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- ; Dying Eyes
- ;
- ; "tired disguised oblivion...is everything i do"
- ;
- ; "in the company of pseudo-suns...
- ; happy birthday to me"
- ;
- ; "i think i've reached that point...
- ; where giving up and going on..are both the same dead end to me
- ; both the same old song"
- ;
- ; "goodbye my little moon...i'd rather look at Saturn"
- ;
- ; Innovated by Alex Highsmith
- ;
- ; TO DO: TOWER. END OF GAME
- ;
-
- #include "crash82.inc"
-
- .db "Dying Eyes",0
-
- G_2nd = G_2ND
- TempLine = TEXT_MEM+1
- PicCoor = TEXT_MEM+20
- offset = TEXT_MEM+22
- NASR_Status = TEXT_MEM+23
- KURAICOUNTER = TEXT_MEM+24
- ENEMYCOUNTER1 = TEXT_MEM+25
- OK = TEXT_MEM+27
- BKX = TEXT_MEM+61
- BKY = TEXT_MEM+62
- WHICHENEMY = TEXT_MEM+30
- NUMBEROFENEMIES = TEXT_MEM+31
- ENEMYHP1 = TEXT_MEM+32
- ENEMYHP2 = TEXT_MEM+34
- ENEMYHP3 = TEXT_MEM+36
- ENEMYST1 = TEXT_MEM+38
- ENEMYST2 = TEXT_MEM+40
- ENEMYST3 = TEXT_MEM+42
- ENEMYSPEED1 = TEXT_MEM+44
- ENEMYSPEED2 = TEXT_MEM+46
- ENEMYSPEED3 = TEXT_MEM+48
- ENEMYCOUNTER2 = TEXT_MEM+49
- DUMMY1 = TEXT_MEM+51
- DUMMY2 = TEXT_MEM+52
- ENEMYBACK1 = TEXT_MEM+55
- ENEMYBACK2 = TEXT_MEM+57
- ENEMYBACK3 = TEXT_MEM+59
- Save = TEXT_MEM+63
- COUNTER = TEXT_MEM+65
- MAXDEFENSE = TEXT_MEM+66
- REGENCHECK = TEXT_MEM
- XPGAINED = TEXT_MEM2+70
- ENEMYDFD1 = TEXT_MEM2+64
- ENEMYDFD2 = TEXT_MEM2+66
- ENEMYDFD3 = TEXT_MEM2+68
-
- MAPVAR = TEXT_MEM2+60
- STRENGTHMAX = TEXT_MEM2+78
- BUILDUP = TEXT_MEM2+74
- RELIFE = TEXT_MEM2+75
- DEFENSEMAX = TEXT_MEM2+76
- LEADERCHECK = TEXT_MEM2+80
-
- ;;Save VARS
-
- TOLEVEL = TEXT_MEM2+82
- HP = TEXT_MEM2+84
- MP = TEXT_MEM2+86
- XP = TEXT_MEM2+88
- GOLD = TEXT_MEM2+90
- MAXHP = TEXT_MEM2+92
- STRENGTH = TEXT_MEM2+94
- KURAILEVEL = TEXT_MEM2+96
- MAXMP = TEXT_MEM2+98
- SPEED = TEXT_MEM2+100
- INTELLIGENCE = TEXT_MEM2+102
- WEAPON = TEXT_MEM2+104
- DEFENSE = TEXT_MEM2+106
- DUNGEONCHECK = TEXT_MEM2+108
-
- SCENARIO = TEXT_MEM+108
- ENEMYCOUNTER3 = TEXT_MEM+109
- DOUBLE = TEXT_MEM2+110
-
- BMPLOC = TEXT_MEM+68 ;$808F
- MAPINDEX = TEXT_MEM+70 ;$8091 ; 8092
- MAPSTART = TEXT_MEM+72 ;$8093 ; 8094
- VIDINDEX = TEXT_MEM+74 ;$8095 ; 8096
- WHEREAT = TEXT_MEM+76 ;$8097 ; 8098
- STANDING = TEXT_MEM+78 ;$8099 ; 809A
- COUNT = TEXT_MEM+90 ;$80A1
- X = TEXT_MEM+91 ;$809B
- Y = TEXT_MEM+92 ;$809C
- OLDX = TEXT_MEM+84 ;$809D ; 809E
- OLDWHERE = TEXT_MEM+86 ;$809F ; 80A0
-
- ld a,%10001100 ;Needed for FIND_PIXEL ($4116)
- out (2),a
- set 7,(IY+$14)
- ld a,1
- ld (NASR_Status),a ;set to display pic
- LOADGAME:
- call DEADORLIVEMAN
- ld (hl),0
- call FADE_OUT
- call DRAWWALLS
- ld hl,NewGame
- ld de,$0E05
- call DISPSTRING
- ld bc,$2325
- ld hl,Logo
- call NASRWARP
- ld hl,SaveGame
- ld de,$0705
- call DISPSTRING
- call FADE_IN
- LOADLOOP2:
- call GET_KEY
- cp G_2
- jr z,LOADGAME2
- cp G_3
- jr z,NEWGAME
- cp G_CLEAR
- RET Z
- cp G_1
- jr nz,LOADLOOP2
- LOADGAME1:
- ld hl,SaveSSI
- ld (DUMMY1),hl
- LD hl,SAVERAM
- ld de,scenario1
- jr LOADIT
- LOADGAME2:
- ld hl,SaveSSI2
- ld (DUMMY1),hl
- LD hl,SAVERAM2
- ld de,scenario2
- LOADIT:
- push de
- LD DE,TOLEVEL
- LD BC,28
- LDIR
- ld hl,Loaded
- ld de,$2F22
- call DISPSTRING
-
- ld hl,(DUMMY1)
- ld de,WhichSpells
- ld bc,24
- ldir
-
- pop de
- ex de,hl
- ld a,(hl)
- ld (SCENARIO),a
- call WaitKey
- call ERASESCREEN
- ld a,(DUNGEONCHECK)
- cp 8
- jp z,TOTOWN2
- jp FROMLOAD
- NEWGAME:
- ld de,Chests
- ld hl,MAP2
- call CHESTINIT
- ld hl,MAP3
- ld de,Chests2
- call CHESTINIT
-
- INITSLOTS:
- ld hl,ZeroSet
- ld de,WhichSpells
- ld bc,24
- ldir
- xor a
- ld (DOUBLE),a
- ld (COUNTER),a
- ld (SCENARIO),a
- ld (LEADERCHECK),a
- inc a
- ld (KURAILEVEL),a
- ld (DUNGEONCHECK),a
-
- ld hl,0
- ld (MAXHP),hl
- ld (TOLEVEL),hl
- ld (MAXMP),hl
- ld (STRENGTH),hl
- ld (INTELLIGENCE),hl
- ld (SPEED),hl
- ld (XP),hl
- ld (GOLD),hl
- ld hl,5
- ld (DEFENSE),hl
- ld (WEAPON),hl
- call DRAWWALLS
- ld hl,172
- call LEVELUP
- call DRAWWALLS
- call INVERTSCREEN
- set 3,(IY+05)
- ld de,$1720
- ld hl,Awakened
- call DISPSTRING3
- ld de,KuraiText1
- ld bc,KuraiText2
- ld hl,KuraiText3
- call KURAITALKS
- START:
- LD DE,29
- LD HL,$001D
- jp MAP2PLACER
- UPDATEMOVE: ; SET (X) TO NEW X,Y COORD
- LD (WHEREAT),HL ; SET HL TO POINT TO TOP-LEFT CORNER
- DRAWMAP: ; (X) AND (WHEREAT) SHOULD STILL BE UNCHANGED
- call REFRESHMAP
- LD A,(HL)
- LD HL,(X)
- LD (OLDX),HL
- LD HL,(WHEREAT)
- LD (OLDWHERE),HL
- ld a,(COUNTER)
- inc a
- ld (COUNTER),a
- cp 20
- jp z,INITBATTLE
- KEYLOOP:
- call GET_KEY
- CP G_2nd
- jp z,STATUSSCREEN
- CP G_LEFT
- JR Z,LEFT
- CP G_RIGHT
- JR Z,RIGHT
- CP G_UP
- jr z,UP
- CP G_CLEAR
- RET Z
- CP G_DOWN
- JR NZ,KEYLOOP
- DOWN:
- LD HL,(STANDING)
- LD DE,36
- ADD HL,DE
- LD A,(HL)
- cp 3
- jr nc,SOMETHING
- LD A,(Y)
- INC A
- LD (Y),A
- LD HL,(WHEREAT)
- LD DE,36
- ADD HL,DE
- jr UPDATEMOVE
-
- LEFT:
- LD HL,(STANDING)
- LD DE,$FFFF
- ADD HL,DE
- LD A,(HL)
- cp 3
- jr nc,SOMETHING
- LD A,(X)
- DEC A
- LD (X),A
- LD HL,(WHEREAT)
- LD DE,$FFFF
- ADD HL,DE
- jr UPDATEMOVE
-
- RIGHT:
- LD HL,(STANDING)
- inc hl
- LD A,(HL)
- cp 3
- jr nc,SOMETHING
- LD A,(X)
- INC A
- LD (X),A
- LD HL,(WHEREAT)
- inc hl
- jp UPDATEMOVE
-
- UP:
- LD HL,(STANDING)
- LD DE,$FFDC
- ADD HL,DE
- LD A,(HL)
- CP 3
- JR NC,SOMETHING
- LD A,(Y)
- DEC A
- LD (Y),A
- LD HL,(WHEREAT)
- LD DE,$FFDC
- ADD HL,DE
- jp UPDATEMOVE
- SOMETHING:
- ld a,(hl)
- CP 7
- jp z,KEYLOOP
- CP 6
- jp z,TOWN
- CP 5
- jp z,CASTLEORMAN
- cp 4
- jp z,CAVEORELSE
- STAIRS:
- ld bc,(X)
- ld a,(DUNGEONCHECK)
- or a
- jp z,TOWER
- cp 4
- jp z,FAITHCAVE
- cp 7
- jp z,BANDITSTAIRS
- cp -1
- jp z,LASTSTAIRS
- cp -2
- jp z,FAITHCAVE2 ; you get the faith armor
- cp 8
- jp nc,INTOWN
- ld a,b
- cp $0C
- jr z,STAIRSOUT1
- cp $03
- jr z,STAIRS2
- or a
- jr z,STAIRSOUT2
- cp $04
- jr z,STAIRSD1
- cp $0D
- jr z,STAIRSD2
- cp $0F
- jr z,STAIRSD3
- cp $07
- jr z,STAIRSD5
- cp $0B
- jr z,STAIRSD6
- cp $08
- jr z,STAIRSD7
- STAIRS1:
- ld bc,$0316 ;; Y,X
- jr CONTINUEST
- STAIRS2:
- ld a,(SCENARIO)
- or a
- call z,TALK1
- ld bc,$0206 ;; Y,X
- jr CONTINUEST
- STAIRSOUT1:
- ld a,(DUNGEONCHECK)
- cp 3
- jr z,STAIRSD4
- ld a,(SCENARIO)
- cp 1
- jp z,LEADER1
- LD HL,$0C18
- LD DE,456
- JUMPTOMAP:
- jp RETURNTOMAP2
- STAIRSOUT2:
- LD HL,$0812
- LD DE,306
- jr JUMPTOMAP
- STAIRSD1:
- ld bc,$0D16
- jr CONTINUEST
- STAIRSD2:
- ld bc,$0412
- jr CONTINUEST
- STAIRSD3:
- ld bc,$0C0C
- jr CONTINUEST
- STAIRSD4:
- ld bc,$0F17
- jr CONTINUEST
- STAIRSD5:
- ld bc,$0B11
- jr CONTINUEST
- STAIRSD7:
- ld a,(SCENARIO)
- cp 4
- jr c,LOCKED
- jp z,LEADER3
- STAIRSOUT3: ;; goes to other side
- LD HL,$0810
- LD DE,304
- jp RETURNTOMAP3
- STAIRSD6:
- ld bc,$070C
- CONTINUEST:
- LD (X),bc
- push bc
- ld hl,0
- LOOPOF36:
- ld de,36
- add hl,de
- djnz LOOPOF36
- pop bc
- ld b,0
- add hl,bc
- ex de,hl
- FROMPLACE:
- push de
- LD HL,BITMAPS2
- LD (BMPLOC),HL
- LD HL,(MAPVAR)
- LD (MAPSTART),HL
- pop de
- ADD HL,DE
- jp UPDATEMOVE
- LOCKED:
- call DRAWWALLS
- ld de,$1C1E
- ld hl,Locked
- call DISPSTRING
- jp RETFROMSTATS
-
- FAITHCAVE:
- ld a,b
- cp $0E
- jr z,STAIRSOUT4
- cp $04
- jr z,STAIRSE2
- cp $02
- jr z,STAIRSE3
- cp $0B
- jr z,STAIRSE4
- cp $09
- jr z,STAIRSE5
- cp $03
- jr z,STAIRSE6
- cp $05
- jr z,STAIRSE7
- cp $13
- jr z,STAIRSE9
- cp $14
- jr z,STAIRSE10
- cp $01
- jr z,STAIRSE11
- cp $0C
- jr z,STAIRSE12
- or a
- jr z,STAIRSE13
- ;; stairs 8 have the same coord as stairs1, so it is within staire1:
- STAIRSE1:
- LD bc,$0400
- jr CONTINUEST
- STAIRSE2:
- ld a,c
- cp $1F
- jr z,STAIRSE8
- LD bc,$0700
- jr CONTINUEST
- STAIRSE3:
- LD bc,$0B08
- CONTINUEST2: ;;to save bytes
- jr CONTINUEST
- STAIRSE4:
- LD bc,$0200
- jr CONTINUEST2
- STAIRSE5:
- LD bc,$0307
- jr CONTINUEST2
- STAIRSE6:
- LD bc,$0907
- jr CONTINUEST2
- STAIRSE7:
- LD bc,$041F
- jr CONTINUEST2
- STAIRSE8:
- ld bc,$0506
- jr CONTINUEST2
- STAIRSE9:
- ld bc,$0117
- jr CONTINUEST2
- STAIRSE10:
- ld bc,$0C04
- jr CONTINUEST2
- STAIRSE11:
- ld bc,$131D
- jr CONTINUEST2
- STAIRSE12:
- ld bc,$141D
- jr CONTINUEST2
- STAIRSE13:
- ld a,(SCENARIO)
- cp 6
- jp z,LEADER4
- STAIRSOUT4: ;; leads out of faith cave
- LD HL,$0202
- LD DE,74
- RETURNTOMAP3C: ;;to save bytes
- jp RETURNTOMAP3
-
- BANDITSTAIRS:
- ld a,b
- cp $0F
- jr z,STAIRSF1
- cp $08
- jr z,STAIRSF2
- cp $13
- jr z,STAIRSOUT5
- cp $06
- jr z,STAIRSF5
- cp $0D
- jr z,STAIRSF6
- cp $0A
- jr z,STAIRSF7
- cp $01
- jr z,STAIRSOUT6
- STAIRSF4:
- ld a,c
- cp $1F
- jr z,STAIRSF8
- ld bc,$0F16
- jr CONTINUEST2
- STAIRSF1:
- ld a,c
- cp $16
- jr z,STAIRSF3
- ld bc,$0813
- jr CONTINUEST2
- STAIRSF2:
- ld bc,$0F09
- jr CONTINUEST2
- STAIRSF6:
- ld bc,$0616
- jr CONTINUEST2
- STAIRSF5:
- ld bc,$0D0F
- CONTINUEST3:;; to save bytes
- jr CONTINUEST2
- STAIRSF8:
- ld bc,$0A15
- jr CONTINUEST3
- STAIRSF3:
- ld bc,$0012
- LD (X),bc
- ld de,18
- FROMPLACE2: ;; to save bytes
- jp FROMPLACE
-
- STAIRSOUT6:
- ld a,(SCENARIO)
- cp 8
- jp z,LEADER5
- STAIRSOUT5: ;; leads out of BANDITCASTLE
- LD HL,$0BFF
- LD DE,395
- jr RETURNTOMAP3C
- STAIRSF7:
- ld bc,$FF1F
- LD (X),bc
- ld de,-5
- jr FROMPLACE2
-
- LASTSTAIRS:
- ld a,b
- cp $12
- jp z,STAIRSL15
- cp $04
- jp z,STAIRSL16
- cp $09
- jr z,STAIRSL1
- cp $0E
- jr z,STAIRSL2
- cp $13
- jr z,STAIRSL3
- cp $06
- jr z,STAIRSL4
- cp $01
- jr z,STAIRSL5
- cp $05
- jp z,STAIRSL6
- cp $07
- jp z,STAIRSL7
- cp $08
- jp z,STAIRSL8
- cp $14
- jp z,STAIRSL9
- cp $03
- jp z,STAIRSL10
- cp $0F
- jp z,STAIRSL11
- cp $0D
- jp z,STAIRSL12
- cp $0C
- jp z,STAIRSL13
- cp $02
- jp z,STAIRSL14
- STAIRSOUT7:
- LD HL,$0418
- LD DE,168
- jp JUMPTOMAP
- STAIRSL1:
- ld a,c
- cp $01
- jr z,STAIRSL1LEFT
- cp $11
- jr z,STAIRSL1RIGHT
- cp $1E
- jr z,STAIRSL1RIGHTER
- jr STAIRSOUT7
- STAIRSL1RIGHT:
- ld bc,$091E
- jr CONTINUEST4
- STAIRSL1LEFT:
- ld bc,$0E04
- jr CONTINUEST4
- STAIRSL1RIGHTER:
- ld bc,$0911
- jr CONTINUEST4
- STAIRSL2:
- ld bc,$0901
- jr CONTINUEST4
- STAIRSL3:
- ld a,c
- cp $09
- jr z,STAIRSL3DOWN
- cp $15
- jr z,STAIRSL3SWITCH
- ld bc,$0605
- CONTINUEST4:
- jp CONTINUEST
- STAIRSL3DOWN:
- ld bc,$0117
- jr CONTINUEST4
- STAIRSL4:
- ld bc,$1300
- jr CONTINUEST4
- STAIRSL5:
- ld a,c
- cp $17
- jr z,STAIRSL5RIGHT
- cp $16
- jr z,STAIRSL5LEFT
- cp $09
- jr z,STAIRS5UP
- jp LEADER7 ;; last battle
- STAIRS5UP:
- ld bc,$0717
- jr CONTINUEST4
- STAIRSL5LEFT:
- ld bc,$050D
- jr CONTINUEST4
- STAIRSL5RIGHT:
- ld bc,$1309
- jr CONTINUEST4
- STAIRSL6:
- ld bc,$0116
- jr CONTINUEST4
- STAIRSL7:
- ld bc,$0109
- jr CONTINUEST4
- STAIRSL8:
- ld bc,$140E
- jr CONTINUEST4
- STAIRSL9:
- ld bc,$0816
- jr CONTINUEST4
- STAIRSL10:
- ld bc,$0F1F
- jr CONTINUEST4
- STAIRSL11:
- ld bc,$031D
- jr CONTINUEST4
- STAIRSL12:
- ld bc,$0C17
- jr CONTINUEST4
- STAIRSL13:
- ld bc,$0D1F
- jr CONTINUEST4
- STAIRSL14:
- ld bc,$1315
- jr CONTINUEST4
- STAIRSL3SWITCH:
- ld bc,$021B
- jr CONTINUEST4
- STAIRSL15:
- ld bc,$0411
- jr CONTINUEST4
- STAIRSL16:
- ld bc,$1211
- jr CONTINUEST4
-
-
- FAITHCAVE2: ;; where you get the faith armor
- LD HL,$0020
- LD DE,32
- jp JUMPTOMAP
-
- REFRESHMAP:
- LD HL,(WHEREAT)
- LD (MAPINDEX),HL
- LD DE,$88B9
- LD (VIDINDEX),DE
- LD B,5
- TOP5LOOP:
- PUSH BC
- LD HL,(MAPINDEX) ; PUT TYPE IN A, MOVE TO NEXT MAP BYTE
- LD A,(HL)
- INC HL
- LD (MAPINDEX),HL
- SLA A ; 2
- SLA A ; 4
- SLA A ; 8
- SLA A ; 16
- SLA A ; 32
- LD E,A
- LD D,0
- LD HL,(BMPLOC)
- ADD HL,DE
- LD DE,16
- ADD HL,DE
- LD DE,(VIDINDEX)
- LD BC,$0802
- call SMALLBMP
- LD HL,(VIDINDEX)
- INC HL
- INC HL
- LD (VIDINDEX),HL
- POP BC
- DJNZ TOP5LOOP
- LD HL,(MAPINDEX)
- LD DE,31
- ADD HL,DE
- LD (MAPINDEX),HL
-
- LD DE,$8919
- LD (VIDINDEX),DE
- LD B,4
- MID5:
- PUSH BC
- LD B,5
- MID5LOOP:
- PUSH BC
- LD HL,(MAPINDEX) ; PUT TYPE IN A, MOVE TO NEXT MAP BYTE
- LD A,(HL)
- INC HL
- LD (MAPINDEX),HL
- SLA A ; 2
- SLA A ; 4
- SLA A ; 8
- SLA A ; 16
- SLA A ; 32
- LD E,A
- LD D,0
- LD HL,(BMPLOC)
- ADD HL,DE
- LD DE,(VIDINDEX)
- LD BC,$1002
- call SMALLBMP
-
- LD HL,(VIDINDEX)
- INC HL
- INC HL
- LD (VIDINDEX),HL
- POP BC
- DJNZ MID5LOOP
-
- LD HL,(VIDINDEX)
- LD DE,182
- ADD HL,DE
- LD (VIDINDEX),HL
- LD HL,(MAPINDEX)
- LD DE,31
- ADD HL,DE
- LD (MAPINDEX),HL
- POP BC
- DJNZ MID5
-
- LD HL,PLAYER
- LD DE,$89DD
- LD BC,$1002
- call SMALLBMP
- call CR_GRBCopy
- LD HL,(WHEREAT)
- LD DE,74
- ADD HL,DE
- LD (STANDING),HL
- ret
-
- SMALLBMP: ; HL=SRC
- PUSH AF
- XOR A ; DE=DEST
- LD (COUNT),A ; B=LENGTH
- VERTLOOP: ; C=WIDTH
- PUSH BC
- LD B,0
- LDIR
- POP BC
- LD A,C
- NEG
- AND $F
- SUB 4
- VERTINCDELOOP:
- DEC A
- INC DE
- OR A
- JR NZ,VERTINCDELOOP
- LD A,(COUNT)
- INC A
- LD (COUNT),A
- CP B
- JR NZ,VERTLOOP
- POP AF
- ret
-
- ;---------Battle Engine------------;
-
- INITBATTLE:
- ld a,(DUNGEONCHECK)
- cp -1
- jr z,RESTARTBATTLE
- cp 8
- jp nc,KEYLOOP
- RESTARTBATTLE:
- ld b,3
- INITLOOP:
- push bc
- call INVERTSCREEN
- call DELAY2
- pop bc
- djnz INITLOOP
- INITBATTLELOOP:
- ld a,r
- srl a
- and 3 ; between 0-3
- ld (NUMBEROFENEMIES),a
- or a
- jr z,INITBATTLELOOP
- push af
- call DRAWWALLS
- FROMLEADER:
- ld hl,0
- ld (ENEMYSPEED2),hl
- ld (ENEMYSPEED3),hl
- ld (XPGAINED),hl
- ld a,(LEADERCHECK)
- or a
- jr nz,(ITSALEADER)
- ;-----------------------------------skip this if it's a leader;
- FROMRIGGED2:
- call PUTENEMY
- pop af
- ld (NUMBEROFENEMIES),a
- ;-------------------------------------------------------------;
- ITSALEADER:
- ld hl,(STRENGTH)
- ld (STRENGTHMAX),hl
- ld hl,(DEFENSE)
- ld (DEFENSEMAX),hl
- ld hl,(SPEED)
- ld de,200
- and a
- sbc hl,de
- jr c,NODOUBLE
- DOUBLESPEED:
- ld a,66
- ld (DOUBLE),a
- NODOUBLE:
- xor a
- ld (RELIFE),a
- ld (BUILDUP),a
- ld (REGENCHECK),a
- ld (COUNTER),a
- ld (OK),a
- ld (ENEMYCOUNTER1),a
- ld (ENEMYCOUNTER2),a
- ld (ENEMYCOUNTER3),a
- ld a,66
- ld (KURAICOUNTER),a
- call KURAI
- call BATTLEMENU
- jr SPEEDLOOP
- IRIGHT:
- ld a,(BKX)
- cp 84
- jr z,SPEEDLOOP
- ld hl,ICONRING
- call drawit
- ld a,(BKX)
- add a,9
- ld (BKX),a
- ld hl,ICONRING
- call drawit
- call DELAY2
- jr SPEEDLOOP
- ILEFT:
- ld a,(BKX)
- cp 66
- jr z,SPEEDLOOP
- ld hl,ICONRING
- call drawit
- ld a,(BKX)
- sub 9
- ld (BKX),a
- ld hl,ICONRING
- call drawit
- call DELAY2
- SPEEDLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 5,a ; 2ND
- jp z,IPRESS
- bit 3,a
- jp z,IUP
- bit 0,a
- jp z,IDOWN
- bit 1,a
- jr z,ILEFT
- bit 2,a
- jr z,IRIGHT
-
- ld a,(OK)
- or a
- jr nz,SPEEDLOOP
-
- ;; Now check ENEMYS' COUNTERS
- ;; when ENEMYCOUNTER == ENEMYSPEED th
- ;; attack...hence,lower value=faster attack
-
- ld a,(ENEMYSPEED1)
- or a
- jr z,NEXTENEMY
- ld c,a
- ld a,(ENEMYCOUNTER1)
- inc a
- ld (ENEMYCOUNTER1),a
- cp c
- jp z,ENEMYATTK1
- NEXTENEMY:
- ld a,(ENEMYSPEED2)
- or a
- jr z,NEXTENEMY2
- ld c,a
- ld a,(ENEMYCOUNTER2)
- inc a
- ld (ENEMYCOUNTER2),a
- cp c
- jp z,ENEMYATTK2
- NEXTENEMY2:
- ld a,(ENEMYSPEED3)
- or a
- jr z,COUNTERKURAI
- ld c,a
- ld a,(ENEMYCOUNTER3)
- inc a
- ld (ENEMYCOUNTER3),a
- cp c
- jp z,ENEMYATTK3
- COUNTERKURAI:
- ;; Draw Kurai's COUNTER
- ld a,(KURAICOUNTER)
- ld b,a
- ld c,25
- call PutPixel
- ld a,(KURAICOUNTER)
- ld b,a
- ld c,24
- call PutPixel
-
- ;;CHECK KURAI'S COUNTER
- ld a,(KURAICOUNTER)
- inc a
- push af
- ld a,(DOUBLE)
- cp 66
- jr z,(DOUBLEIT)
- pop af
- ld (KURAICOUNTER),a
- cp 92
- jp nz, SPEEDLOOP ;; KEEP GOING TILL 92
- ITSOK2:
- ld a,1
- ld (OK),a
- jp SPEEDLOOP
- DOUBLEIT:
- pop af
- inc a
- ld (KURAICOUNTER),a
- cp 92
- jp nz, SPEEDLOOP ;; KEEP GOING TILL 92
- jr ITSOK2
- IUP:
- ld hl,ICONRING
- call drawit
- ld a,43
- ld (BKY),a
- ld hl,ICONRING
- call drawit
- call DELAY
- jp SPEEDLOOP
- IDOWN:
- ld hl,ICONRING
- call drawit
- ld a,52
- ld (BKY),a
- ld hl,ICONRING
- call drawit
- call DELAY
- jp SPEEDLOOP
- IPRESS:
- ld a,(OK)
- or a
- jp z,SPEEDLOOP
- ld a,(BKX)
- cp 66
- jr z,ATTACKORSPELL
- cp 75
- jr z,ITEMORSKILL
- jp FLEE
- ITEMORSKILL:
- ld a,(BKY)
- cp 43
- jp z,KURAIITEM
- jp KURAISKILL
- ATTACKORSPELL:
- ld a,(BKY)
- cp 43
- jp z,KURAIATTACK
- jp KURAIMAGIC
- ENEMYATTK1:
- xor a
- ld (ENEMYCOUNTER1),a
- ld de,(ENEMYST1)
- ld bc,1
- jr ENEMYATTACK
- ENEMYATTK2:
- xor a
- ld (ENEMYCOUNTER2),a
- ld de,(ENEMYST2)
