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- #include "ti83pce.inc"
- .assume ADL=1
- .db tExtTok,tAsm84CeCmp
- .org userMem
- #define score $D031F3
- #define hl2 $D031F6
- #define de2 $D031F9
- #define hl3 $D031FC
- #define de3 $D031FF
- #define hl4 $D03202
- #define de4 $D03205
- ;Paramétrage de l'écran
- ld hl,$FFFF \ ld (mpLCDPalette),hl ;reglage de l'ecran
- ld hl,$7C00 \ ld (mpLCDPalette+2),hl
- ld hl,$001F \ ld (mpLCDPalette+4),hl
- ld hl,$0000 \ ld (mpLCDPalette+6),hl
- ld bc,320*240*2-1
- ld hl,$D40000
- ld (hl),$03
- ex de,hl
- or a,a
- sbc hl,hl
- add hl,de
- inc de
- ldir
- call _RunIndicoff \ di
- ld a,$27
- ld ($E30018),a
- ;.....................................................
- ;Affichage de l'écran de jeu
- ;Début donc n'affecte pas les registres :)
- ld hl,$D403C8 ;y1 ;affichage de l'ecran
- ld a,221d
- call RoutineVerticale
- ld hl,$D4064A ;y2
- ld a,217d
- call RoutineVerticale
- ld hl,$D40777 ;y3
- ld a,217d
- call RoutineVerticale
- ld hl,$D404F9 ;y4
- ld a,221d
- call RoutineVerticale
- ld hl,$D403C8 ;x1
- ld bc,305d
- call RoutineHorizontale
- ld hl,$D4064A ;x2
- ld bc,301d
- call RoutineHorizontale
- ld hl,$D5158A ;x3
- ld bc,301d
- call RoutineHorizontale
- ld hl,$D51808 ;x4
- ld bc,305d
- call RoutineHorizontale
- ld hl,$D4078B
- ld a,216
- RoutineC:
- ld bc,299d
- ld (hl),0d
- ex de,hl
- or a,a
- sbc hl,hl
- add hl,de
- inc de
- ldir
- ld bc,21d
- add hl,bc
- dec a
- jr nz,RoutineC
- ld hl,$D0320E
- ld bc,500d
- ld (hl),0
- ex de,hl
- or a,a
- sbc hl,hl
- add hl,de
- inc de
- ldir
- ;.............................................................
- ;Première pomme
- Alleatoire_Pomme1:
- call _Random
- ld hl,449
- call _setxxxxop2
- call _FPMult
- call _convop1
- ex de,hl
- Matrice1:
- push hl ;conserve le nombre aleatoire
- ld de,$D03240 ;debut matrice snake
- ld bc,26d ;correction mineur
- add hl,de
- or a,a
- sbc hl,bc
- ld a,%00100000
- ld (hl),a
- Vram_Pomme1:
- ld bc,25d
- ld de,$D4078B ;Vram debut espace du snake
- Pomme_Y1:
- ld hl,3840d ;j'ajoute à DE 320
- ex de,hl
- add hl,de
- ex de,hl
- pop hl ;je soustrais à HL 25
- or a,a
- sbc hl,bc
- push hl
- jp p,Pomme_Y1 ;si HL est toujours positif, je continue
- ld hl,3840d ;je soustrais à DE le surplus
- ex de,hl
- or a,a
- sbc hl,de
- ex de,hl
- pop hl ;j'ajoute à HL ce qu'il manque
- add hl,bc
- ex de,hl
- ld bc,12d
- Pomme_X1:
- dec e
- add hl,bc
- jp p,Pomme_X1
- or a,a
- sbc hl,bc
- inc e
- ex de,hl
- ld hl,Sprite_Pomme
- call Routine_Srite_Aff
- ;affichage du "votre score : 000" ici (en sprite car écran en mode 8 bpp)
- ;.....................................................
