AbePralle-FGB/Source/Levels/L1502.asm

999 lines
25 KiB
NASM

; L1502.asm approach to kiwi
; Generated 03.06.2001 by mlevel
; Modified 03.06.2001 by Abe Pralle
INCLUDE "Source/Defs.inc"
INCLUDE "Source/Levels.inc"
VAR_EXHAUST_FRAME EQU 0
TEMPKLUDGE EQU 0
;---------------------------------------------------------------------
SECTION "Level1502Gfx1",ROMX
;---------------------------------------------------------------------
flour_gang_mono_bg:
INCBIN "Data/Cinema/Distress/flour_gang_mono.bg"
appomattox_big_bg:
INCBIN "Data/Cinema/Distress/appomattox_big.bg"
appomattox_big_sprites_sp::
INCBIN "Data/Cinema/Distress/appomattox_big_sprites.sp"
nar_certaindanger_bg:
INCBIN "Data/Cinema/Distress/nar_certaindanger.bg"
;---------------------------------------------------------------------
SECTION "Level1502Gfx2",ROMX
;---------------------------------------------------------------------
flourdriving_bg::
INCBIN "Data/Cinema/Distress/flourdriving.bg"
ba_bg::
INCBIN "Data/Cinema/Distress/ba.bg"
bs_bg::
INCBIN "Data/Cinema/Distress/bs.bg"
;---------------------------------------------------------------------
SECTION "Level1502Gfx3",ROMX
;---------------------------------------------------------------------
remote_bg:
INCBIN "Data/Cinema/Distress/remote.bg"
flowerviewscreen_bg::
INCBIN "Data/Cinema/Distress/flowerviewscreen.bg"
;---------------------------------------------------------------------
SECTION "Level1502Gfx4",ROMX
;---------------------------------------------------------------------
yacht_under_fire_bg:
INCBIN "Data/Cinema/Distress/yacht_under_fire.bg"
pirate_sprites_sp:
INCBIN "Data/Cinema/Distress/pirate_sprites.sp"
;---------------------------------------------------------------------
SECTION "Level1502Gfx5",ROMX
;---------------------------------------------------------------------
starfield_bg:
INCBIN "Data/Cinema/Appomattox/starfield.bg"
starfield_sprite_sp::
INCBIN "Data/Cinema/Appomattox/starfield_sprite.sp"
;---------------------------------------------------------------------
SECTION "Level1502Gfx6",ROMX
;---------------------------------------------------------------------
appomattox_tokiwi_bg::
INCBIN "Data/Cinema/Distress/appomattox_tokiwi.bg"
;---------------------------------------------------------------------
SECTION "Level1502Dialog",ROMX
;---------------------------------------------------------------------
dialog:
captain_cider_gtx:
INCBIN "Data/Dialog/Distress/captain_cider.gtx"
haiku_cider_gtx:
INCBIN "Data/Dialog/Distress/haiku_cider.gtx"
captain_whyglum_gtx:
INCBIN "Data/Dialog/Distress/captain_whyglum.gtx"
ba_surrendering_gtx:
INCBIN "Data/Dialog/Distress/ba_surrendering.gtx"
captain_winsome_gtx:
INCBIN "Data/Dialog/Distress/captain_winsome.gtx"
bs_nearKiwi_gtx:
INCBIN "Data/Dialog/Distress/bs_nearKiwi.gtx"
haiku_signal_gtx:
INCBIN "Data/Dialog/Distress/haiku_signal.gtx"
captain_showit_gtx:
INCBIN "Data/Dialog/Distress/captain_showit.gtx"
lady_help_gtx:
INCBIN "Data/Dialog/Distress/lady_help.gtx"
captain_goodness_gtx:
INCBIN "Data/Dialog/Distress/captain_goodness.gtx"
lady_saved_gtx::
INCBIN "Data/Dialog/Distress/lady_saved.gtx"
captain_seeyou_gtx::
INCBIN "Data/Dialog/Distress/captain_seeyou.gtx"
lady_wait_gtx::
INCBIN "Data/Dialog/Distress/lady_wait.gtx"
captain_holdout_gtx::
INCBIN "Data/Dialog/Distress/captain_holdout.gtx"
lady_no_gtx::
INCBIN "Data/Dialog/Distress/lady_no.gtx"
captain_shuttle_gtx::
INCBIN "Data/Dialog/Distress/captain_shuttle.gtx"
lady_stay_gtx::
INCBIN "Data/Dialog/Distress/lady_stay.gtx"
captain_nostuff_gtx::
INCBIN "Data/Dialog/Distress/captain_nostuff.gtx"
lady_please_gtx::
INCBIN "Data/Dialog/Distress/lady_please.gtx"
captain_nothanks_gtx::
INCBIN "Data/Dialog/Distress/captain_nothanks.gtx"
