0030
p0100 = $0100
p0101 = $0101
p01FF = $01FF
p03A0 = $03A0
pF8F0 = $F8F0
pFF00 = $FF00
CharacterSet = $3C00
;
; **** EXTERNAL JUMPS ****
;
e4020 = $4020
;
; **** PREDEFINED LABELS ****
;
RAM_DORES = $000F
INTERRUPT_ROUTINE = $0314
COLOR_RAM = $0800
SCREEN_RAM = $0C00
SCRN_CURRENT_SCORE = SCREEN_RAM + $03C7
* = $1001
;------------------------------------------------------------------
; SYS 4112 (Branch execution to JumpToInitialize)
;------------------------------------------------------------------
.BYTE $15,$10,$C3,$07,$9E,$34,$31,$31
.BYTE $32,$20,$3A,$20,$00
BRK #$00
JumpToInitialize
JMP LaunchGame
ORA (RAM_PDIR,X) ;PDIR 7501 on-chip data-direction register
a1015 .BYTE $03
a1016 .BYTE $01
a1017 .BYTE $04
a1018 .BYTE $16
a1019 .BYTE $01
a101A .BYTE $01
a101B .BYTE $01
a101C .BYTE $01
a101D .BYTE $00
a101E .BYTE $FF
a101F .BYTE $B4
a1020 .BYTE $01
a1021 .BYTE $01
a1022 .BYTE $04
a1023 .BYTE $05,$01,$01
a1026 .BYTE $B0
a1027 .BYTE $24
;------------------------------------------------------------------
; UpdateOscilloscopeState
; Update the currently running tiled oscilloscopes. There's 5 different
; styles of oscilloscope in total, spread across the first 8 levels
; the player can select on the title screen by pushing the joystick
; to the right. They then cycle around for the remaining levels when
; the player reaches them in gameplay.
;------------------------------------------------------------------
UpdateOscilloscopeState
; Get the current level and resolve it 1 of the 5 possible
; oscilloscopes.
LDY #$00
LDA currentLevel
AND #$07
TAY
; Use the level (0-7) to pick the subroutine to run.
LDA LevelToOscilloscopeMapLo,Y
STA CurOscLo
LDA LevelToOscilloscopeMapHi,Y
STA CurOscHi
JMP (CurOscLo) ; $1051 at first pass.
CurOscLo .BYTE $51
CurOscHi .BYTE $10
; This is a map of the levels to respective oscilloscope styles.
; UpdateOscilloscope1 ($1051)
; UpdateOscilloscope2 ($1208)
; UpdateOscilloscope3 ($126A)
; UpdateOscilloscope1 ($1051)
; UpdateOscilloscope4 ($12BF)
; UpdateOscilloscope1 ($1051)
; UpdateOscilloscope5 ($12B3)
; UpdateOscilloscope2 ($1208)
LevelToOscilloscopeMapLo .BYTE $51,$08,$6A,$51,$BF,$51,$B3,$08
LevelToOscilloscopeMapHi .BYTE $10,$12,$12,$10,$12,$10,$12,$12
;------------------------------------------------------------------
;UpdateOscilloscope1
;------------------------------------------------------------------
UpdateOscilloscope1
LDY #$00
JSR ResetDynamicCharset
DEC a1019
BNE b106B
LDA a101A
STA a1019
LDA a119B
CLC
ADC a101E
STA a101E
b106B DEC a101C
BNE b1080
LDA a101B
STA a101C
LDA a101F
CLC
ADC a119C
STA a101F
b1080 DEC a1020
BNE b108E
LDA a1021
STA a1020
INC a1026
b108E DEC a1022
BNE b109C
LDA a1023
STA a1022
INC a1027
b109C LDA a101E
PHA
LDA a101F
PHA
LDA a1026
PHA
LDA a1027
PHA
b10AC LDA a101E
AND #$3F
TAX
LDA f2C9E,X
STA a1015
LDA a101F
AND #$3F
TAX
LDA f2C9E,X