- ld bc,2
- jr ENEMYATTACK
- ENEMYATTK3:
- xor a
- ld (ENEMYCOUNTER3),a
- ld de,(ENEMYST3)
- ld bc,3
- ENEMYATTACK:
- ld hl,(BKX)
- push hl
- push de
- ld (DUMMY1),bc
- ld hl,(DUMMY1)
- call DISPHL2
- ld hl,EnemyAttacks
- ld de, $163F ;Y=2C,X=1A
- call DISPSTRING
- BEGINDODGE:
- ld a,r
- srl a
- and 15
- cp 11
- jr z,YOUDODGE
- ld hl,(SPEED)
- ld de,40
- and a
- sbc hl,de
- jr nc,TRYAGAIN
- jr NODODGE
- TRYAGAIN:
- ld a,r
- srl a
- and 15
- cp 8
- jr nz,NODODGE
- YOUDODGE:
- call ERASETEXT2
- ld hl,YouDodge
- ld de, $163F ;Y=2C,X=1A
- call DISPSTRING
- ld bc,$141F
- ld (DUMMY1),bc
- ld b,4
- DODGELOOP:
- push bc
- ld bc,(DUMMY1)
- ld a,b
- dec a
- ld b,a
- ld (DUMMY1),bc
- ld hl,Kurai
- call NASRWARP
- call DELAY
- pop bc
- djnz DODGELOOP
- pop hl
- pop de
- ld bc,$0F29
- ld hl,KuraiBlank
- call NASRWARP
- call ERASETEXT
- call KURAI
- jp NEXTENEMY
- NODODGE:
- call BLANK1429
- ld bc,$0F20
- ld hl,KuraiDefend
- call NASRWARP
- ld a,r
- srl a
- and 7
- cp 5
- jr z,EDIFFATTK
- or a
- jr nz,ENOTDIFFATTK
- EDIFFATTK:
- ld a,14
- ld (BKX),a
- ld b,9
- EATTACKLOOP2:
- push bc
- ld a,(BKX)
- add a,2
- ld (BKX),a
- ld a,39
- ld (BKY),a
- ld hl,ERASUREX
- call drawit
- ld a,46
- ld (BKY),a
- ld hl,ERASUREX
- call drawit
- ld a,50
- ld (BKY),a
- ld hl,ERASUREX
- call drawit
- pop bc
- djnz EATTACKLOOP2
- jr DONEEATTACK
- ENOTDIFFATTK:
- ld bc,$2811
- ld hl,ENEMYHIT1
- call drawit2
- call shake
- ld bc,$321B
- ld hl,ENEMYHIT1
- call drawit2
- call shake
- ld bc,$231C
- ld hl,ENEMYHIT1
- call drawit2
- call shake
- DONEEATTACK:
- call ERASETEXT
- ld bc,$0F29
- ld hl,KuraiBlank
- call NASRWARP
- call KURAI
- ld de, $1E4A
- ld hl,BlankText
- call DISPSTRING
- pop de
- call RANDOM7
- ld de,(DEFENSE)
- and a
- sbc hl,de
- jr c,LESSTHANZERO
- ex de,hl
- jr CONTINUEATTACK
- LESSTHANZERO:
- ld de,1
- CONTINUEATTACK:
- ld hl,(HP)
- and a
- sbc hl, de
- ld (HP),hl
- jr c,(GAMEOVER)
- jr z,(GAMEOVER)
- ld de,$1E4C
- call DISPHL
- pop hl
- ld (BKX),hl
- jp NEXTENEMY
- GAMEOVER:
- call EFFECT
- pop bc
- ld a,(RELIFE)
- or a
- jr nz,BACKTOLIFE
- ld hl,GameOVER
- ld de, $1B14
- jp DISPSTRING3
-
- BACKTOLIFE:
- xor a
- ld (RELIFE),a
- ld hl,(MAXHP)
- srl h
- rr l
- ld (HP),hl
- call HEALLOOPER
- jp MAGIDONE
- FLEE:
- ld a,(LEADERCHECK)
- or a
- jp nz,SPEEDLOOP
- ld a,r
- srl a
- and 127
- ld e,a
- ld d,0
- ld hl,(SPEED)
- and a
- sbc hl,de
- jr nc,(YOUFLEE)
- NOFLEE:
- ld hl,Failed
- ld de, $1640
- call DISPSTRING
- call ERASETEXT2
- call REFILL
- ld a,66
- ld (KURAICOUNTER),a
- xor a
- ld (OK),a
- jp ENEMYATTK1
- YOUFLEE:
- ld hl,Escape
- ld de, $1818
- call DISPSTRING
- call EFFECT
- jp FROMBATTLE
- KURAIATTACK:
- ld de,(BKX)
- push de
-
- ld a,(NUMBEROFENEMIES)
- cp 1
- jr z,(ONLYONEALIVE)
- jr CURSORLOOP
- ONLYONEALIVE:
- ld a,(ENEMYSPEED1)
- or a
- jr z,ONEISDEAD
- ld a,(ENEMYSPEED2)
- or a
- jr z,TWOISDEAD
- jr THREEISDEAD
-
- ONEISDEAD:
- ld a,(ENEMYSPEED2)
- or a
- jr z,ATTACK3
- jr ATTACK2
- TWOISDEAD:
- ld a,(ENEMYSPEED1)
- or a
- jr z,ATTACK3
- jr ATTACK1
- CURSDESELECT:
- ld hl,CURSORATTK
- call drawit
- pop de
- ld (BKX),de
- jp SPEEDLOOP
- THREEISDEAD:
- ld a,(ENEMYSPEED1)
- or a
- jr z,ATTACK2
- ATTACK1:
- ld a,1
- ld (WHICHENEMY),a
- jp CURSPRESS2
- ATTACK2:
-
- ld a,2
- ld (WHICHENEMY),a
- jp CURSPRESS2
- ATTACK3:
- ld a,3
- ld (WHICHENEMY),a
- jp CURSPRESS2
- CURSORLOOP:
- ld a,(ENEMYSPEED1)
- or a
- jr nz,(CONTINUE)
- ld a,2
- ld (WHICHENEMY),a
- ld bc,$172A
- jr SOONEWASDEAD
- CONTINUE:
- ld a,1
- ld (WHICHENEMY),a
- ld bc,$1714
- SOONEWASDEAD:
- ld hl,CURSORATTK
- call drawit2
- call DELAY2
- call DELAY
- CURSLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 7,a
- jr z,CURSDESELECT
- bit 5,a
- jr z,CURSPRESS
- bit 2,a
- jr z,CURSRIGHT
- bit 1,a
- jr nz,CURSLOOP
- CURSLEFT:
- ld a,(BKX)
- cp 20
- jr z,CURSLOOP
- ld hl,CURSORATTK
- call drawit
- ld a,(BKX)
- sub 22
- ld (BKX),a
- ld hl,CURSORATTK
- call drawit
- ld a,(WHICHENEMY)
- dec a
- ld (WHICHENEMY),a
- call DELAY2
- jr z,CURSLOOP
- CURSRIGHT:
- ld a,(BKX)
- cp 64
- jr z,CURSLOOP
- ld hl,CURSORATTK
- call drawit
- ld a,(BKX)
- add a,22
- ld (BKX),a
- ld hl,CURSORATTK
- call drawit
- ld a,(WHICHENEMY)
- inc a
- ld (WHICHENEMY),a
- call DELAY2
- jr z,CURSLOOP
- CURSPRESS:
- ld hl,CURSORATTK
- call drawit
- CURSPRESS2:
- call SWORDSWING
- ld a,r
- srl a
- and 7
- cp 5
- jr z,DIFFATTK
- or a
- jr nz,NOTDIFFATTK
- DIFFATTK:
- ld hl,97
- ld (DUMMY2),hl
- NOTDIFFATTK:
- ld b,2
- STARTSLASH:
- push bc
- xor a
- ld (OK),a
- ld a,(LEADERCHECK)
- cp 1
- jr z,(LEADERSLASH)
- ld a,(WHICHENEMY)
- cp 2
- jr z,SLASHRIGHT1
- cp 3
- jr z,SLASHRIGHT2
- ld a,15
- jr DONEDUMMY
- LEADERSLASH:
- ld a,$2B
- jr DONEDUMMY
- SLASHRIGHT1:
- ld a,35
- jr DONEDUMMY
- SLASHRIGHT2:
- ld a,55
- DONEDUMMY:
- ld (DUMMY1),a
- ld a,(DUMMY2)
- cp 97
- jr z,DIFFERENTATTK
- ld a,5
- ld (DUMMY2),a
- SLASHLOOP:
- ld a,(DUMMY1)
- ld b,a
- ld a,(OK)
- add a,b
- ld (BKX),a
- ld a,(DUMMY2)
- inc a
- ld (DUMMY2),a
- ld (BKY),a
- ld hl,SWORDSLASH1
- call drawit
- ld a,(OK)
- inc a
- ld (OK),a
- cp 10
- jr nz,SLASHLOOP
- pop bc
- djnz STARTSLASH
- jr DONEWITHATTK
- DIFFERENTATTK:
- pop bc
- call ATTACKNUM2
- call ATTACKNUM2
- DONEWITHATTK:
- ld de,(STRENGTH)
- call RANDOM7
- ld de,(WEAPON)
- add hl,de
- ld a,(BUILDUP)
- or a
- jr z,BUILDUPOFF
- BUILDUPON:
- xor a
- ld (BUILDUP),a
- add hl,hl
- BUILDUPOFF:
- ld a,(WHICHENEMY)
- cp 2
- jr z,DFDENEMY2
- cp 3
- jr z,DFDENEMY3
- DFDENEMY1:
- ld de,(ENEMYDFD1)
- jr donedfd
- DFDENEMY2:
- ld de,(ENEMYDFD2)
- jr donedfd
- DFDENEMY3:
- ld de,(ENEMYDFD3)
- donedfd:
- and a
- sbc hl,de
- jr c,ENEMYDFDS
- jr MORETHANZERO
- ENEMYDFDS:
- ld hl,1
- MORETHANZERO
- call DUMMY1DISP
- ld hl,damage
- ld de, $1647 ;Y=2C,X=1A
- call DISPSTRING
- call ERASETEXT2
- pop de
- ld (BKX),de
-
- ld a,(WHICHENEMY)
- cp 2
- jr z,TOENEMY2
- cp 3
- jr z,TOENEMY3
- TOENEMY1:
- ld hl,(ENEMYHP1) ;; Displays Kurai's HP
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP1),hl
- jr ATTKEND
- TOENEMY2:
- ld hl,(ENEMYHP2)
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP2),hl
- jr ATTKEND
- TOENEMY3:
- ld hl,(ENEMYHP3)
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP3),hl
- ATTKEND:
- call c,ENEMYDEAD
- cp 199
- jp z,FROMBATTLE
- ld a,(REGENCHECK)
- or a
- call nz,REGENEFFECT
- jp KURAIDONE2
- FROMBATTLE:
- ld a,(LEADERCHECK)
- or a
- call nz,LEADEREND
- cp -177
- jr z,LASTFADE
- call ERASESCREEN
- jp DRAWMAP
- LASTFADE:
- call DRAWWALLS
- ld bc,$231D
- ld hl,Logo
- call NASRWARP
- ld de,$1009
- ld hl,cruelplace
- call DISPSTRING
- ld de,$1604
- ld hl,cruelplace2
- jp DISPSTRING3
- ENDSNAKE:
- call DRAWWALLS
- ld hl,YouFind
- ld de,$1820
- call DISPSTRING
- ld hl,faitharmor
- ld de,$1E20
- call DISPSTRING3
- call CHESTPLACER
- ld (hl),0
- ld hl,260
- ld (DEFENSE),hl
- ret
- LEADEREND:
- xor a
- ld (LEADERCHECK),a
- ld a,(DUNGEONCHECK)
- cp -2
- jr z,ENDSNAKE
- ld a,(SCENARIO)
- cp 2
- jr z,ENDLEAD2
- cp 7
- jr z,ENDLEAD3
- cp 9
- jr z,ENDLEAD4
- cp 13
- jr z,YOUWINGAME
- ret
- ENDLEAD2:
- call TALK3
- jp TALK4
- ENDLEAD3:
- ld a,8
- ld (SCENARIO),a
- jp TALK11
- ENDLEAD4:
- call DRAWWALLS
- ld de,$1C10
- ld hl,YouFind
- call DISPSTRING
- call FAITHSWORD
- ld hl,180
- ld (WEAPON),hl
- jp TALK12
- YOUWINGAME:
- call DRAWWALLS
- ld de,$1005
- ld hl,choicetext1
- call DISPSTRING
- ld de,$1605
- ld hl,choicetext2
- call DISPSTRING
- ld de,$1C05
- ld hl,choicetext3
- call DISPSTRING3
- ld de,$2205
- ld hl,choicetext4
- call DISPSTRING3
- call DRAWWALLS
- call YESNO
- ld de,$1114
- ld hl,healher
- call DISPSTRING
- HEALHERLOOP:
- call GET_KEY
- cp G_1
- jp z,BADEND
- cp G_2
- jr nz,HEALHERLOOP ; good end
- call DRAWWALLS
- ld bc,$2639
- ld hl,endpic
- call NASRWARP
- ld de,$0303
- ld hl,endgame1
- call DISPSTRING
- ld de,$0903
- ld hl,endgame2
- call DISPSTRING
- ld de,$0F03
- ld hl,endgame3
- call DISPSTRING
- ld de,$1503
- ld hl,endgame4
- call DISPSTRING
- ld de,$1B03
- ld hl,endgame5
- call DISPSTRING
- ld de,$2103
- ld hl,endgame6
- call DISPSTRING
- ld de,$2703
- ld hl,endgame7
- call DISPSTRING
- ld de,$2D03
- ld hl,endgame8
- call DISPSTRING3
- ld a,-177
- ret
- BADEND:
- call DRAWWALLS
- ld de,$1005
- ld hl,badend1
- call DISPSTRING
- ld de,$1605
- ld hl,badend2
- call DISPSTRING
- ld de,$1C05
- ld hl,badend3
- call DISPSTRING3
- ld de,$2205
- ld hl,badend4
- call DISPSTRING3
- ld a,-177
- ret
-
- KURAIMAGIC2:
- pop hl
- KURAIMAGIC:
- ;; first erases menu so the spell menu can come up...same with skill/item
- call ERASEMENU
- call DISPMP
- xor a
- ld (DUMMY1),a
- ld hl,WhichSpells
- ld a,(hl)
- or a
- jr z,NEXT1
- push hl
- ld hl,Heal
- ld de, $1F49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT1:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT2
- push hl
- ld hl,Burn
- ld de, $2649 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT2:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT3
- push hl
- ld hl,Star
- ld de, $2D49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT3:
- inc hl
- ld a,(hl)
- or a
- jr z,SPELLSTART
- push hl
- ld hl,Rage
- ld de, $3449 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- SPELLSTART:
- ld bc,$1F3F
- ld hl,CURSORMAGIC
- call drawit2
- call DELAY2
- RETFROM:
- ld hl,WhichSpells
- MAGICLOOP2:
- push hl
- MAGICLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 3,a
- jr z,MAGICUP
- bit 7,a ; del
- jp z,GOBACK
- bit 1,a
- jr z,MAGICLEFT
- bit 2,a
- jr z,MAGICRIGHT
- bit 5,a
- jr z,MAGICPRESS
- bit 0,a
- jr nz,MAGICLOOP
- MAGICDOWN:
- ld a,(BKY)
- cp $34
- jr z,MAGICLOOP
- pop hl
- inc hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- add a,7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr MAGICLOOP
- MAGICUP:
- ld a,(BKY)
- cp $1F
- jr z,MAGICLOOP
- pop hl
- dec hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- sub 7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr MAGICLOOP
- MAGICLEFT:
- ld a,(DUMMY1)
- or a
- jr z,MAGICLOOP
- dec a
- ld (DUMMY1),a
- jp REDISP
- MAGICRIGHT:
- ld a,(DUMMY1)
- cp 1
- jr z,MAGICLOOP
- inc a
- ld (DUMMY1),a
- jp REDISP
- MAGICPRESS:
- pop hl
- ld a,(hl)
- or a
- jp z,MAGICLOOP2
- ld (Save),hl
- cp 1
- jr z,HEALSPELL
- cp 2
- jr z,BURNSPELL
- cp 3
- jp z,STAR_SPELL
- cp 4
- jp z,RAGESPELL
- cp 5
- jp z,SIRESPELL
- cp 6
- jp z,ROCKSPELL
- cp 7
- jp z,HASTESPELL
- cp 8
- jp z,DOOMSPELL
- HEALSPELL:
- ld hl,(MP)
- ld de,5
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- FROMITEM:
- call HEALLOOPER
- ld a,(OK)
- cp 234
- jp z,MAGIDONE
- ld de,90
- call OVERMAXHP
- jp MAGIDONE
- BURNSPELL:
- ld hl,(MP)
- ld de,6
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld b,99
- BURNLOOP:
- push bc
- ld a,r
- srl a
- and 50
- add a,15
- ld (BKX),a
- ld a,r
- srl a
- and 10
- add a,4
- ld (BKY),a
- ld hl,ENEMYHIT1
- call drawit
- pop bc
- djnz BURNLOOP
- ld de,37
- jp MAGIDAMAGE
- STAR_SPELL:
- ld hl,(MP)
- ld de,20
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- call INVERTSCREEN
- call SLASH_ALL
- call INVERTSCREEN
- ld de,110
- jp MAGIDAMAGE
- RAGESPELL:
- ld hl,(MP)
- ld de,24
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld b,20
- FLASHSCREEN:
- push bc
- call INVERTSCREEN
- pop bc
- djnz FLASHSCREEN
- ld a,(KURAILEVEL)
- ld b,a
- ld hl,0
- LEVEL_LOOP:
- ld de,10
- add hl,de
- djnz LEVEL_LOOP
- ld de,(STRENGTHMAX)
- add hl,de
- ld (STRENGTH),hl
- jp MAGIDONE
- SIRESPELL:
- ld hl,(MP)
- ld de,32
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld b,6
- SIRELOOP:
- push bc
- ld bc,$2B26
- ld hl,SireSpell1
- call NASRWARP
- call DELAY
- ld bc,$2B26
- ld hl,SireSpell2
- call NASRWARP
- call DELAY
- ld bc,$2B26
- ld hl,SireSpell3
- call NASRWARP
- call DELAY
- pop bc
- djnz SIRELOOP
- ld de,190
- jp MAGIDAMAGE
- ROCKSPELL:
- ld hl,(MP)
- ld de,24
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld hl,$AFAF ;load battle screen
- ld de,GRAPH_MEM
- ld bc,768
- ldir
- call CR_GRBCopy ; Copy graphbuf to LCD
- ld b,10
- FLASHSCREEN2:
- push bc
- call INVERTSCREEN
- call DELAY
- pop bc
- djnz FLASHSCREEN2
- ld a,(KURAILEVEL)
- ld b,a
- ld hl,0
- LEVEL_LOOP2:
- ld de,10
- add hl,de
- djnz LEVEL_LOOP2
- ld de,(DEFENSEMAX)
- add hl,de
- ld (DEFENSE),hl
- jp MAGIDONE
- HASTESPELL:
- ld hl,(MP)
- ld de,75
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld bc,$141F
- ld (DUMMY1),bc
- ld b,4
- HASTELOOP:
- push bc
- ld bc,(DUMMY1)
- ld a,b
- dec a
- ld b,a
- ld (DUMMY1),bc
- ld hl,Kurai
- call NASRWARP
- call INVERTSCREEN
- call DELAY
- pop bc
- djnz HASTELOOP
- ld a,66
- ld (DOUBLE),a
- jp MAGIDONE
- DOOMSPELL:
- ld hl,(MP)
- ld de,55
- and a
- sbc hl,de
- jp c,NEEDMP
- call SPELLCAST
- ld b,60
- DOOMLOOP:
- push bc
- GETRANDOM2:
- CALL RAND
- cp 90
- jr nc,GETRANDOM2
- ld b,a
- GETRANDOM:
- CALL RAND
- cp 46
- jr nc,GETRANDOM
- add a,16
- ld c,a
- ld hl,DoomSpell
- call NASRWARP
- pop bc
- djnz DOOMLOOP
- ld hl,1
- ld (HP),hl
- ld de,500
- jp MAGIDAMAGE
- MAGIDAMAGE:
- call RANDOM7
- call DUMMY1DISP
- ld hl,damage
- ld de, $1647
- call DISPSTRING
- call ERASETEXT2
- ld a,(ENEMYSPEED1)
- or a
- jr z,(NEXTDAMAGE1)
- ld a,1
- ld (WHICHENEMY),a
- ld hl,(ENEMYHP1)
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP1),hl
- call c,ENEMYDEAD
- cp 199
- jp z,FROMBATTLE
- NEXTDAMAGE1:
- ld a,(ENEMYSPEED2)
- or a
- jr z,(NEXTDAMAGE2)
- ld a,2
- ld (WHICHENEMY),a
- ld hl,(ENEMYHP2)
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP2),hl
- call c,ENEMYDEAD
- cp 199
- jp z,FROMBATTLE
- NEXTDAMAGE2:
- ld a,(ENEMYSPEED3)
- or a
- jr z,(MAGIDONE)
- ld a,3
- ld (WHICHENEMY),a
- ld hl,(ENEMYHP3)
- ld de,(DUMMY1)
- and a
- sbc hl, de
- ld (ENEMYHP3),hl
- call c,ENEMYDEAD
- cp 199
- jp z,FROMBATTLE
- MAGIDONE:
- call DRAWWALLS
- ld a,(LEADERCHECK)
- cp 1
- jr z,(DISPLEADERBACK)
- ld a,(ENEMYSPEED1)
- or a
- jr z,ENEMY1DEAD
- ld hl,(ENEMYBACK1)
- ld bc,$0F39
- call NASRWARP
- ENEMY1DEAD:
- ld a,(ENEMYSPEED2)
- or a
- jr z,ENEMY2DEAD
- ld hl,(ENEMYBACK2)
- ld bc,$2539
- call NASRWARP
- ENEMY2DEAD:
- ld a,(ENEMYSPEED3)
- or a
- jr z,ENEMY3DEAD
- ld hl,(ENEMYBACK3)
- ld bc,$3B39
- call NASRWARP
- ENEMY3DEAD:
- jr KURAIDONE3
- DISPLEADERBACK:
- ld hl,(ENEMYBACK1) ; WHICHLEADER
- ld bc,(ENEMYBACK2) ; COORDS
- call NASRWARP
- jr KURAIDONE3
- KURAIDONE2:
- call REFILL
- KURAIDONE3:
- call BATTLEMENU
- call KURAI
- ld a,66
- ld (KURAICOUNTER),a
- xor a
- ld (OK),a
- jp SPEEDLOOP
-
-
- KURAIITEM:
- ;; first erases menu so the spell menu can come up...same with skill/item
- call ERASEMENU
-
- ld hl,WhichItems
- ld a,(hl)
- or a
- jr z,NEXT1I
- push hl
- ld hl,MedKit
- ld de, $1F49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT1I:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT2I
- push hl
- ld hl,MagKit
- ld de, $2649 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT2I:
- inc hl
- ld a,(hl)
- or a
- jr z,ITEMSTART
- push hl
- ld hl,ArcBolt
- ld de, $2D49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- ITEMSTART:
- ld bc,$1F3F
- ld hl,CURSORMAGIC
- call drawit2
- call DELAY2
-
- ld hl,WhichItems
- ITEMLOOP2:
- push hl
- ITEMLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 5,a
- jr z,ITEMPRESS
- bit 3,a
- jr z,ITEMUP
- bit 7,a ; del
- jp z,GOBACK
- bit 0,a
- jr nz,ITEMLOOP
- ITEMDOWN:
- ld a,(BKY)
- cp $34
- jr z,(ITEMLOOP)
- pop hl
- inc hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- add a,7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr ITEMLOOP
- ITEMUP:
- ld a,(BKY)
- cp $1F
- jr z,ITEMLOOP
-
- pop hl
- dec hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- sub 7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr ITEMLOOP
- ITEMPRESS:
- pop hl
- ld a,(hl)
- or a
- jp z,ITEMLOOP2
- dec a
- ld (hl),a
- call BLANK1429
- call KURAIMAGIC1
- ld a,(BKY)
- cp $1F
- jr z,HPkit
- cp $2D
- jr z,BOMB
- MPkit:
- ld de,40
- call OVERMAXMP
- ld bc,$2B26
- ld hl,MagicKit
- call NASRWARP
- ld a,234
- ld (OK),a
- HPkit:
- jp FROMITEM
- BOMB:
- call INVERTSCREEN
- ld b,99
- BOMBLOOP:
- push bc
- ld a,r
- srl a
- and 50
- add a,15
- ld b,a
- ld a,r
- srl a
- and 10
- add a,50
- ld c,a
- ld hl,EnemyDead
