-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathpillarcon.asm
More file actions
1647 lines (1296 loc) · 25.6 KB
/
Copy pathpillarcon.asm
File metadata and controls
1647 lines (1296 loc) · 25.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
.inesprg 2
.ineschr 1
.inesmap 0
.inesmir 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.rsset $0000
music .rs 16
pointerBackgroundLowByte .rs 1
pointerBackgroundHighByte .rs 1
jumping .rs 1
falling .rs 1
jumpingVelocity .rs 1
movementSpeed .rs 1
projectileSpeed .rs 1
playerHealth .rs 1
enemyHealth .rs 1
iFrames .rs 1
enemyIFrames .rs 1
deathSpeed .rs 1
deathTimer .rs 1
enemyDeathTimer .rs 1
movementEnabled .rs 1
firingProjectile .rs 1
firingProjectile2 .rs 1
firingProjectile3 .rs 1
projectile1Direction .rs 1
projectile2Direction .rs 1
projectile3Direction .rs 1
gameOver .rs 1
gameOverLoaded .rs 1
gameWin .rs 1
gameWinLoaded .rs 1
titleScreen .rs 1
creditsScreen .rs 1
creditsScreenLoaded .rs 1
gameInProgress .rs 1
introScene .rs 1
introSceneLoaded .rs 1
introSceneTimer .rs 1
introScene2 .rs 1
introSceneLoaded2 .rs 1
introSceneTimer2 .rs 1
introDialog .rs 1
introDialogLoaded .rs 1
advanceDialog .rs 1
currentDialogScreen .rs 1
endOfDialog .rs 1
dialogDelay .rs 1
creditsOptionSelected .rs 1
selectButtonHeldDown .rs 1
enemyFireTimer .rs 1
enemyDirection .rs 1
travelerVisibility .rs 1
playerVisibility .rs 1
travelTransition .rs 1
travelTransitionLoaded .rs 1
travelTransitionTimer .rs 1
buttonPressedB .rs 1
buttonBReleased .rs 1
runAnimationTimer .rs 1
buttonLeftPressed .rs 1
buttonRightPressed .rs 1
facingRight .rs 1
enemyAnimationTimer .rs 1
.include "reference/spriteMemoryLocations.asm"
musicLoad = $A050
musicInit = $A999
musicPlay = $A99C
.bank 0
.org $8000
RESET:
SEI
CLD
LDX #$40
STX $4017 ; Disable APU frame IRQ
LDX #$FF
TXS
JSR DisableGraphics
JSR VBlank
ClearMemory:
LDA #$00
STA $0000, x
STA $0100, x
STA $0300, x
STA $0400, x
STA $0500, x
STA $0600, x
STA $0700, x
LDA #$FE
STA $0200, x
INX
BNE ClearMemory
JSR VBlank
LDA #$00
LDX #$00
ClearAudio:
STA $4000, x
INX
CPX #$0F
BNE ClearAudio
LDA #$10
STA $4010
LDA #$00
STA $4011
STA $4012
STA $4013
LDA #%00001111
STA $4015
LDA #$00
LDX #$00
JSR musicInit
LDA #$01
STA titleScreen
STA jumpingVelocity
STA movementSpeed
STA deathSpeed
LDA #$03
STA playerHealth
STA projectileSpeed
LDA #$06
STA enemyHealth
LDA #$3C
STA deathTimer
STA enemyDeathTimer
JSR LoadTitlePalettes
LDA #LOW(backgroundTitle)
STA pointerBackgroundLowByte
LDA #HIGH(backgroundTitle)
STA pointerBackgroundHighByte
JSR LoadBackground
JSR LoadAttributeTitle
JSR EnableGraphicsPattern2
InfiniteLoop:
JMP InfiniteLoop
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.bank 1
.org musicLoad
.incbin "music.bin"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
.bank 2
.org $C000