STA a1016
LDA a1026
AND #$3F
TAX
LDA f2C9E,X
STA a1017
LDA a1027
AND #$3F
TAX
LDA f2C9E,X
STA a1018
JSR ManipulateCharset
LDA a1027
CLC
ADC #$08
STA a1027
LDA a1026
CLC
ADC #$08
STA a1026
LDA a101F
CLC
ADC #$08
STA a101F
LDA a101E
CLC
ADC #$08
STA a101E
INY
INY
CPY #$10
BNE b10AC
PLA
STA a1027
PLA
STA a1026
PLA
STA a101F
PLA
STA a101E
LDA a101D
BEQ b116F
LDA #$00
STA a101D
JSR GetRandomValue
AND #$07
CLC
ADC #$04
TAX
STX a11E5
LDA f119D,X
STA a101A
LDA f11AD,X
STA a119B
JSR GetRandomValue
AND #$07
CLC
ADC #$04
TAX
STX a11E6
LDA f119D,X
STA a101B
LDA f11AD,X
STA a119C
JSR GetRandomValue
AND #$07
CLC
ADC #$01
STA a1020
STA a1021
JSR GetRandomValue
AND #$07
CLC
ADC #$01
STA a1022
STA a1023
b116F RTS
a1171 =*+$01
;------------------------------------------------------
; GetRandomValue
;------------------------------------------------------
GetRandomValue
LDA aE008
INC a1171
RTS
;------------------------------------------------------
; ManipulateCharset
;------------------------------------------------------
ManipulateCharset
LDA a1015
LDX a1021
BEQ b1185
JSR ManipulateCharsetImpl
JMP j1188
b1185 STA a1199
j1188 LDA a1016
LDX a1023
BEQ b1193
JMP j11D0
b1193 STA a119A
JMP j11E7
zpFA = $FA
a1199 .BYTE $03
a119A .BYTE $0B
a119B .BYTE $03
a119C .BYTE $04
f119D .BYTE $01,$01,$01,$01,$01,$01,$01,$01
.BYTE $02,$03,$04,$05,$06,$07,$08,$09
f11AD .BYTE $08,$07,$06,$05,$04,$03,$02,$01
.BYTE $01,$01,$01,$01,$01,$01,$01,$01
;------------------------------------------------------
; ManipulateCharsetImpl
;------------------------------------------------------
ManipulateCharsetImpl
LDA a1015
CLC
ROR
STA zpFA
LDA a1017
CLC
ROR
CLC
ADC zpFA
STA a1199
RTS
j11D0 LDA a1016
CLC
ROR
STA zpFA
LDA a1018
CLC
ROR
CLC
ADC zpFA
STA a119A
JMP j11E7
a11E5 .BYTE $05
a11E6 .BYTE $04
j11E7 TYA
PHA
LDA a1199
CLC
ROR
PHA
LDA a119A
CLC
ROR
TAY
PLA
TAX
JSR UpdateDynamicCharset
PLA
TAY
RTS
a11FD .BYTE $00,$00
f11FF .BYTE $00,$08,$10,$18,$20,$28,$30,$38
a1207 .BYTE $02
;------------------------------------------------------
; UpdateOscilloscope2
;------------------------------------------------------
UpdateOscilloscope2
DEC a1207
BEQ b120E
RTS
b120E LDA #$02
STA a1207
JSR ResetDynamicCharset
LDX #$07
b1218 INC f11FF,X
b121B LDA f11FF,X
AND #$3F
STA f11FF,X
TAY
LDA f2C9E,Y
CLC
ROR
TAY
STX a11FD
TXA
ASL
TAX
JSR UpdateOscilloscope3Impl
LDX a11FD
DEX
BPL b1218
RTS
f123A .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f124A .BYTE $01,$02,$03,$04,$05,$06,$07,$08
.BYTE $08,$07,$06,$05,$04,$03,$02,$01
f125A .BYTE $01,$02,$03,$04,$05,$06,$07,$08
.BYTE $08,$07,$06,$05,$04,$03,$02,$01
;------------------------------------------------------
; UpdateOscilloscope3
;------------------------------------------------------
UpdateOscilloscope3
JSR ResetDynamicCharset
LDX #$0F
b126F DEC f124A,X
BNE b1285
LDA f125A,X
STA f124A,X
INC f123A,X
LDA f123A,X
