ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 1.
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                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 2.
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                             19 .include "generator.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  GENERATOR SYSTEM
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                     000A    29 init_max2wait=10
                     000F    30 Minwait2gen=15
                     000A    31 min_nshots=10
                     0064    32 maxShots=100
                     0001    33 Subwait2gen=1
                     000F    34 Addn_shots=15
                     001E    35 ahmed = 30
                     0028    36 SpeedUp1=40
                     003C    37 SpeedUp2=60
                             38 
                             39 
                             40 
                             41 ;;---------------------
                             42 ;; PERSONAJE PRINCIPAL
                             43 ;;---------------------
                             44 .globl _spr_viking
                             45 
                             46 ;;--------------------------------
                             47 ;; PERSONAJE PRINCIPAL ANIMATION
                             48 ;;---------------------------------
                             49 .globl _spr_viking_animation
                             50 ;;-----------
                             51 ;; CHUPITOS
                             52 ;;-----------
                             53 .globl _spr_vaso_amarillo
                             54 .globl _spr_vaso_azul
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 3.
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                             55 .globl _spr_vaso_morado
                             56 .globl _spr_vaso_naranja
                             57 .globl _spr_vaso_rojo
                             58 .globl _spr_vaso_verde
                             59 
                             60 ;;-----------------------
                             61 ;;  CHUPITOS ANIMATIONS
                             62 ;;-----------------------
                             63 
                             64 .globl _spr_vaso_amarillo_animation
                             65 .globl _spr_vaso_azul_animation
                             66 .globl _spr_vaso_morado_animation
                             67 .globl _spr_vaso_naranja_animation
                             68 .globl _spr_vaso_rojo_animation
                             69 .globl _spr_vaso_verde_animation
                             70 
                             71 ;;-----------------
                             72 ;; BOTELLA AGUA
                             73 ;;-----------------
                             74 .globl _spr_botella
                             75 
                             76 ;;-------------------------
                             77 ;; BOTELLA AGUA ANIMATION
                             78 ;;--------------------------
                             79 .globl _spr_botella_animation
                             80 
                             81 ;;----------
                             82 ;; VIDA
                             83 ;;----------
                             84 .globl _spr_vida_0
                             85 .globl _spr_vida_1
                             86 .globl _spr_vida_2
                             87 .globl _spr_vida_3
                             88 
                             89 ;;-----------------
                             90 ;; GANAR BOTELLAS
                             91 ;;-----------------
                             92 .globl _spr_botella_winner_0
                             93 .globl _spr_botella_winner_1
                             94 .globl _spr_botella_winner_2
                             95 .globl _spr_botella_winner_3
                             96 .globl _spr_botella_winner_4
                             97 .globl _spr_botella_winner_5
                             98 
                             99 
                            100 ;;----------
                            101 ;; GRASS
                            102 ;;----------
                            103 .globl _spr_grass
                            104 .globl _spr_aranya
                            105 
                            106 ;;;;;;;;;;;;;;;;;;;;;;;;;;
                            107 ;;  GENERAL FUNCTIONS   ;;
                            108 ;;;;;;;;;;;;;;;;;;;;;;;;;;
                            109 .globl sys_generator_init_game
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 4.
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                            110 ;;.globl sys_generator_init_menu
                            111 .globl sys_generator_update
                            112 
                            113 .globl sys_generator_expShot
                            114 .globl sys_generator_expBottle
                            115 
                            116 
                            117 .globl initVida
                            118 .globl initBottle
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 5.
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                             20 
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 6.
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                             21 .include "man/entity.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  ENTITY MANAGER
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                     001D    28 entity_size=29 
                     0028    29 entity_array_size=40
                     0488    30 entity_array_bytes_size=entity_size*entity_array_size
                             31  
                             32 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             33 ;;                      Index                            ;;
                             34 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                     0000    35 e_type=0
                     0001    36 e_x=1
                     0002    37 e_y=2
                     0003    38 e_vx=3
                     0004    39 e_vy=4
                     0005    40 e_w=5
                     0006    41 e_h=6
                     0007    42 e_ia2=7
                     0008    43 e_ia1=8
                     0009    44 e_coli2=9
                     000A    45 e_coli1=10
                     000B    46 e_phy2=11
                     000C    47 e_phy1=12
                     000D    48 e_sprite2=13
                     000E    49 e_sprite1=14
                     000F    50 e_prevPos2=15
                     0010    51 e_prevPos1=16
                     0011    52 e_score=17
                     0012    53 e_subType=18
                     0013    54 e_anime2=19
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 7.