- call NASRWARP
- pop bc
- djnz BOMBLOOP
- call INVERTSCREEN
- ld de,50
- jp MAGIDAMAGE
- KURAISKILL2:
- pop hl
- KURAISKILL:
- ;; first erases menu so the spell menu can come up...same with skill/item
- call ERASEMENU
- call DISPMP
- xor a
- ld (DUMMY1),a
- ld hl,WhichSkills
- ld a,(hl)
- or a
- jr z,NEXT1S
- push hl
- ld hl,SlashAll
- ld de, $1F49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT1S:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT2S
- push hl
- ld hl,Regeneration
- ld de, $2649 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT2S:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT3S
- push hl
- ld hl,HPMP
- ld de, $2D49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT3S:
- inc hl
- ld a,(hl)
- or a
- jr z,SKILLSTART
- push hl
- ld hl,Smoke
- ld de, $3449 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
-
- SKILLSTART:
- ld bc,$1F3F
- ld hl,CURSORMAGIC
- call drawit2
- call DELAY2
-
- ld hl,WhichSkills
- SKILLLOOP2:
- push hl
- SKILLLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 5,a
- jr z,SKILLPRESS
- bit 3,a
- jr z,SKILLUP
- bit 7,a ; del
- jp z,GOBACK
- bit 1,a
- jr z,SKILLLFT
- bit 2,a
- jr z,SKILLRT
- bit 0,a
- jr nz,SKILLLOOP
- SKILLDOWN:
- ld a,(BKY)
- cp $34
- jr z,(SKILLLOOP)
- pop hl
- inc hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- add a,7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr SKILLLOOP
- SKILLUP:
- ld a,(BKY)
- cp $1F
- jr z,(SKILLLOOP)
- pop hl
- dec hl
- push hl
- ld hl,CURSORMAGIC
- call drawit
- ld a,(BKY)
- sub 7
- ld (BKY),a
- ld hl,CURSORMAGIC
- call drawit
- call DELAY2
- jr SKILLLOOP
- SKILLLFT:
- ld a,(DUMMY1)
- or a
- jp z,SKILLLOOP
- dec a
- ld (DUMMY1),a
- jp REDISP2
- SKILLRT:
- ld a,(DUMMY1)
- cp 1
- jp z,SKILLLOOP
- inc a
- ld (DUMMY1),a
- jp REDISP2
- SKILLPRESS:
- pop hl
- ld a,(hl)
- or a
- jp z,SKILLLOOP2
- ld (Save),hl
- ld hl,(MP)
- ld a,(DUMMY1)
- or a
- jr nz,SKILLPRESS2
- ld a,(BKY)
- cp $26
- jr z,REGENSKILL
- cp $34
- jr z,SMOKESKILL
- cp $2D
- jp z,HPMPSKILL
- jr SLASHSKILL
- SKILLPRESS2:
- ld a,(BKY)
- cp $26
- jp z,BUILDSKILL
- cp $34
- jp z,STEALSKILL
- cp $2D
- jp z,XFRMSKILL
- jp RELIFESKILL
- SLASHSKILL:
- ld de,12
- and a
- sbc hl,de
- jp c,NEEDMP2
- ld (MP),hl
- call SWORDSWING
- call SLASH_ALL
- ld hl,(STRENGTH)
- ld de,(ENEMYDFD1)
- and a
- sbc hl,de
- jr c,ENEMYDFDSALL
- ex de,hl
- jr GOHERE
- ENEMYDFDSALL:
- ld de,1
- GOHERE:
- jp MAGIDAMAGE
- REGENSKILL:
- ld de,25
- and a
- sbc hl,de
- jp c,NEEDMP2
- call REGENLOOPER
- ld a,1
- ld (REGENCHECK),a
- jp MAGIDONE
- SMOKESKILL:
- ld a,(LEADERCHECK)
- or a
- jp nz,SKILLLOOP2
- ld de,8
- and a
- sbc hl,de
- jp c,NEEDMP2
- ld (MP),hl
- jp YOUFLEE
- HPMPSKILL:
- ld hl,HPMP
- ld de, $181E
- call DISPSTRING
- call BLANK1429
- call KURAIMAGIC1
- call INVERTSCREEN
- ld hl,$181C
- ld (BKX),hl
- ld b,24
- HPMPLOOP:
- push bc
- ld hl,(BKX)
- ld a,l
- inc a
- ld l,a
- ld (BKX),hl
- ld hl,MPHPSWITCH
- call drawit
- call DELAY
- pop bc
- djnz HPMPLOOP
- ld hl,(MP)
- ld de,(HP)
- ld (HP),hl
- ld (MP),de
- call OVERMAXMP
- jp MAGIDONE
- REGENEFFECT:
- ld a,(KURAILEVEL)
- ld b,a
- ld hl,0
- LEVEL_LOOP3:
- ld de,10
- add hl,de
- djnz LEVEL_LOOP3
- call OVERMAXHP
- ld hl,(HP) ;; Displays Kurai's HP
- ld de,$1E4C
- jp DISPHL
- RELIFESKILL:
- ld de,50
- and a
- sbc hl,de
- jp c,NEEDMP2
- ld (MP),hl
- ld a,1
- ld (RELIFE),a
- jp MAGIDONE
- BUILDSKILL:
- ld de,10
- and a
- sbc hl,de
- jp c,NEEDMP2
- call REGENLOOPER
- ld a,1
- ld (BUILDUP),a
- jp MAGIDONE
- XFRMSKILL:
- ld a,(LEADERCHECK)
- or a
- jp nz,SKILLLOOP2
- jp RESTARTBATTLE
- STEALSKILL:
- ld de,13
- and a
- sbc hl,de
- jp c,NEEDMP2
- ld (MP),hl
- call BLANK1429
- ld bc,$111D
- ld (DUMMY1),bc
- ld b,12
- STEALLOOP:
- push bc
- ld bc,(DUMMY1)
- ld a,c
- inc a
- ld c,a
- ld (DUMMY1),bc
- ld hl,KuraiMagic1
- call NASRWARP
- ld bc,(DUMMY1)
- pop bc
- djnz STEALLOOP
- ld bc,$1129
- ld (DUMMY1),bc
- ld b,12
- STEALLOOP2:
- push bc
- ld bc,(DUMMY1)
- ld a,c
- dec a
- ld c,a
- ld (DUMMY1),bc
- ld hl,KuraiMagic1
- call NASRWARP
- ld bc,(DUMMY1)
- pop bc
- djnz STEALLOOP2
- ld a,r
- srl a
- and 7
- or a
- jr z,STEALSOMETHING
- cp 3
- jr z,STEALSOMETHING
- ld hl,Failed
- jr STEALDONE
- STEALSOMETHING:
- ld a,r
- srl a
- and 7
- or a
- jr z,STOLEMAG
- STOLEMED:
- ld hl,WhichItems
- ld a,(hl)
- inc a
- ld (hl),a
- ld hl,MedKit
- jr STEALDONE
- STOLEMAG:
- ld hl,WhichItems
- inc hl
- ld a,(hl)
- inc a
- ld (hl),a
- ld hl,MagKit
- STEALDONE:
- ld de, $1632
- call DISPSTRING
- call DELAY3
- jp MAGIDONE
- ENEMYDEAD:
- ld hl,0
- ld a,(WHICHENEMY)
- cp 2
- jr z,KILL2
- cp 3
- jr z,KILL3
- ld (ENEMYSPEED1),hl
- ld bc,$0F39
- jr CONTKILL
- KILL2:
- ld (ENEMYSPEED2),hl
- ld bc,$2539
- jr CONTKILL
- KILL3:
- ld (ENEMYSPEED3),hl
- ld bc,$3B39
- CONTKILL:
- push bc
- ld hl,EnemyDead
- call NASRWARP
- call DELAY2
- pop bc
- ld hl,BlankEnemy
- call NASRWARP
- ld hl,(ENEMYST1)
- srl h
- rr l
- ld de,(XPGAINED)
- add hl,de
- ld (XPGAINED),hl
- ld a,(NUMBEROFENEMIES)
- dec a
- ld (NUMBEROFENEMIES),a
- or a
- ret NZ
-
- YOUWIN:
- call DRAWWALLS
- call KURAI
- call BATTLEMENU
- ld hl,(STRENGTHMAX)
- ld (STRENGTH),hl
- ld hl,(DEFENSEMAX)
- ld (DEFENSE),hl
-
- ld hl,Victory
- ld de, $0404
- call DISPSTRING
- ld hl,xp
- ld de, $0B1D
- call DISPSTRING
- ld hl,gold
- ld de, $1215
- call DISPSTRING
- ld hl,(XP)
- ld de,(XPGAINED)
- add hl,de
- ld (XP),hl
- ld de,(XPGAINED)
- call RANDOM7
- ld (NUMBEROFENEMIES),hl
- ld hl,(GOLD)
- ld de,(NUMBEROFENEMIES)
- add hl,de
- ld (GOLD),hl
- ld hl,0
- ld (DUMMY1),hl
- LOOPOFGOLDXP:
- ld hl,(DUMMY1)
- inc hl
- inc hl
- ld (DUMMY1),hl
- ld de,(XPGAINED)
- and a
- sbc hl,de
- jr z,DONEXP
- jr nc,DONEXP
- ld hl,(DUMMY1)
- ld de,$0B28
- call DISPHL
- ld hl,(DUMMY1)
- ld de,$1228
- call DISPHL
- jr LOOPOFGOLDXP
- DONEXP:
- ld hl,(NUMBEROFENEMIES)
- ld de,$1228
- call DISPHL
- ld hl,ToNextLevel
- ld de,$1909
- call DISPSTRING
- ld hl,(TOLEVEL)
- ld de,(XP)
- and a
- sbc hl,de
- ld de,$1928
- call DISPHL
- LEVELCHECK:
- ld hl,(XP)
- ld de,(TOLEVEL)
- and a
- sbc hl,de
- jr nc, UPLEVEL
- call WaitKey
-
- DONECHECK:
- ld a,199
- ret
- UPLEVEL:
- ld a,(KURAILEVEL)
- inc a
- ld (KURAILEVEL),a
- ld hl,32
- call LEVELUP2
- jr DONECHECK
-
- LEADERALLOCATE2:
- ld (ENEMYBACK1),hl
- ld (ENEMYBACK2),bc
- call NASRWARP
- call DRAWWALLS2
- ld a,1
- ld (NUMBEROFENEMIES),a
- ld (LEADERCHECK),a
- ret
- LEADER5:
- ld a,9
- ld (SCENARIO),a
- call DRAWWALLS
- ld de,$1610
- ld hl,BanditsText4
- call DISPSTRING
- ld de,$1C10
- ld hl,BanditsText5
- call DISPSTRING
- call FAITHSWORD
- call ERASESCREEN
- ld hl,Leader5
- ld bc,$1C3C
- call LEADERALLOCATE2
- ld bc,170
- ld de,2500
- ld ix,37
- ld hl,90
- jr LEADERALLOCATE
-
- LEADER1:
- call TALK2
- ld a,2
- ld (SCENARIO),a
- LEADER1TOWN:
- ld hl,Leader1
- ld bc,$283C
- call LEADERALLOCATE2
- ld bc,25
- ld de,250
- ld ix,34
- ld hl,13
- LEADERALLOCATE:
- ld (ENEMYST1),bc
- ld (ENEMYHP1),de
- ld (ENEMYSPEED1),ix
- ld (ENEMYDFD1),hl
- jp FROMLEADER
- LEADER2:
- call ERASESCREEN
- ld hl,Leader2
- ld bc,$283C
- call LEADERALLOCATE2
- ld bc,40
- ld de,400
- ld ix,55
- ld hl,40
- jr LEADERALLOCATE
- LEADER3:
- call TALK5
- ld hl,Leader3
- ld bc,$093C
- call LEADERALLOCATE2
- ld bc,60
- ld de,1000
- ld ix,45
- ld hl,20
- ld a,5
- ld (SCENARIO),a
- TOLEADER:
- jr LEADERALLOCATE
- LEADER6:
- call DRAWWALLS
- ld de,$1010
- ld hl,Serpent1
- call DISPSTRING
- ld de,$1C10
- ld hl,faitharmor
- call DISPSTRING
- ld de,$1610
- ld hl,Serpent2
- call DISPSTRING3
- call ERASESCREEN
- ld hl,Leader6
- ld bc,$093C
- call LEADERALLOCATE2
- ld bc,330
- ld de,10000
- ld ix,50
- ld hl,900
- jr TOLEADER
- LEADER7:
- call DRAWWALLS
- ld de,$1003
- ld hl,lasttext1
- call DISPSTRING
- ld de,$1603
- ld hl,lasttext2
- call DISPSTRING3
- call DRAWWALLS
- ld de,$1005
- ld hl,lasttext3
- call DISPSTRING3
- ld de,$1605
- ld hl,lasttext4
- call DISPSTRING3
- call DRAWWALLS
- ld de,$1005
- ld hl,lasttext5
- call DISPSTRING
- ld de,$1605
- ld hl,lasttext6
- call DISPSTRING
- ld de,$1C05
- ld hl,lasttext7
- call DISPSTRING3
- ld b,70
- FLASHSCREEN3:
- push bc
- call INVERTSCREEN
- pop bc
- djnz FLASHSCREEN3
- ld de,$2205
- ld hl,lasttext8
- call DISPSTRING3
- call DRAWWALLS
- ld de,$1005
- ld hl,lasttext9
- call DISPSTRING
- ld de,$1605
- ld hl,lasttext10
- call DISPSTRING3
- call ERASESCREEN
- ld hl,Leader7
- ld bc,$093C
- call LEADERALLOCATE2
- ld bc,360
- ld de,10000
- ld ix,30
- ld hl,200
- ld a,13 ; end of game
- ld (SCENARIO),a
- jp LEADERALLOCATE
- LEADER4:
- call DRAWWALLS
- ld de,$1614
- ld hl,BanditsText1 ;; The Faith sword!!
- call DISPSTRING
- CALL TALK10
- call DRAWWALLS
- ld de,$1610
- ld hl,BanditsText2
- call DISPSTRING
- ld de,$1C10
- ld hl,BanditsText3
- call DISPSTRING
- call FAITHSWORD
- call DRAWWALLS
- ld a,7
- ld (SCENARIO),a
- ld (LEADERCHECK),a
- ld a,3
- ld (NUMBEROFENEMIES),a
- push af
- jp FROMRIGGED2
- RIGGEDENEMY:
- xor a
- jr FROMRIGGED
- PUTENEMY:
- ld a,(SCENARIO)
- cp 7
- jr z,RIGGEDENEMY
- ld a,r
- srl a
- and 6
- ld (WHICHENEMY),a
- FROMRIGGED:
- push af
- ld a,(DUNGEONCHECK)
- cp 1 ;; CASTLE DUNGEON
- jp z,DUNGEON1
- cp 3 ;; WEST CAVE TO KIATA
- jp z,DUNGEON3
- cp 4 ;; FAITH CAVE
- jp z,DUNGEON6
- cp 7 ;; BANDIT CASTLE
- jp z,DUNGEON7
- cp -1 ;; LAST CAVE
- jp z,DUNGEON8
- cp 5 ;; OTHER SIDE OF OVERWORLD MAP
- jp z,DUNGEON5
- pop af ;; AND THIS WOULD BE THE OVERWORLD MAP, PART 1
- or a
- jr z,Enemy1
- cp 2
- jr z,Enemy2
- cp 4
- jr z,Enemy3
-
- Enemy4: ;; bc == strength de == life
- ld bc,15 ;; ix == speed
- ld de,35
- ld ix,45
- ld hl,22
- ld (DUMMY1),hl
- ld hl,ENEMY4
- jr STARTPUT1
- Enemy3:
- ld bc,20
- ld de,40
- ld ix,50
- ld hl,22
- ld (DUMMY1),hl
- ld hl,ENEMY3
- jr STARTPUT1
- Enemy2:
- ld bc,10
- ld de,40
- ld ix,30
- ld hl,10
- ld (DUMMY1),hl
- ld hl,ENEMY2
- jr STARTPUT1
- Enemy1:
- ld bc,30
- ld de,66
- ld ix,66
- ld hl,30
- ld (DUMMY1),hl
- ld hl,ENEMY1
- jr STARTPUT1
- DUNGEON1:
- ld hl,8
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy5
- cp 2
- jr z,Enemy6
- cp 4
- jr z,Enemy7
-
- Enemy8: ;; bc == strength de == life
- ld bc,15 ;; ix == speed
- ld de,20
- ld ix,45
- ld hl,ENEMY8
- jr STARTPUT1
- Enemy7:
- ld bc,10
- ld de,30
- ld ix,50
- ld hl,24
- ld (DUMMY1),hl
- ld hl,ENEMY7
- STARTPUT1:
- jr STARTPUT2
- Enemy6:
- ld bc,08
- ld de,18
- ld ix,27
- ld hl,ENEMY6
- jr STARTPUT2
- Enemy5:
- ld bc,20
- ld de,43
- ld ix,60
- ld hl,ENEMY5
- jr STARTPUT2
- DUNGEON3:
- ld hl,32
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy9
- cp 2
- jr z,Enemy10
- cp 4
- jr z,Enemy11
- Enemy12: ;; bc == strength de == life
- ;; ix == speed
- ld bc,24
- ld de,120
- ld ix,18
- ld (DUMMY1),ix
- ld hl,ENEMYGIMP ;; weak guy you fight in town
- jr STARTPUT
- Enemy11:
- ld bc,35
- ld de,90
- ld ix,50
- ld hl,ENEMY11
- jr STARTPUT
- Enemy10:
- ld bc,40
- ld de,100
- ld ix,27
- ld hl,ENEMY10
- jr STARTPUT
- Enemy9:
- ld bc,60
- ld de,150
- ld ix,60
- ld hl,ENEMY9
- STARTPUT2:
- jr STARTPUT
-
- DUNGEON5: ;;overhead map #2
- ld hl,45
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy9
- cp 2
- jr z,Enemy13
- cp 4
- jr z,Enemy14
- Enemy15:
- ld bc,65
- ld de,140
- ld ix,45
- ld hl,ENEMY15
- jr STARTPUT
- Enemy14:
- ld bc,80
- ld de,150
- ld ix,50
- ld hl,ENEMY14
- jr STARTPUT
- Enemy13:
- ld bc,60
- ld de,160
- ld ix,40
- ld hl,ENEMY13
- jr STARTPUT
-
- STARTPUT:
- ld a,(KURAICOUNTER)
- cp 199
- jr z,PUT2
- cp 201
- jr z,PUT3
- PUT1:
- ld (ENEMYST1),bc
- ld (ENEMYHP1),de
- ld (ENEMYSPEED1),ix
- ld (ENEMYBACK1),hl
- ld bc,$0F39
- call NASRWARP
- ld hl,(DUMMY1)
- ld (ENEMYDFD1),hl
- ld a,(NUMBEROFENEMIES)
- dec a
- or a
- ret Z
- ld (NUMBEROFENEMIES),a
- ld a,199
- ld (KURAICOUNTER),a
- jr PUTENEMY2
- PUT2:
- ld (ENEMYST2),bc
- ld (ENEMYHP2),de
- ld (ENEMYSPEED2),ix
- ld (ENEMYBACK2),hl
- ld bc,$2539
- call NASRWARP
- ld hl,(DUMMY1)
- ld (ENEMYDFD2),hl
- ld a,(NUMBEROFENEMIES)
- dec a
- or a
- ret Z
- ld (NUMBEROFENEMIES),a
- ld a,201
- ld (KURAICOUNTER),a
- PUTENEMY2:
- jp PUTENEMY
- PUT3:
- ld (ENEMYST3),bc
- ld (ENEMYHP3),de
- ld (ENEMYSPEED3),ix
- ld (ENEMYBACK3),hl
- ld bc,$3B39
- call NASRWARP
- ld hl,(DUMMY1)
- ld (ENEMYDFD3),hl
- ret
- DUNGEON6:
- ld hl,45
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy18
- cp 2
- jr z,Enemy17
- cp 4
- jr z,Enemy19
- Enemy16: ;; bc == strength de == life
- ;; ix == speed
- ld bc,90
- ld de,80
- ld ix,18
- ld (DUMMY1),ix
- ld hl,ENEMY16
- STARTPUT3:
- jp STARTPUT
- Enemy18:
- ld bc,110
- ld de,210
- ld ix,50
- ld hl,ENEMY18
- jr STARTPUT3
- Enemy17:
- ld bc,70
- ld de,130
- ld ix,34
- ld hl,ENEMY17
- jr STARTPUT3
- Enemy19:
- ld bc,78
- ld de,150
- ld ix,30
- ld hl,ENEMY19
- jr STARTPUT3
-
- DUNGEON7:
- ld hl,60
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy20
- cp 2
- jr z,Enemy21
- cp 4
- jr z,Enemy18
- Enemy22:
- ld bc,100
- ld de,300
- ld ix,50
- ld hl,ENEMY22
- jr STARTPUT3
- Enemy21:
- ld bc,140
- ld de,150
- ld ix,34
- ld hl,ENEMY21
- jr STARTPUT3
- Enemy20:
- ld hl,190
- ld (DUMMY1),hl
-
- ld bc,100
- ld de,200
- ld ix,40
- ld hl,ENEMY20
- jr STARTPUT3
- DUNGEON8:
- ld hl,100
- ld (DUMMY1),hl
- pop af
- or a
- jr z,Enemy21
- cp 2
- jr z,Enemy23
- cp 4
- jr z,Enemy24
- Enemy25:
- ld bc,300
- ld de,300
- ld ix,50
- ld hl,ENEMY25
- STARTPUT4:
- jp STARTPUT
- Enemy23:
- ld bc,440
- ld de,200
- ld ix,34
- ld hl,ENEMY23
- jr STARTPUT4
- Enemy24:
- ld bc,200
- ld de,200
- ld ix,40
- ld hl,ENEMY24
- jr STARTPUT4
- GIMPMAN:
- call DRAWWALLS
- call Enemy12
- ld a,1
- ld (NUMBEROFENEMIES),a
- dec a
- ld (ENEMYSPEED2),a
- ld (ENEMYSPEED3),a
- jp ITSALEADER
-
- NASRWARP:
- ld de,$0000
- add hl,de
- push bc
-
- ex de,hl
-
- call $4166
-
- ld bc,$88B8
-
- add hl,bc
-
- ld (PicCoor),hl
-
- ex de,hl
-
- ld b,$ff
-
- Patch:
-
- rla
-
- inc b
-
- jr nc,Patch
-
- ld a,(hl)
-
- ld c,a
-
- inc hl
-
- ld a,(hl)
-
- ld (offset),a
-
- ld a,b
-
- ld e,c
-
- cp (hl)
-
- jr c,DS1
-
- inc e
-
- DS1:
-
- inc hl
-
- ld a,(hl)
-
- ld d,a
-
- inc hl
-
- YLoop:
-
- push bc
-
- push de
-
- ld b,8
-
- ex de,hl
-
- ld hl,TempLine
-
- InitTempLineLoop:
-
- ld (hl),$ff
-
- inc hl
-
- djnz InitTempLineLoop
-
- ex de,hl
-
- ld a,(NASR_Status)
-
- or a
-
- jr z,NASRErase
-
- NASRDraw:
-
- ld b,0
-
- ld de,TempLine
-
- ldir
-
- jr NASRDrawFin
-
- NASRErase:
-
- ld b,c
-
- ld hl,TempLine
-
- LoadEmpty:
-
- ld (hl),0
-
- inc hl
-
- djnz LoadEmpty
-
- NASRDrawFin:
-
- pop de
-
- pop bc
-
- push hl
-
- push bc
-
- push de
-
- ld d,b
-
- ld a,b
-
- or a
-
- jr z,skipshift
-
- SpriLoop1:
-
- ld a,b
-
- ld HL,TempLine
-
- ld b,e
-
- scf
-
- SpriLoop2:
-
- rr (HL)
-
- inc HL
-
- djnz SpriLoop2
-
- ld b,a
-
- djnz SpriLoop1
-
- ld b,d
-
- skipshift:
-
- ld a,$ff ;fill accumulator
-
- inc b
-
- mask1:
-
- srl a ;make the mask
-
- djnz mask1 ;something like
-
- scf ;00001111 ->
-
- rl a
-
- ld hl,(PicCoor) ;implement the mask
-
- or (hl) ;this preserve the 0 bits
-
- ld hl,TempLine ;become xxxx1111
-
- and (hl) ;when anded, become
-
- ld (hl),a ;xxxxyyyy
-
- ld b,d ;retrieve b
-
- ld a,(offset)
-
- dec a
-
- sub b
-
- jr nc,skip
-
- sub 248
-
- skip:
-
- ld b,a
-
- inc b
-
- ld a,$ff
-
- mask2:
-
- sla a
-
- djnz mask2
-
- scf
-
- rr a
-
- dec e
-
- ld hl,(PicCoor)
-
- ld d,0
-
- add hl,de
-
- or (hl)
-
- ld hl,TempLine
-
- add hl,de
-
- and (hl)
-
- ld (hl),a
-
- inc e
-
- ld c,e
-
- ld hl,(PicCoor)
-
- ld de,12
-
- push hl
-
- add hl,de
-
- ld (PicCoor),hl
-
- pop hl
-
- ld de,TempLine
-
- ex de,hl
-
- ld b,0
-
- ldir
-
- pop de
-
- pop bc
-
- pop hl
-
- dec d
-
- jp nz,YLoop
-
- pop bc
-
- ROM_CALL(DISP_GRAPH)
- ret
-
- drawit2:
- ld (BKX),bc
- drawit:
- ld a,(BKY)
- ld e,a ; Load the y-coordinate in e
- ld a,(BKX) ; Load the x-coordinate in a
-
- DRWSPR2:
- push hl ; Save sprite address
-
- ;████ Calculate the address in graphbuf ████
-
- ld hl,0 ; Do y*12
- ld d,0
- add hl,de
- add hl,de
- add hl,de
- add hl,hl
- add hl,hl
-
- ld d,0 ; Do x/8
- ld e,a
- srl e
- srl e
- srl e
- add hl,de
-
- ld de,$88B8
- add hl,de ; Add address to graphbuf
-
- ld b,00000111b ; Get the remainder of x/8
- and b
- or a ; Is this sprite aligned to 8*n,y?