AND #$0F
STA f123A,X
b1285 TXA
TAY
LDA f123A,X
STX a11FD
CPY #$08
BMI b1293
EOR #$0F
b1293 TAX
JSR UpdateOscilloscope3Impl
LDX a11FD
DEX
BPL b126F
RTS
a129E .BYTE $00
;------------------------------------------------------
; UpdateOscilloscope3Impl
;------------------------------------------------------
UpdateOscilloscope3Impl
LDA a129E
BEQ b12AA
TXA
PHA
TYA
TAX
PLA
TAY
b12AA JSR UpdateDynamicCharset
LDA #$00
STA $FF15 ;Background color register
RTS
;------------------------------------------------------
; UpdateOscilloscope5
;------------------------------------------------------
UpdateOscilloscope5
LDA #$01
STA a129E
JSR UpdateOscilloscope3
DEC a129E
RTS
;------------------------------------------------------
; UpdateOscilloscope4
;------------------------------------------------------
UpdateOscilloscope4
LDA #$01
STA a129E
JSR UpdateOscilloscope2
DEC a129E
RTS
;------------------------------------------------------------------
; ResetDynamicCharset
;------------------------------------------------------------------
ResetDynamicCharset
LDX #$7F ; 127 bytes, i.e. 16 characters
LDA a12D7 ;$FF
b12D0 STA startOfDynamicCharset,X
DEX
BPL b12D0
RTS
;------------------------------------------------------------------
; UpdateDynamicCharset
;------------------------------------------------------------------
a12D7 .BYTE $FF
f12D8 .BYTE $00,$02,$04,$06,$20,$22,$24,$26
.BYTE $40,$42,$44,$46,$60,$62,$64,$66
f12E8 .BYTE $00,$00,$00,$00,$08,$08,$08,$08
.BYTE $10,$10,$10,$10,$18,$18,$18,$18
f12F8 .BYTE $40,$10,$04,$01,$40,$10,$04,$01
.BYTE $40,$10,$04,$01,$40,$10,$04,$01
f1308 .BYTE $3F,$CF,$F3,$FC,$3F,$CF,$F3,$FC
.BYTE $3F,$CF,$F3,$FC,$3F,$CF,$F3,$FC
UpdateDynamicCharset
LDA a12D7
BNE b1337
LDA f12D8,Y
CLC
ADC f12E8,X
TAY
LDA startOfDynamicCharset,Y
ORA f12F8,X
STA startOfDynamicCharset,Y
LDX a2CFE
BNE b1336
STA startOfDynamicCharset+$01,Y
b1336 RTS
b1337 LDA f12D8,Y
CLC
ADC f12E8,X
TAY
LDA startOfDynamicCharset,Y
AND f1308,X
STA startOfDynamicCharset,Y
STA startOfDynamicCharset+$01,Y
RTS
screenRAMLo = $FE
screenRAMHi = $FF
;------------------------------------------------------------------
; PointScreenArrayToFirstColumn
; Update the SCREEN_PTR_LO/SCREEN_PTR_HI arrays to point to the
; first column in each row (25 rows of 40 columns).
;------------------------------------------------------------------
PointScreenArrayToFirstColumn
LDA #>SCREEN_RAM
STA screenRAMHi
LDA #<SCREEN_RAM
STA screenRAMLo
; Start at zero
LDX #$00
; Set the first byte to be the start of the screen RAM (1st col)
b1356 LDA screenRAMLo
STA SCREEN_PTR_LO,X
LDA screenRAMHi
STA SCREEN_PTR_HI,X
; Increment by 40 bytes to the start of the second row.
LDA screenRAMLo
CLC
ADC #$28 ; Skip 40 columns
STA screenRAMLo
; Add any carry to the high byte.
LDA screenRAMHi
ADC #$00
STA screenRAMHi
INX
CPX #$19 ; Keep going until 25 rows are done.