- ;reglage pour test
- ld hl,0d
- ld (score),hl
- ld a,%00011000
- ld hl,$D03375 ;hl4
- ld (hl),a
- ld (hl4),hl
- ld de,$D4CB03 ;de4
- ld (de4),de
- ld hl,$D0335C ;hl3
- ld (hl),a
- ld (hl3),hl
- ld de,$D4BC03 ;de3
- ld (de3),de
- ld hl,$D03343 ;hl2
- ld (hl),a
- ld (hl2),hl
- ld de,$D4AD03 ;de2
- ld (de2),de
- ld hl,$D0332A ;hl1
- ld (hl),a
- ld de,$D49E03 ;de1
- ;.....................................................
- ;Modifie A (registre d'information, direction, pomme, position du serpent)
- ;Affecte hl ;getkey hl,de
- Boucle:
- push hl
- push af
- push de
- ld hl,$F50000
- ld (hl),2
- di
- xor a,a
- Scan_wait:
- cp a,(hl)
- jr nz,Scan_wait
- ;call _getkey ;mettre une boucle à la place
- ld a,$8 ;boucle
- call _DelayTenTimesAms
- pop de
- pop af
- Touche_anti_prof:
- ld hl,$F50012 ;Adresses touches entré
- bit 7,(hl)
- call nz,Routine_touche_anti_prof
- Algo_de_modification_de_A:
- ld hl,$F5001E ;Adresses touches directionnelles
- bit 0,(hl)
- call nz,routineDown
- bit 3,(hl)
- call nz,routineUp
- bit 1,(hl)
- call nz,routineLeft
- bit 2,(hl)
- call nz,routineRight
- ;.....................................................
- ;Ajuste hl1,de1,
- ;Modifie de,hl. Détruit bc.
- Tete:
- pop hl
- Bit 0,a
- call nz,reglage_de_la_tete_Down
- Bit 3,a
- call nz,reglage_de_la_tete_Up
- Bit 1,a
- call nz,reglage_de_la_tete_Left
- Bit 2,a
- call nz,reglage_de_la_tete_Right
- push de
- push af
- ex de,hl ;collision gauche
- ld a,(hl)
- cp a,$03
- call z,Routine_Game_Over
- ld bc,12d ;collision droite
- add hl,bc
- ld a,(hl)
- cp a,$03
- call z,Routine_Game_Over
- or a,a
- sbc hl,bc
- ld bc,3840d ;collision bas
- add hl,bc
- ld a,(hl)
- cp a,$03
- call z,Routine_Game_Over
- or a,a
- sbc hl,bc
- ld bc,1920d ;collision haut
- add hl,bc
- ld a,(hl)
- cp a,$03
- call z,Routine_Game_Over
- or a,a
- sbc hl,bc
- ex de,hl
- call Routine_Srite_Aff
- ld hl,(hl2) ;hl2
- ld de,(de2) ;de2
- ;.....................................................
- ;Apres la tete
- ;Ajuste hl2,de2,
- ;Modifie de,hl. Détruit bc.
- Apres_la_tete_Routine:
- ld c,(hl) ;hl2
- bit 0,C
- call nz,routine_reglage_apres_la_tete_Down
- bit 3,C
- call nz,routine_reglage_apres_la_tete_Up
- bit 1,C
- call nz,routine_reglage_apres_la_tete_Left
- bit 2,C
- call nz,routine_reglage_apres_la_tete_Right
- Apres_la_tete_sprite:
- ;Détruit af,hl. Utilise (hl),bc (pour sauvegarder les directions avant modification de hl).
- ld (hl2),hl
- ld a,(hl) ;hl2
- push af
- cp a,c
- jp nz,routine_apres_la_tete_sprite_rotation
- pop af
- bit 0,c
- call nz,apres_la_tete_sprite_verticale
- bit 3,c
- call nz,apres_la_tete_sprite_verticale
- bit 1,c
- call nz,apres_la_tete_sprite_horizontale
- bit 2,c
- call nz,apres_la_tete_sprite_horizontale
- Affichage_apres_la_tete:
- ld (de2),de
- call Routine_Srite_Aff
- ;.................................................................