- jr z,ALIGN2
-
-
- ;████ Non aligned sprite blit starts here ████
-
- pop ix ; ix->sprite
- ld d,a ; d=how many bits to shift each line
-
- ld e,8 ; Line loop
- LILOP2: ld b,(ix+0) ; Get sprite data
-
- ld c,0 ; Shift loop
- push de
- SHLOP2: srl b
- rr c
- dec d
- jr nz,SHLOP2
- pop de
- ld a,b ; Write line to graphbuf
- xor (hl)
- ld (hl),a
- inc hl
- ld a,c
- xor (hl)
- ld (hl),a
- ld bc,11 ; Calculate next line address
- add hl,bc
- inc ix ; Inc spritepointer
-
- dec e
- jr nz,LILOP2 ; Next line
- jr DONE2
-
- ;████ Aligned sprite blit starts here ████
-
- ALIGN2: ; Blit an aligned sprite to graphbuf
- pop de ; de->sprite
- ld b,8
- ALOP2:
- ld a,(de)
- xor (hl)
- ld (hl),a
- inc de
- push bc
- ld bc,12
- add hl,bc
- pop bc
- djnz ALOP2
- DONE2:
- ld c,a
- ld a,e
- add a,1
- ld e,a
- ld a,c
- add a,1
- ROM_CALL(_GRBUFCPY_V)
- ret
-
-
- SPELLCAST:
- ld (MP),hl
- ;; Done BEFORE spell is cast..snazzy. :)
- call BLANK1429
- call KURAIMAGIC1
- ld bc,$1025
- ld hl,KuraiOrb1
- call NASRWARP
- ld bc,$2225
- ld hl,KuraiOrb1
- call NASRWARP
- call DELAY
- ld bc,$1025
- ld hl,KuraiOrb2
- call NASRWARP
- ld bc,$2225
- ld hl,KuraiOrb2
- call NASRWARP
- call DELAY
- ld bc,$1025
- ld hl,KuraiOrb3
- call NASRWARP
- ld bc,$2225
- ld hl,KuraiOrb3
- call NASRWARP
- call DELAY
- ld bc,$1025
- ld hl,KuraiOrb4
- call NASRWARP
- ld bc,$2225
- ld hl,KuraiOrb4
- call NASRWARP
- call DELAY
-
- ld b,3
- FIRELOOP:
- push bc
- ld bc,$111D
- ld hl,KuraiMagic2
- call NASRWARP
- call DELAY
- call KURAIMAGIC1
- call DELAY
- pop bc
- djnz FIRELOOP
- ret
-
- ;;DM_HL_DECI
- DISPHL2:
- ld de,$163A
- DISPHL:
- DM_HL_DECI:
- ld ($8215),de ;Since DE is a word, it overlaps into 8216
- ld b,48 ; 48 -> b
- ld c,4 ; 4 -> c
- ld a,h ; h -> a
- or l ; If a=0 and l=0, then return zero
- jr z,DM_HL_3 ; If zero, then jump to DM_HL_3
- ld c,-1 ; -1 -> c
- ld b,46 ; 46 -> b
- jr DM_HL_NEXT2 ; Jump to DM_HL_NEXT2
- DM_HL_INIT:
- call CP_HL_DE ; cp hl,de
- jr c,DM_HL_NEXT2 ; If carry, then jump to DM_HL_NEXT2
- dec c ; c = c - 1
- DM_HL_NEXT:
- ld b,47 ; 47 -> b
- DM_HL_NEXT2:
- inc c ; c = c + 1
- ld a,c ; c -> a
- or a ; If a=0, then return zero
- ld de,10000 ; 10000 -> de
- jr z,DM_HL_2a ; If zero, then jump to DM_HL_2a
- cp 1 ; If a=1, then return zero
- ld de,1000 ; 1000 -> de
- jr z,DM_HL_2a ; If zero, then jump to DM_HL_2a
- cp 2 ; If a=2, then return zero
- ld de,100 ; 100 -> de
- jr z,DM_HL_2a ; If zero, then jump to DM_HL_2a
- cp 3 ; If a=3, then return zero
- ld de,10 ; 10 -> de
- jr z,DM_HL_2a ; If zero, then jump to DM_HL_2a
- ld de,1 ; 1 -> de
- DM_HL_2a:
- ld a,b ; b -> a
- cp 46 ; If a=46, then return zero
- jr z,DM_HL_INIT ; If zero, then jump to DM_HL_INIT
- DM_HL_2b:
- inc b ; b = b + 1
- call CP_HL_DE ; cp hl,de
- jr c,DM_HL_3 ; If carry, then jump to DM_HL_3
- or a ; Reset carry flag
- sbc hl,de ; hl = hl - de
- jr DM_HL_2b ; Jump to DM_HL_2b
- DM_HL_3:
- ld a,b ; b -> a
- ROM_CALL(M_CHARPUT) ; Display the character
- ld a,c ; c -> a
- cp 4 ; If a=4, then return zero
- jr nz,DM_HL_NEXT ; If not zero, then jump to DM_HL_NEXT
- jp CR_GRBCopy
-
- DISPSTRING2: ;; to optimize :)
- ld de,$163A
- DISPSTRING:
- ld ($8215),de
- ROM_CALL(D_ZM_STR) ;Display the string
- jp CR_GRBCopy ; Copy graphbuf to LCD
-
- ERASESCREEN:
- ld hl,$88B8
- ld de,$88B9
- ld bc,$2FF
- ld (hl),0
- ldir ;clear the graf mem
- ret
-
- NEEDMP:
- ld hl,needmp
- ld de, $163E
- call DISPSTRING
- call ERASETEXT2
- call DISPMP
- ld hl,(Save)
- jp MAGICLOOP2
- NEEDMP2:
- ld hl,needmp
- ld de, $163E
- call DISPSTRING
- call ERASETEXT2
- call DISPMP
- ld hl,(Save)
- jp SKILLLOOP2
- ERASETEXT2:
- call DELAY2
- call DELAY2
- ERASETEXT:
- ld hl,BlankText
- call DISPSTRING2
- LD de,$1649
- ld hl,BlankText
- jp DISPSTRING
-
- PutPixel: ;puts the pixel at b, c
- call $4166
- ld de,$88B8
- add hl, de
- or (hl)
- ld (hl),a
- ROM_CALL(_GRBUFCPY_V)
- ret
- DRAWWALLS:
- call ERASESCREEN
- DRAWWALLS2:
- LD HL,$88B8
- LD DE,$88B9
- LD BC,23
- LD (HL),$FF
- LDIR
- LD HL,$8BA0
- LD DE,$8BA1
- LD BC,23
- LD (HL),$FF
- LDIR
-
- LD B,60
- LD HL,$88D0
- LD DE,11
- SIDELINELOOP:
- LD (HL),$C0
- ADD HL,DE
- LD (HL),3
- INC HL
- DJNZ SIDELINELOOP
- jp CR_GRBCopy
-
- shake:
- ld a,42h
- out (10h),a
- call DELAY2
- ld a,40h
- out (10h),a
- jp DELAY2
- RANDOM7:
- ld a,r
- srl a
- and 7
- ld l,a
- ld h,0
- add hl,de
- ret
-
- DELAY:
- ld a,$4F
- ld b,$4F
- dloop:
- dec a
- jr nz,dloop
- dec b
- jr nz,dloop
- ret
- DELAY2:
- ld a,$9F
- ld b,$9F
- jr dloop
- DELAY3:
- ld a,$FF
- ld b,$FF
- jr dloop
-
- BATTLEMENU:
- ld bc,$3F22
- ld hl,BattleMenu ;; Displays the Menu
- call NASRWARP
- ld hl,(HP) ;; Displays Kurai's HP
- ld de,$1E4C
- call DISPHL
- ld bc,$2B42
- ld hl,ICONRING
- jp drawit2
- ERASEMENU:
- ld bc,$4020
- ld hl,KuraiBlank ;; Displays the Menu
- call NASRWARP
- call DRAWWALLS2
-
- ld bc,$1658
- ld hl,LINE
- jp drawit2
- OVERMAXHP:
- ld hl,(HP)
- add hl,de
- ld (HP),hl
- ld de,(MAXHP)
- and a
- sbc hl,de
- ret C
- ld hl,(MAXHP)
- ld (HP),hl
- ret
-
- OVERMAXMP:
- ld hl,(MP)
- add hl,de
- ld (MP),hl
- ld de,(MAXMP)
- and a
- sbc hl,de
- ret C
- ld hl,(MAXMP)
- ld (MP),hl
- ret
-
- INVERTSCREEN: ;;inverts screen
- ld de,768
- ld hl,$88B8
- invloop:
- ld a,(hl)
- cpl
- ld (hl),a
- inc hl
- dec de
- ld a,d
- or e
- jr NZ,invloop
- ROM_CALL(_GRBUFCPY_V)
- ret
- GOBACK:
- pop hl
- call ERASETEXT
- call BATTLEMENU
- call REFILL
- call KURAI
- ld a,1
- ld (OK),a
- jp SPEEDLOOP
-
- REFILL:
- ld bc,(BKX)
- push bc
- ld bc,$2042
- ld hl,ERASURE
- call drawit2
- ld a,74
- ld (BKX),a
- ld hl,ERASURE
- call drawit
- ld a,82
- ld (BKX),a
- ld hl,ERASURE
- call drawit
- ld a,84
- ld (BKX),a
- ld hl,ERASURE2
- call drawit
- pop bc
- ld (BKX),bc
- ret
-
- SLASH_ALL: ;; star spell and slash-all gfx
- ld b,2
- STARTSTAR:
- push bc
- xor a
- ld (OK),a
- ld a,15
- ld (DUMMY1),a
- ld a,5
- ld (DUMMY2),a
- STARLOOP:
- ld a,(DUMMY1)
- ld b,a
- ld a,(OK)
- add a,b
- ld (BKX),a
- ld a,(DUMMY2)
- ld (BKY),a
- ld hl,SWORDSLASH1
- call drawit
- ld a,(DUMMY1)
- add a,20
- ld b,a
- ld a,(OK)
- add a,b
- ld (BKX),a
- ld a,(DUMMY2)
- ld (BKY),a
- ld hl,SWORDSLASH1
- call drawit
- ld a,(DUMMY1)
- add a,40
- ld b,a
- ld a,(OK)
- add a,b
- ld (BKX),a
- ld a,(DUMMY2)
- ld (BKY),a
- inc a
- ld (DUMMY2),a
- ld hl,SWORDSLASH1
- call drawit
- ld a,(OK)
- inc a
- ld (OK),a
- cp 10
- jr nz,STARLOOP
- pop bc
- djnz STARTSTAR
- ret
- SWORDSWING:
- call BLANK1429
- ld bc,$0B29
- ld hl,Kurai4
- call NASRWARP
- call DELAY
- ld bc,$0B29
- ld hl,KuraiBlank
- call NASRWARP
- ld bc,$0B1C
- ld hl,Kurai3
- call NASRWARP
- call DELAY
- ld bc,$0B29
- ld hl,KuraiBlank
- call NASRWARP
- ld bc,$031A
- ld hl,Kurai5
- call NASRWARP
- call DELAY
- ld bc,$0329
- ld hl,KuraiBlank
- call NASRWARP
- jp KURAI
- KURAI:
- ld bc,$141F
- ld hl,Kurai
- jp NASRWARP
- DISPMP:
-
- ld hl,YourMP
- ld de, $164A ;Y=2C,X=1A
- call DISPSTRING
- ld hl,(MP)
- ld de,$1652
- jp DISPHL
- EFFECT:
- LD B,1
- EFFECT1:
- LD HL,$88D0
- LD DE,6
- push bc
- SIDELINELOOP2:
- LD A,$C0
- LD (HL),0
- ADD HL,DE
- LD (HL),0
- INC HL
- DJNZ SIDELINELOOP2
- call CR_GRBCopy
- pop bc
- inc b
- ld a,b
- cp 105
- jr nz,EFFECT1
- ret
- LEVELUP2:
- push hl
- call DRAWWALLS
- ld hl,LevelUp
- ld bc,$3E3B
- call NASRWARP
- pop hl
- LEVELUP:
- push hl
- ld hl,KuraiPortrait
- ld bc,$3C26
- call NASRWARP
- pop hl
- ld (DUMMY1),hl
- ld hl,Allocate
- ld de,$080A
- call DISPSTRING
- call DISPLAYSTATS
- ld bc,$130B
- ld hl,ALLOCATER
- call drawit2
- FROMADD:
- ld hl,BlankText
- ld de,$082A
- call DISPSTRING
- ld hl,(DUMMY1)
- dec hl
- dec hl
-
- ld de,$082A
- call DISPHL
- call DRAWSTATS
- ALLOCLOOP:
- call GET_KEY
- cp G_RIGHT
- jp z,ADDPOINT)
- cp G_DOWN
- jr z,ALLOCDOWN
- cp G_UP
- jr nz,ALLOCLOOP
- ALLOCUP:
- ld a,(BKY)
- cp $13
- jr z,ALLOCLOOP
- ld hl,ALLOCATER
- call drawit
- ld a,(BKY)
- sub 6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr ALLOCLOOP
- ALLOCDOWN:
- ld a,(BKY)
- cp $2B
- jr z,ALLOCLOOP
- ld hl,ALLOCATER
- call drawit
- ld a,(BKY)
- add a,6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr ALLOCLOOP
-
- ADDPOINT:
- ld hl,(DUMMY1)
- dec hl
- dec hl
- ld de,0
- and a
- sbc hl,de
- jr z,DONEALLOCATE
- ld (DUMMY1),hl
- ld a,(BKY)
- cp $13
- call z,ADDHP
- cp $19
- call z,ADDMP
- cp $1F
- call z,ADDST
- cp $25
- call z,ADDINT
- cp $2B
- call z,ADDSPEED
- jp FROMADD
- ADDHP:
- ld hl,(MAXHP)
- inc hl
- inc hl
- ld (MAXHP),hl
- ret
- ADDMP:
- ld hl,(MAXMP)
- inc hl
- inc hl
- ld (MAXMP),hl
- ret
- ADDST:
- ld hl,(STRENGTH)
- inc hl
- inc hl
- ld (STRENGTH),hl
- ret
- ADDINT:
- ld hl,(INTELLIGENCE)
- inc hl
- inc hl
- ld (INTELLIGENCE),hl
- ret
- ADDSPEED:
- ld hl,(SPEED)
- inc hl
- inc hl
- ld (SPEED),hl
- ret
- DONEALLOCATE:
- ld hl,(MAXMP)
- ld de,(MAXHP)
- ld (MP),hl
- ld (HP),de
- ld hl,(STRENGTH)
- ld (STRENGTHMAX),hl
- ld hl,(DEFENSE)
- ld (DEFENSEMAX),hl
- ld a,(KURAILEVEL)
- cp 8
- jr nc,NOW160
- ld de,80
- jr REGULARCONT
- NOW160:
- ld de,160
- REGULARCONT:
- ld b,a
- ld hl,0
- LVLADD:
- add hl,de
- djnz LVLADD
- ld de,50
- add hl,de
- ld de,(TOLEVEL)
- add hl,de
- ld (TOLEVEL),hl
- SKILLSPELLS:
- call EFFECT
- call DRAWWALLS
- call DELEXIT
- ld hl,ChooseSpells
- ld de,$0630
- call DISPSTRING
- ld bc,$060B
- ld hl,ALLOCATER
- call drawit2
- ld a,1
- ld (DUMMY1),a
-
- ld hl,Heal
- ld de,$0515
- call DISPSTRING
- ld a,$06
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,12
- and a
- sbc hl,de
- jp c,STARTADD2
- ld hl,Burn
- ld de,$0B15
- call DISPSTRING
- ld a,$0C
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,25
- and a
- sbc hl,de
- jp c,STARTADD2
- ld hl,Star
- ld de,$1115
- call DISPSTRING
- ld a,$12
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,34
- and a
- sbc hl,de
- jr c,STARTADD2
- ld hl,Rage
- ld de,$1715
- call DISPSTRING
- ld a,$18
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,56
- and a
- sbc hl,de
- jr c,STARTADD2
- ld hl,Sire
- ld de,$1D15
- call DISPSTRING
- ld a,$1E
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,70
- and a
- sbc hl,de
- jr c,STARTADD2
- ld hl,Rock
- ld de,$2315
- call DISPSTRING
- ld a,$24
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,90
- and a
- sbc hl,de
- jr c,STARTADD2
- ld hl,Haste
- ld de,$2915
- call DISPSTRING
- ld a,$2A
- ld (DUMMY2),a
- ld hl,(INTELLIGENCE)
- ld de,99
- and a
- sbc hl,de
- jr c,STARTADD2
- ld hl,Doom
- ld de,$2F15
- call DISPSTRING
- ld a,$30
- ld (DUMMY2),a
- STARTADD2:
- ld hl,WhichSpells
- STARTLOOP2:
- push hl
- STARTLOOP:
- call GET_KEY
- cp G_RIGHT
- jr z,STARTADD
- cp G_DOWN
- jr z,STARTDOWN
- cp G_DEL
- jp z,BEGINSKILL
- cp G_UP
- jr nz,STARTLOOP
- STARTUP:
- ld a,(BKY)
- cp $06
- jr z,STARTLOOP
- ld hl,ALLOCATER
- call drawit
- pop hl
- dec hl
- push hl
- ld a,(DUMMY1)
- dec a
- ld (DUMMY1),a
- ld a,(BKY)
- sub 6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr STARTLOOP
- STARTDOWN:
- ld a,(DUMMY2)
- ld b,a
- ld a,(BKY)
- cp b
- jr z,STARTLOOP
- ld hl,ALLOCATER
- call drawit
- pop hl
- inc hl
- push hl
- ld a,(DUMMY1)
- inc a
- ld (DUMMY1),a
- ld a,(BKY)
- add a,6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr STARTLOOP
- STARTADD:
- pop hl
- ld a,(DUMMY1)
- ld b,a
- ld a,(hl)
- cp b
- jp z,ALREADYKNOW
- ld a,(DUMMY1)
- ld (hl),a
- jr BEGIN2
- BEGINSKILL:
- pop hl
- ;; begin adding skill
- BEGIN2:
- call DRAWWALLS
- call DELEXIT
- ld hl,ChooseSkills
- ld de,$0630
- call DISPSTRING
- ld bc,$060B
- ld hl,ALLOCATER
- call drawit2
-
- ld hl,SlashAll
- ld de,$0515
- call DISPSTRING
- ld hl,Regeneration
- ld de,$0B15
- call DISPSTRING
- ld hl,HPMP
- ld de,$1115
- call DISPSTRING
- ld hl,Smoke
- ld de,$1715
- call DISPSTRING
- ld hl,ReLife
- ld de,$1D15
- call DISPSTRING
- ld hl,Build
- ld de,$2315
- call DISPSTRING
- ld hl,Xfrm
- ld de,$2915
- call DISPSTRING
- ld hl,Bribe
- ld de,$2F15
- call DISPSTRING
-
- ADDSKILL2:
- ld hl,WhichSkills
- STARTADD3:
- push hl
- ADDLOOP:
- call GET_KEY
- cp G_RIGHT
- jr z,SKILLADD
- cp G_DOWN
- jr z,ADDDOWN
- cp G_DEL
- jr z,NOSKILL
- cp G_UP
- jr nz,ADDLOOP
- ADDUP:
- ld a,(BKY)
- cp $06
- jr z,ADDLOOP
- ld hl,ALLOCATER
- call drawit
- pop hl
- dec hl
- push hl
- ld a,(BKY)
- sub 6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr ADDLOOP
- ADDDOWN:
- ld a,(BKY)
- cp $30
- jr z,ADDLOOP
- ld hl,ALLOCATER
- call drawit
- pop hl
- inc hl
- push hl
- ld a,(BKY)
- add a,6
- ld (BKY),a
- ld hl,ALLOCATER
- call drawit
- jr ADDLOOP
- SKILLADD:
- pop hl
- ld a,(hl)
- cp 1
- jr z,ALREADYKNOW2
- ld (hl),1
- push hl
- NOSKILL:
- pop hl
- ret
- ALREADYKNOW:
- push hl
- ld hl,Youknowit
- call DISPSTRING2
- call ERASETEXT2
- pop hl
- jp STARTLOOP2
- ALREADYKNOW2:
- push hl
- ld hl,Youknowit
- call DISPSTRING2
- call ERASETEXT2
- pop hl
- jp STARTADD3
- INTOWN:
- ld a,(DUNGEONCHECK)
- cp 9
- jr z,TOWN1
- cp 10
- jr z,CAVEOLDMAN
- TOWN2:
- LD HL,$0808
- LD DE,296
- jr RETURNTOMAP3
- CAVEOLDMAN:
- LD HL,$1002
- LD DE,578
- jr RETURNTOMAP3
- TOWN1:
- LD HL,$0F15
- LD DE,561
- RETURNTOMAP2:
- xor a
- jr RETURNTOMAP
- RETURNTOMAP3:
- ld a,5
- RETURNTOMAP:
- ld (DUNGEONCHECK),a
- push de
- LD (X),HL
- ld (COUNTER),a
- LD HL,BITMAPS
- LD (BMPLOC),HL
- LD HL,MAP
- LD (MAPSTART),HL
- pop de
- ADD HL,DE
- jp UPDATEMOVE
- TOWER:
- ld a,(SCENARIO)
- cp 9
- jr nc,INTOTHETOWER
- ld de,$1C04
- ld hl,force
- call DISPSTRING
- jp RETFROMSTATS
- INTOTHETOWER:
- ld hl,MAP4
- ld de,597
- add hl,de
- ld (hl),7
- call DRAWWALLS
- ld de,$1C14
- ld hl,last
- call DISPSTRING3
- call ERASESCREEN
- LD DE,369
- ld hl,$0A09
- MAP4PLACER:
- ld a,-1
- MAP4PLACER2:
- ld (DUNGEONCHECK),a
- ld bc,MAP4
- ld (MAPVAR),bc
- push de
- LD (X),HL
- LD HL,BITMAPS2
- LD (BMPLOC),HL
- LD HL,MAP4
- LD (MAPSTART),HL
- pop de
- ADD HL,DE
- jp UPDATEMOVE
- TOWN:
- ld a,(DUNGEONCHECK)
- cp 5
- jr z,TOTOWN2
- or a
- jr nz,TREASURECHEST
- FROMLOAD:
- ld a,9
- ld (DUNGEONCHECK),a
- ld a,(SCENARIO)
- cp 2
- jr nz,MANDEAD
- jr MANALIVE
- TOTOWN2:
- ld a,8
- ld (DUNGEONCHECK),a
- MANALIVE:
- call DEADORLIVEMAN
- ld (hl),5
- jr MANALIVESTILL
- MANDEAD:
- call DEADORLIVEMAN
- ld (hl),0
- MANALIVESTILL:
- xor a
- ld (LEADERCHECK),a
- LD DE,700
- ld hl,$1310
- jr MAP2PLACER
- MAP2PLACER2:
- ld (DUNGEONCHECK),a
- MAP2PLACER:
- ld bc,MAP2
- ld (MAPVAR),bc
- push de
- LD (X),HL
- LD HL,BITMAPS2
- LD (BMPLOC),HL
- LD HL,MAP2
- LD (MAPSTART),HL
- pop de
- ADD HL,DE
- jp UPDATEMOVE
- DEADORLIVEMAN:
- ld hl,MAP2
- ld de,814
- add hl,de
- RET
-
- TREASURECHEST:
- call DRAWWALLS
- ld hl,YouFind
- ld de,$1820
- call DISPSTRING
- ld a,(DUNGEONCHECK)
- cp -2
- jr nz,RANDTREASURE
- FAITHARMOR:
- ld hl,faitharmor
- ld de,$1E20
- call DISPSTRING3
- ld a,10
- ld (SCENARIO),a
- jp LEADER6
- RANDTREASURE:
- ld a,r
- srl a
- and 3
- cp 1
- jr z,FGOLD
- or a
- jr z,FITEM
- FSCROLL
- ld hl,scroll
- ld de,$1E20
- call DISPSTRING
- call ADD30LOOP
- ld de,(XP)
- add hl,de
- ld (XP),hl
- jr ITSFOUND
- FITEM:
- ld hl,WhichItems
- push hl
- ld a,(hl)
- inc a
- ld (hl),a
- ld hl,MedKit
- ld de,$1E20
- call DISPSTRING
- ld a,r
- srl a
- and 3
- or a
- jr z,(ITSFOUNDPOP)
- pop hl
- inc hl
- ld a,(hl)
- inc a
- ld (hl),a
- ld hl,MagKit
- ld de,$2420
- call DISPSTRING
- jr ITSFOUND
- FGOLD:
- call ADD30LOOP
- ld de,(GOLD)
- add hl,de
- ld (GOLD),hl
- ld hl,somegold
- ld de,$1E20
- call DISPSTRING
- jr ITSFOUND
- ITSFOUNDPOP:
- pop hl
- ITSFOUND:
-
- ld bc,(X)
- push bc
- ld hl,0
- LOOPOF362:
- ld de,36
- add hl,de
- djnz LOOPOF362
- pop bc
- ld b,0
- add hl,bc
- ld de,73
- add hl,de
- ex de,hl
- push de
- ld hl,(MAPVAR)
- pop de
- add hl,de
- ld (hl),0
- RETFROMSTATS:
- call WaitKey
- RETFROMSTATS2:
- call ERASESCREEN
- ld hl,(WHEREAT)
- jp UPDATEMOVE
- BLANK1429:
- ld bc,$1429
- ld hl,KuraiBlank
- jp NASRWARP
- KURAIMAGIC1:
- ld bc,$111D
- ld hl,KuraiMagic1
- jp NASRWARP
- STATUSSCREEN:
- call DELAY2
- ld hl,StatusScreen
- ld bc,$3C3C
- call NASRWARP
- ld bc,$0540
- ld (BKX),bc
- call DRAWWIDE
- STATLOOP:
- ld a,$3E
- out (1),a
- in a,(1)
- bit 7,a
- jp z,RETFROMSTATS2
- bit 5,a ; 2ND
- jr z,STATPRESS
- bit 0,a
- jr z,STATDOWN
- bit 3,a
- jr nz,STATLOOP
- STATUP:
- call DELAY
- call DRAWWIDE
- ld a,(BKY)
- cp $05
- jr nz,CONTUP
- ld bc,$1740
- ld (BKX),bc
- call DRAWWIDE
- jr STATLOOP
- CONTUP:
- ld a,(BKY)
- sub 6
- ld (BKY),a
- call DRAWWIDE
- jr STATLOOP
- STATDOWN:
- call DELAY
- call DRAWWIDE
- ld a,(BKY)
- cp $17
- jr nz,CONTDOWN
- ld bc,$0540
- ld (BKX),bc
- call DRAWWIDE
- jr STATLOOP
- CONTDOWN:
- ld a,(BKY)
- add a,6
- ld (BKY),a
- call DRAWWIDE
- jr STATLOOP
-
- STATPRESS:
- ld a,(BKY)
- cp $11
- jp z,SEARCHFOR
- call DRAWWALLS
- ld hl,KuraiPortrait
- ld bc,$3C24
- call NASRWARP
- ld a,(BKY)
- cp $17
- jp z,HEALING
- cp $0B
- jp z,ITEMS
- STATS:
- ld hl,Stats
- ld de,$0306
- call DISPSTRING
- ld hl,Level
- ld de,$0C14
- call DISPSTRING
- ld a,(KURAILEVEL)
- ld l,a
- ld h,0
- ld de,$0C22
- call DISPHL
- ld bc,$333C
- ld hl,Logo ;; displays kurai
- call NASRWARP
-
- call DISPLAYSTATS
- call DRAWSTATS2
- ld hl,(HP)
- ld de,$1222
- call DISPHL)
- ld hl,(MP)
- ld de,$1822
- call DISPHL)
- ld hl,xp
- ld de,$3017
- call DISPSTRING
- ld hl,(XP)
- ld de,$3022
- call DISPHL
- ld hl,(GOLD)
- ld de,$3622
- call DISPHL
- ld hl,gold
- ld de,$360F
- call DISPSTRING3 ;; only so i dont have to add call WaitKey
- call DRAWWALLS
- ld hl,KuraiPortrait
- ld bc,$3C24
- call NASRWARP
- ld bc,$333C
- ld hl,Logo ;; displays kurai
- call NASRWARP
-
- ld hl,WeaponShop
- ld de,$120C
- call DISPSTRING
- ld hl,ArmorShop
- ld de,$1809
- call DISPSTRING
-
- ld hl,(WEAPON)
- ld de,$1222
- call DISPHL)
- ld hl,(DEFENSE)
- ld de,$1822
- call DISPHL)
-
- ld hl,MedKit
- ld de,$1E0F
- call DISPSTRING
- ld hl,MagKit
- ld de,$240D
- call DISPSTRING
-
- ld hl,WhichItems
- ld a,(hl)
- ld l,a
- ld h,0
- ld de,$1E22
- call DISPHL
- ld hl,WhichItems
- inc hl
- ld a,(hl)
- ld l,a
- ld h,0
- ld de,$2422
- call DISPHL
- jp RETFROMSTATS
- CHESTPLACER:
- ld hl,MAP4
- ld de,533
- add hl,de
- RET
- SEARCHFOR:
- ld hl,YouFind
- ld de,$060B
- call DISPSTRING
- call DELAY3
- call DELAY3
- ld a,(DUNGEONCHECK)
- or a
- jr nz,NOCHECKPLACE
- CHECKPLACE:
- ld a,(SCENARIO)
- cp 9
- jr c,NOCHECKPLACE
- cp 10
- jr z,NOCHEST
- call CHESTPLACER
- ld (hl),6
- jr YESCHEST
- NOCHEST:
- call CHESTPLACER
- ld (hl),0
- YESCHEST:
- ld hl,(X)
- ld de,$0020
- and a
- sbc hl,de
- jr nz,FINDNOTHING
- call DRAWWALLS
- ld de,$1C1E
- ld hl,acave
- call DISPSTRING3
- call ERASESCREEN
- LD DE,711
- ld bc,$131B
- ld a,-2
- jp MAP4PLACER2
- NOCHECKPLACE:
- ld a,(SCENARIO)
- cp 3
- jr z,DUNGEON1SEARCH
- cp 8
- jr nc,BANDITSEARCH
- FINDNOTHING:
- ld hl,Search
- ld de,$0C0B
- call DISPSTRING
- RETFROMSTATS9:
- jp RETFROMSTATS
- BANDITSEARCH:
- ld a,(DUNGEONCHECK)
- cp -1
- jr z,LASTSEARCH
- ld hl,(X)
- ld de,$1002
- and a
- sbc hl,de
- jr nz,FINDNOTHING
- ld hl,aswitch
- ld de,$0C0B
- call DISPSTRING
- ld hl,MAP3
- ld de,653
- add hl,de
- ld (hl),0
- jr RETFROMSTATS9
- LASTSEARCH:
- ld hl,(X)
- ld de,$0E14
- and a
- sbc hl,de
- jr nz,FINDNOTHING
- ld hl,aswitch
- ld de,$0C0B
- call DISPSTRING
- ld hl,MAP4
- ld de,597
- add hl,de
- ld (hl),0
- jr RETFROMSTATS9
- DUNGEON1SEARCH:
- ld hl,(X)
- ld de,$051C
- and a
- sbc hl,de
- jr nz,FINDNOTHING
- ld hl,thekey
- ld de,$0C0B
- call DISPSTRING3
- call DRAWWALLS
- ld hl,corpse
- ld de,$1C13
- call DISPSTRING3
- ld hl,mykey
- ld de,$2415