BNE b1356
RTS
;------------------------------------------------------------------
; Screen_GetPointer
;------------------------------------------------------------------
Screen_GetPointer
LDX zp03
LDY zp02
LDA SCREEN_PTR_LO,X
STA currScreenPtrLo
LDA SCREEN_PTR_HI,X
STA currScreenPtrHi
LDA (currScreenPtrLo),Y
RTS
;------------------------------------------------------------------
; DrawCharacterOnScreen
;------------------------------------------------------------------
DrawCharacterOnScreen
LDX zp03
LDY zp02
LDA SCREEN_PTR_LO,X
STA currScreenPtrLo
LDA SCREEN_PTR_HI,X
STA currScreenPtrHi
LDA charToPlot
STA (currScreenPtrLo),Y
LDA currScreenPtrHi
SEC
SBC #$04
STA currScreenPtrHi
LDA colourToPlot
STA (currScreenPtrLo),Y
RTS
f13A2 .BYTE $FF
f13A3 .BYTE $FF
f13A4 .BYTE $FF
f13A5 .BYTE $FF
f13A6 .BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.BYTE $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
.BYTE $FF,$FF,$FF,$FF
f13C2 .BYTE $00
f13C3 .BYTE $00
f13C4 .BYTE $00
f13C5 .BYTE $00
f13C6 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00
f13E2 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f1402 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f1422 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f1442 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f1462 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
f1482 .BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$00,$00,$00
a14A2 .BYTE $00
a14A3 .BYTE $00
;------------------------------------------------------
; s14A4
;------------------------------------------------------
s14A4 LDX a14A3
LDA a14A2
CMP #$20
BEQ b14C3
LDA #$20
STA a46
b14B2 LDA f13A2,X
BMI b14C6
INX
TXA
AND #$1F
TAX
STX a14A3
DEC a46
BNE b14B2
b14C3 LDX #$FF
RTS
b14C6 INC a14A2
TXA
RTS
;------------------------------------------------------------------
;RunSequenceFromf13A2
;------------------------------------------------------------------
RunSequenceFromf13A2
LDX #$00
b14CD LDA f13A2,X
BMI b14D9
TXA
PHA
JSR CallSelectedRoutine
PLA
TAX
b14D9 INX
CPX #$20 ; Run all 32 routines
BNE b14CD
RTS
;------------------------------------------------------------------
;CallSelectedRoutine
;------------------------------------------------------------------
SelectedRoutineLo .BYTE $00
SelectedRoutineHi .BYTE $00
CallSelectedRoutine
; Uses the value at index in f13E2 to pick a routine to call.
; The valid routines are listed below.
LDY f13E2,X
LDA SelRoutLo,Y
STA SelectedRoutineLo
LDA SelRoutHi,Y
STA SelectedRoutineHi
JMP (SelectedRoutineLo)
;s17E3 $17E3
;s1981 $1981
;s1B14 $1B14
;s1BB0 $1BB0
;s1CC8 $1CC8
;s1D1A $1D1A
;s1E5B $1E5B
;s1ED5 $1ED5
;s2010 $2010
;s1981 $1981
;s1981 $1981