lady_must_gtx::
INCBIN "Data/Dialog/Distress/lady_must.gtx"
captain_no_gtx::
INCBIN "Data/Dialog/Distress/captain_no.gtx"
lady_insist_gtx::
INCBIN "Data/Dialog/Distress/lady_insist.gtx"
captain_okay_gtx::
INCBIN "Data/Dialog/Distress/captain_okay.gtx"
ba_goneawhile_gtx::
INCBIN "Data/Dialog/Distress/ba_goneawhile.gtx"
;---------------------------------------------------------------------
SECTION "Level1502Section",ROMX
;---------------------------------------------------------------------
L1502_Contents::
DW L1502_Load
DW L1502_Init
DW L1502_Check
DW L1502_Map
;---------------------------------------------------------------------
; Load
;---------------------------------------------------------------------
L1502_Load:
DW ((L1502_LoadFinished - L1502_Load2)) ;size
L1502_Load2:
;restore health of heroes on next game engine level
xor a
ld [hero0_health],a
ld [hero1_health],a
ld a,BANK(dialog)
ld [dialogBank],a
ld a,BANK(intro_cinema_gbm)
ld hl,intro_cinema_gbm
call InitMusic
xor a
ld [levelVars+VAR_EXHAUST_FRAME],a
ld de,((.endCinema-L1502_Load2)+levelCheckRAM)
call SetDialogSkip
ld de,((.flourGang-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld a,BANK(appomattox_big_bg)
ld hl,appomattox_big_bg
call ((.appxSideView-L1502_Load2)+levelCheckRAM)
.flourGang
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(flour_gang_mono_bg)
ld hl,flour_gang_mono_bg
call LoadCinemaBG
ld a,BANK(nar_certaindanger_bg)
ld hl,nar_certaindanger_bg
call LoadCinemaTextBox
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
call GfxShowStandardTextBox
ld de,((.appleCider-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld a,120
call Delay
;----"Haiku, did you bring the apple cider?"--------------------------
.appleCider
call ((.loadFlour-L1502_Load2)+levelCheckRAM)
call LoadFont
ld de,((.iBroughtTheCider-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM captain_cider_gtx
call ((.animateFlourDriving4-L1502_Load2)+levelCheckRAM)
;----"I brought the cider..."-----------------------------------------
.iBroughtTheCider
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(haiku_bg)
ld hl,haiku_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.whySoGlum-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM haiku_cider_gtx
LONGCALLNOARGS AnimateHaiku
;----Why so glum?-----------------------------------------------------
.whySoGlum
call ((.loadFlour-L1502_Load2)+levelCheckRAM)
ld de,((.itSucks-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM captain_whyglum_gtx
call ((.animateFlourDriving3-L1502_Load2)+levelCheckRAM)
;----It sucks that we're surrendering after only two weeks!-----------
.itSucks
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(ba_bg)
ld hl,ba_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.winSomeLoseSome-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM ba_surrendering_gtx
ld d,4
LONGCALLNOARGS AnimateBA
;----"Well you win some you lose some"--------------------------------
.winSomeLoseSome
call ((.loadFlour-L1502_Load2)+levelCheckRAM)
ld de,((.nearPlanetKiwi-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM captain_winsome_gtx
call ((.animateFlourDriving4-L1502_Load2)+levelCheckRAM)
;----"Near planet Kiwi and you-know-who"------------------------------
.nearPlanetKiwi
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(bs_bg)
ld hl,bs_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.distressCallFromLadyFlower-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM bs_nearKiwi_gtx
ld d,4
LONGCALLNOARGS AnimateBS
;----"Distress call from Lady Flower"---------------------------------
.distressCallFromLadyFlower
call ((.loadHaiku-L1502_Load2)+levelCheckRAM)