- call DISPSTRING3
- ld a,4
- ld (SCENARIO),a
- jp LEADER2
- ITEMS:
- ld hl,ItemMenu
- ld de,$0505
- call DISPSTRING
- ld hl,DELtoExit
- ld de,$3410
- call DISPSTRING
- call ITEMHEALS
- RETITEM:
- call ITEMHEALS2
- ld hl,WhichItems
- push hl
- USEITEMLOOP:
- call GET_KEY
- cp G_1
- jr z,USEMEDKIT
- cp G_DEL
- jp z,ENDHEAL
- cp G_2
- jr nz,USEITEMLOOP
- USEMAGKIT:
- pop hl
- inc hl
- ld a,(hl)
- or a
- jr z,RETITEM
- dec a
- ld (hl),a
- ld de,40
- call OVERMAXMP
- jr RETITEM
- USEMEDKIT:
- pop hl
- ld a,(hl)
- or a
- jr z,RETITEM
- dec a
- ld (hl),a
- ld de,90
- call OVERMAXHP
- jr RETITEM
- HEALING:
- call ITEMHEALS
- call YESNO
- ld hl,willcost
- ld de,$2005
- call DISPSTRING
- REHEAL:
- LD de,$1822
- ld hl,BlankText
- call DISPSTRING
- LD de,$2016
- ld hl,BlankText
- call DISPSTRING
- DIDNTHEAL:
- ld de,(HP)
- ld hl,(MAXHP)
- and a
- sbc hl,de
- srl h
- rr l
- srl h
- rr l
- push hl
- ld de,$2016
- call DISPHL
- call ITEMHEALS2
- HEALINGLOOP:
-
- call GET_KEY
- cp G_1
- jr z,USEHEAL
- cp G_DEL
- jr z,ENDHEAL
- cp G_2
- jr nz,HEALINGLOOP
- ENDHEAL:
- pop hl
- jp RETFROMSTATS2
- USEHEAL:
- pop hl
- ex de,hl
- ld hl,(MP)
- and a
- sbc hl,de
- jr c,(DIDNTHEAL)
- ld (MP),hl
- ld hl,(MAXHP)
- ld (HP),hl
- jr REHEAL
- ITEMHEALS:
- ld hl,HPstr
- ld de,$1217
- call DISPSTRING
- ld hl,MPstr
- ld de,$1815
- call DISPSTRING
- ITEMHEALS2:
- ld hl,(HP)
- ld de,$1222
- call DISPHL
- ld hl,(MP)
- ld de,$1822
- jp DISPHL
- DRAWWIDE:
- ld a,$40
- ld (BKX),a
- ld hl,WIDECURSOR
- call drawit
- ld a,(BKX)
- add a,8
- ld (BKX),a
- ld hl,WIDECURSOR
- call drawit
- ld a,(BKX)
- add a,8
- ld (BKX),a
- ld hl,WIDECURSOR
- jp drawit
- DISPLAYSTATS:
- ld hl,HPstr
- ld de,$1217
- call DISPSTRING
- ld hl,MPstr
- ld de,$1815
- call DISPSTRING
- ld hl,Strength
- ld de,$1E17
- call DISPSTRING
- ld hl,Intelligence
- ld de,$2414
- call DISPSTRING
- ld hl,Speed
- ld de,$2A17
- jp DISPSTRING
- DRAWSTATS:
- ld hl,(MAXHP)
- ld de,$1222
- call DISPHL)
- ld hl,(MAXMP)
- ld de,$1822
- call DISPHL)
- DRAWSTATS2:
- ld hl,(STRENGTH)
- ld de,$1E22
- call DISPHL
- ld hl,(INTELLIGENCE)
- ld de,$2422
- call DISPHL
- ld hl,(SPEED)
- ld de,$2A22
- jp DISPHL
- CAVEORELSE:
- ld a,(DUNGEONCHECK)
- cp 5
- jr z,OTHERSIDE
- or a
- jp nz,KEYLOOP
- SIDE1:
- ld de,13
- ld hl,$000D
- ld a,3
- jp MAP2PLACER2
- OTHERSIDE:
- ld bc,(X)
- ld a,b
- cp 8
- jr z,OTHERSIDECAVE
- cp 2
- jr z,OTHERCAVE
- OLDMANCAVE:
- LD DE,699
- ld hl,$130F
- ld a,10
- MAP3PLACER:
- ld (DUNGEONCHECK),a
- ld bc,MAP3
- ld (MAPVAR),bc
- push de
- LD (X),HL
- LD HL,BITMAPS2
- LD (BMPLOC),HL
- LD HL,MAP3
- LD (MAPSTART),HL
- pop de
- ADD HL,DE
- jp UPDATEMOVE
- OTHERCAVE:
- ld a,(SCENARIO)
- cp 6
- jp c,LOCKED
- LD DE,504
- ld hl,$0E00
- ld a,4
- jr MAP3PLACER
-
- OTHERSIDECAVE:
- ld de,305
- ld hl,$080B
- ld a,3
- jr MAP2PLACER23
- CASTLE:
- ld a,(DUNGEONCHECK)
- cp 5
- jr z,BANDITCASTLE
- LD DE,438
- LD HL,$0C06
- ld a,1
- MAP2PLACER23: ;;to save bytes
- jp MAP2PLACER2
- BANDITCASTLE:
- ld hl,MAP3
- ld de,653
- add hl,de
- ld (hl),7
- call DRAWWALLS
- ld de,$1C10
- ld hl,BanditCastle
- call DISPSTRING3
- call ERASESCREEN
- LD DE,688
- LD HL,$1304
- ld a,7
- jr MAP3PLACER
- ITEMSHOP:
- ld hl,ItemShop
- call DISPSTRING
- ld hl,ItemMenu
- ld de,$0E0A
- call DISPSTRING
- ld hl,ItemStore
- ld de,$150A
- call DISPSTRING
- FROMISHOP2:
- push hl
- FROMISHOP:
- ld hl,(GOLD)
- ld de,$3622
- call DISPHL
- pop hl
- ld hl,WhichItems
- push hl
- ISHOPLOOP:
- call GET_KEY
- cp G_1
- jr z,BUYMED
- cp G_2
- jr z,BUYMAG
- cp G_DEL
- jp z,ENDHEAL
- cp G_3
- jr nz,ISHOPLOOP
- BUYBOMB:
- pop hl
- inc hl
- inc hl
- jr ISHOPCONT
- BUYMAG:
- pop hl
- inc hl
- jr ISHOPCONT
- BUYMED:
- pop hl
- ISHOPCONT:
- push hl
- ld hl,(GOLD)
- ld de,30
- and a
- sbc hl,de
- jr c,FROMISHOP
- ld (GOLD),hl
- pop hl
- ld a,(hl)
- inc a
- ld (hl),a
-
- ld hl,ThankYou
- ld de,$2D17
- call DISPSTRING
- call DELAY3
- ld hl,BlankText
- ld de,$2D17
- call DISPSTRING
- ld hl,BlankText
- ld de,$2D24
- call DISPSTRING
- ld hl,BlankText
- ld de,$3621
- call DISPSTRING
- jr FROMISHOP2
- CASTLEORMAN:
- ld a,(DUNGEONCHECK)
- cp 8
- jp c,CASTLE
-
- call DRAWWALLS
- ld hl,gold
- ld de,$360F
- call DISPSTRING
- ld hl,(GOLD)
- ld de,$3622
- call DISPHL
- call DELEXIT
- ld de,$0505
- ld bc,(X)
- ld a,c
- cp 12
- jp z,ITEMSHOP
- cp 18
- jp z,INN
- cp 14
- jp z,ARMORSHOP
- cp 19
- jp z,DEADMAN
- WEAPONSHOP:
- ld hl,WeaponShop
- call DISPSTRING
- call DISPWPNSET1
- ld hl,180
- ld de,$0E40
- call DISPHL
- ld hl,700
- ld de,$1440
- call DISPHL
- ld hl,3400
- ld de,$1A40
- call DISPHL
- ld hl,8000
- ld de,$2040
- call DISPHL
- ld hl,12000
- ld de,$2640
- call DISPHL
- WPNLOOP:
- call GET_KEY
- cp G_2
- jr z,WPN2
- cp G_3
- jr z,WPN3
- cp G_4
- jr z,WPN4
- cp G_5
- jr z,WPN5
- cp G_DEL
- jp z,RETFROMSTATS2
- cp G_1
- jr nz,WPNLOOP
- WPN1:
- ld de,180
- ld bc,15
- jr WPNDONE
- WPN2:
- ld de,700
- ld bc,45
- jr WPNDONE
- WPN3:
- ld de,3400
- ld bc,90
- jr WPNDONE
- WPN4:
- ld de,8000
- ld bc,120
- jr WPNDONE
- WPN5:
- ld de,12000
- ld bc,220
- WPNDONE:
- ld hl,(GOLD)
- and a
- sbc hl,de
- jr c,WPNLOOP
- ld (GOLD),hl
- ld (WEAPON),bc
- jp THANKYOU
- ARMORSHOP:
- ld hl,ArmorShop
- call DISPSTRING
- call DISPWPNSET1
- ld hl,220
- ld de,$0E40
- call DISPHL
- ld hl,700
- ld de,$1440
- call DISPHL
- ld hl,2500
- ld de,$1A40
- call DISPHL
- ld hl,5666
- ld de,$2040
- call DISPHL
- ld hl,9999
- ld de,$2640
- call DISPHL
- ARMRLOOP:
- call GET_KEY
- cp G_2
- jr z,ARM2
- cp G_3
- jr z,ARM3
- cp G_4
- jr z,ARM4
- cp G_5
- jr z,ARM5
- cp G_DEL
- jp z,RETFROMSTATS2
- cp G_1
- jr nz,ARMRLOOP
- ARM1:
- ld de,220
- ld bc,20
- jr ARMRDONE
- ARM2:
- ld de,700
- ld bc,41
- jr ARMRDONE
- ARM3:
- ld de,2500
- ld bc,65
- jr ARMRDONE
- ARM4:
- ld de,5666
- ld bc,91
- jr ARMRDONE
- ARM5:
- ld de,9999
- ld bc,120
- ARMRDONE:
- ld hl,(GOLD)
- and a
- sbc hl,de
- jr c,ARMRLOOP
- ld (GOLD),hl
- ld (DEFENSE),bc
- jp THANKYOU
-
- OLDMAN: ;; in the cave, aligned with inn,
- call DRAWWALLS
- ld a,(SCENARIO)
- cp 6
- jr nc,NOTHINGMANSAYS
- ld de,$1004
- ld hl,OldManText1
- call DISPSTRING
- ld de,$1604
- ld hl,OldManText2
- call DISPSTRING
- ld de,$1D04
- ld hl,OldManText3
- call DISPSTRING
- ld de,$2404
- ld hl,thekey
- call DISPSTRING
- call TALK8
- call TALK9
- ld a,6
- ld (SCENARIO),a
- NOSCENADD:
- jp RETFROMSTATS2
-
- NOTHINGMANSAYS:
- ld de,$1C10
- ld hl,saysnothing
- call DISPSTRING3
- jr NOSCENADD
- INN:
- ld a,(DUNGEONCHECK)
- cp 10
- jr z,OLDMAN
- ld hl,Inn
- ld de,$1213
- call DISPSTRING
- ld hl,OneNight
- ld de,$1A13
- call DISPSTRING
- call ADD20LOOP
- ld (DUMMY1),hl
- ld de,$1A35
- call DISPHL
- call YESNO
- INNLOOP:
- call GET_KEY
- cp G_2
- jr z,SAVENOINN
- cp G_DEL
- jr z,SAVENOINN
- cp G_1
- jr nz,INNLOOP
- YESINN:
- ld de,(DUMMY1)
- ld hl,(GOLD)
- and a
- sbc hl,de
- jr c,INNLOOP
- ld (GOLD),hl
- ld b,40
- INNFLASHLOOP:
- push bc
- call INVERTSCREEN
- pop bc
- djnz INNFLASHLOOP
- ld hl,Restored
- ld de,$2620
- call DISPSTRING
- ld hl,(MAXHP)
- ld de,(MAXMP)
- ld (HP),hl
- ld (MP),de
-
- SAVENOINN:
- call DRAWWALLS
- ld hl,SaveGame
- ld de,$0505
- call DISPSTRING
- call DELEXIT
- SAVELOOP:
- call GET_KEY
- cp G_2
- jr z,SAVEGAME2
- cp G_DEL
- jp z,RETFROMSTATS2
- cp G_1
- jr nz,SAVELOOP
- SAVEGAME1:
- ld hl,SaveSSI
- ld (DUMMY1),hl
- LD DE,SAVERAM
- ld hl,scenario1
- jr SAVEGAME
- SAVEGAME2:
- ld hl,SaveSSI2
- ld (DUMMY1),hl
- LD DE,SAVERAM2
- ld hl,scenario2
- SAVEGAME:
- push hl
- LD HL,TOLEVEL
- LD BC,28
- LDIR
- ld de,(DUMMY1)
- ld hl,WhichSpells
- ld bc,24
- ldir
- pop hl
- ld a,(SCENARIO)
- ld (hl),a
- ld hl,Saved
- ld de,$2120
- call DISPSTRING
- jr THANX
- YESNO:
- ld hl,yesorno
- ld de,$0505
- jp DISPSTRING
- ADD20LOOP:
- ld de,20
- jr READDLOOP
- ADD30LOOP:
- ld de,30
- READDLOOP:
- ld a,(KURAILEVEL)
- ld b,a
- ld hl,0
- ADDINLOOP:
- add hl,de
- djnz ADDINLOOP
- ret
- DISPWPNSET1:
- ld hl,willcost
- ld de,$0540
- call DISPSTRING
- ld hl,WAset1
- ld de,$0E0A
- call DISPSTRING
- ld hl,WAset2
- ld de,$140A
- call DISPSTRING
- ld hl,WAset3
- ld de,$1A0A
- call DISPSTRING
- ld hl,WAset4
- ld de,$200A
- call DISPSTRING
- ld hl,WAset5
- ld de,$260A
- jp DISPSTRING
- DELEXIT:
- ld hl,DELtoExit
- ld de,$3434
- jp DISPSTRING
- THANKYOU:
- ld hl,ThankYou
- ld de,$2D17
- call DISPSTRING
- THANX:
- jp RETFROMSTATS
- DEADMAN:
- call DRAWWALLS
- ld de,$0D0B
- ld a,(SCENARIO)
- cp 5
- jp nc,MAN2
- ld hl,ManText1
- call DISPSTRING
- ld de,$140B
- ld hl,ManText2
- call DISPSTRING
- ld de,$1B0B
- ld hl,ManText3
- call DISPSTRING
- ld de,$220B
- ld hl,ManText4
- call DISPSTRING
- ld de,$290B
- ld hl,ManText5
- call DISPSTRING3
- call DRAWWALLS
- ld de,$1C09
- ld hl,ManText6
- call DISPSTRING3
- call YESNO
- ld de,$1114
- ld hl,ManText7
- call DISPSTRING
- call DEADORLIVEMAN
- ld (hl),0
- ld a,1
- ld (NUMBEROFENEMIES),a
- ld a,3
- ld (SCENARIO),a
- KILLMANLOOP:
- call GET_KEY
- cp G_1
- jp z,GIMPMAN
- cp G_2
- jr nz,KILLMANLOOP
- FLEEMAN:
- ld de,$260A
- ld hl,ManText8
- call DISPSTRING3
- call ERASESCREEN
- jp LEADER1TOWN ;; yay! you get to fight an xtech soldier! =)))
- ABOUTSWITCH:
- ld de,$1A07
- ld hl,manswitch
- call DISPSTRING
- ld de,$2107
- ld hl,BanditCastle
- call DISPSTRING
- jp RETFROMSTATS
- MAN2:
- ld a,(SCENARIO)
- cp 9
- jp nc,NOTHINGMANSAYS
- cp 8
- jr nc,ABOUTSWITCH
- ld hl,ManText9
- call DISPSTRING
- ld de,$0D0B
- ld hl,ManText10
- call DISPSTRING
- ld de,$140B
- ld hl,ManText11
- call DISPSTRING
- ld de,$1B0B
- ld hl,ManText12
- call DISPSTRING
- ld de,$220B
- ld hl,ManText14
- call DISPSTRING
- call TALK6
- call DRAWWALLS
- ld de,$140B
- ld hl,ManText16
- call DISPSTRING
- ld de,$1B0B
- ld hl,ManText17
- call DISPSTRING
- call TALK7
- call DRAWWALLS
- ld de,$140B
- ld hl,ManText18
- call DISPSTRING
- ld de,$1B0B
- ld hl,ManText20
- call DISPSTRING
- ld de,$220B
- ld hl,ManText21
- call DISPSTRING3
- call DRAWWALLS
- ld de,$140B
- ld hl,ManText23
- call DISPSTRING
- ld de,$1B0B
- ld hl,ManText25
- call DISPSTRING
- ld de,$220B
- ld hl,ManText26
- call DISPSTRING
- jp RETFROMSTATS
- DISPSTRING3:
- ld ($8215),de
- ROM_CALL(D_ZM_STR)
- call CR_GRBCopy
- WaitKey:
- call GET_KEY
- cp G_ENTER
- ret z
- cp G_2nd
- jr nz,WaitKey
- RET
- TALK6:
- ld bc,KuraiText17
- ld de,KuraiText16
- jr KURAITALKSWO32
- TALK3:
- ld de,KuraiText9
- ld bc,KuraiText10
- ld hl,KuraiText11
- jr KURAITALKS
- TALK2:
- ld bc,KuraiText8
- ld de,KuraiText7
- jr KURAITALKSWO3
- TALK8:
- ld bc,KuraiText22
- ld de,KuraiText21
- jr KURAITALKSWO32
- TALK12:
- ld de,KuraiText30
- ld bc,KuraiText31
- jr KURAITALKSWO3
- TALK11:
- ld de,KuraiText27
- ld bc,KuraiText28
- ld hl,KuraiText29
- jr KURAITALKS
- TALK10:
- ld bc,KuraiText26
- ld de,KuraiText25
- jr KURAITALKSWO32
- TALK9:
- ld bc,KuraiText24
- ld de,KuraiText23
- jr KURAITALKSWO3
- TALK7:
- ld bc,KuraiText20
- ld de,KuraiText19
- jr KURAITALKSWO32
- TALK4:
- ld bc,KuraiText13
- ld de,KuraiText12
- jr KURAITALKSWO3
- TALK5:
- ld bc,KuraiText15
- ld de,KuraiText14
- jr KURAITALKSWO3
- TALK1:
- ld a,1
- ld (SCENARIO),a
- ld de,KuraiText4
- ld bc,KuraiText5
- ld hl,KuraiText6
- jr KURAITALKS
- KURAITALKSWO32:
- call WaitKey ;; pauses, eliminates a WaitKey
- KURAITALKSWO3: ;; Kurai Talks w/o 3rd text
- ld hl,BlankText
- KURAITALKS:
- push hl
- push bc
- push de
- call DRAWWALLS
- call INVERTSCREEN
- ld hl,KuraiFace
- ld bc,$3D36
- call NASRWARP
- set 3,(IY+05)
- pop hl
- ld de,$0C05
- call DISPSTRING
- pop bc
- ld (DUMMY1),bc
- ld hl,(DUMMY1)
- ld de,$1305
- call DISPSTRING
- pop de
- ex de,hl
- ld de,$1A05
- call DISPSTRING3
- res 3,(IY+05)
- jp ERASESCREEN
- ATTACKNUM2:
- ld a,(DUMMY1)
- dec a
- ld (BKX),a
- ld b,6
- ATTACKLOOP2:
- push bc
- ld a,(BKX)
- inc a
- inc a
- ld (BKX),a
- ld a,7
- ld (BKY),a
- ld hl,ERASUREX
- call drawit
- ld a,12
- ld (BKY),a
- ld hl,ERASUREX
- call drawit
- pop bc
- djnz ATTACKLOOP2
- ret
-
- FADE_OUT:
- LD A,($8008)
- ADD A,$DE
- FADE_OUT_LOOP:
- HALT
- HALT
- HALT
- CP $DE
- RET Z
- DEC A
- CALL $07F3
- OUT ($10),A
- JR FADE_OUT_LOOP
- FADE_IN:
- LD A,($8008)
- ADD A,$DE
- LD B,A
- LD A,$DE
- FADE_IN_LOOP:
- HALT
- HALT
- HALT
- CP B
- RET Z
- INC A
- CALL $07F3
- OUT ($10),A
- JR FADE_IN_LOOP
-
- DUMMY1DISP:
- ld (DUMMY1),hl
- ld de,100
- and a
- sbc hl,de
- jr nc,over100disp
- ld hl,(DUMMY1)
- ld de,$163E
- jp DISPHL
- over100disp:
- ld hl,(DUMMY1)
- jp DISPHL2
- REDISP:
- ld a,(DUMMY1)
- or a
- jp z,(KURAIMAGIC2)
- pop hl
- call ERASEMENU
- call DISPMP
- ld hl,WhichSpells
- inc hl
- inc hl
- inc hl
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT4
- push hl
- ld hl,Sire
- ld de, $1F49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT4:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT5
- push hl
- ld hl,Rock
- ld de,$2649 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT5:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT6
- push hl
- ld hl,Haste
- ld de,$2D49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT6:
- inc hl
- ld a,(hl)
- or a
- jr z,DONEWITHM2
- push hl
- ld hl,Doom
- ld de,$3449 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- DONEWITHM2:
- ld bc,$1F3F
- ld hl,CURSORMAGIC
- call drawit2
- ld hl,WhichSpells
- inc hl
- inc hl
- inc hl
- inc hl
- jp MAGICLOOP2
- REDISP2:
- ld a,(DUMMY1)
- or a
- jp z,(KURAISKILL2)
- pop hl
- call ERASEMENU
- call DISPMP
- ld hl,WhichSkills
- inc hl
- inc hl
- inc hl
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT4S
- push hl
- ld hl,ReLife
- ld de, $1F49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT4S:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT5S
- push hl
- ld hl,Build
- ld de, $2649 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT5S:
- inc hl
- ld a,(hl)
- or a
- jr z,NEXT6S
- push hl
- ld hl,Xfrm
- ld de, $2D49 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- NEXT6S:
- inc hl
- ld a,(hl)
- or a
- jr z,DONEWITHS2
- push hl
- ld hl,Bribe
- ld de, $3449 ;Y=2C,X=1A
- call DISPSTRING
- pop hl
- DONEWITHS2:
- ld bc,$1F3F
- ld hl,CURSORMAGIC
- call drawit2
- ld hl,WhichSkills
- inc hl
- inc hl
- inc hl
- inc hl
- jp SKILLLOOP2
-
- REGENLOOPER:
- ld (MP),hl
- ld b,4
- REGENLOOP:
- push bc
- ld bc,$2322
- ld hl,RegenEffect
- call NASRWARP
- call DELAY3
- ld bc,$2822
- ld hl,BlankEnemy
- call NASRWARP
- call KURAI
- pop bc
- djnz REGENLOOP
- ret
- HEALLOOPER:
- ld b,55
- HEALLOOP:
- push bc
- ld a,r
- srl a
- and 15
- add a,15
- ld (BKX),a
- ld a,r
- srl a
- and 18
- add a,35
- ld (BKY),a
- ld hl,HEALSPRITE
- call drawit
- ld a,(BKX)
- add a,8
- ld (BKX),a
- ld a,r
- srl a
- and 10
- add a,40
- ld (BKY),a
- ld hl,HEALSPRITE
- call drawit
- pop bc
- djnz HEALLOOP
- ret
-
- CHESTINIT:
- ld (MAPVAR),hl
- ld b,6
- ex de,hl
- INITCHESTS:
- push hl
- CALL $0033 ;; puts (hl) into hl
- ld de,(MAPVAR)
- add hl,de
- ld (hl),6
- pop hl
- inc hl
- inc hl
- djnz INITCHESTS
- RET
- FAITHSWORD:
- ld de,$2210
- ld hl,BanditsText1
- jp DISPSTRING3
-
-
-
- healher:
- .db "Heal her?",0
- choicetext1:
- .db "Akara lays on the ground",0
- choicetext2:
- .db "dying. If you use all",0
- choicetext3:
- .db "your life force, shell live..",0
- choicetext4:
- .db "but you will die.",0
- badend1:
- .db "A noble, gesture...",0
- badend2:
- .db "you throw yourself to hell",0
- badend3:
- .db "knowing youll see her soon",0
- badend4:
- .db "..someday.",0
- cruelplace:
- .db "in this cruel place your",0
- cruelplace2:
- .db "voice above the maelstrom",0
- endgame1:
- .db "Although",0
- endgame2:
- .db "Akara was",0
- endgame3:
- .db "your lover,",0
- endgame4:
- .db "faithful",0
- endgame5:
- .db "and caring,",0
- endgame6:
- .db "sometimes",0
- endgame7:
- .db "life is just",0
- endgame8:
- .db "more important.",0
- lasttext1:
- .db "You see Akara, held captive",0
- lasttext2:
- .db "by The Demon Wizard.",0
- lasttext3:
- .db "Akara!!!",0
- lasttext4:
- .db "Kurai, help me!!!",0
- lasttext5:
- .db "The Demon Wizard speaks:",0
- lasttext6:
- .db "She belongs to me,",0
- lasttext7:
- .db "in life...",0
- lasttext8:
- .db "...or in death!",0
- lasttext9:
- .db "The Wizard strikes Akara",0
- lasttext10:
- .db "to the ground and attacks!",0
- faitharmor:
- .db "the Faith Armor!",0
- Serpent1:
- .db "A serpent appears!",0
- Serpent2:
- .db "Defeat me to get",0
- last:
- .db "The final battle?",0
- acave:
- .db "A hidden cave!",0
- manswitch:
- .db "I hear a secret switch is in",0
- saysnothing:
- .db "The man says nothing.",0
- aswitch:
- .db "a switch!",0
- thekey:
- .db "the key!",0
- corpse:
- .db "A corpse appears!",0
- mykey:
- .db "my key...my key..",0
- Locked:
- .db "It is locked",0
- Awakened:
- .db "Awakened",0
- KuraiText1:
- .db "Huh?",0
- KuraiText2:
- .db "The cell door",0
- KuraiText3:
- .db "is open..",0
- KuraiText4:
- .db "All the",0
- KuraiText5:
- .db "guards have",0
- KuraiText6:
- .db "been slain..",0
- KuraiText7:
- .db "What? A Xtech",0
- KuraiText8:
- .db "soldier?!",0
- KuraiText9:
- .db "Whats going on?",0
- KuraiText10:
- .db "Must get to",0
- KuraiText11:
- .db "Kiata.",0
- KuraiText12:
- .db "Theyll know",0
- KuraiText13:
- .db "whats up.",0
- KuraiText14:
- .db "The ground",0
- KuraiText15:
- .db "feels funny..",0
- KuraiText16:
- .db "Sorry, got",0
- KuraiText17:
- .db "enuff problems",0
- KuraiText19:
- .db "Fuck!",0
- KuraiText20:
- .db "Where is she?",0
- KuraiText21:
- .db "I just want",0
- KuraiText22:
- .db "Akara...",0
- KuraiText23:
- .db "Im not your",0
- KuraiText24:
- .db "damn savior.",0
- KuraiText25:
- .db "Akara, im",0
- KuraiText26:
- .db "coming..",0
- KuraiText27:
- .db "Fuck! its",0
- KuraiText28:
- .db "bandit hunting",0
- KuraiText29:
- .db "time..",0
- KuraiText30:
- .db "Time to go to",0
- KuraiText31:
- .db "the tower",0
- ManText1:
- .db "Kiata is past the",0
- ManText2:
- .db "west cave. Its locked.",0
- ManText3:
- .db "The man with a key was",0
- ManText4:
- .db "a diplomat...he died in",0
- ManText5:
- .db "the Castle prison.",0
- ManText6:
- .db "Wait..youre that killer!",0
- ManText7:
- .db "Kill him?",0
- ManText8:
- .db "Guards! Stop him!",0
- ManText9:
- .db "Yeah, we know..",0
- ManText10:
- .db "A wizard in the tower",0
- ManText11:
- .db "killed them.",0
- ManText12:
- .db "Wont you help us?",0
- ManText14:
- .db "Else this land is doomed.",0
- ManText16:
- .db "Kurai...",0
- ManText17:
- .db "theyve got Akara.",0
- ManText18:
- .db "In the tower...a",0
- ManText20:
- .db "forcefield is around it.",0
- ManText21:
- .db "You need the Faith Blade.",0
- ManText23:
- .db "Search the SouthWest",0
- ManText25:
- .db "cave. The sage there",0
- ManText26:
- .db "knows where it is.",0
- OldManText1:
- .db "Ha, some savior. But,",0
- OldManText2:
- .db "if you want the Faith Sword",0
- OldManText3:
- .db "its in the cave north. Heres",0
- BanditsText1:
- .db "the Faith Sword!",0
- BanditsText2:
- .db "Bandits ambush you!",0
- BanditsText3:
- .db "They steal",0
- BanditCastle:
- .db "The Bandit Castle..",0
- BanditsText4:
- .db "The Bandit King!",0
- BanditsText5:
- .db "He has",0
- force:
- .db "Odd forces push you back",0
- NewGame:
- .db "3. New Game",0
- Saved:
- .db "Saved",0
- Loaded:
- .db "Loaded",0
- SaveGame:
- .db "1. Game One 2. Game Two",0
- SAVERAM:
- .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0
- ;; just my little cheat.. =) will be set back to ZERO.