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                     0014    55 e_anime1=20
                     0015    56 e_count_anime=21
                     0016    57 e_current_anime=22
                     0017    58 e_currentpos2=23
                     0018    59 e_currentpos1=24
                     0019    60 e_count_ia=25
                     001A    61 e_w2rmv=26
                     001B    62 e_h2rmv=27
                     001C    63 e_movement_ia=28
                             64 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             65 ;;                      Types                            ;;
                             66 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                     0000    67 e_cmp_invalid=0x00
                     0001    68 e_cmp_render=0x01
                     0002    69 e_cmp_mov=0x02
                     0004    70 e_cmp_input=0x04
                     0008    71 e_cmp_ia=0x08
                     0010    72 e_cmp_colision=0x10
                     0020    73 e_cmp_colide=0x20
                     0040    74 e_cmp_anime=0x40
                     0080    75 e_cmp_dead=0x80
                     007F    76 e_cmp_default=0x7f
                             77 
                     0001    78 type_shot=0x01 
                     0002    79 type_bottle=0x02
                     0004    80 type_static=0x04
                             81 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             82 ;;                      Public functions                 ;;
                             83 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             84 .globl man_entity_init
                             85 .globl man_entity_create
                             86 .globl man_entity_destroy
                             87 .globl man_entity_set4_destroy
                             88 .globl man_entity_destroy_dead
                             89 .globl man_entity_forall
                             90 .globl man_entity_forall_match
                             91 
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 8.
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                             22 .include "man/game.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  GAME MANAGER
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                     002D    29 Invulnerability=45
                     0002    30 InvulnerabilityTime=2
                             31 
                             32 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             33 ;;                      Public functions                 ;;
                             34 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             35 
                             36 .globl man_game_init
                             37 .globl man_game_play
                             38 .globl man_game_player_colision_shot
                             39 .globl man_game_player_colision_bottle
                             40 ;;.globl interruption 
                             41 
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 9.
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                             23 
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 10.
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                             24 .include "ai.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  AI SYSTEM
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                             29 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             30 ;;                      Public functions                 ;;
                             31 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             32 
                             33 .globl sys_ai_update
                             34 .globl sys_ai_move_left
                             35 .globl sys_ai_move_right
                             36 .globl sys_ai_shot
                             37 .globl sys_ai_bottle
                             38 .globl sys_ai_explosion
                             39 
                             40 .globl ai_speed_left
                             41 .globl ai_speed_right
                             42 .globl ai_counter
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 11.
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                             25 .include "colisions.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  COLISIONS SYSTEM
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                             29 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             30 ;;                      Public functions                 ;;
                             31 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             32 
                             33 .globl sys_colisions_update
                             34 .globl sys_colisions_destroy
                             35 .globl sys_colisions_enemy
                             36 .globl sys_colisions_sub_enemy
                             37 .globl sys_colisions_shot
                             38 .globl sys_colisions_bottle
                             39 .globl sys_colisions_player
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 12.
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                             26 .include "render.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  RENDER SYSTEM
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                             29 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             30 ;;                      Public functions                 ;;
                             31 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             32 
                             33 .globl sys_render_init
                             34 .globl sys_render_update
                             35 .globl sys_render_delete
                             36 .globl sys_render_update_one
                             37 .globl sys_render_draw_once
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 13.
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                             27 .include "animations.h.s"
                              1 ;;-----------------------------LICENSE NOTICE------------------------------------
                              2 ;;  This file is part of Viking Hangover
                              3 ;;  Copyright (C) 2021 Ahmed Begga / Érika Moreno / Adriana Morejón (@ComputosGame)
                              4 ;;
                              5 ;;  This program is free software: you can redistribute it and/or modify
                              6 ;;  it under the terms of the GNU Lesser General Public License as published by
                              7 ;;  the Free Software Foundation, either version 3 of the License, or
                              8 ;;  (at your option) any later version.
                              9 ;;
                             10 ;;  This program is distributed in the hope that it will be useful,
                             11 ;;  but WITHOUT ANY WARRANTY; without even the implied warranty of
                             12 ;;  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
                             13 ;;  GNU Lesser General Public License for more details.