- Test_de_colision_avec_pomme
- pop af
- pop de ;de1
- pop hl ;hl1
- push hl
- push de
- push af
- ld a,(hl)
- bit 5,a
- jp z,Queue_Routine
- and a,%11011111
- ld (hl),a
- Alleatoire_Pomme:
- call _Random
- ld hl,449
- call _setxxxxop2
- call _FPMult
- call _convop1
- ex de,hl
- Matrice:
- push hl ;conserve le nombre aleatoire
- ld de,$D03240 ;debut matrice snake
- ld bc,26d ;correction mineur
- add hl,de
- or a,a
- sbc hl,bc
- ld a,(hl)
- pop de
- bit 4,a
- jp nz,Alleatoire_Pomme
- push de
- ld a,%00100000
- ld (hl),a
- Vram_Pomme:
- ld bc,25d
- ld de,$D4078B ;Vram debut espace du snake
- Pomme_Y:
- ld hl,3840d ;j'ajoute à DE 320
- ex de,hl
- add hl,de
- ex de,hl
- pop hl ;je soustrais à HL 25
- or a,a
- sbc hl,bc
- push hl
- jp p,Pomme_Y ;si HL est toujours positif, je continue
- ld hl,3840d ;je soustrais à DE le surplus
- ex de,hl
- or a,a
- sbc hl,de
- ex de,hl
- pop hl ;j'ajoute à HL ce qu'il manque
- add hl,bc
- ex de,hl
- ld bc,12d
- Pomme_X:
- dec e
- add hl,bc
- jp p,Pomme_X
- or a,a
- sbc hl,bc
- inc e
- ex de,hl
- ld hl,Sprite_Pomme
- call Routine_Srite_Aff
- ld hl,(score) ;score incrémentation
- inc hl
- ld (score),hl
- ;affichage du score ici
- pop af
- pop de ;de1
- pop hl ;hl1
- jp Boucle
- ;.................................................................
- ;reglage de la queue
- ;detruit BC. ajuste HL3,DE3. n'affecte pas A
- Queue_Routine:
- ld hl,(hl3) ;hl3
- ld de,(de3) ;de3
- ld a,(hl)
- bit 0,a ;hl3
- call nz,routine_reglage_de_la_queue_Down
- bit 3,a
- call nz,routine_reglage_de_la_queue_Up
- bit 1,a
- call nz,routine_reglage_de_la_queue_Left
- bit 2,a
- call nz,routine_reglage_de_la_queue_Right
- Queue_Sprite:
- ld (hl3),hl
- ld c,(hl)
- push af
- cp a,c
- jp nz,routine_sprite_affichage_queue_rotation
- pop af
- bit 0,a
- call nz,routine_sprite_affichage_queue_Down
- bit 3,a
- call nz,routine_sprite_affichage_queue_Up
- bit 1,a
- call nz,routine_sprite_affichage_queue_Left
- bit 2,a
- call nz,routine_sprite_affichage_queue_Right
- Affichage_de_la_queue:
- ld (de3),de ;de3
- call Routine_Srite_Aff
- ld hl,(hl4)
- ld de,(de4)
- ;.................................................................
- ;reglage de l'effacement
- ;detruit BC. ajuste HL4,DE4. n'affecte pas A
- ld a,(hl)
- ld c,0d ;mis à 0 de hl
- ld (hl),c
- bit 0,a
- call nz,routine_reglage_de_la_queue_Down
- bit 3,a
- call nz,routine_reglage_de_la_queue_Up
- bit 1,a
- call nz,routine_reglage_de_la_queue_Left
- bit 2,a
- call nz,routine_reglage_de_la_queue_Right
- ld (hl4),hl
- ld (de4),de
- ex de,hl
- ld a,12d
- RoutineEff:
- ld bc,11d
- ld (hl),0d
- ex de,hl
- or a,a
- sbc hl,hl
- add hl,de
- inc de
- ldir
- ld bc,309d
- add hl,bc
- dec a
- jr nz,RoutineEff
- pop af
- pop de ;de1
- pop hl ;hl1
- push af
- ld a,(hl)
- bit 4,a ;collision avec le serpent
- call nz,Routine_Game_Over
- pop af
- jp Boucle
- ;.....................................................