- scenario1:
- .db 0 ;; will be reset to ZERO...my cheat again =]
- YouDodge:
- .db "You dodge",0
- SAVERAM2:
- .dw 0,0,0,0,0,0,0,0,0,0,0,0,0,0
- scenario2:
- .db 0
- ThankYou:
- .db "Thank ye",0
- WeaponShop:
- .db "Blade:",0
- ArmorShop:
- .db "Armor:",0
- WAset1:
- .db "1. Wood",0
- WAset2:
- .db "2. Iron",0
- WAset3:
- .db "3. Fire",0
- WAset4:
- .db "4. Rune",0
- WAset5:
- .db "5. Dragon",0
- Restored:
- .db "Healed",0
- Inn:
- .db "Welcome to the Inn",0
- OneNight:
- .db "One Night:",0
- ItemShop:
- .db "Item",0
- ItemStore:
- .db "3. Bomb",0
- ItemMenu:
- .db "1. MediKit "
- .db "2. MagiKit",0
- YouFind:
- .db "You find..",0
- scroll:
- .db "a scroll. Gain XP",0
- Youknowit:
- .db "Known",0
- ChooseSpells:
- .db "Pick Spell",0
- ChooseSkills:
- .db "Pick Skill",0
- Allocate:
- .db "Allocate:",0
- SlashAll:
- .db "CutAll",0
- Regeneration:
- .db "Regen",0
- HPMP:
- .db "HP<->MP",0
- Smoke:
- .db "Smke",0
- ReLife:
- .db "ReLife",0
- Build:
- .db "Build",0
- Xfrm:
- .db "Xfrm",0
- Bribe:
- .db "Steal",0
- MedKit:
- .db "HPkit",0
- MagKit:
- .db "MPkit",0
- ArcBolt:
- .db "Bomb",0
- EnemyAttacks:
- .db "attacks!!",0
- damage:
- .db "dmg!",0
- BlankText:
- .db " ",0
- Victory:
- .db "Victory!",0
- ToNextLevel:
- .db "Next Lvl:",0
- GameOVER:
- .db "Game Over",0
- YourMP:
- .db "M:",0
- Escape:
- .db "You Escape",0
- Failed:
- .db "Failed..",0
- HPstr:
- .db "HP:",0
- MPstr:
- .db "MP:",0
- Strength:
- .db "ST:",0
- Intelligence:
- .db "INT:",0
- Speed:
- .db "DX:",0
- xp:
- .db "XP:",0
- gold:
- .db "Gold:",0
- ;;spells
- WhichSpells:
- .db 0,0,0,0,0,0,0,0,0,0
- ;;0==DON'T KNOW SPELL! 1==HEAL 2==BURN 3==STAR 4==RAGE 5==SIRE 6==Rock 7==Haste 8==Doom
- WhichSkills:
- .db 0,0,0,0,0,0,0,0,0,0
- ;;0==unknown skill... SlashAll, Regeneration, HP<->MP, Smoke, ReLife
- WhichItems:
- .db 0,0,0,0
- ;; 0==nothing.... MedKit, MagKit, Bomb, Gem??
- SaveSSI:
- .dw 0,0,0,0,0,0,0,0,0,0,0,0
- ;;Spell Skill Item
- SaveSSI2:
- .dw 0,0,0,0,0,0,0,0,0,0,0,0
- ;;Spell Skill Item
- Chests:
- .dw 276,232,383,708,793,802
- ;; 6 to a MAP
- Chests2:
- .dw 149,449,554,757,0,0
- ZeroSet:
- .dw 0,0,0,0,0,0,0,0,0,0,0,0
- Heal:
- .db "Heal",0
- Burn:
- .db "Burn",0
- Star:
- .db "Star",0
- Rage:
- .db "Rage",0
- Sire:
- .db "Sire",0
- Rock:
- .db "Rock",0
- Haste:
- .db "Haste",0
- Doom:
- .db "Doom",0
- needmp:
- .db "Need MP!",0
- somegold:
- .db "some gold",0
- Stats:
- .db "Status",0
- Level:
- .db "Lvl:",0
- Search:
- .db "..nothing",0
- DELtoExit:
- .db "DEL to exit",0
- yesorno:
- .db "1. Yes "
- .db "2. No",0
- willcost:
- .db "Cost:",0
- Kurai:
- .db 4,5,30
- .db %00000000, %00000000, %00000000, %00010000
- .db %00000000, %00000000, %00000000, %00110000
- .db %00000000, %00000000, %00000000, %01100000
- .db %00000000, %00000000, %00000000, %11100000
- .db %00000000, %00000000, %00000001, %01000000
- .db %00000001, %11100000, %00000011, %10000000
- .db %00000011, %00111000, %00000111, %00000000
- .db %00000010, %10010100, %00001110, %00000000
- .db %00000100, %00101100, %00011100, %00000000
- .db %00000011, %10011000, %00101000, %00000000
- .db %00000001, %00100000, %01010000, %00000000
- .db %00000001, %11000000, %11100000, %00000000
- .db %00000001, %01111101, %11000000, %00000000
- .db %00111110, %00011111, %01000000, %00000000
- .db %01011110, %00101100, %10000000, %00000000
- .db %11111101, %01110111, %11000000, %00000000
- .db %00101101, %11101111, %00000000, %00000000
- .db %00101010, %01111010, %00000000, %00000000
- .db %00110111, %01111100, %00000000, %00000000
- .db %00011101, %10110100, %00000000, %00000000
- .db %00001111, %10001000, %00000000, %00000000
- .db %00000101, %11110000, %00000000, %00000000
- .db %00000110, %11100000, %00000000, %00000000
- .db %00000101, %00100000, %00000000, %00000000
- .db %00001100, %01010000, %00000000, %00000000
- .db %00001000, %10110000, %00000000, %00000000
- .db %00010111, %10101000, %00000000, %00000000
- .db %00011011, %01011000, %00000000, %00000000
- .db %00101010, %01100100, %00000000, %00000000
- .db %01000100, %00110100, %00000000, %00000000
- Logo:
- .db 3,1,21
- .db %11000000, %00000000, %00000000,
- .db %11100000, %00000000, %00010101,
- .db %10110110, %01001001, %10001110,
- .db %10010100, %10011101, %10001011,
- .db %10010111, %00010101, %10011011,
- .db %10110110, %01010100, %10010101,
- .db %01100010, %01000110, %10011011,
- .db %01100110, %01000100, %10011010,
- .db %01000100, %00000100, %10001110,
- .db %00000000, %00000001, %10000101,
- .db %00000000, %00000011, %00100000,
- .db %10101011, %11000000, %01100000,
- .db %01110011, %10101011, %01010000,
- .db %01011010, %00101111, %01010000,
- .db %11011011, %01110110, %01001000,
- .db %10101001, %10010100, %11000000,
- .db %11011000, %00010111, %01000000,
- .db %11010000, %00010000, %01000000,
- .db %01110000, %00100000, %11000000,
- .db %10100000, %00100001, %10000000,
- .db %00000000, %01000001, %00000000,
- LevelUp:
- .db 3,1,19
- .db %11100000, %00000000, %00001100,
- .db %01000000, %00000000, %00000100,
- .db %01000000, %00000000, %00000100,
- .db %01000001, %10110111, %01100100,
- .db %01000010, %01010010, %10010100,
- .db %01000011, %11010100, %11110100,
- .db %01000110, %00001000, %10000100,
- .db %11111101, %11001000, %01111110,
- .db %00000000, %00000000, %00000000,
- .db %00000000, %00000000, %00000000,
- .db %00011101, %11000000, %01010100,
- .db %00001000, %10000000, %01010100,
- .db %00001000, %10011110, %01010100,
- .db %00001000, %10001001, %01010100,
- .db %00001000, %10001001, %01010100,
- .db %00001000, %10001001, %01010100,
- .db %00001000, %10001110, %00000000,
- .db %00000111, %00001000, %01010100,
- .db %00000000, %00011100, %00000000,
- Kurai3:
- .db 4,6,27
- .db %00000000, %00000000, %00000001, %10000000
- .db %00000000, %00000000, %00000011, %11000000
- .db %00000000, %00000001, %11100111, %11100000
- .db %00000000, %00000011, %00111111, %01100000
- .db %00000000, %00000010, %10111110, %11000000
- .db %00000001, %11000100, %11101110, %11100000
- .db %00001110, %00000011, %11010010, %10100000
- .db %00000011, %00000111, %00100101, %01100000
- .db %00011100, %00011110, %01010110, %01100000
- .db %01100000, %00111001, %11111101, %11100000
- .db %00001000, %11110010, %00011111, %11000000
- .db %00010001, %11101110, %00101100, %10000000
- .db %00100111, %10001101, %01110111, %10000000
- .db %01001111, %00000101, %11101111, %00000000
- .db %00011100, %00100010, %01111010, %00000000
- .db %00111001, %01000011, %01111110, %00000000
- .db %01100010, %01000001, %10110100, %00000000
- .db %10000100, %10000011, %10001000, %00000000
- .db %00000100, %00000001, %01111100, %00000000
- .db %00001000, %00000001, %10111000, %00000000
- .db %00000000, %00000001, %01001000, %00000000
- .db %00000000, %00000011, %00010100, %00000000
- .db %00000000, %00000010, %00101100, %00000000
- .db %00000000, %00000101, %11101010, %00000000
- .db %00000000, %00000110, %11010110, %00000000
- .db %00000000, %00001010, %10011001, %00000000
- .db %00000000, %00010001, %00001101, %00000000
-
-
- Kurai4:
- .db 4,5,40
- .db %00000000, %00001000, %00000000, %00000000
- .db %00000000, %00000101, %00000000, %00000000
- .db %00000001, %00000010, %10100000, %00000000
- .db %00000000, %11000010, %01010000, %00000000
- .db %00000100, %01110001, %01001000, %00000000
- .db %00000010, %00111100, %00101000, %00000000
- .db %00000001, %00001111, %00000100, %00000000
- .db %00000000, %11000011, %11000010, %00000000
- .db %00000010, %00111000, %11110000, %00000000
- .db %00000001, %10000110, %00111100, %10000000
- .db %00000000, %01110000, %00001111, %00000000
- .db %00000000, %00001100, %00000011, %11000000
- .db %00000000, %00000000, %00000010, %11100000
- .db %00000000, %00000000, %00000001, %01100000
- .db %00000000, %00000000, %00000011, %11000000
- .db %00000000, %00000001, %11100010, %11100000
- .db %00000000, %00000011, %00111001, %01100000
- .db %00000000, %00000010, %10011011, %11000000
- .db %00000000, %00000100, %00101110, %11000000
- .db %00000000, %00000010, %10011111, %11000000
- .db %00000000, %00000011, %00010011, %01000000
- .db %00000000, %00000110, %01100110, %10000000
- .db %00000000, %00000011, %11111101, %10000000
- .db %00000000, %00000110, %00011111, %00000000
- .db %00000000, %00001110, %00101111, %00000000
- .db %00000000, %00001101, %01110110, %00000000
- .db %00000000, %00000101, %11101110, %00000000
- .db %00000000, %00000010, %01111010, %00000000
- .db %00000000, %00000011, %01111110, %00000000
- .db %00000000, %00000001, %10110100, %00000000
- .db %00000000, %00000011, %10001000, %00000000
- .db %00000000, %00000001, %01111100, %00000000
- .db %00000000, %00000001, %10111000, %00000000
- .db %00000000, %00000001, %01001000, %00000000
- .db %00000000, %00000011, %00010100, %00000000
- .db %00000000, %00000010, %00101100, %00000000
- .db %00000000, %00000101, %11101010, %00000000
- .db %00000000, %00000110, %11010110, %00000000
- .db %00000000, %00001010, %10011001, %00000000
- .db %00000000, %00010001, %00001101, %00000000
-
- Kurai5:
- .db 4,1,25
- .db %00000000, %00000000, %00000000, %11110000
- .db %00000000, %00000000, %00000001, %10011100
- .db %00000000, %00000000, %00000001, %01001010
- .db %00000000, %00000000, %00000010, %00010110
- .db %00000000, %00000000, %00000001, %11001100
- .db %00000000, %00000000, %00000000, %10010000
- .db %00000000, %00000000, %00000000, %11100000
- .db %00000000, %00000000, %00000001, %11111110
- .db %00001100, %01110000, %00000011, %00010100
- .db %00000011, %00011110, %00000101, %01011000
- .db %00111001, %11100000, %00011010, %10111100
- .db %11000001, %00000111, %11111110, %11011000
- .db %00000100, %11111111, %11101011, %00110000
- .db %00011111, %11100000, %00000111, %10111000
- .db %11111000, %00000000, %00000001, %01011000
- .db %00000000, %00010100, %00000000, %11000100
- .db %00000011, %00101000, %00000000, %11111100
- .db %00001100, %11010000, %00000000, %11011100
- .db %00000000, %00100000, %00000000, %10100100
- .db %00000001, %00000000, %00000001, %10001010
- .db %00000000, %00000000, %00000001, %00010110
- .db %00000000, %00000000, %00000010, %11110101
- .db %00000000, %00000000, %00000011, %01101011
- .db %00000000, %00000000, %00000101, %01001101
- .db %00000000, %00000000, %00001000, %10010110
-
- KuraiMagic1:
- .db 3,1,28
- .db %00000000, %00000000, %00000000
- .db %01001000, %00000000, %00010010
- .db %00111000, %00000000, %00011100
- .db %00011000, %00111100, %00110000
- .db %00001100, %01100110, %00110000
- .db %00001100, %11010011, %00110000
- .db %00001100, %10000101, %00110000
- .db %00001100, %01010010, %00110000
- .db %00001010, %00100100, %01010000
- .db %00001011, %00110100, %11010000
- .db %00000101, %11101111, %01100000
- .db %00000101, %01010010, %10100000
- .db %00000010, %11000101, %01000000
- .db %00000011, %10101110, %10000000
- .db %00000001, %10111101, %00000000
- .db %00000001, %01001101, %00000000
- .db %00000000, %11101010, %00000000
- .db %00000000, %10110110, %00000000
- .db %00000000, %11110100, %00000000
- .db %00000000, %10111110, %00000000
- .db %00000000, %11011100, %00000000
- .db %00000000, %10100100, %00000000
- .db %00000001, %10001010, %00000000
- .db %00000001, %00010110, %00000000
- .db %00000010, %11110101, %00000000
- .db %00000011, %01101011, %00000000
- .db %00000101, %01001100, %10000000
- .db %00001000, %10000110, %10000000
-
- KuraiMagic2:
- .db 3,1,28
- .db %00000000, %01000001, %00000000
- .db %01001000, %10111010, %10010010
- .db %00111001, %01000101, %01011100
- .db %00011011, %10111100, %11110001
- .db %10001110, %01100110, %01110011
- .db %11011100, %11010011, %01110101
- .db %10111100, %10000101, %10111011
- .db %01001100, %01010010, %01110101
- .db %01101010, %00100100, %01010010
- .db %01011011, %00110100, %11010010
- .db %10100101, %11101111, %01100100
- .db %11100101, %01010010, %10101100
- .db %01100010, %11000101, %01011000
- .db %01011011, %10101110, %10011010
- .db %01010101, %10111101, %00101110
- .db %00101001, %01001101, %01010100
- .db %10100100, %11101010, %01001100
- .db %11010000, %10110110, %10101000
- .db %10110100, %11110100, %10111010
- .db %01110010, %10111110, %01010110
- .db %01011100, %11011100, %01011100
- .db %01001000, %10100100, %10110100
- .db %01010001, %10001010, %01001000
- .db %00101001, %00010110, %00101000
- .db %00101010, %11110101, %01010000
- .db %00100011, %01101011, %00010000
- .db %00000101, %01001100, %10100000
- .db %00001000, %10000110, %10000000
-
- RegenEffect:
- .db 2,1,16
- .db %00000000,%00000000
- .db %00000000,%00101010
- .db %00000000,%01010101
- .db %00000011,%10101010
- .db %00000110,%11011101
- .db %00001101,%00110010
- .db %00001000,%01110110
- .db %00011000,%10101100
- .db %00011001,%11011000
- .db %00110011,%10110000
- .db %01100111,%01100000
- .db %01001110,%11000000
- .db %10010101,%10000000
- .db %00101011,%00000000
- .db %01110010,%00000000
- .db %11101100,%00000000
-
- KuraiFace:
- .db 3,1,37
- .db %00000000, %00000000, %00000000
- .db %00111111, %11111111, %11111100
- .db %01111111, %11111111, %11111110
- .db %01111111, %11111111, %11111110
- .db %01111110, %00000111, %11111110
- .db %01111101, %00100001, %11111110
- .db %01111011, %10000000, %11111110
- .db %01110111, %10010100, %01111110
- .db %01101111, %00000000, %00111110
- .db %01011100, %00100000, %00011110
- .db %10111100, %00000000, %10011110
- .db %01011011, %00001000, %00001110
- .db %00111111, %00000001, %00001110
- .db %11000011, %10000000, %00001110
- .db %00110101, %11000100, %00100110
- .db %01001110, %01000000, %10000110
- .db %10101111, %10110010, %00000011
- .db %11101110, %11111000, %00000001
- .db %01010110, %11101000, %10111110
- .db %01110111, %11101000, %01010101
- .db %01111011, %11110001, %10001001
- .db %01111011, %11111100, %10110110
- .db %01111001, %11111111, %01010101
- .db %01111110, %11111111, %10111000
- .db %01111111, %01111010, %10111000
- .db %01111111, %11101101, %11011010
- .db %01111111, %11010001, %10110010
- .db %01111111, %11101010, %01100010
- .db %01111111, %10001000, %00000010
- .db %01111111, %00010000, %01100101
- .db %01111110, %00101000, %01001000
- .db %01111100, %01100100, %11000001
- .db %01110001, %00000100, %10010010
- .db %00001100, %10000000, %00010010
- .db %01100000, %00100001, %10100000
- .db %10001000, %00011000, %01000100
- .db %00100010, %10000001, %00001001
-
- MagicKit:
- .db 3,1,19
- .db %00000000, %11100000, %00000000
- .db %00000001, %10110000, %00000000
- .db %00000001, %11100000, %00000000
- .db %00000001, %10110000, %00000000
- .db %00000001, %11110000, %00001111
- .db %00000000, %10110000, %00001000
- .db %00000001, %11110000, %00001000
- .db %01101111, %10111011, %11001000
- .db %11111111, %00011111, %11101000
- .db %11010101, %01010101, %01101000
- .db %11111111, %00011111, %11101000
- .db %01111011, %10111110, %11001000
- .db %00000001, %11110000, %00001000
- .db %00000000, %10110000, %00001000
- .db %00000001, %11110000, %00001000
- .db %00000001, %10110000, %00001000
- .db %00000001, %11100000, %00001000
- .db %00000001, %10110000, %00001000
- .db %00000000, %11100000, %00001000
-
- StatusScreen:
- .db 4,1,28
- .db %01111111, %11111111, %11111111, %11111110
- .db %11000000, %00000000, %00000000, %00000011
- .db %10000011, %01000000, %10000000, %00000001
- .db %10000100, %01100110, %11010101, %10000001
- .db %10000010, %01001010, %10010101, %00000001
- .db %10000001, %01001010, %10010100, %10000001
- .db %10000110, %00100110, %01011101, %10000001
- .db %10000000, %00000000, %00000000, %00000001
- .db %10000111, %01000000, %00000000, %00000001
- .db %10000010, %01100100, %11010000, %00000001
- .db %10000010, %01001010, %10101000, %00000001
- .db %10000010, %01001100, %10101000, %00000001
- .db %10000111, %00100110, %10001000, %00000001
- .db %10000000, %00000000, %00000000, %00000001
- .db %10000011, %00000000, %00000000, %01000001
- .db %10000100, %00100011, %01010011, %01000001
- .db %10000010, %01010101, %01100100, %01100001
- .db %10000001, %01100101, %01000100, %01010001
- .db %10000110, %00110011, %01000011, %01010001
- .db %10000000, %00000000, %00000000, %00000001
- .db %10000100, %01000000, %00010000, %00000001
- .db %10000110, %11001100, %10000011, %00000001
- .db %10000101, %01010101, %01010100, %00000001
- .db %10000100, %01010100, %11010100, %00000001
- .db %10000100, %01001100, %01010011, %00000001
- .db %10000000, %00000000, %10000000, %00000001
- .db %11000000, %00000000, %00000000, %00000011
- .db %01111111, %11111111, %11111111, %11111110
-
- KuraiOrb1:
- .db 1,1,8
- .db %00111100
- .db %01000010
- .db %10001101
- .db %10011101
- .db %10111001
- .db %10110001
- .db %01000010
- .db %00111100
-
- KuraiOrb2:
- .db 1,1,8
- .db %00111100
- .db %01011010
- .db %10011001
- .db %10011001
- .db %10011001
- .db %10011001
- .db %01011010
- .db %00111100
-
- KuraiOrb3:
- .db 1,1,8
- .db %00111100
- .db %01000010
- .db %10110001
- .db %10111001
- .db %10011101
- .db %10001101
- .db %01000010
- .db %00111100
-
- KuraiOrb4:
- .db 1,1,8
- .db %00111100
- .db %01000010
- .db %10000001
- .db %11111111
- .db %11111111
- .db %10000001
- .db %01000010
- .db %00111100
-
- ERASUREX:
- .db %11010110
- .db %10101100
- .db %00000000
- .db %11010110
- .db %00100001
- .db %00000000
- .db %11010110
- .db %10101100
-
- ERASURE:
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %11111111
- .db %11111111
-
- ERASURE2:
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000011
- .db %00000011
-
- LINE:
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
- .db %11111100
-
- ICONRING:
- .db %11111111
- .db %10000001
- .db %10000001
- .db %10000001
- .db %10000001
- .db %10000001
- .db %10000001
- .db %11111111
-
- CURSORATTK:
- .db %00010000
- .db %00111000
- .db %01111100
- .db %11111110
- .db %00000000
- .db %00000000
- .db %00000000
- .db %00000000
-
- MPHPSWITCH:
- CURSORMAGIC:
- .db %00001000
- .db %00001100
- .db %00001110
- .db %00001111
- .db %00001110
- .db %00001100
- .db %00001000
- .db %00000000
-
- SWORDSLASH1:
- .db %01000000
- .db %11001001
- .db %00000000
- .db %00000001
- .db %01000000
- .db %00010000
- .db %00100000
- .db %10001000
-
- ENEMYHIT1:
- .db %00101000
- .db %01011101
- .db %11101010
- .db %01011011
- .db %10100101
- .db %10111010
- .db %01101111
- .db %00110010
-
- HEALSPRITE:
- .db %00100000
- .db %00001000
- .db %10000000
- .db %00100000
- .db %00000100
- .db %10000000
- .db %00100000
- .db %00000000
- ALLOCATER:
- .db %00000100
- .db %00111110
- .db %00111111
- .db %00111110
- .db %00000100
- .db %00000000
- .db %00000000
- .db %00000000
- WIDECURSOR:
- .db %11111111
- .db %11111111
- .db %11111111
- .db %11111111
- .db %11111111
- .db %00000000
- .db %00000000
- .db %00000000
-
- SireSpell1:
- .db 2,1,16
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000011,%11000000
- .db %00000110,%10100000
- .db %00001101,%01100000
- .db %00011010,%11010000
- .db %00001001,%01100000
- .db %00011010,%11010000
- .db %00001111,%10100000
- .db %00010101,%00100000
- .db %00001111,%11000000
- .db %00000100,%00100000
- .db %00000000,%00000000
- .db %00000000,%00000000
-
- SireSpell2:
- .db 2,1,16
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000100,%00100100
- .db %00000010,%01000110
- .db %01000011,%01101000
- .db %00110110,%10101100
- .db %00011101,%11110100
- .db %00011010,%01011000
- .db %00001010,%11100000
- .db %00010111,%01010000
- .db %00101111,%10110000
- .db %01111100,%11001000
- .db %00001011,%00110100
- .db %00010101,%11100000
- .db %00011000,%00010000
- .db %00000000,%00000000
-
- SireSpell3:
- .db 2,1,16
- .db %00001000,%00100001
- .db %00001100,%01100010
- .db %00000110,%11000110
- .db %10000101,%10111010
- .db %11100110,%10101100
- .db %01011101,%11111000
- .db %00101010,%01010000
- .db %00011010,%11100000
- .db %00010111,%01010000
- .db %00101011,%10110000
- .db %01101101,%11001000
- .db %10011011,%01110100
- .db %00010101,%10101100
- .db %00101011,%01010010
- .db %01011001,%11100000
- .db %01100000,%00010000
-
- DoomSpell:
- .db 2,1,14
- .db %00000000,%01000000
- .db %00001100,%01100000
- .db %00010110,%01110000
- .db %00110001,%01011000
- .db %00110110,%01001000
- .db %00110110,%01000000
- .db %01001010,%11000000
- .db %01010101,%11000000
- .db %01010111,%10000000
- .db %10101011,%01000000
- .db %11101101,%01000000
- .db %11000100,%11000000
- .db %10101101,%10100000
- .db %01111111,%11110000
-
- ENEMY4:
- .db 2,1,16
- .db %00011100, %00000000
- .db %00111110, %00000000
- .db %01100110, %11000000
- .db %11001100, %10110000
- .db %11100001, %10101100
- .db %11010111, %01101000
- .db %01111111, %11010000
- .db %01111010, %10110100
- .db %01100100, %11011010
- .db %01101111, %00111011
- .db %01010100, %01010101
- .db %11010111, %11111011
- .db %10110101, %01010001
- .db %01101101, %10000010
- .db %01011001, %01010000
- .db %00010000, %11100000
-
- ENEMY3:
- .db 2,1,16
- .db %11000111, %11100011
- .db %01011111, %11111010
- .db %10101000, %10010101
- .db %01010101, %01001010
- .db %01100010, %00000110
- .db %11001011, %11011011
- .db %11101100, %01100111
- .db %11010101, %10101011
- .db %11100101, %10110111
- .db %11001110, %00101011
- .db %11011011, %11000011
- .db %01100101, %10100110
- .db %01011011, %11011010
- .db %00110110, %01101100
- .db %01010010, %01001010
- .db %11100000, %00000111
-
- ENEMY2:
- .db 2,1,16
- .db %00000010, %00010000
- .db %00000111, %00101000
- .db %00001111, %10010010
- .db %00011111, %11000101
- .db %00011111, %11100010
- .db %00111111, %11110000
- .db %00111101, %10111000
- .db %01111101, %10111000
- .db %01111011, %01111100
- .db %11111011, %01111110
- .db %11111001, %00111110
- .db %11111111, %11111110
- .db %11111111, %11111110
- .db %11111110, %00011110
- .db %11111111, %11111100
- .db %01111111, %11111000
-
- ENEMY1:
- .db 2,1,16
- .db %00111111, %11111100
- .db %01001100, %01101010
- .db %10010010, %10010001
- .db %11011010, %11010101
- .db %10111110, %11110011
- .db %11001100, %01100001
- .db %10100001, %00110101
- .db %11011010, %10001001
- .db %10101010, %10110001
- .db %10001001, %01001010
- .db %01000100, %00100100
- .db %10111111, %11111010
- .db %10010010, %10010010
- .db %10101111, %11101000
- .db %00101010, %10101000
- .db %01000111, %11001000
-
- ENEMY8:
- .db 2,1,16
- .db %00000111, %11000000
- .db %00011111, %11110000
- .db %00110011, %10011000
- .db %01110011, %10011100
- .db %01101011, %01011100
- .db %11101011, %01011110
- .db %11100111, %00111110
- .db %11111111, %11111110
- .db %11101111, %11101110