ld de,((.showIt-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM haiku_signal_gtx
LONGCALLNOARGS AnimateHaiku
;----"Show it on the big screen"--------------------------------------
.showIt
call ((.loadFlour-L1502_Load2)+levelCheckRAM)
ld de,((.remoteControl-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM captain_showit_gtx
call ((.animateFlourDriving4-L1502_Load2)+levelCheckRAM)
;----Remote control turns on screen-----------------------------------
.remoteControl
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(remote_bg)
ld hl,remote_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.help-L1502_Load2)+levelCheckRAM)
call SetDialogForward
call ((.delay15-L1502_Load2)+levelCheckRAM)
ld bc,$0809
ld de,$0800
ld hl,$1400
call CinemaBlitRect
call ((.delay15-L1502_Load2)+levelCheckRAM)
ld bc,$0809
ld de,$0800
ld hl,$1409
call CinemaBlitRect
call ((.delay15-L1502_Load2)+levelCheckRAM)
;----"Help, our ship is being attacked by a space gang!"---------------
.help
ld a,BANK(alarm_gbm)
ld hl,alarm_gbm
call InitMusic
call ((.loadLadyFlowerInDistress-L1502_Load2)+levelCheckRAM)
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.myGoodness-L1502_Load2)+levelCheckRAM)
call SetDialogForward
;flash "distress"
ld a,60
.flashDistress
push af
ld hl,$1a00
ld a,[updateTimer]
and %1000
jr z,.flashFrame0
ld l,$09
.flashFrame0
ld bc,$1009
ld de,$0201
call CinemaBlitRect
ld a,1
call Delay
pop af
dec a
jr nz,.flashDistress
call ((.ladyFaceToViewscreen-L1502_Load2)+levelCheckRAM)
ld c,0
DIALOGBOTTOM lady_help_gtx
ld d,(3|$80)
LONGCALLNOARGS AnimateLadyFlowerDistress
;----"Oh my goodness!"------------------------------------------------
.myGoodness
call ((.loadFlour-L1502_Load2)+levelCheckRAM)
ld de,((.yachtUnderFire-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld c,0
DIALOGBOTTOM captain_goodness_gtx
call ((.animateFlourDriving3-L1502_Load2)+levelCheckRAM)
ld a,120
call SetupFadeToBlack
call WaitFade
;----Yacht under fire-------------------------------------------------
.yachtUnderFire
call ((.loadYachtScene-L1502_Load2)+levelCheckRAM)
ld a,60
call SetupFadeFromBlack
ld de,((.appxWarp-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld a,110/3
.laserLoop
push af
ld bc,$0303 ;laser 1
ld de,$0802
ld hl,$1400
ld a,6*4 ;pirate sprite number
call ((.pirateFire-L1502_Load2)+levelCheckRAM)
ld bc,$0702 ;laser 2
ld de,$0a05
ld hl,$1700
ld a,9*4 ;pirate sprite number
call ((.pirateFire-L1502_Load2)+levelCheckRAM)
ld a,3
call Delay
pop af
dec a
jr nz,.laserLoop
;----------------star field-----------------------------
.appxWarp
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(main_in_game_gbm)
ld hl,main_in_game_gbm
call InitMusic
ld a,BANK(starfield_bg)
ld hl,starfield_bg
call LoadCinemaBG
ld a,BANK(starfield_sprite_sp)
ld hl,starfield_sprite_sp
call LoadCinemaSprite
ld d,48 + (TEMPKLUDGE/2) + 40
call ScrollSpritesLeft
ld d,48 + (TEMPKLUDGE/2) + 40
call ScrollSpritesDown
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.piratesFlee-L1502_Load2)+levelCheckRAM)
call SetDialogForward
;number of cycles total
ld b,180 + TEMPKLUDGE + 20
.loop
push bc
call (.clearPaletteToBlack + (levelCheckRAM-L1502_Load2))
call (.cycleColors + (levelCheckRAM-L1502_Load2))
ld a,1
ld [paletteBufferReady],a
ld a,1
call Delay
pop bc
ld a,b
and %00000001
jr nz,.afterScrollSprites
ld d,1
call ScrollSpritesUp
ld d,1
call ScrollSpritesRight
.afterScrollSprites
ld a,b
and %00000010
jr nz,.turnThrustOn
call (.routine_thrustoff + (levelCheckRAM-L1502_Load2))
jr .afterThrust
.turnThrustOn
call (.routine_thruston + (levelCheckRAM-L1502_Load2))
.afterThrust
dec b
jr nz,.loop
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