                             14 ;;
                             15 ;;  You should have received a copy of the GNU Lesser General Public License
                             16 ;;  along with this program.  If not, see <http://www.gnu.org/licenses/>.
                             17 ;;-------------------------------------------------------------------------------
                             18 
                             19 ;;=======================
                             20 ;;=======================
                             21 ;;  ANIMATIONS SYSTEM
                             22 ;;=======================
                             23 ;;=======================
                             24 
                             25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             26 ;;                      Const                            ;;
                             27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             28 
                             29 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             30 ;;                      Public functions                 ;;
                             31 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             32 
                             33 .globl sys_animations_update
                             34 .globl animation_viking
                             35 .globl animation_shot1
                             36 .globl animation_shot2
                             37 .globl animation_shot3
                             38 .globl animation_shot4
                             39 .globl animation_shot5
                             40 .globl animation_bottle
                             41 .globl animation_explosion_shot
                             42 .globl animation_explosion_botella
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 14.
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                             28 
                             29 
                             30 
                             31 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             32 ;;  VARIABLES
                             33 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             34 
   6994                      35 minwait2genBottle:
   6994 1E                   36    .db #ahmed
                             37 
                             38 
   6995                      39 minwait2genShot:
   6995 0A                   40     .db #init_max2wait
                             41 
   6996                      42 wait2gen:
   6996 0A                   43     .db #init_max2wait
                             44 
   6997                      45 max_nshots:
   6997 0A                   46     .db #min_nshots
                             47 
   6998                      48 n_shots:
   6998 0A                   49     .db #min_nshots
                             50 
   6999                      51 speedUp:
   6999 28                   52    .db #SpeedUp1
                             53 
                             54 
                             55 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             56 ;;  TEMPLATES
                             57 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                             58 ;;_spr_floorAhmed:
                             59 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             60 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             61 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             62 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             63 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             64 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             65 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             66 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             67 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             68 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             69 ;;        .db #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0,#0xF0, #0xF0, #0xF0,  #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0, #0xF0
                             70 ;;
                             71 ;;_spr_bonus:
                             72 ;;   .db #0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00
                             73 ;;   .db #0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00
                             74 ;;   .db #0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00
                             75 ;;   .db #0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00,#0x00
   699A                      76 initPlayer: 
   699A 67                   77    .db #e_cmp_render | #e_cmp_input | #e_cmp_mov | #e_cmp_colide  | #e_cmp_anime      
   699B 28                   78    .db #40
   699C 8A                   79    .db #138
   699D 00                   80    .db #0
   699E 00                   81    .db #0                                         
   699F 04                   82    .db #4
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 15.
Hexadecimal [16-Bits]



   69A0 10                   83    .db #16                                                    
   69A1 00 00                84    .dw #0                                              
   69A3 1D 69                85    .dw #sys_colisions_player 
   69A5 1D 69                86    .dw #sys_colisions_player                   
   69A7 08 52                87    .dw #_spr_viking
   69A9 00 C0                88    .dw #0xc000                                       
   69AB 00                   89    .db #0
   69AC 00                   90    .db #0                                                      
   69AD A2 6D                91    .dw #animation_viking                                               
   69AF 00                   92    .db #0
   69B0 00                   93    .db #0                                                           
   69B1 00 00                94    .dw #0                                                     
   69B3 00                   95    .db #0                                                      
   69B4 04                   96    .db #4
   69B5 10                   97    .db #16      
                             98 
   69B6                      99 initShot1: 
   69B6 5B                  100    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   69B7 4A                  101    .db #74
   69B8 0A                  102    .db #10
   69B9 00                  103    .db #0
   69BA 00                  104    .db #0                                                          
   69BB 05                  105    .db #5
   69BC 10                  106    .db #16                                                                  
   69BD 47 69               107    .dw #sys_ai_shot                                                       
   69BF 03 69               108    .dw #sys_colisions_shot
   69C1 0E 69               109    .dw #sys_colisions_sub_enemy                          
   69C3 48 50               110    .dw #_spr_vaso_rojo
   69C5 00 C0               111    .dw #0xC000                                                
   69C7 40                  112    .db #0x40
   69C8 05                  113    .db #type_shot | #type_static                              
   69C9 AB 6D               114    .dw #animation_shot1                                                      
   69CB 05                  115    .db #5
   69CC 00                  116    .db #0                                                                  
   69CD 00 00               117    .dw #0                                                                       
   69CF 00                  118    .db #0                                                                      
   69D0 05                  119    .db #5
   69D1 10                  120    .db #16
   69D2 01                  121    .db #1            ;; se mueve a la izquierda   
                            122 
   69D3                     123 initShot2: 
   69D3 5B                  124    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   69D4 00                  125    .db #0
   69D5 2A                  126    .db #42
   69D6 00                  127    .db #0
   69D7 00                  128    .db #0                                                          
   69D8 05                  129    .db #5
   69D9 10                  130    .db #16                                                                  
   69DA 47 69               131    .dw #sys_ai_shot                                                       
   69DC 03 69               132    .dw #sys_colisions_shot
   69DE 0E 69               133    .dw #sys_colisions_sub_enemy                          
   69E0 D8 50               134    .dw #_spr_vaso_morado
   69E2 00 C0               135    .dw #0xC000                                                
   69E4 40                  136    .db #0x40
   69E5 05                  137    .db #type_shot | #type_static                              
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 16.