- .db %11101111, %11101110
- .db %01101010, %10101100
- .db %01101010, %10101100
- .db %00110010, %10011000
- .db %00011000, %00110000
- .db %00000111, %11000000
- .db %00000000, %00000000
- ENEMY7:
- .db 2,1,16
- .db %11111111, %11100000
- .db %11011011, %01100000
- .db %10101010, %10101110
- .db %11011011, %01110001
- .db %10101010, %10101011
- .db %10000000, %00101011
- .db %11111011, %11100101
- .db %11011011, %01110010
- .db %10101010, %10110110
- .db %11011011, %01101110
- .db %10101010, %10111100
- .db %11011011, %01111000
- .db %10101010, %10100000
- .db %11011011, %01100000
- .db %01101010, %11000000
- .db %00011111, %00000000
- ENEMY6:
- .db 2,1,16
- .db %01010000, %00100010
- .db %01000011, %00100101
- .db %00100111, %10000010
- .db %10100110, %10001000
- .db %10001111, %10011101
- .db %10001111, %00111001
- .db %00011010, %11110001
- .db %01011011, %11000010
- .db %01011001, %01001010
- .db %00010101, %10101000
- .db %00011000, %10100000
- .db %10110110, %01100100
- .db %10110000, %01010101
- .db %00111010, %11010001
- .db %00110010, %00101000
- .db %01111111, %11111100
- ENEMY5:
- .db 2,1,16
- .db %10000100, %00000000
- .db %01010000, %11100100
- .db %01001001, %10010010
- .db %00100011, %11110000
- .db %00100001, %00010010
- .db %10010000, %10100001
- .db %01011001, %01111100
- .db %00001101, %11010100
- .db %01000111, %01111100
- .db %00101010, %01010100
- .db %00000111, %01010101
- .db %00001001, %00111000
- .db %00011110, %11010000
- .db %00010101, %10100010
- .db %00101100, %01010001
- .db %01111000, %00111000
-
- ENEMYGIMP:
- .db 2,1,16
- .db %00100000,%00000111
- .db %01010000,%10001110
- .db %10101001,%01001100
- .db %01010001,%11001110
- .db %00100010,%10100111
- .db %00100001,%01000000
- .db %00100111,%11110000
- .db %00101110,%10111000
- .db %00101010,%10011000
- .db %00110110,%10110100
- .db %00101010,%10011010
- .db %01110110,%10110101
- .db %01110111,%11110011
- .db %00100110,%10110001
- .db %00100110,%10110000
- .db %00100100,%10010000
- ENEMY9:
- .db 2,1,16
- .db %00001111, %10000010
- .db %10110001, %01100101
- .db %01001110, %11110010
- .db %01010101, %00011000
- .db %01000101, %00110110
- .db %10100111, %01010011
- .db %10111111, %11101101
- .db %11011100, %11001010
- .db %10111101, %11111001
- .db %10011111, %11001110
- .db %01010111, %11110010
- .db %01101101, %10011100
- .db %01010101, %00010000
- .db %01101110, %10100010
- .db %00111001, %01100101
- .db %00011111, %10000010
- ENEMY10:
- .db 2,1,16
- .db %00000000, %10111100
- .db %00001001, %01111010
- .db %00000111, %01101110
- .db %00000010, %11111101
- .db %00111100, %11011011
- .db %01111010, %10111111
- .db %01011110, %11101011
- .db %11110111, %10110101
- .db %11111111, %11111111
- .db %10101101, %01010110
- .db %11111111, %01111110
- .db %11110101, %00110000
- .db %11011111, %00000100
- .db %01101110, %00000100
- .db %01111010, %00001100
- .db %00111100, %00111100
- ENEMY11:
- .db 2,1,16
- .db %00000010, %10010100
- .db %00100010, %10100101
- .db %00110100, %00000001
- .db %00101100, %01111110
- .db %10101000, %11000001
- .db %10011001, %10111001
- .db %01000011, %01010001
- .db %00011110, %00100101
- .db %00101000, %00001001
- .db %00111111, %00000001
- .db %00101000, %10100110
- .db %01000001, %11101100
- .db %11111011, %00111101
- .db %01010110, %00010101
- .db %10110000, %00101000
- .db %01010000, %00001010
- ENEMY15:
- .db 2,1,16
- .db %00000111,%11100000
- .db %00001111,%11110000
- .db %00011100,%10010000
- .db %00101111,%11100000
- .db %01011011,%01100000
- .db %11101111,%01100000
- .db %10111010,%10100001
- .db %11010011,%01100001
- .db %10110010,%00100111
- .db %11101001,%01001011
- .db %01011100,%00010110
- .db %00110110,%00101100
- .db %00011101,%01111000
- .db %00001011,%11101000
- .db %00000110,%10110000
- .db %00000011,%11100000
- ENEMY14:
- .db 2,1,16
- .db %00000000,%00000000
- .db %00000000,%00000011
- .db %00111011,%10000101
- .db %00011011,%00001010
- .db %00000000,%00010110
- .db %00000100,%00101101
- .db %00100100,%11011001
- .db %00110001,%10110100
- .db %00110011,%01101010
- .db %00101110,%11000100
- .db %00110101,%10010000
- .db %00011011,%00101000
- .db %00111110,%10010010
- .db %01010111,%11000101
- .db %10100000,%00000010
- .db %11000000,%00000000
- ENEMY13:
- .db 2,1,16
- .db %10001111,%11110001
- .db %11010100,%10101011
- .db %10101001,%00001101
- .db %00110000,%00010100
- .db %00100010,%01000100
- .db %01010010,%01011010
- .db %01010010,%01000010
- .db %01001000,%00011110
- .db %01100010,%00101010
- .db %01011001,%11010100
- .db %00100100,%10001110
- .db %00111111,%11110100
- .db %01100101,%10100110
- .db %01100101,%10100110
- .db %01010010,%01001010
- .db %01010010,%01001010
- ENEMY16:
- .db 2,1,16
- .db %00000000,%11111100
- .db %00000011,%11111110
- .db %00001111,%10111111
- .db %00011101,%11111111
- .db %00111011,%11100100
- .db %00110111,%11001100
- .db %00101110,%11011100
- .db %00111111,%01011010
- .db %00001111,%11100110
- .db %00010111,%11111110
- .db %00011111,%11110110
- .db %00001101,%11111100
- .db %00001111,%11111100
- .db %00011111,%11111010
- .db %01111111,%10110110
- .db %10110011,%01111111
- ENEMY17:
- .db 2,1,16
- .db %00111100,%00111100
- .db %01111000,%00011110
- .db %11110000,%00001011
- .db %11010011,%10001111
- .db %10110100,%01001111
- .db %11111101,%10111011
- .db %01111011,%01011110
- .db %10011011,%11011001
- .db %01001010,%11010010
- .db %00000101,%10100001
- .db %00000010,%01100000
- .db %00011111,%11011100
- .db %11100100,%10010011
- .db %10111010,%10101101
- .db %01010101,%11010100
- .db %10001010,%10101011
- ENEMY18:
- .db 2,1,16
- .db %01010000,%11110000
- .db %11100001,%11001000
- .db %00000010,%00100100
- .db %11000011,%11101010
- .db %10100010,%10100100
- .db %01010001,%11100000
- .db %00101100,%11000000
- .db %00011001,%01000001
- .db %00010110,%10110010
- .db %10000111,%01101011
- .db %01000010,%01101011
- .db %01100001,%10111010
- .db %10100011,%10101011
- .db %01100101,%00110010
- .db %10100101,%10101011
- .db %11101101,%01111011
- ENEMY19:
- .db 2,1,16
- .db %01111111,%11111110
- .db %11111010,%01011111
- .db %10110001,%00001101
- .db %10110101,%10101101
- .db %10110101,%10101101
- .db %11010000,%10001011
- .db %11111010,%01011111
- .db %01111100,%00111110
- .db %01111100,%00111110
- .db %11011010,%01011011
- .db %10110000,%10001101
- .db %10110101,%10101101
- .db %10110101,%10101101
- .db %11110001,%00001111
- .db %11111010,%01011111
- .db %01111111,%11111110
- ENEMY20:
- .db 2,1,16
- .db %00000000,%00110000
- .db %00000000,%01111000
- .db %00000000,%11111100
- .db %00111100,%11001100
- .db %01111110,%10110100
- .db %11100110,%11001110
- .db %10011001,%11111110
- .db %11001011,%10110101
- .db %11100111,%11001101
- .db %11100111,%01111011
- .db %11100111,%00110011
- .db %11100111,%11111101
- .db %11100111,%10101011
- .db %01100110,%11010111
- .db %01100110,%10101010
- .db %00111101,%01010111
- ENEMY21:
- .db 2,1,16
- .db %00000110,%01100000
- .db %00001101,%01011000
- .db %00001111,%00110100
- .db %00000110,%00011110
- .db %01010000,%00001101
- .db %10101000,%00000111
- .db %11111100,%00011111
- .db %10101011,%11111101
- .db %11111010,%11011011
- .db %01110111,%10111011
- .db %00101101,%11110101
- .db %00001111,%11110110
- .db %00011010,%10111101
- .db %00110001,%00011001
- .db %01100011,%00011010
- .db %11000110,%00110000
- ENEMY22:
- .db 2,1,16
- .db %10001000,%01010000
- .db %01010000,%11100100
- .db %10001001,%00001000
- .db %01101111,%00110100
- .db %00111111,%11000001
- .db %01111111,%11100010
- .db %01111111,%11101101
- .db %11100111,%11111000
- .db %11000011,%11110101
- .db %11011011,%11110000
- .db %11011011,%11110110
- .db %11011011,%11110000
- .db %01100111,%11110110
- .db %01111111,%11101001
- .db %00111111,%11000100
- .db %00001111,%00100010
- ENEMY23:
- .db 2,1,16
- .db %01111100,%00001100
- .db %10101010,%00001100
- .db %11000110,%01111111
- .db %10010010,%01111111
- .db %01010100,%00001100
- .db %00111000,%00011100
- .db %11101100,%01101110
- .db %11000110,%11101110
- .db %10111111,%11011100
- .db %11110011,%10101100
- .db %11011111,%11001100
- .db %11011011,%01001100
- .db %11110011,%01001100
- .db %11110111,%10001100
- .db %10111111,%00001100
- .db %11101111,%00001100
- ENEMY24:
- .db 2,1,16
- .db %01111111,%11000100
- .db %11100111,%01101000
- .db %11010011,%01101000
- .db %01011011,%11001000
- .db %00100100,%00001100
- .db %00111100,%10001110
- .db %00000011,%00000110
- .db %00000111,%00100011
- .db %00100111,%01100011
- .db %01100111,%00001011
- .db %11000111,%00110011
- .db %11000011,%10000110
- .db %11010000,%11001000
- .db %11011000,%00100010
- .db %11101011,%11111110
- .db %01111100,%11111100
- ENEMY25:
- .db 2,1,16
- .db %01110011,%11011110
- .db %11000000,%01010011
- .db %10011111,%11111000
- .db %10110010,%00001101
- .db %00100111,%11100101
- .db %10101100,%00110100
- .db %10101001,%10011111
- .db %11100010,%11010001
- .db %00001011,%01000111
- .db %11111001,%10010101
- .db %10101100,%00110100
- .db %10100111,%11100101
- .db %00110000,%01001101
- .db %10011111,%11111001
- .db %11000101,%00000011
- .db %01111101,%11100110
- BlankEnemy:
- .db 2,1,16
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
- .db %00000000, %00000000
-
- EnemyDead:
- .db 2,1,16
- .db %10001010, %10100100
- .db %01010110, %10101000
- .db %00101101, %11001001
- .db %01110101, %11010010
- .db %10011111, %11100100
- .db %01101111, %11011010
- .db %10011111, %11100101
- .db %01101111, %11111010
- .db %00111111, %11111100
- .db %01101111, %11110011
- .db %11011111, %11001100
- .db %00111101, %11110010
- .db %11110110, %10101100
- .db %00101011, %11010010
- .db %01010010, %10101000
- .db %00000101, %00100000
-
- Leader1:
- .db 3,1,23
- .db %10001001,%00000000,%10100000
- .db %00010000,%00111100,%00001100
- .db %01000100,%01000010,%01011010
- .db %00010000,%11011001,%00011110
- .db %10000001,%00111101,%11001100
- .db %00001011,%01110101,%01100000
- .db %01010010,%11101100,%10110001
- .db %10000011,%11111101,%11010100
- .db %00100101,%11111001,%01110000
- .db %10000101,%11110010,%10110010
- .db %00001110,%11100101,%11010001
- .db %00011111,%00001111,%01110000
- .db %00111110,%10011110,%10110100
- .db %01111010,%00111101,%11010000
- .db %11110010,%01111001,%01110000
- .db %10100010,%11110111,%10100000
- .db %01000000,%10100101,%01001000
- .db %00000010,%01001011,%11101010
- .db %00000001,%00011011,%10000000
- .db %00000000,%11001111,%00000000
- .db %00000000,%11011001,%00000000
- .db %00000000,%01111111,%10000000
- .db %00000000,%11010101,%10000000
-
- Leader2:
- .db 3,1,23
- .db %01001000, %11100100, %00100000
- .db %01100001, %11110010, %01100000
- .db %01110010, %11101000, %11100000
- .db %00011010, %10101000, %10100000
- .db %00101001, %00011010, %11000000
- .db %10101001, %01010001, %01000000
- .db %00101000, %10100101, %10010000
- .db %10010101, %11110001, %10100000
- .db %00101110, %11101111, %00000000
- .db %01011011, %01010110, %01000000
- .db %00011001, %01011001, %00010000
- .db %00010101, %11010110, %00101000
- .db %00011010, %00000101, %00010000
- .db %00010001, %01011110, %10000000
- .db %10001110, %00010001, %10000000
- .db %00000111, %01000110, %10000000
- .db %00100100, %01100000, %01010000
- .db %10000011, %10001010, %01000000
- .db %00010000, %11010010, %10000000
- .db %00000000, %00110101, %10000000
- .db %00000000, %00011100, %10000000
- .db %00000000, %00000110, %10000000
- .db %00000000, %00000001, %11000000
-
- Leader5:
- .db 4,1,23
- .db %11111100,%00110001,%01010100,%00100000
- .db %00001000,%00101000,%11111001,%00010010
- .db %11110001,%00010100,%10101000,%10001001
- .db %01010000,%10001010,%01110000,%00000000
- .db %10010000,%00000101,%01111111,%10000010
- .db %00110100,%10000010,%11011101,%10001001
- .db %01010010,%01000001,%11011010,%10100100
- .db %10010000,%00100000,%10101101,%10010010
- .db %00110001,%00001111,%11111111,%00000000
- .db %01010101,%10110000,%01011111,%10000000
- .db %10010111,%11010101,%10110100,%11110010
- .db %00110101,%00100010,%01011100,%00111001
- .db %01010011,%11001100,%01011001,%00101100
- .db %10010010,%10000100,%11110010,%10110100
- .db %00110010,%01110001,%11100110,%01100100
- .db %01010010,%01001101,%00100010,%10011010
- .db %10010010,%10001011,%11011110,%01010110
- .db %00110011,%00001010,%10100011,%01101010
- .db %01010000,%00011101,%10100011,%01100101
- .db %11110000,%00010100,%11000010,%11010011
- .db %00001000,%00011000,%11000110,%00100001
- .db %11111000,%00011000,%10000100,%00100000
- .db %11111100,%00101001,%01001010,%01010000
-
- Leader3:
- .db 9,1,19
- .db %00000001,%11000000,%00001110,%00001111,%11111100,%00011100,%00000000,%00000000,%00000000
- .db %00000010,%10110000,%00011011,%00011010,%10110110,%00110110,%00000000,%01100000,%00000000
- .db %00000101,%11101110,%00010101,%00110101,%11001011,%00101010,%00000101,%11000000,%00000000
- .db %00001011,%10111001,%11011111,%01101001,%10101101,%10010110,%00011010,%01111000,%00000000
- .db %00010010,%11010100,%10111111,%10001010,%01010010,%10111110,%01100100,%10011100,%00000000
- .db %00001011,%10101011,%01101111,%11101010,%11010010,%11111111,%10011000,%11110110,%00000000
- .db %00101101,%01011000,%11000111,%01001100,%11101100,%01111110,%00100001,%11101011,%00000000
- .db %00110111,%10101111,%00100110,%10100100,%11100100,%00111000,%01000011,%01100100,%10000000
- .db %00011101,%00011010,%11011001,%00101101,%01011110,%01110001,%10001110,%10010010,%01100000
- .db %01100111,%00001101,%00111101,%01001101,%01111001,%00010010,%01110110,%10010101,%00110000
- .db %00101010,%00000110,%10000110,%01010101,%11111111,%10001101,%10001101,%00001110,%10011000
- .db %01001100,%00000011,%01010010,%10100010,%11011010,%01011110,%00010110,%00001101,%01001000
- .db %01010100,%00000001,%10101100,%10100011,%10001110,%11111000,%00101100,%00000100,%10100100
- .db %01111000,%00000001,%01010111,%01000010,%01010010,%00100000,%11001000,%00000100,%11011010
- .db %11101000,%00000000,%10110001,%01000000,%10000000,%00011001,%00010000,%00000011,%00101101
- .db %10111000,%00000000,%01011000,%10000010,%10001010,%00001110,%00010000,%00000011,%01100110
- .db %01010000,%00000000,%00110100,%10000010,%00001000,%00000101,%11100000,%00000001,%10110011
- .db %01010000,%00000000,%00011011,%00000000,%00000000,%00000000,%01000000,%00000001,%00001001
- .db %01010000,%00000000,%00001110,%00000000,%00000000,%00000000,%10100000,%00000000,%11000100
-
- Leader6:
- .db 9,1,19
- .db %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%11111000,%00000000,%00000001
- .db %00001111,%00000000,%00000000,%00000000,%00000000,%00000011,%11111110,%00000000,%00000011
- .db %00011110,%11000000,%00000000,%00000000,%00000000,%00000101,%00110011,%10000000,%00000101
- .db %00111111,%01110000,%00000000,%00101111,%00000000,%00001110,%11001111,%11000000,%00001011
- .db %01111101,%11111000,%00000001,%11111101,%10000000,%00010100,%10011111,%11100000,%00010101
- .db %01101110,%01111111,%00000011,%11101110,%11000000,%00111000,%10111110,%11110000,%00111010
- .db %10111011,%11101111,%10000111,%11101011,%11000000,%00110010,%01111110,%10110000,%01111110
- .db %10011111,%11111110,%01111111,%10100111,%11110000,%11110110,%11111110,%10111110,%01100100
- .db %10101111,%00111111,%11111110,%01110000,%11111001,%11100111,%11110111,%01011111,%11011100
- .db %01111110,%10001111,%01101111,%11111111,%11111111,%11110111,%11000001,%10101111,%11010100
- .db %00110101,%11000111,%11101010,%11111011,%11011111,%11101001,%10000001,%11111001,%11101000
- .db %00011111,%11110011,%11010111,%11110011,%11101111,%11100011,%00000000,%11110011,%00111000
- .db %00010111,%11011000,%11111011,%10000000,%10110001,%11001110,%00000000,%01101100,%01110000
- .db %00000011,%11011000,%00111110,%00000000,%01011111,%11111100,%00000000,%00011001,%11100000
- .db %00000011,%00111000,%00000000,%00000000,%00111101,%11110000,%00000000,%00000111,%10000000
- .db %00000011,%11111100,%00000000,%00000000,%00011111,%11000000,%00000000,%00000000,%00000000
- .db %00000000,%11111100,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
- .db %00000000,%00111110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
- .db %00000000,%00000110,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
-
- Leader7:
- .db 9,1,19
- .db %01000000,%00001000,%00000000,%00000000,%11111111,%00000000,%00000000,%00010000,%00000010
- .db %10000001,%00011100,%01000000,%00000001,%11111111,%10000000,%00000010,%00111000,%10000001
- .db %10000011,%10001000,%11100100,%00000011,%11111111,%11000000,%00100111,%00010001,%11000001
- .db %11110001,%00000000,%01001110,%00000011,%11011011,%11000000,%01110010,%00000000,%10001111
- .db %01011000,%00000000,%00000100,%01000111,%01111110,%11100010,%00100000,%00000000,%00011010
- .db %01001100,%00011110,%00000000,%11100101,%11011011,%10100111,%00000000,%01111000,%00110010
- .db %01100000,%01100001,%11110000,%01000111,%01111110,%11100010,%00001111,%10000110,%00000110
- .db %00100000,%10000000,%00001100,%00001101,%11111111,%10110000,%00110000,%00000001,%00000100
- .db %00010011,%00011100,%00000011,%00011111,%11111111,%11111000,%11000000,%00111000,%11001000
- .db %00000110,%01000011,%00100001,%11111101,%11111111,%10111111,%10000100,%11000010,%01100000
- .db %00001100,%10000100,%10001100,%00011001,%10100101,%10011000,%00110001,%00100001,%00110000
- .db %00011110,%00100000,%01010000,%00110100,%10100101,%00101100,%00001010,%00000100,%01111000
- .db %00100001,%10110000,%00110011,%10001000,%11000011,%00010001,%11001100,%01101100,%00000100
- .db %01001100,%11010000,%00000000,%00000100,%01000010,%00100000,%00000001,%11001010,%00110010
- .db %10011011,%01001000,%00111000,%00001010,%01000010,%01010000,%00011100,%00010010,%11011001
- .db %10111110,%11000100,%00000001,%11110111,%00000000,%11100111,%10000000,%00100011,%01111101
- .db %10101010,%10100110,%11010100,%01101110,%11111111,%01110110,%00101011,%01100101,%01010101
- .db %01010101,%01010101,%01010101,%10011111,%10110110,%11111001,%10101010,%10101010,%10101010
- .db %00110011,%00110010,%10101010,%00111111,%11111111,%11111100,%01010101,%01001100,%11001100
-
- endpic:
- .db 7,1,56
- .db %00000000,%00000000,%00011000,%00000000,%10000011,%11111111,%11100000
- .db %00000000,%00000000,%00001111,%00011101,%11111111,%00111111,%11111000
- .db %00000000,%00000111,%11110001,%11101111,%00000000,%11111111,%11111111
- .db %00000000,%00011111,%11111101,%11101000,%00000001,%11111111,%11111111
- .db %00000000,%00001111,%11111111,%00000000,%00000111,%11111111,%11111111
- .db %00000000,%01111111,%11111111,%11000000,%00111111,%11111011,%00111011
- .db %00000000,%01111110,%01111111,%10000000,%00111111,%11111111,%11111111
- .db %00000000,%00111111,%11111111,%10000000,%01111111,%11111111,%11111111
- .db %00000000,%00111111,%11111111,%00010000,%11111101,%11111111,%11111111
- .db %00000000,%01111111,%11111111,%10010000,%01111111,%11111111,%11111111
- .db %00000001,%11111111,%11111111,%11110000,%00111111,%11111111,%11111111
- .db %00000011,%11111111,%11101111,%11111111,%11111111,%11111111,%11111111
- .db %00000111,%11111111,%11011100,%11111111,%11111111,%11111111,%11111110
- .db %11111111,%11111111,%11111111,%11111111,%11111111,%11111111,%11111001
- .db %01111111,%01111111,%11111111,%11111111,%11111111,%01111111,%11111111
- .db %00111101,%11111111,%11111111,%11111111,%11111111,%11111111,%11111111
- .db %00101011,%11111111,%11111111,%11111111,%11111111,%11111111,%11111111
- .db %00011111,%11111111,%11111111,%11111111,%11110111,%11111111,%11001111
- .db %00010111,%11111111,%11111111,%11111111,%11111111,%11111111,%10000011
- .db %00011111,%11111111,%11111111,%11111111,%11111111,%11111111,%00000011
- .db %00111111,%10101111,111111111,%11111111,%11101111,%11111110,%00000011
- .db %00111111,%11011111,%11111111,%11111111,%11111111,%11111100,%00000011
- .db %00111111,%10111111,%11111111,%11111111,%11111111,%11111100,%00000111
- .db %00011111,%11111111,%11111111,%11111111,%11111111,%01111000,%00000111
- .db %00001111,%11111111,%11111111,%11011111,%11111110,%11111000,%00000110
- .db %00000011,%11111111,%11111111,%11111111,%10110000,%11100000,%00001100
- .db %00000000,%00011111,%11100111,%00011111,%11111100,%11000000,%00001001
- .db %00000000,%00001111,%00000111,%11111111,%11111111,%11110000,%00000110
- .db %00000000,%00000110,%01000111,%11111111,%11111111,%11111111,%00111111
- .db %00000000,%00000010,%01100001,%00000011,%01111111,%11100000,%00001111
- .db %00000000,%00000010,%01000000,%10000011,%11111011,%11100000,%00000101
- .db %00000000,%00000001,%01001100,%00100010,%11011000,%10000000,%00001111
- .db %00000000,%00000001,%01000010,%00011111,%11111000,%00000111,%00000000
- .db %00000000,%00000001,%01000110,%00000000,%00000000,%01000011,%01000000
- .db %00000000,%00000000,%01100111,%00000001,%00000000,%00000011,%00000011
- .db %00000000,%00000000,%00010100,%00000000,%10000000,%00000010,%00000000
- .db %00000000,%00000000,%00001001,%10000000,%00000000,%00000010,%00000000
- .db %00000000,%00000000,%00000100,%01000000,%00000000,%00000111,%01000000
- .db %00000000,%00000000,%00000001,%11100000,%00100000,%00001111,%10000000
- .db %00000000,%00000000,%00000000,%11110000,%00000000,%00001110,%00000000
- .db %00000000,%00000000,%00000000,%00110000,%00001000,%00000000,%00000000
- .db %00000000,%00000000,%00000000,%00011000,%00000000,%00000000,%00000000
- .db %00000000,%00000000,%00000000,%00001100,%00000000,%00000000,%00000000
- .db %00000000,%00000000,%00000000,%00000110,%00000000,%00000000,%00000000
- .db %00000000,%00000000,%00000000,%00000111,%00000000,%0000011,%110000000
- .db %00000000,%00000000,%00000111,%01111110,%01100000,%00000000,%00000000
- .db %00000000,%00000000,%01111100,%11000111,%00111000,%00000000,%00000000
- .db %00000000,%11111111,%11100000,%01111010,%10000100,%00000000,%00000001
- .db %00000010,%01111110,%11000000,%00011110,%00001000,%00000000,%00000110
- .db %00000111,%11111100,%10000000,%00000111,%00000000,%01000000,%00011000
- .db %00001111,%11100001,%00000000,%00000001,%10000000,%10111111,%11100000
- .db %00111111,%11100001,%00000000,%11000000,%00100000,%00100111,%10000000
- .db %01111111,%11101111,%11111111,%11100000,%00011000,%00000000,%10000001
- .db %01111000,%01111111,%11111111,%11111111,%00000111,%00000000,%00000110
- .db %10000000,%00001000,%11111111,%11111100,%00011011,%10001100,%00001000
- .db %11111111,%11111111,%11111111,%11111111,%00000000,%11100010,%00010001
-
- KuraiPortrait:
- .db 3,1,29
- .db %00000000, %01101100, %00000000
- .db %00001011, %10111100, %00000000
- .db %00000101, %01010100, %00000000