;----Pirates Flee-----------------------------------------------------
.piratesFlee
call ((.loadYachtScene-L1502_Load2)+levelCheckRAM)
;replace yacht with damaged yacht
ld bc,$0906
ld de,$0303
ld hl,$1f06
call CinemaBlitRect
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ld de,((.endCinema-L1502_Load2)+levelCheckRAM)
call SetDialogForward
ld a,30
call Delay
ld c,15
.fleeLoopSlow
ld d,1
call ScrollSpritesLeft
ld b,24
call ((.setPirateSpriteDuringFlee-L1502_Load2)+levelCheckRAM)
ld d,1
call ScrollSpritesLeft
ld b,12
call ((.setPirateSpriteDuringFlee-L1502_Load2)+levelCheckRAM)
dec c
jr nz,.fleeLoopSlow
ld c,35
.fleeLoopFast
ld d,2
call ScrollSpritesLeft
ld b,24
call ((.setPirateSpriteDuringFlee-L1502_Load2)+levelCheckRAM)
ld d,2
call ScrollSpritesLeft
ld b,12
call ((.setPirateSpriteDuringFlee-L1502_Load2)+levelCheckRAM)
dec c
jr nz,.fleeLoopFast
.endCinema
call LoadFont
ld hl,$1403
ld a,l
ld [curLevelIndex],a
ld a,h
ld [curLevelIndex+1],a
ld a,2
ld [timeToChangeLevel],a
ret
.loadYachtScene
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(yacht_under_fire_bg)
ld hl,yacht_under_fire_bg
call LoadCinemaBG
ld a,BANK(pirate_sprites_sp)
ld hl,pirate_sprites_sp
call LoadCinemaSprite
ret
.pirateFire
push af
ld a,1
call GetRandomNumMask
or a
jr nz,.firing
.notFiring
ld a,l
add c
ld l,a
call CinemaBlitRect
ld b,12
jr .setPirateSprite
.firing
call CinemaBlitRect
ld b,30
.setPirateSprite
pop af
.setPirateSpriteAfterPop
add 2
ld h,((spriteOAMBuffer>>8)&$ff)
ld l,a
ld de,4
ld a,b
cp 30
jr nz,.afterSound
cp [hl]
jr z,.afterSound ;same sound
push hl
ld hl,((.pirateLaserSound-L1502_Load2)+levelCheckRAM)
call PlaySound
pop hl
ld a,b
.afterSound
ld [hl],a
add hl,de
add 2
ld [hl],a
add hl,de
add 2
ld [hl],a
add hl,de
ret
.setPirateSpriteDuringFlee
ld a,6*4
call ((.setPirateSpriteAfterPop-L1502_Load2)+levelCheckRAM)
ld a,9*4
call ((.setPirateSpriteAfterPop-L1502_Load2)+levelCheckRAM)
ld a,1
call Delay
ret
.quickToBlack
call BlackoutPalette
call ClearDialog
jp ResetSprites
.quickFromBlack
ld a,1
jp SetupFadeFromBlack
.delay15
ld a,15
jp Delay
.loadLadyFlowerOnScreen
call ((.loadLadyFlowerInDistress-L1502_Load2)+levelCheckRAM)
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
jp ((.ladyFaceToViewscreen-L1502_Load2)+levelCheckRAM)
.loadLadyFlowerInDistress
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(flowerviewscreen_bg)
ld hl,flowerviewscreen_bg
call LoadCinemaBG
ret
.ladyFaceToViewscreen
;put lady flower's face on
ld bc,$1009
ld de,$0201
ld hl,$1a12
call CinemaBlitRect
ret
.loadHaiku
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(haiku_bg)
ld hl,haiku_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ret
.loadFlour
call ((.quickToBlack-L1502_Load2)+levelCheckRAM)
ld a,BANK(flourdriving_bg)
ld hl,flourdriving_bg
call LoadCinemaBG
call ((.quickFromBlack-L1502_Load2)+levelCheckRAM)
ret
.animateFlourDriving3
ld d,3
jr .animateFlourDrivingN
.animateFlourDriving4
ld d,4
.animateFlourDrivingN
LONGCALLNOARGS AnimateFlourDriving
.scrollStars
push bc
push de
push hl
;of 32 stars, scroll odd ones by one pixel and evens
;by two
ld c,16
ld de,4
ld hl,spriteOAMBuffer+8*4+1
.scrollStarsLoop
dec [hl]
add hl,de
dec [hl]
dec [hl]
add hl,de
dec c
jr nz,.scrollStarsLoop
;ping-pong exhaust
ld hl,levelVars+VAR_EXHAUST_FRAME
ld a,[updateTimer]
bit 0,a
jr nz,.gotCurFrame
;increment frame
ld a,[hl]
add 16
cp 160
jr nz,.wrapFrame
xor a
.wrapFrame
ld [hl],a
.gotCurFrame
ld a,[hl]
;sprite = curframe + 80
cp 96
jr c,.frameOkay
cpl
add 161
.frameOkay
add 80
ld hl,spriteOAMBuffer+2
ld de,4
ld c,8
.setThrust
ld [hl],a
add 2
add hl,de
dec c
jr nz,.setThrust
pop hl
pop de
pop bc
ret
.routine_thrustoff
;turn thrust off by setting sprites 0-5 to pattern 50
ld hl,spriteOAMBuffer+2