- ;Routine affichage de l'écran
- RoutineVerticale:
- ld bc,320d
- ld (hl),2d
- add hl,bc
- dec a
- jr nz,RoutineVerticale
- ret
- RoutineHorizontale:
- ld (hl),2d
- ex de,hl
- or a,a
- sbc hl,hl
- add hl,de
- inc de
- ldir
- ret
- ;.....................................................
- ;Routine touche anti-prof et game over
- Routine_touche_anti_prof:
- call _boot_ClearVRAM
- ld a,$2D
- ld ($E30018),a
- ld hl,$0728C0
- push hl
- ret
- Routine_Game_Over:
- call _boot_ClearVRAM
- ld a,$2D
- ld ($E30018),a
- ld hl, $A0\ ld (penrow),hl
- ld hl, $78\ ld (pencol),hl
- ld hl,Text_Game_Over
- call _vputs
- call _getkey
- ld hl,$0728C0
- push hl
- ret
- ;.....................................................
- ;Routine de A (direction)
- routineDown:
- pop bc
- bit 3,a
- jp nz,Tete
- and a,%11110000
- or a, %00010001
- push bc
- ret
- routineUp:
- pop bc
- bit 0,a
- jp nz,Tete
- and a,%11110000
- or a, %00011000
- push bc
- ret
- routineLeft:
- pop bc
- bit 2,a
- jp nz,Tete
- and a,%11110000
- or a, %00010010
- push bc
- ret
- routineRight:
- pop bc
- bit 1,a
- jp nz,Tete
- and a,%11110000
- or a, %00010100
- push bc
- ret
- ;.................................................................
- ;reglage de la tete
- ;detruit BC. ajuste HL,DE. n'affecte pas A
- reglage_de_la_tete_Down:
- pop ix
- ld (hl),a ;hl1 <- a
- ld bc,25d ;adjuste hl1
- add hl,bc
- ld bc,3840d ;adjuste de1
- ex de,hl
- add hl,bc
- ex de,hl
- push hl ;save hl1
- ld hl,sprite_aff_tete_Down
- push ix
- ret
- reglage_de_la_tete_Up:
- pop ix
- ld (hl),a ;hl1 <- a
- ld bc,25d ;adjuste hl1
- or a,a
- sbc hl,bc
- ld bc,3840d ;adjuste de1
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- push hl ;save hl1
- ld hl,sprite_aff_tete_Up
- push ix
- ret
- reglage_de_la_tete_Left:
- pop ix
- ld (hl),a ;hl1 <- a
- dec hl ;adjuste hl1
- ld bc,12d ;adjuste de1
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- push hl ;save hl1
- ld hl,sprite_aff_tete_Left
- push ix
- ret
- reglage_de_la_tete_Right:
- pop ix
- ld (hl),a ;hl1 <- a
- inc hl ;adjuste hl1
- ld bc,12d ;adjuste de1
- ex de,hl
- add hl,bc
- ex de,hl
- push hl ;save hl1
- ld hl,sprite_aff_tete_Right
- push ix
- ret
- ;......................................................