NMI:
LDA #$00
STA $2003
LDA #$03
STA $4014
.include "graphics/gameStatusLoader.asm"
ReadController:
LDA titleScreen
BNE ReadTitleScreenControls
JMP ReadGameplayControls
ReadTitleScreenControls:
.include "controls/titleScreenControls.asm"
ReadGameplayControls:
.include "controls/gameplayControls.asm"
EndReadController:
GameVictory:
LDA gameWin
BEQ EndGameVictory
JMP EndCurrentFrame
EndGameVictory:
GameOver:
LDA gameOver
BEQ EndGameOver
JMP EndCurrentFrame
EndGameOver:
Credits:
LDA creditsScreen
BEQ EndCredits
JMP EndCurrentFrame
EndCredits:
LDA playerHealth
BNE MoveProjectile
JMP Die
MoveProjectile:
LDA projectileX
CMP #$F8
BCS HideProjectile
CMP #$04
BCC HideProjectile
LDA projectile1Direction
BEQ .MoveProjectileLeft
LDA projectileX
CLC
ADC projectileSpeed
STA projectileX
JMP HideProjectileEnd
.MoveProjectileLeft:
LDA projectileX
SEC
SBC projectileSpeed
STA projectileX
JMP HideProjectileEnd
HideProjectile:
LDA #$FF
STA projectileY
HideProjectileEnd:
MoveProjectile2:
LDA projectile2X
CMP #$F8
BCS HideProjectile2
CMP #$04
BCC HideProjectile2
LDA projectile2Direction
BEQ .MoveProjectileLeft
LDA projectile2X
CLC
ADC projectileSpeed
STA projectile2X
JMP HideProjectile2End
.MoveProjectileLeft:
LDA projectile2X
SEC
SBC projectileSpeed
STA projectile2X
JMP HideProjectile2End
HideProjectile2:
LDA #$FF
STA projectile2Y
HideProjectile2End:
MoveProjectile3:
LDA projectile3X
CMP #$F8
BCS HideProjectile3
CMP #$04
BCC HideProjectile3
LDA projectile3Direction
BEQ .MoveProjectileLeft
LDA projectile3X
CLC
ADC projectileSpeed
STA projectile3X
JMP HideProjectile3End
.MoveProjectileLeft:
LDA projectile3X
SEC
SBC projectileSpeed
STA projectile3X
JMP HideProjectile3End
HideProjectile3:
LDA #$FF
STA projectile3Y
HideProjectile3End:
CheckFiringStatus:
LDX #$00
LDA projectileY
CMP #$FF
BNE .CheckProjectile2
STX firingProjectile
.CheckProjectile2:
LDA projectile2Y
CMP #$FF
BNE .CheckProjectile3
STX firingProjectile2
.CheckProjectile3:
LDA projectile3Y
CMP #$FF
BNE EndCheckFiringStatus
STX firingProjectile3
EndCheckFiringStatus:
SetJumpingVelocity:
LDA playerSprite1Y
CMP #$88
BCS .MidVelocity
LDA #$01
STA jumpingVelocity
JMP EndSetJumpingVelocity
.MidVelocity:
LDA playerSprite1Y
CMP #$92
BCS .FastVelocity
LDA #$02
STA jumpingVelocity
JMP EndSetJumpingVelocity
.FastVelocity:
LDA #$03
STA jumpingVelocity
EndSetJumpingVelocity:
Jump:
LDA jumping
BNE StartJump
JMP EndJump
StartJump:
LDA playerSprite1Attr
AND #%01000000
BEQ .FacingRight
LDA #$C0
STA playerSprite1Tile
LDA #$BF
STA playerSprite2Tile
LDA #$BE
STA playerSprite3Tile
LDA #$C3
STA playerSprite4Tile
LDA #$C2
STA playerSprite5Tile
LDA #$C1
STA playerSprite6Tile
LDA #$C6
STA playerSprite7Tile
LDA #$C5
STA playerSprite8Tile
LDA #$C4
STA playerSprite9Tile
JMP .EndJumpSprite
.FacingRight:
LDA #$BE
STA playerSprite1Tile