Hexadecimal [16-Bits]



   69E6 B4 6D               138    .dw #animation_shot2                                                     
   69E8 05                  139    .db #5
   69E9 00                  140    .db #0                                                                  
   69EA 00 00               141    .dw #0                                                                       
   69EC 00                  142    .db #0                                                                      
   69ED 05                  143    .db #5
   69EE 10                  144    .db #16
   69EF 00                  145    .db #0            ;;  se mueve a la derecha
                            146 
   69F0                     147 initShot3:
   69F0 5B                  148    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   69F1 4A                  149    .db #74
   69F2 4A                  150    .db #74
   69F3 00                  151    .db #0
   69F4 00                  152    .db #0                                                              
   69F5 05                  153    .db #5
   69F6 10                  154    .db #16                                                                         
   69F7 47 69               155    .dw #sys_ai_shot                                                       
   69F9 03 69               156    .dw #sys_colisions_shot
   69FB 0E 69               157    .dw #sys_colisions_sub_enemy                                    
   69FD 78 51               158    .dw #_spr_vaso_amarillo
   69FF 00 C0               159    .dw #0xc000                                                      
   6A01 10                  160    .db #0x10
   6A02 05                  161    .db #type_shot | #type_static                                      
   6A03 BD 6D               162    .dw #animation_shot3                                                      
   6A05 05                  163    .db #5
   6A06 00                  164    .db #0                                                                             
   6A07 00 00               165    .dw #0                                                                          
   6A09 00                  166    .db #0                                                                           
   6A0A 05                  167    .db #5
   6A0B 10                  168    .db #16  
   6A0C 01                  169    .db #1             ;; se mueve a la izquierda                                                                   
                            170 
   6A0D                     171 initShot4:
   6A0D 5B                  172    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A0E 00                  173    .db #0
   6A0F 6A                  174    .db #106
   6A10 00                  175    .db #0
   6A11 00                  176    .db #0                                                              
   6A12 05                  177    .db #5
   6A13 10                  178    .db #16                                                                         
   6A14 47 69               179    .dw #sys_ai_shot                                                       
   6A16 03 69               180    .dw #sys_colisions_shot
   6A18 0E 69               181    .dw #sys_colisions_sub_enemy                                    
   6A1A 28 51               182    .dw #_spr_vaso_azul
   6A1C 00 C0               183    .dw #0xc000                                                        
   6A1E 25                  184    .db #0x25
   6A1F 05                  185    .db #type_shot | #type_static                                      
   6A20 C6 6D               186    .dw #animation_shot4                                                      
   6A22 05                  187    .db #5
   6A23 00                  188    .db #0                                                                            
   6A24 00 00               189    .dw #0                                                                          
   6A26 00                  190    .db #0                                                                           
   6A27 05                  191    .db #5
   6A28 10                  192    .db #16  
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 17.