- .db %00000010, %11101010, %00000000
- .db %00000011, %11011100, %00000000
- .db %00000101, %01010100, %00000000
- .db %00000000, %10001000, %00000000
- .db %00000000, %01010000, %00000000
- .db %00000000, %01001000, %00000000
- .db %00001111, %10011111, %11000000
- .db %00010011, %01000011, %00100000
- .db %00111011, %10011001, %11110000
- .db %00000100, %10010010, %01000000
- .db %00001110, %00101100, %01000000
- .db %00001011, %10000111, %01000000
- .db %00001001, %00100110, %01000000
- .db %00001010, %00111100, %10100000
- .db %00001011, %01111001, %11000000
- .db %00000111, %00010011, %11000000
- .db %00001110, %11101100, %01100000
- .db %00001111, %01001100, %11100000
- .db %00011011, %01101110, %10110000
- .db %00010101, %10110111, %00010000
- .db %00111011, %01010101, %10111000
- .db %00110111, %01001100, %11001000
- .db %01100001, %11111101, %01101100
- .db %11111111, %01001110, %10110110
- .db %00001110, %11011101, %11011000
- .db %00011111, %10111111, %10001000
-
- KuraiBlank:
- .db 4,6,40
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
- .db %00000000, %00000000, %00000000, %00000000
-
- KuraiDefend:
- .db 3,1,31
- .db %00001110, %00000000, %00000000
- .db %00000011, %11000000, %00000000
- .db %00000000, %11111000, %00000000
- .db %00000000, %00011110, %00000000
- .db %00000000, %00000111, %11000000
- .db %00000000, %00000000, %11110001
- .db %00000000, %00011110, %00111110
- .db %00000000, %00110011, %00000111
- .db %00000000, %00101000, %10000101
- .db %00000000, %01000010, %10001011
- .db %00000000, %01001001, %00000101
- .db %00000000, %00100010, %00000110
- .db %00000000, %00011100, %00001010
- .db %00000000, %00010111, %10011100
- .db %00000111, %11100011, %11101000
- .db %00001011, %11000101, %10011000
- .db %00011111, %10101110, %11110000
- .db %00000010, %10111101, %11100000
- .db %00000101, %11001111, %01000000
- .db %00001110, %11101111, %10000000
- .db %00011100, %10110110, %10000000
- .db %00101001, %11110001, %00000000
- .db %01010000, %10111110, %00000000
- .db %10100000, %11011100, %00000000
- .db %11110000, %10100100, %00000000
- .db %10000001, %10001010, %00000000
- .db %00000001, %00010110, %00000000
- .db %00000010, %11110101, %00000000
- .db %00000011, %01101011, %00000000
- .db %00000101, %01001100, %10000000
- .db %00001000, %10000110, %10000000
-
- BattleMenu:
- .db 4,1,33
- .db %01111111, %11111111, %11111111, %11111111
- .db %10000000, %00000000, %00000000, %00000001
- .db %10101011, %00000000, %00000000, %00000001
- .db %10101010, %10100000, %00000000, %00000001
- .db %10111011, %00000000, %00000000, %00000001
- .db %10101010, %00100000, %00000000, %00000001
- .db %10101010, %00000000, %00000000, %00000001
- .db %10000000, %00000000, %00000000, %00000001
- .db %10011111, %11111111, %11111111, %11111001
- .db %10100000, %00000000, %00000000, %00000101
- .db %10100000, %00000000, %00000000, %00000101
- .db %10011111, %11111111, %11111111, %11111001
- .db %10000000, %00000000, %00000000, %00000001
- .db %10011111, %11101111, %11110111, %11111001
- .db %10100000, %00010000, %00001000, %00000101
- .db %10101100, %00010011, %11001011, %11000101
- .db %10100110, %00010100, %00101000, %00000101
- .db %10100011, %01010111, %11101000, %11110101
- .db %10100101, %10010101, %10101000, %00000101
- .db %10101110, %11010100, %00101011, %11100101
- .db %10100101, %01010111, %11101000, %00000101
- .db %10100000, %00010000, %00001000, %00000101
- .db %10011111, %11101111, %11110111, %11111101
- .db %10100000, %00010000, %00001000, %00000101
- .db %10101001, %01010011, %11001000, %00000101
- .db %10100100, %10010111, %01101000, %00000101
- .db %10101011, %00010111, %10101000, %00000101
- .db %10100011, %01010111, %11101000, %00000101
- .db %10100100, %10010111, %11101000, %00000101
- .db %10101010, %01010011, %11001000, %00000101
- .db %10100000, %00010000, %00001000, %00000101
- .db %10011111, %11101111, %11110111, %11111001
- .db %10000000, %00000000, %00000000, %00000001
-
- PLAYER:
- .DB $01,$80, $03,$C0, $02,$40, $0F,$F0 ; PLAYER
- .DB $11,$88, $3B,$DC, $3C,$3C, $1B,$DE
- .DB $1A,$52, $23,$D2, $27,$F2, $46,$6C
- .DB $06,$60, $0E,$70, $0E,$70, $00,$00
-
- MAP: ;; here it is...the numbers for the map, which is 36x24
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,07,02,02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
- .DB 02,02,02,07,02,02,07,07,02,07,07,02,00,00,07,07,07,07
-
- .DB 07,02,02,07,07,07,02,02,00,00,00,00,00,00,00,00,00,00
- .DB 00,00,07,07,00,02,02,02,02,02,02,02,07,07,07,07,00,07
-
- .DB 07,02,02,07,04,07,02,02,02,01,01,01,01,01,07,01,01,00
- .DB 00,00,07,07,00,01,02,02,02,02,02,01,07,00,00,07,00,07
-
- .DB 07,02,02,07,02,07,02,01,01,01,07,07,07,07,01,01,00,00
- .DB 00,00,07,00,00,01,01,01,01,01,01,01,00,00,00,07,00,07
-
- .DB 07,02,02,02,02,02,02,01,01,07,02,02,07,07,01,00,00,01
- .DB 07,00,07,00,00,01,01,01,03,01,01,01,00,00,00,07,00,07
-
- .DB 07,02,01,01,00,00,00,00,01,07,02,02,07,01,01,00,01,07
- .DB 07,00,07,00,00,01,01,01,01,01,01,01,00,00,00,00,00,07
-
- .DB 07,01,02,02,00,00,00,00,01,07,07,07,01,01,01,01,07,07
- .DB 01,07,07,00,00,01,01,01,01,01,01,01,00,00,00,00,00,07
-
- .DB 07,00,00,00,00,02,02,00,07,02,02,02,02,02,02,07,07,00
- .DB 00,00,07,00,00,00,00,01,01,01,00,00,00,00,00,00,00,07
-
- .DB 07,00,00,00,00,01,02,00,02,02,02,02,02,02,07,07,01,01
- .DB 01,07,07,02,00,00,00,00,00,00,00,00,00,00,01,01,01,07
-
- .DB 07,00,00,00,00,00,00,00,02,02,02,02,02,07,07,02,02,00
- .DB 00,04,02,02,02,00,00,00,00,00,00,00,00,00,00,00,00,07
-
- .DB 07,00,02,02,00,00,00,00,02,02,06,02,07,07,02,02,02,00
- .DB 07,07,02,00,00,00,00,00,00,00,00,00,00,00,01,01,01,07
-
- .DB 07,00,02,00,00,00,00,00,00,02,02,07,07,02,02,02,02,00
- .DB 07,00,00,00,00,07,07,02,02,02,02,02,00,00,00,00,00,07
-
- .DB 05,00,00,00,00,02,00,00,02,02,07,07,02,02,02,00,00,07
- .DB 07,00,00,00,00,07,01,01,05,01,01,02,00,00,00,00,00,07
-
- .DB 07,00,00,02,02,00,00,00,02,02,02,02,02,00,00,00,00,07
- .DB 00,00,00,00,00,07,01,02,00,02,01,02,00,00,00,02,02,07
-
- .DB 07,00,00,00,00,00,02,02,02,02,00,00,00,00,00,00,00,07
- .DB 01,01,00,00,00,07,07,02,00,02,02,02,00,00,02,02,02,07
-
- .DB 07,00,02,00,00,02,02,02,02,02,02,00,00,00,07,00,07,07
- .DB 01,01,00,00,02,02,02,02,00,02,02,02,00,00,02,07,02,07
-
- .DB 07,00,02,02,02,02,02,02,02,00,02,00,00,07,01,07,07,00
- .DB 00,00,00,00,02,00,00,00,00,00,07,02,00,00,07,07,07,07
-
- .DB 07,02,01,01,01,01,02,02,00,00,02,00,00,01,01,07,00,00
- .DB 00,00,00,00,02,06,02,02,02,02,02,02,02,00,00,00,07,07
-
- .DB 07,00,01,01,04,01,02,00,00,02,02,00,01,01,01,07,07,00
- .DB 00,00,00,00,02,02,02,02,02,00,00,02,02,02,02,02,02,07
-
- .DB 07,01,01,01,01,01,02,00,00,00,00,01,01,02,02,02,07,01
- .DB 00,00,00,00,00,00,00,02,02,02,00,00,02,00,02,00,02,07
-
- .DB 07,01,01,02,02,02,02,00,00,00,01,01,02,00,00,02,07,07
- .DB 01,07,07,00,00,00,02,02,02,02,02,00,02,02,00,02,02,07
-
- .DB 07,07,02,02,00,00,02,02,02,01,01,02,02,00,02,00,02,07
- .DB 01,01,07,07,07,02,02,02,01,01,01,01,01,02,02,02,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- BITMAPS:
- PLAIN: ;; 00
- .db 00000010b,00001000b
- .db 10000000b,10000000b
- .db 00010100b,00000010b
- .db 00000000b,00010000b
- .db 00100010b,00000000b
- .db 00001000b,01000001b
- .db 00000000b,00000000b
- .db 01000100b,00000100b
- .db 00000001b,00000000b
- .db 00000000b,00101001b
- .db 00001000b,00000000b
- .db 00000001b,00000000b
- .db 00000000b,00001001b
- .db 00100100b,00000000b
- .db 00001000b,00100000b
- .db 10000001b,00000000b
-
- HILL: ;; 01
- .db 00001100b,00011000b
- .db 00010010b,00101100b
- .db 00101001b,01010010b
- .db 01010010b,10100101b
- .db 10001100b,00011000b
- .db 00010010b,00100100b
- .db 00101001b,01011010b
- .db 01010010b,10000001b
- .db 00011000b,00110000b
- .db 00100100b,01001000b
- .db 01001010b,10110100b
- .db 10100001b,01000010b
- .db 00011000b,00110101b
- .db 00100100b,01001000b
- .db 01010010b,10100100b
- .db 10100101b,01000010b
-
- FOREST: ;; 02
- .db 00010000b,00000100b
- .db 00111000b,00001010b
- .db 01010100b,00010101b
- .db 10101010b,01001110b
- .db 01010100b,10100100b
- .db 00010001b,01010100b
- .db 00010010b,10100100b
- .db 01000001b,01010000b
- .db 10100000b,01000100b
- .db 01010010b,01001010b
- .db 10100101b,00010101b
- .db 01001010b,10001110b
- .db 01010111b,01010101b
- .db 01001010b,10000100b
- .db 00000010b,00000100b
- .db 00000010b,00000000b
-
- TOWERX: ;; 03
- .db 00000000b,00000010b
- .db 01000011b,10000010b
- .db 01000100b,01000010b
- .db 01100101b,01000100b
- .db 00100101b,01011000b
- .db 00110100b,01010100b
- .db 01010101b,01100110b
- .db 01101101b,01001010b
- .db 10100100b,01001001b
- .db 10100101b,01010000b
- .db 10010101b,01000000b
- .db 00000100b,01100000b
- .db 00001100b,10010000b
- .db 00010010b,01001100b
- .db 00101100b,00100010b
- .db 01001000b,00010011b
-
- CAVE: ;;04
- .db 00000000b,00000000b
- .db 00000000b,00000000b
- .db 00010000b,00000000b
- .db 00101000b,01110000b
- .db 01010100b,11001100b
- .db 10101001b,10000110b
- .db 01010011b,00000011b
- .db 00010010b,01110001b
- .db 00010100b,11111001b
- .db 00011101b,10001101b
- .db 00001011b,00110101b
- .db 00010010b,00010101b
- .db 00111100b,00001011b
- .db 01101000b,00010101b
- .db 11010110b,00111011b
- .db 10101001b,11110111b
-
- C1ASTLE: ;; 05
- .db 00000000b,00000000b
- .db 00000000b,00000000b
- .db 00000101b,10100000b
- .db 00000111b,11100000b
- .db 10101010b,01010101b
- .db 11111011b,11011111b
- .db 10001100b,00110001b
- .db 10101011b,11010101b
- .db 10101100b,00110101b
- .db 10001010b,01010001b
- .db 10001001b,10010001b
- .db 10101010b,01010101b
- .db 10101011b,11010101b
- .db 10001010b,01010001b
- .db 10001011b,11010001b
- .db 10001010b,01010001b
-
- TOWNX: ;; 06
- .db 01100000b,00011000b
- .db 00011011b,00111100b
- .db 00000000b,01111110b
- .db 11011001b,00111100b
- .db 01100110b,01011011b
- .db 00011001b,10000110b
- .db 01100000b,11100000b
- .db 11000000b,00000000b
- .db 00000111b,11111000b
- .db 00001000b,00000100b
- .db 00001010b,01001111b
- .db 01111010b,01010000b
- .db 10000100b,00010101b
- .db 10000100b,00010000b
- .db 10110101b,10010011b
- .db 10110101b,10010011b
-
- MOUNTAIN: ;; 07
- .db 00000000b,00000000b
- .db 00000000b,00011000b
- .db 00000000b,00101000b
- .db 00000000b,01010100b
- .db 00001100b,01010100b
- .db 00010100b,10101010b
- .db 00101010b,11001010b
- .db 00101010b,10000101b
- .db 01010101b,00110010b
- .db 01111001b,01010000b
- .db 10000100b,10101000b
- .db 00001010b,10101000b
- .db 00010110b,11010100b
- .db 00101001b,00110100b
- .db 00110011b,01001100b
- .db 01000100b,10000010b
-
-
- MAP2: ;; here it is...the numbers for the map, which is 36x24
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,00,00,00,07,00,00,00,00,00,00,00,07,07,00,00,00,00
- .DB 00,00,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,07,07,00,07,02,07,07,07,07,07,07,07,07,07,00,07,07 ;; 0
- .DB 07,00,00,07,07,07,00,00,07,00,00,07,00,00,07,00,00,07
-
- .DB 07,00,00,00,07,00,07,00,00,00,00,00,07,07,07,03,07,00 ;; 1
- .DB 00,00,00,07,07,07,00,00,07,00,00,07,00,00,07,00,00,07
-
- .DB 07,00,07,07,07,00,07,03,00,00,00,00,07,07,07,07,07,07 ;; 2
- .DB 07,00,07,07,07,07,07,02,07,07,02,07,07,02,07,00,00,07
-
- .DB 07,00,00,00,07,00,07,07,07,07,02,07,07,07,00,07,07,00 ;; 3
- .DB 07,00,00,07,07,03,00,00,00,00,00,00,00,00,00,00,00,07
-
- .DB 07,00,00,07,07,00,07,00,00,00,00,00,07,07,00,00,06,00 ;; 4
- .DB 00,00,00,03,07,07,07,02,07,07,02,07,07,02,07,00,00,07
-
- .DB 07,07,02,07,07,00,07,07,07,07,07,00,07,07,07,07,07,07 ;; 5
- .DB 07,07,07,07,07,07,06,00,07,00,00,07,00,00,07,00,00,07
-
- .DB 07,00,00,00,00,00,07,00,00,00,00,00,07,07,03,07,07,07 ;; 6
- .DB 00,00,00,00,07,07,07,00,07,00,00,07,07,07,07,07,07,07
-
- .DB 07,00,07,07,07,07,07,07,00,07,07,07,07,07,00,00,07,07 ;; 7
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,00,07,00,07,00,00,02,00,00,00,00,07,07,00,00,07,00 ;; 8
- .DB 00,00,03,07,07,06,00,00,00,07,00,00,07,00,07,00,00,07
-
- .DB 07,00,07,00,07,00,00,07,07,07,07,07,07,07,00,00,07,00
- .DB 00,00,07,07,07,07,00,00,00,02,00,00,07,00,07,00,00,07
-
- .DB 07,00,07,00,02,00,00,07,00,00,00,00,07,07,00,00,07,00
- .DB 07,07,07,07,07,00,00,00,00,07,00,00,02,00,02,00,00,07
-
- .DB 07,00,07,00,07,00,07,07,00,00,07,00,07,07,00,00,07,00
- .DB 07,00,03,07,07,00,00,00,00,07,00,00,07,00,07,00,00,07
-
- .DB 07,00,07,00,07,07,07,03,00,00,07,00,07,07,00,00,07,00
- .DB 00,00,07,07,07,07,07,07,07,07,07,07,07,00,07,07,07,07
-
- .DB 07,00,07,00,07,00,07,07,07,07,07,00,07,07,03,07,07,07
- .DB 07,07,07,07,07,03,00,00,00,00,00,00,00,00,00,00,00,07
-
- .DB 07,00,00,00,00,00,07,00,00,00,00,00,07,07,07,07,07,00
- .DB 00,00,00,07,07,07,07,07,07,07,07,07,07,07,02,07,07,07
-
- .DB 07,00,07,07,07,07,07,07,02,02,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,03,00,00,00,00,00,07,00,00,00,00,07
-
- .DB 07,00,00,07,07,00,00,00,00,00,00,00,07,07,05,07,05,07
- .DB 05,07,00,07,07,07,07,07,02,07,07,00,07,00,00,00,00,07
-
- .DB 07,02,07,07,07,07,07,07,07,07,02,07,07,07,00,07,00,07
- .DB 00,07,00,05,07,07,06,00,00,00,07,00,07,00,00,00,00,07
-
- .DB 07,00,00,07,00,07,00,07,00,00,00,00,07,07,00,00,00,00
- .DB 00,00,00,07,07,07,07,00,00,00,07,00,07,00,00,00,00,07
-
- .DB 07,07,00,07,00,02,00,00,00,07,07,00,07,07,00,00,00,00
- .DB 00,00,00,07,07,07,07,00,00,00,07,00,02,00,00,00,00,07
-
- .DB 07,06,00,00,00,07,00,07,00,07,06,00,07,07,00,00,00,07
- .DB 03,07,00,00,00,07,07,00,00,00,07,00,07,00,00,00,00,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- ;;;;;;;;FUCKING MAPS!!!!!!!!!!!!!!!!! o_O %D
-
- MAP3: ;; here it is...the numbers for the map, which is 36x24
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,00,00,00,07,00,00,07,07,00,00,03,07
-
- .DB 07,07,00,00,07,03,00,07,00,00,00,00,07,07,00,00,00,00
- .DB 00,00,00,03,07,07,07,07,00,02,00,07,07,07,07,00,07,07
-
- .DB 07,07,00,07,07,07,00,07,00,00,04,00,07,07,00,07,07,07
- .DB 07,07,07,07,07,07,03,00,00,07,07,07,07,07,00,00,03,07
-
- .DB 07,07,00,03,07,06,00,07,07,00,00,00,07,07,00,00,00,00
- .DB 00,00,00,00,07,07,07,07,07,07,07,07,00,07,07,07,07,07
-
- .DB 07,07,00,07,07,07,00,07,03,00,00,00,07,07,07,07,07,07
- .DB 07,07,07,00,07,00,07,07,00,00,00,07,07,00,07,03,07,07
-
- .DB 07,07,00,03,07,00,00,07,07,07,07,07,07,07,00,00,00,00
- .DB 00,00,00,00,07,07,07,00,00,00,00,00,07,07,07,00,07,07
-
- .DB 07,07,07,07,07,07,00,07,00,00,00,07,07,07,00,07,07,07
- .DB 07,07,07,07,07,07,00,00,00,00,00,00,00,07,07,00,07,07
-
- .DB 07,07,03,07,07,00,00,07,03,07,00,00,07,07,00,00,00,00
- .DB 00,00,00,00,07,03,00,00,00,04,00,00,00,07,07,00,07,07
-
- .DB 07,00,00,00,07,00,07,07,07,07,07,00,07,07,07,07,07,07
- .DB 07,07,07,00,07,07,00,00,00,00,00,00,00,07,07,00,07,07
-
- .DB 07,00,00,00,07,00,00,07,07,00,07,00,07,07,00,00,00,00
- .DB 00,00,00,00,07,07,07,00,00,00,00,00,07,07,07,00,07,07
-
- .DB 07,00,00,00,07,07,00,07,03,00,07,00,07,07,07,07,07,07
- .DB 07,07,07,03,07,07,07,07,00,00,00,07,07,00,07,00,07,07
-
- .DB 07,07,00,07,07,00,00,07,07,00,07,00,07,07,00,00,07,06
- .DB 00,07,07,07,07,00,03,07,07,00,07,07,00,00,07,00,07,07
-
- .DB 07,00,00,00,07,00,00,07,00,00,00,00,07,07,00,00,07,07
- .DB 00,00,00,00,00,00,07,07,07,00,07,07,00,00,07,00,07,07
-
- .DB 07,00,00,00,07,00,00,07,07,07,03,07,07,07,07,00,00,00
- .DB 00,07,07,07,07,07,07,07,00,00,00,07,07,00,07,00,07,07
-
- .DB 07,00,00,00,07,07,03,07,07,07,07,07,07,07,06,00,07,00
- .DB 00,00,00,00,07,07,07,00,00,00,00,00,07,07,07,00,07,07
-
- .DB 07,00,00,00,07,07,07,07,07,07,07,03,07,07,07,07,07,03
- .DB 07,07,07,07,07,07,00,00,00,00,00,00,00,07,07,00,07,07
-
- .DB 07,07,03,07,07,07,00,00,00,00,00,00,07,07,07,07,07,07
- .DB 07,07,07,07,07,03,00,00,00,04,00,00,00,07,07,00,07,07
-
- .DB 07,07,07,07,00,01,00,00,00,00,00,00,07,07,00,00,07,07
- .DB 07,00,00,07,07,07,00,00,00,00,00,00,00,07,07,00,07,07
-
- .DB 07,00,00,00,00,07,07,07,07,07,07,07,07,07,00,00,00,04
- .DB 00,00,00,05,07,07,07,00,00,00,00,00,07,07,07,00,07,07
-
- .DB 07,07,00,00,00,00,00,00,00,00,00,07,07,07,00,00,00,00
- .DB 00,00,00,07,07,00,07,07,00,00,00,07,07,03,07,00,07,07
-
- .DB 07,06,00,00,00,00,00,00,00,00,00,07,07,00,00,07,07,00
- .DB 07,07,00,00,07,00,00,07,07,07,07,07,07,00,00,00,07,07
-
- .DB 07,07,07,07,07,07,03,07,07,07,07,07,07,07,07,07,03,03
- .DB 03,07,07,07,07,00,00,00,00,00,00,07,03,00,00,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
-
- MAP4: ;; THE LAST MAP! :) 36x24
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,00,00,00,07,07,04,00,00,00,00,00,07,07
-
- .DB 07,07,06,00,06,07,00,07,00,00,07,03,07,07,07,00,07,07
- .DB 04,03,04,07,07,07,02,07,07,07,07,00,00,00,07,00,07,07
-
- .DB 07,07,06,00,06,07,00,07,07,00,07,00,07,07,00,00,07,07
- .DB 04,00,04,07,07,03,00,00,03,07,07,07,07,07,07,00,07,07
-
- .DB 07,07,06,00,06,07,06,00,00,00,07,00,07,07,00,07,07,07
- .DB 04,00,04,07,07,07,00,00,07,07,03,00,07,03,07,00,07,07
-
- .DB 07,07,07,07,07,07,07,07,00,00,07,00,07,07,00,00,07,07
- .DB 00,00,00,07,07,07,07,01,07,07,07,00,07,00,00,00,07,07
-
- .DB 07,07,07,07,07,00,00,00,00,00,07,00,07,07,07,00,07,07
- .DB 07,00,07,07,07,07,01,01,07,07,00,00,00,00,00,00,07,07
-
- .DB 07,07,00,07,00,00,07,00,07,00,07,00,07,07,00,00,03,07
- .DB 07,03,07,07,07,07,01,07,07,07,07,07,07,07,02,07,07,07
-
- .DB 07,07,00,00,00,00,03,00,07,00,07,00,07,07,07,00,07,07
- .DB 07,07,07,07,07,07,00,00,07,07,06,00,01,00,00,00,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,00,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,00,00,03,07,07,00,07,07,02,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,00,00,00,07,07,07,07,07
- .DB 07,07,07,07,07,03,00,00,07,07,06,00,07,00,00,00,07,07
-
- .DB 07,07,03,00,00,00,00,00,00,00,00,03,00,00,00,00,00,00
- .DB 00,00,03,07,07,07,00,00,00,07,07,00,07,00,00,00,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,00,00,00,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,03,07,07,07
-
- .DB 07,07,00,00,00,00,00,00,00,07,07,00,07,07,00,07,00,00
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,00,07,00,07,06,00,07,00,07
- .DB 07,06,00,07,07,00,00,00,03,07,07,06,07,07,07,03,07,07
-
- .DB 07,07,01,07,07,07,03,07,07,00,07,00,07,07,00,07,00,00
- .DB 07,07,01,07,07,07,07,07,07,07,07,00,07,07,00,00,07,07
-
- .DB 07,07,01,01,07,07,00,07,07,00,07,00,07,00,00,00,00,07
- .DB 07,00,00,07,00,00,00,07,07,07,07,00,07,07,00,00,07,07
-
- .DB 07,07,07,01,01,07,01,07,07,00,07,00,07,02,07,07,07,07
- .DB 07,07,00,07,07,00,00,00,07,07,07,01,07,07,07,00,07,07
-
- .DB 07,07,07,07,01,01,01,01,07,00,07,00,07,00,00,07,00,07
- .DB 07,00,00,07,07,00,00,07,07,07,00,00,00,07,07,03,07,07
-
- .DB 07,07,01,01,01,07,01,07,07,00,07,00,07,07,00,00,00,07
- .DB 07,07,00,07,07,00,00,07,07,00,00,00,00,00,07,07,07,07
-
- .DB 07,07,01,07,07,07,01,07,07,00,07,00,07,07,07,00,00,07
- .DB 03,00,00,07,07,00,00,07,00,00,00,04,00,00,00,07,07,07
-
- .DB 07,07,00,03,07,07,01,07,07,00,07,00,07,07,07,07,00,07
- .DB 07,00,07,07,07,00,00,07,00,00,00,00,00,00,00,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,00,07,03,07,07,07,00,00,03
- .DB 07,07,07,07,07,03,07,07,00,00,07,03,07,00,00,07,07,07
-
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
- .DB 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
-
-
- BITMAPS2:
- GROUND:
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000000,%00000010
- .db %00000100,%00000000
- .db %00000000,%00000000
- .db %00000000,%00100000
- .db %00000000,%00000000
- .db %01000000,%00000000
- .db %00000100,%00000000
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000000,%00100000
- .db %00000000,%00000000
- .db %00000100,%00000000
- .db %00000000,%00000000
- .db %00000000,%00000000
- SWITCHDOOR:
- .db %11111111,%11111111
- .db %10010001,%00111001
- .db %11111111,%11111111
- .db %10100111,%00100101
- .db %11111111,%11111111
- .db %10001001,%00100001
- .db %11111110,%11011111
- .db %10010001,%00101001
- .db %11111011,%10011111
- .db %10011100,%11100001
- .db %11111111,%11111111
- .db %10000011,%10010001
- .db %11111111,%11111111
- .db %10100100,%01000001
- .db %11111111,%11111111
- .db %10000000,%00000001
- DOOR:
- .db %01111111,%11111111
- .db %01010101,%01010101
- .db %01010101,%01010101
- .db %11010101,%01010101
- .db %01010101,%01010101
- .db %01010101,%01010101
- .db %01010101,%01010101
- .db %01111101,%01010101
- .db %01101101,%01010101
- .db %01111101,%01010101
- .db %01010101,%01010101
- .db %01010101,%01010101
- .db %11010101,%01010101
- .db %01010101,%01010101
- .db %01010101,%01010101
- .db %01111111,%11111111
- STAIRSDRAW:
- .db %00111110,%00000000
- .db %01001001,%00000000
- .db %10010010,%10000000
- .db %10100100,%11000000
- .db %11001001,%00100000
- .db %11010010,%01010000
- .db %10100100,%10011000
- .db %10011001,%00100100
- .db %11001010,%01001010
- .db %10000100,%10010011
- .db %10100011,%00100100
- .db %10010001,%01001001
- .db %10001010,%10010010
- .db %10010010,%01100101
- .db %11001000,%00101011
- .db %11111111,%11111111
- FOUNTAIN:
- .db %00000000,%10100000
- .db %00001010,%01001000
- .db %00010100,%10010000
- .db %00100010,%10100100
- .db %00001001,%01001000
- .db %01010101,%10110100
- .db %00100110,%11100010
- .db %00001111,%11110000
- .db %00111010,%11011100
- .db %11011101,%10111011
- .db %01101110,%11110110
- .db %00010111,%11101000
- .db %00001101,%10110000
- .db %00001011,%01010000
- .db %00011111,%11111000
- .db %00111100,%10111100
- MAN:
- .db %00001110,%00000000
- .db %00011011,%01111111
- .db %00010001,%01011101
- .db %00001010,%01101011
- .db %00001110,%01110101
- .db %00110101,%10111110
- .db %00100100,%10000000
- .db %01100100,%11000000
- .db %11010101,%01100111
- .db %01010101,%01001100
- .db %00100100,%10010100
- .db %00011111,%00111111
- .db %00011111,%00100100
- .db %00011011,%00100100
- .db %00011011,%00100100
- .db %00011011,%00100100
- CHEST:
- .db %00000000,%00000000
- .db %00000000,%00000000
- .db %00000001,%11111100
- .db %00000011,%00001100
- .db %00000111,%00010100
- .db %00001111,%00100100
- .db %00011111,%01010100
- .db %00111110,%10100100
- .db %01111101,%00001000
- .db %10000110,%00010000
- .db %11111010,%00100000
- .db %11110010,%01000000
- .db %11100010,%10000000
- .db %11000011,%00000000
- .db %11111110,%00000000
- .db %00000000,%00000000
- WALL:
- .db %11111111,%11111111
- .db %10010001,%00111001
- .db %11111111,%11111111
- .db %10100111,%00100101
- .db %11111111,%11111111
- .db %10001001,%00100001
- .db %11111111,%11111111
- .db %10010011,%10001001
- .db %11111111,%11111111
- .db %10011100,%00100001
- .db %11111111,%11111111
- .db %10000011,%10010001
- .db %11111111,%11111111
- .db %10100100,%01000001
- .db %11111111,%11111111
- .db %10000000,%00000001
-
- .end
-