LDA #$BF
STA playerSprite2Tile
LDA #$C0
STA playerSprite3Tile
LDA #$C1
STA playerSprite4Tile
LDA #$C2
STA playerSprite5Tile
LDA #$C3
STA playerSprite6Tile
LDA #$C4
STA playerSprite7Tile
LDA #$C5
STA playerSprite8Tile
LDA #$C6
STA playerSprite9Tile
.EndJumpSprite:
LDA playerSprite1Y
CMP #$80
BEQ Fall
LDA falling
BNE Fall
SEC
LDA playerSprite1Y
SBC jumpingVelocity
STA playerSprite1Y
LDA playerSprite2Y
SBC jumpingVelocity
STA playerSprite2Y
LDA playerSprite3Y
SBC jumpingVelocity
STA playerSprite3Y
LDA playerSprite4Y
SBC jumpingVelocity
STA playerSprite4Y
LDA playerSprite5Y
SBC jumpingVelocity
STA playerSprite5Y
LDA playerSprite6Y
SBC jumpingVelocity
STA playerSprite6Y
LDA playerSprite7Y
SBC jumpingVelocity
STA playerSprite7Y
LDA playerSprite8Y
SBC jumpingVelocity
STA playerSprite8Y
LDA playerSprite9Y
SBC jumpingVelocity
STA playerSprite9Y
JMP EndJump
Fall:
LDA #$01
STA falling
LandOnFloor:
LDA playerSprite1Y
CMP #$A8
BCS CompleteJump
CLC
LDA playerSprite1Y
ADC jumpingVelocity
STA playerSprite1Y
LDA playerSprite2Y
ADC jumpingVelocity
STA playerSprite2Y
LDA playerSprite3Y
ADC jumpingVelocity
STA playerSprite3Y
LDA playerSprite4Y
ADC jumpingVelocity
STA playerSprite4Y
LDA playerSprite5Y
ADC jumpingVelocity
STA playerSprite5Y
LDA playerSprite6Y
ADC jumpingVelocity
STA playerSprite6Y
LDA playerSprite7Y
ADC jumpingVelocity
STA playerSprite7Y
LDA playerSprite8Y
ADC jumpingVelocity
STA playerSprite8Y
LDA playerSprite9Y
ADC jumpingVelocity
STA playerSprite9Y
JMP EndJump
CompleteJump:
LDA playerSprite1Attr
AND #%01000000
BEQ .FacingRight
LDA #$7F
STA playerSprite1Tile
LDA #$7E
STA playerSprite2Tile
LDA #$7D
STA playerSprite3Tile
LDA #$82
STA playerSprite4Tile
LDA #$81
STA playerSprite5Tile
LDA #$80
STA playerSprite6Tile
LDA #$85
STA playerSprite7Tile
LDA #$84
STA playerSprite8Tile
LDA #$83
STA playerSprite9Tile
JMP .EndJumpSprite
.FacingRight:
LDA #$7D
STA playerSprite1Tile
LDA #$7E
STA playerSprite2Tile
LDA #$7F
STA playerSprite3Tile
LDA #$80
STA playerSprite4Tile
LDA #$81
STA playerSprite5Tile
LDA #$82
STA playerSprite6Tile
LDA #$83
STA playerSprite7Tile
LDA #$84
STA playerSprite8Tile
LDA #$85
STA playerSprite9Tile
.EndJumpSprite:
LDA #$A8
STA playerSprite1Y
STA playerSprite2Y
STA playerSprite3Y
LDA #$B0
STA playerSprite4Y
STA playerSprite5Y
STA playerSprite6Y
LDA #$B8
STA playerSprite7Y
STA playerSprite8Y
STA playerSprite9Y
LDA #$00
STA jumping
LDA #$00
STA falling
EndJump:
IdlePose:
LDA jumping
BEQ .CheckMovement
JMP EndIdlePose
.CheckMovement:
LDA buttonLeftPressed
ORA buttonRightPressed
BEQ .StartIdlePose
JMP EndIdlePose
.StartIdlePose:
LDA playerSprite1Attr
CMP #%00000011
BEQ .FaceRight
LDA #$7F
STA playerSprite1Tile
LDA #$7E
STA playerSprite2Tile
LDA #$7D
STA playerSprite3Tile
LDA #$81
STA playerSprite5Tile
LDA #$80
STA playerSprite6Tile
LDA #$84