;s1981 $1981
;s1981 $1981
;s1ED5 $1ED5
;s217A $217A
;s217A $217A
SelRoutLo
.BYTE $E3,$81,$14,$B0,$C8,$1A,$5B,$D5
.BYTE $10,$81,$81,$81,$81,$D5,$7A,$7A
SelRoutHi
.BYTE $17,$19,$1B,$1B,$1C,$1D,$1E,$1E
.BYTE $20,$19,$19,$19,$19,$1E,$21,$21
a1513 .BYTE $00
b1514 DEC a15CD
BEQ b1529
b1519 RTS
;------------------------------------------------------
; UpdateScreenData
;------------------------------------------------------
UpdateScreenData
LDA a15CF
BEQ b1514
LDA a14A2
BNE b1519
LDA #$00
STA a15CF
b1529 LDA #$01
STA a15CD
LDY currentLevel
LDA #$01
STA a1513
LDA LevelDataMapLo,Y
CLC
ADC #$15
STA RAM_DATPTR_LO
LDA LevelDataMapHi,Y
ADC #$00
STA RAM_DATPTR_HI
LDY a15CE
j1548 LDA (RAM_DATPTR_LO),Y
CMP #$23
BNE b155A
INY
LDA (RAM_DATPTR_LO),Y
STA a15D0
INY
STY a15D1
LDA (RAM_DATPTR_LO),Y
b155A CMP #$24
BNE b156F
DEC a15D0
BEQ b156B
LDY a15D1
LDA (RAM_DATPTR_LO),Y
JMP b156F
b156B INY
JMP j1548
b156F CMP #$FD
BEQ b15B8
CMP #$FE
BNE b1589
INY
LDA (RAM_DATPTR_LO),Y
STA a15CD
BNE b1584
LDA #$01
STA a15CF
b1584 INY
STY a15CE
RTS
b1589 AND #$80
BEQ b1595
LDA (RAM_DATPTR_LO),Y
AND #$7F
STA a1513
INY
b1595 LDA (RAM_DATPTR_LO),Y
STA a15CB
INY
LDA (RAM_DATPTR_LO),Y
STA a15D2
INY
JSR s1BF9
STY a15CE
b15A7 LDA a1513
PHA
JSR s1741
PLA
STA a1513
DEC a15CB
BNE b15A7
b15B7 RTS
b15B8 LDA levelIsComplete
BNE b15B7
LDA #$01
STA levelIsComplete
STA playerIsAlive
LDA #$00
STA a15CE
RTS
a15CB .BYTE $00
levelIsComplete .BYTE $00
a15CD .BYTE $01
a15CE .BYTE $00
a15CF .BYTE $00
a15D0 .BYTE $00
a15D1 .BYTE $00
a15D2 .BYTE $00
; The Hi and Lo bytes map to positions containing the
; data for each level.
LevelDataMapLo
.BYTE $0F,$47,$7F,$B4,$DD,$FF,$6D,$A9
.BYTE $DB,$0E,$2F,$52,$74,$A6,$D9,$10
.BYTE $3C,$64,$97,$C4,$E9,$1C,$4F,$76
.BYTE $BE,$F1,$24,$4B,$80,$A3
LevelDataMapHi
.BYTE $16,$16,$16,$16,$16,$16,$26,$26
.BYTE $26,$27,$27,$27,$27,$27,$27,$28
.BYTE $28,$28,$28,$28,$28,$29,$29,$29
.BYTE $29,$29,$2A,$2A,$2A,$2A
; Level1Data $160F
; Level2Data $1647
; Level3Data $167F
; Level4Data $16B4
; Level5Data $16DD
; Level6Data $16FF
; Level7Data $266D
; Level8Data $26A9
; Level9Data $26DB
; Level10Data $270E
; Level11Data $272F
; Level12Data $2752
; Level13Data $2774
; Level14Data $27A6
; Level15Data $27D9
; Level16Data $2810
; Level17Data $283C
; Level18Data $2864
; Level19Data $2897
; Level20Data $28C4
; Level21Data $28E9
; Level22Data $291C
; Level23Data $294F
; Level24Data $2976
; Level25Data $29BE
; Level26Data $29F1
; Level27Data $2A24
; Level28Data $2A4B
; Level29Data $2A80
; Level30Data $2AA3
Level1Data
.BYTE $2F,$59
.BYTE $41,$4B,$2F,$14,$13,$15,$16,$0B
.BYTE $0C,$0B,$0C,$00,$00,$00,$00,$00
.BYTE $00,$00,$00,$23,$06,$8C,$01,$08
.BYTE $FF,$00,$FF,$03,$0D,$FF,$00,$06