- ;routine de reglage apres la tete
- ;detruit bc, regle hl(hl2),de(de2)
- routine_reglage_apres_la_tete_Down:
- push bc
- ld bc,25d ;hl2
- add hl,bc
- ld bc,3840d ;de2
- ex de,hl
- add hl,bc
- ex de,hl
- pop bc
- ret
- routine_reglage_apres_la_tete_Up:
- push bc
- ld bc,25d ;hl2
- or a,a
- sbc hl,bc
- ld bc,3840d ;de2
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- pop bc
- ret
- routine_reglage_apres_la_tete_Left:
- push bc
- dec hl ;hl2
- ld bc,12d ;de2
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- pop bc
- ret
- routine_reglage_apres_la_tete_Right:
- push bc
- inc hl ;hl2
- ld bc,12d ;de2
- ex de,hl
- add hl,bc
- ex de,hl
- pop bc
- ret
- ;.................................................................
- routine_apres_la_tete_sprite_rotation:
- pop af
- BIT 0,C
- JR nz,ABit0R
- BIT 3,C
- JR nz,ABit3R
- BIT 1,C
- JR nz,ABit1R
- JR z,ABit2R
- ABit0R:
- BIT 1,A
- CALL nz,GetSpriteAAR1
- CALL z,GetSpriteAAR2
- JP Affichage_apres_la_tete
- ABit3R:
- BIT 1,A
- CALL nz,GetSpriteAAR3
- CALL z,GetSpriteAAR4
- JP Affichage_apres_la_tete
- ABit1R:
- BIT 0,A
- CALL nz,GetSpriteAAR4
- CALL z,GetSpriteAAR2
- JP Affichage_apres_la_tete
- ABit2R:
- BIT 0,A
- CALL nz,GetSpriteAAR3
- CALL z,GetSpriteAAR1
- JP Affichage_apres_la_tete
- ;........................................................
- ;routine Apres la tete sprite
- apres_la_tete_sprite_verticale:
- LD HL,SpriteAAHorizontale
- RET
- apres_la_tete_sprite_horizontale:
- LD HL,SpriteAAVerticale
- RET
- GetSpriteAAR1:
- LD HL,SpriteAAR1
- RET
- GetSpriteAAR2:
- LD HL,SpriteAAR2
- RET
- GetSpriteAAR3:
- LD HL,SpriteAAR3
- RET
- GetSpriteAAR4:
- LD HL,SpriteAAR4
- RET
- ;.................................................................
- ;reglage de la queue
- ;detruit BC. ajuste HL,DE. n'affecte pas A
- routine_reglage_de_la_queue_Down:
- ld bc,25d ;adjuste hl3
- add hl,bc
- ld bc,3840d ;adjuste de3
- ex de,hl
- add hl,bc
- ex de,hl
- ret
- routine_reglage_de_la_queue_Up:
- ld bc,25d ;adjuste hl3
- or a,a
- sbc hl,bc
- ld bc,3840d ;adjuste de3
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- ret
- routine_reglage_de_la_queue_Left:
- dec hl ;adjuste hl3
- ld bc,12d ;adjuste de3
- ex de,hl
- or a,a
- sbc hl,bc
- ex de,hl
- ret
- routine_reglage_de_la_queue_Right:
- inc hl ;adjuste hl3
- ld bc,12d ;adjuste de3
- ex de,hl
- add hl,bc
- ex de,hl
- ret
- ;.................................................................
- ;Routine pour faire les rotation de la queue
- routine_sprite_affichage_queue_rotation:
- pop af
- bit 0,c
- call nz,routine_sprite_affichage_queue_Down
- bit 3,c
- call nz,routine_sprite_affichage_queue_Up
- bit 1,c
- call nz,routine_sprite_affichage_queue_Left
- bit 2,c
- call nz,routine_sprite_affichage_queue_Right
- jp Affichage_de_la_queue
- ;.................................................................
- ;Routine affichage de la queue
- routine_sprite_affichage_queue_Down:
- ld hl,sprite_aff_queue_Down
- ret
- routine_sprite_affichage_queue_Up:
- ld hl,sprite_aff_queue_Up
- ret
- routine_sprite_affichage_queue_Left:
- ld hl,sprite_aff_queue_Left
- ret
- routine_sprite_affichage_queue_Right:
- ld hl,sprite_aff_queue_Right
- ret
- ;.................................................................