STA playerSprite8Tile
LDA #$83
STA playerSprite9Tile
LDA buttonPressedB
BNE .IdlePose
LDA #$82
STA playerSprite4Tile
LDA #$85
STA playerSprite7Tile
JMP EndIdlePose
.IdlePose:
LDA #$86
STA playerSprite4Tile
LDA #$87
STA playerSprite7Tile
JMP EndIdlePose
.FaceRight:
LDA #$7D
STA playerSprite1Tile
LDA #$7E
STA playerSprite2Tile
LDA #$7F
STA playerSprite3Tile
LDA #$80
STA playerSprite4Tile
LDA #$81
STA playerSprite5Tile
LDA #$83
STA playerSprite7Tile
LDA #$84
STA playerSprite8Tile
LDA buttonPressedB
BNE .IdlePoseRight
LDA #$82
STA playerSprite6Tile
LDA #$85
STA playerSprite9Tile
JMP EndIdlePose
.IdlePoseRight:
LDA #$86
STA playerSprite6Tile
LDA #$87
STA playerSprite9Tile
EndIdlePose:
ChangeEnemyDirection:
LDA enemySprite1X
CMP #$01
BEQ .TurnRight
LDA enemySprite3X
CMP #$F0
BEQ .TurnLeft
JMP EndChangeEnemyDirection
.TurnLeft:
LDA #$00
STA enemyDirection
JSR FlipEnemySprite
JMP EndChangeEnemyDirection
.TurnRight:
LDA #$01
STA enemyDirection
JSR FlipEnemySprite
EndChangeEnemyDirection:
MoveEnemy:
LDA gameInProgress
BEQ EndMoveEnemy
LDA enemyHealth
BEQ EndMoveEnemy
LDA enemyDirection
BNE .MoveRight
JSR MoveEnemyLeft
JMP EndMoveEnemy
.MoveRight:
JSR MoveEnemyRight
EndMoveEnemy:
AnimateEnemyLeft:
LDA enemyDirection
BEQ .Animate
JMP EndAnimateEnemyLeft
.Animate:
INC enemyAnimationTimer
LDA enemyAnimationTimer
CMP #$30
BNE .RunTimer
LDA #$00
STA enemyAnimationTimer
.RunTimer:
LDA enemyAnimationTimer
CMP #$24
BCS .RunFrame2
CMP #$18
BCS .RunFrame3
CMP #$0C
BCS .RunFrame2
CMP #$00
BCS .RunFrame1
.RunFrame1:
LDA #$8C
STA enemySprite4Tile
LDA #$8D
STA enemySprite5Tile
LDA #$8E
STA enemySprite6Tile
LDA #$8F
STA enemySprite7Tile
LDA #$90
STA enemySprite8Tile
LDA #$91
STA enemySprite9Tile
JMP EndAnimateEnemyLeft
.RunFrame2:
LDA #$D9
STA enemySprite4Tile
LDA #$DA
STA enemySprite5Tile
LDA #$DB
STA enemySprite6Tile
LDA #$DC
STA enemySprite7Tile
LDA #$DD
STA enemySprite8Tile
LDA #$DE
STA enemySprite9Tile
JMP EndAnimateEnemyLeft
.RunFrame3:
LDA #$8C
STA enemySprite4Tile
LDA #$8D
STA enemySprite5Tile
LDA #$8E
STA enemySprite6Tile
LDA #$DF
STA enemySprite7Tile
LDA #$E0
STA enemySprite8Tile
LDA #$E1
STA enemySprite9Tile
JMP EndAnimateEnemyLeft
EndAnimateEnemyLeft:
AnimateEnemyRight:
LDA enemyDirection
BNE .Animate
JMP EndAnimateEnemyRight
.Animate:
INC enemyAnimationTimer
LDA enemyAnimationTimer
CMP #$30
BNE .RunTimer
LDA #$00
STA enemyAnimationTimer
.RunTimer:
LDA enemyAnimationTimer
CMP #$24
BCS .RunFrame2
CMP #$18
BCS .RunFrame3
CMP #$0C
BCS .RunFrame2
CMP #$00
BCS .RunFrame1
.RunFrame1:
LDA #$8E
STA enemySprite4Tile
LDA #$8D
STA enemySprite5Tile
LDA #$8C
STA enemySprite6Tile
LDA #$91
STA enemySprite7Tile
LDA #$90
STA enemySprite8Tile
LDA #$8F
STA enemySprite9Tile
JMP EndAnimateEnemyRight
.RunFrame2:
LDA #$DB
STA enemySprite4Tile
LDA #$DA
STA enemySprite5Tile