.BYTE $FE,$32,$24,$23,$06,$8F,$01,$02
.BYTE $FF,$00,$04,$01,$0E,$FF,$00,$FF
.BYTE $FE,$20,$24,$FE,$00,$FD
Level2Data
.BYTE $4C,$4C
.BYTE $41,$4D,$41,$14,$13,$15,$16,$0C
.BYTE $0B,$0C,$0B,$00,$00,$00,$00,$04
.BYTE $04,$04,$04,$23,$06,$8C,$01,$08
.BYTE $FF,$17,$FF,$03,$0D,$FF,$17,$02
.BYTE $FE,$32,$24,$23,$06,$8F,$01,$02
.BYTE $FF,$17,$00,$01,$0E,$FF,$17,$FF
.BYTE $FE,$20,$24,$FE,$00,$FD
Level3Data
.BYTE $47,$4F
.BYTE $41,$54,$20,$13,$12,$14,$13,$0B
.BYTE $0C,$0C,$0D,$00,$00,$00,$00,$00
.BYTE $06,$02,$04,$23,$04,$82,$01,$02
.BYTE $FF,$00,$06,$82,$01,$02,$FF,$17
.BYTE $00,$82,$01,$02,$00,$FF,$02,$82
.BYTE $01,$02,$27,$FF,$06,$FE,$00,$24
.BYTE $FE,$00,$FD
Level4Data
.BYTE $53,$48,$45,$45,$50
.BYTE $14,$13,$15,$16,$0B,$0B,$0B,$0B
.BYTE $00,$00,$0C,$0C,$00,$00,$00,$00
.BYTE $23,$04,$86,$02,$02,$FF,$00,$FF
.BYTE $FE,$00,$24,$9F,$01,$02,$FF,$00
.BYTE $FF,$FE,$00,$FD
Level5Data
.BYTE $43,$41,$4D,$45
.BYTE $4C,$14,$13,$15,$16,$0B,$0B,$0B
.BYTE $0B,$00,$00,$00,$00,$07,$07,$01
.BYTE $01,$23,$20,$01,$0E,$FF,$00,$FF
.BYTE $FE,$0A,$24,$FE,$00,$FD
Level6Data
.BYTE $42,$45
.BYTE $41,$53,$54,$13,$14,$13,$14,$0B
.BYTE $0B,$0B,$0B,$00,$00,$00,$00,$00
.BYTE $00,$04,$04,$23,$02,$88,$01,$06
.BYTE $14,$0C,$FF,$FE,$80,$24,$23,$04
.BYTE $01,$05,$76,$24,$23,$04,$01,$04
.BYTE $44,$00,$04,$01,$04,$44,$17,$00
.BYTE $01,$04,$00,$44,$02,$01,$04,$27
.BYTE $44,$06,$FE,$30,$24,$FE,$00,$FD
;------------------------------------------------------
; s1741
;------------------------------------------------------
s1741 LDA #$01
STA a17C0
b1746 JSR s14A4
CPX #$FF
BEQ b17BE
LDA a15D2
STA f1402,X
LDA #$04
STA f1422,X
LDA #$0F
STA f1442,X
LDA #$00
STA f13E2,X
LDA a17C0
STA f1462,X
CMP #$01
BEQ b1781
LDA a1BF6
STA f13A2,X
LDA a1BF7
STA f13C2,X
LDA a1BF8
STA f1482,X
JMP j17B6
b1781 LDA a1BF6
BPL b17A4
JSR s18D7
AND #$1F
CLC
ADC #$04
STA a1BF6
JSR s18D7
AND #$0F
CLC
ADC #$04
STA a1BF7
JSR s18D7
AND #$07
STA a1BF8
b17A4 LDA a1BF6
STA f13A2,X
LDA a1BF7
STA f13C2,X
LDA a1BF8
STA f1482,X
j17B6 INC a17C0
DEC a1513
BNE b1746
b17BE RTS
a17BF .BYTE $30
a17C0 .BYTE $09
a17C1 .BYTE $01
;------------------------------------------------------------------
; UpdateBackgroundAnimationData
;------------------------------------------------------------------
UpdateBackgroundAnimationData
DEC a17BF
BNE b17CF
JSR RunSequenceFromf13A2
LDA #$30
STA a17BF
b17CF DEC a17C1
BNE b17E1
LDA #$FF
STA a17C1
LDA playerIsAlive
BNE b17E1
JSR UpdateScreenData
b17E1 RTS
currentLevel .BYTE $00
;------------------------------------------------------
; s17E3
;------------------------------------------------------
s17E3
DEC f1422,X
BEQ b17E9
RTS
b17E9 LDA f1462,X
BEQ b17F9
LDA #$06
STA f1422,X
DEC f1462,X
BEQ b17F9