- ;Affiche des sprite de 12*12
- ;détruit af,bc,hl,de.
- Routine_Srite_Aff:
- LD A,12d
- CopyLineA:
- LD BC,12d
- LDIR
- LD BC,308d
- EX DE,HL
- ADD HL,BC
- EX DE,HL
- DEC A
- JR nz,CopyLineA
- RET
- ;........................................................
- ;texte
- Text_Game_Over:
- .db "Game Over",0
- ;........................................................
- ;Sprite de la tête
- sprite_aff_tete_Down:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,1,1,1,1,1,1,1,1,0,0
- .db 0,0,0,1,1,1,1,1,1,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- sprite_aff_tete_Up:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,1,1,1,1,1,1,0,0,0
- .db 0,0,1,1,1,1,1,1,1,1,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- sprite_aff_tete_Left:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,1,0,0,0,0,0,0,0,0
- .db 0,0,1,1,0,0,0,0,0,0,0,0
- .db 0,1,1,1,0,0,0,0,0,0,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 0,1,1,1,0,0,0,0,0,0,0,0
- .db 0,0,1,1,0,0,0,0,0,0,0,0
- .db 0,0,0,1,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- sprite_aff_tete_Right:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,1,0,0,0
- .db 0,0,0,0,0,0,0,0,1,1,0,0
- .db 0,0,0,0,0,0,0,0,1,1,1,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 0,0,0,0,0,0,0,0,1,1,1,0
- .db 0,0,0,0,0,0,0,0,1,1,0,0
- .db 0,0,0,0,0,0,0,0,1,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- ;........................................................
- ;Sprites Après la tête
- SpriteAAHorizontale:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- SpriteAAVerticale:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 1,1,1,1,1,1,1,1,1,1,1,1
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- ;........................................................
- ;Sprites Après la tête rotation
- SpriteAAR1:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,0,0,0,0,0
- .db 0,0,0,1,1,1,1,0,0,0,0,0
- .db 1,1,1,1,1,1,0,0,0,0,0,0
- .db 1,1,1,1,1,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- SpriteAAR2:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,1,1,0,0,0
- .db 0,0,0,0,0,0,1,1,1,1,1,1
- .db 0,0,0,0,0,0,0,1,1,1,1,1
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- SpriteAAR3:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 1,1,1,1,1,0,0,0,0,0,0,0
- .db 1,1,1,1,1,1,0,0,0,0,0,0
- .db 0,0,0,1,1,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- SpriteAAR4:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,1,1,1,1,1
- .db 0,0,0,0,0,0,1,1,1,1,1,1
- .db 0,0,0,0,0,1,1,1,1,0,0,0
- .db 0,0,0,0,0,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- ;........................................................
- ;La Queue
- sprite_aff_queue_Down:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0,0
- sprite_aff_queue_Up:
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- sprite_aff_queue_Left:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,1,1,1,0,0,0,0,0,0,0
- .db 1,1,1,1,1,1,1,1,1,0,0,0
- .db 1,1,1,1,1,1,1,1,1,0,0,0
- .db 0,0,1,1,1,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- sprite_aff_queue_Right:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,1,1,1,0,0
- .db 0,0,0,1,1,1,1,1,1,1,1,1
- .db 0,0,0,1,1,1,1,1,1,1,1,1
- .db 0,0,0,0,0,0,0,1,1,1,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- ;........................................................
- ;La pomme
- Sprite_Pomme:
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,2,0,0,0
- .db 0,0,0,0,0,0,0,2,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,1,1,2,2,1,1,0,0,0
- .db 0,0,0,1,1,2,2,1,1,0,0,0
- .db 0,0,0,0,1,1,1,1,0,0,0,0
- .db 0,0,0,0,0,1,1,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0
- .db 0,0,0,0,0,0,0,0,0,0,0,0,0
- .end
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