LDA #$D9
STA enemySprite6Tile
LDA #$DE
STA enemySprite7Tile
LDA #$DD
STA enemySprite8Tile
LDA #$DC
STA enemySprite9Tile
JMP EndAnimateEnemyRight
.RunFrame3:
LDA #$8E
STA enemySprite4Tile
LDA #$8D
STA enemySprite5Tile
LDA #$8C
STA enemySprite6Tile
LDA #$E1
STA enemySprite7Tile
LDA #$E0
STA enemySprite8Tile
LDA #$DF
STA enemySprite9Tile
JMP EndAnimateEnemyRight
EndAnimateEnemyRight:
CheckProjectileCollision:
LDA enemyDeathTimer
CMP #$3C
BEQ .CheckCollision1
JMP EnemyDie
.CheckCollision1:
LDA projectileX
CLC
ADC #$08
CMP enemySprite1X
BCS .CheckCollision2
JMP CheckProjectile2Collision
.CheckCollision2:
LDA projectileX
SEC
SBC #$08
CMP enemySprite3X
BCC .CheckCollision3
JMP CheckProjectile2Collision
.CheckCollision3:
LDA projectileY
CMP enemySprite1Y
BCS .CheckCollision4
JMP CheckProjectile2Collision
.CheckCollision4:
LDA projectileY
CMP enemySprite8Y
BCS CheckProjectile2Collision
LDA #$FF
STA projectileY
JMP EnemyLoseHealth
CheckProjectile2Collision:
LDA enemyDeathTimer
CMP #$3C
BEQ .CheckCollision1
JMP EnemyDie
.CheckCollision1:
LDA projectile2X
CLC
ADC #$08
CMP enemySprite1X
BCS .CheckCollision2
JMP CheckProjectile3Collision
.CheckCollision2:
LDA projectile2X
SEC
SBC #$08
CMP enemySprite3X
BCC .CheckCollision3
JMP CheckProjectile3Collision
.CheckCollision3:
LDA projectile2Y
CMP enemySprite1Y
BCS .CheckCollision4
JMP CheckProjectile3Collision
.CheckCollision4:
LDA projectile2Y
CMP enemySprite8Y
BCS CheckProjectile3Collision
LDA #$FF
STA projectile2Y
JMP EnemyLoseHealth
CheckProjectile3Collision:
LDA enemyDeathTimer
CMP #$3C
BEQ .CheckCollision1
JMP EnemyDie
.CheckCollision1:
LDA projectile3X
CLC
ADC #$08
CMP enemySprite1X
BCS .CheckCollision2
JMP EndCheckProjectileCollision
.CheckCollision2:
LDA projectile3X
SEC
SBC #$08
CMP enemySprite3X
BCC .CheckCollision3
JMP EndCheckProjectileCollision
.CheckCollision3:
LDA projectile3Y
CMP enemySprite1Y
BCS .CheckCollision4
JMP EndCheckProjectileCollision
.CheckCollision4:
LDA projectile3Y
CMP enemySprite8Y
BCC EnemyLoseHealth
JMP EndCheckProjectileCollision
LDA #$FF
STA projectile3Y
EnemyLoseHealth:
LDA enemyIFrames
BNE EndEnemyLoseHealth
DEC enemyHealth
LDA #$20
STA $2006
LDA #$39
CLC
ADC enemyHealth
STA $2006
LDA #$01
STA $2007
LDA #$3C
STA enemyIFrames
EndEnemyLoseHealth:
LDA enemyHealth
BEQ EnemyDie
JMP EndCheckProjectileCollision
EnemyDie:
LDA enemyDeathTimer
BNE MoveEnemyParts
LDA #$FF
STA enemySprite1Y
STA enemySprite2Y
STA enemySprite3Y
STA enemySprite4Y
STA enemySprite5Y
STA enemySprite6Y
STA enemySprite7Y
STA enemySprite8Y
STA enemySprite9Y
LDA #$01
STA gameWin
JMP CheckGameVictory
MoveEnemyParts:
DEC enemySprite1Y
DEC enemySprite1X
DEC enemySprite2Y
DEC enemySprite3Y
INC enemySprite3X
DEC enemySprite4X
INC enemySprite6X
INC enemySprite7Y
DEC enemySprite7X
INC enemySprite8Y
INC enemySprite9Y