ld de,4
ld a,50
ld c,6
.thrustOffLoop
ld [hl],a
add hl,de
dec c
jr nz,.thrustOffLoop
ret
.routine_thruston
;turn thrust on by setting sprites 0-5 to patterns 0,2,4,6,8,10
ld hl,spriteOAMBuffer+2
ld de,4
xor a
ld c,6
.thrustOnLoop
ld [hl],a
inc a
inc a
add hl,de
dec c
jr nz,.thrustOnLoop
ret
.clearPaletteToBlack
push bc
ld c,64
ld hl,fadeCurPalette
xor a
.clearPaletteLoop
ld [hl+],a
dec c
jr nz,.clearPaletteLoop
pop bc
ret
.cycleColors
;b is current cycle
;set palettes 1,5, & 7 to cycle half-speed (1/8 speed of b)
;rest to cycle full speed (1/4 speed of b)
push bc
;----------set full-speed palettes (0,2,3,4,6)------------
;color = (clock % 6) / 2
ld c,6
ld a,b
.getMod6
cp c
jr c,.gotMod6
sub c
jr .getMod6
.gotMod6
srl a ;divided by 2 yields 0-2
ld c,a
inc c ;c is now 1-3
push bc
ld b,0
xor a
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;0
inc a
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;2
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;3
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;4
inc a
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;6
pop bc
;----------set half-speed palettes (1,5,7)---------------
;color = (clock % 12) / 4
ld c,12
ld a,b
.getMod12
cp c
jr c,.gotMod12
sub c
jr .getMod12
.gotMod12
srl a ;divided by 4 yields 0-2
srl a
ld c,a
inc c ;c is now 1-3
push bc
ld b,1
ld a,1
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;1
ld a,5
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;5
inc a
call (.setCycle + (levelCheckRAM-L1502_Load2)) ;7
pop bc
pop bc
ret
.setCycle
;a is palette # to set (0-7)
;b is color flag (0=white, 1=grey)
;c is color number to set (1-3)
push af
push hl
;(palette# * 4 + color) * 2 + 128 is first byte to set
rlca
rlca
add c
rlca
add 128
ld l,a
ld h,((fadeCurPalette>>8) & $ff)
ld a,b
cp 1
jr z,.setToGrey
;set to white
ld a,$ff
ld [hl+],a
ld a,$7f
ld [hl],a
jr .done
.setToGrey
ld a,$08
ld [hl+],a
ld a,$21
ld [hl],a
.done
pop hl
pop af
inc a
ret
.animate_ship
push bc
ld b,90
.animate_loop
push bc
ld a,1
call Delay
pop bc
ld a,b
and %10 ;thrust on or off?
jr nz,.animate_thruston
call (.routine_thrustoff + (levelCheckRAM-L1502_Load2))
jr .animate_check_done
.animate_thruston
call (.routine_thruston + (levelCheckRAM-L1502_Load2))
.animate_check_done
dec b
jr nz,.animate_loop
pop bc
ret
.pirateLaserSound
DB 1,$3c,00,$f6,00,$87
.appxSideView
call LoadCinemaBG
ld a,BANK(appomattox_big_sprites_sp)
ld hl,appomattox_big_sprites_sp
call LoadCinemaSprite
;change 1st 32 sprites to be BG priority
ld c,32
ld hl,spriteOAMBuffer+8*4+3
ld de,4
.spritePriorityLoop
set 7,[hl]
add hl,de
dec c
jr nz,.spritePriorityLoop
ld a,90
call SetupFadeFromBlack
.appxScrollStarsWaitFade
ld c,160
.waitFade
ld a,1
call Delay
call ((.scrollStars-L1502_Load2)+levelCheckRAM)
dec c
jr nz,.waitFade
ret
L1502_LoadFinished:
;---------------------------------------------------------------------
; Map
;---------------------------------------------------------------------
L1502_Map:
;---------------------------------------------------------------------
; Init
;---------------------------------------------------------------------
L1502_Init:
DW ((L1502_InitFinished - L1502_Init2)) ;size
L1502_Init2:
ret
L1502_InitFinished:
;---------------------------------------------------------------------
; Check
;---------------------------------------------------------------------
L1502_Check:
DW ((L1502_CheckFinished - L1502_Check2)) ;size
L1502_Check2:
ret
L1502_CheckFinished:
PRINTT "1502 Script Sizes (Load/Init/Check) (of $500): "
PRINTV (L1502_LoadFinished - L1502_Load2)
PRINTT " / "
PRINTV (L1502_InitFinished - L1502_Init2)
PRINTT " / "
PRINTV (L1502_CheckFinished - L1502_Check2)
PRINTT "\n"