Hexadecimal [16-Bits]



   6A29 00                  193    .db #0                                                                        
                            194 
   6A2A                     195 initShot5:
   6A2A 5B                  196    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A2B 4A                  197    .db #74
   6A2C 8A                  198    .db #138
   6A2D 00                  199    .db #0
   6A2E 00                  200    .db #0                                                          
   6A2F 05                  201    .db #5
   6A30 10                  202    .db #16                                                                  
   6A31 47 69               203    .dw #sys_ai_shot                                                       
   6A33 03 69               204    .dw #sys_colisions_shot
   6A35 0E 69               205    .dw #sys_colisions_sub_enemy                          
   6A37 F8 4F               206    .dw #_spr_vaso_verde
   6A39 00 C0               207    .dw #0xc000                                                
   6A3B 40                  208    .db #0x40
   6A3C 05                  209    .db #type_shot | #type_static                              
   6A3D CF 6D               210    .dw #animation_shot5                                                      
   6A3F 05                  211    .db #5
   6A40 00                  212    .db #0                                                                  
   6A41 00 00               213    .dw #0                                                                       
   6A43 00                  214    .db #0                                                                      
   6A44 05                  215    .db #5
   6A45 10                  216    .db #16  
   6A46 01                  217    .db #1
                            218 
   6A47                     219 initBottle1: 
   6A47 5B                  220    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A48 4A                  221    .db #74
   6A49 0A                  222    .db #10
   6A4A 00                  223    .db #0
   6A4B 00                  224    .db #0                                                          
   6A4C 05                  225    .db #5
   6A4D 10                  226    .db #16                                                                  
   6A4E 4B 69               227    .dw #sys_ai_bottle                                                       
   6A50 12 69               228    .dw #sys_colisions_bottle
   6A52 0E 69               229    .dw #sys_colisions_sub_enemy                          
   6A54 C8 4D               230    .dw #_spr_botella
   6A56 00 C0               231    .dw #0xc000                                                
   6A58 40                  232    .db #0x40
   6A59 06                  233    .db #type_bottle | #type_static                              
   6A5A D8 6D               234    .dw #animation_bottle                                      
   6A5C 05                  235    .db #5
   6A5D 00                  236    .db #0                                                                  
   6A5E 00 00               237    .dw #0                                                                       
   6A60 00                  238    .db #0                                                                      
   6A61 05                  239    .db #5
   6A62 10                  240    .db #16  
   6A63 01                  241    .db #1
                            242 
   6A64                     243 initBottle2: 
   6A64 5B                  244    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A65 00                  245    .db #0
   6A66 2A                  246    .db #42
   6A67 00                  247    .db #0
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 18.
Hexadecimal [16-Bits]



   6A68 00                  248    .db #0                                                          
   6A69 05                  249    .db #5
   6A6A 10                  250    .db #16                                                                  
   6A6B 4B 69               251    .dw #sys_ai_bottle                                                       
   6A6D 12 69               252    .dw #sys_colisions_bottle
   6A6F 0E 69               253    .dw #sys_colisions_sub_enemy                          
   6A71 C8 4D               254    .dw #_spr_botella
   6A73 00 C0               255    .dw #0xc000                                                
   6A75 40                  256    .db #0x40
   6A76 06                  257    .db #type_bottle | #type_static                              
   6A77 D8 6D               258    .dw #animation_bottle                                       
   6A79 05                  259    .db #5
   6A7A 00                  260    .db #0                                                                  
   6A7B 00 00               261    .dw #0                                                                       
   6A7D 00                  262    .db #0                                                                      
   6A7E 05                  263    .db #5
   6A7F 10                  264    .db #16
   6A80 00                  265    .db #0 
                            266 
   6A81                     267 initBottle3: 
   6A81 5B                  268    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A82 4A                  269    .db #74
   6A83 4A                  270    .db #74
   6A84 00                  271    .db #0
   6A85 00                  272    .db #0                                                          
   6A86 05                  273    .db #5
   6A87 10                  274    .db #16                                                                  
   6A88 4B 69               275    .dw #sys_ai_bottle                                                       
   6A8A 12 69               276    .dw #sys_colisions_bottle
   6A8C 0E 69               277    .dw #sys_colisions_sub_enemy                          
   6A8E C8 4D               278    .dw #_spr_botella
   6A90 00 C0               279    .dw #0xc000                                                
   6A92 40                  280    .db #0x40
   6A93 06                  281    .db #type_bottle | #type_static                              
   6A94 D8 6D               282    .dw #animation_bottle                                       
   6A96 05                  283    .db #5
   6A97 00                  284    .db #0                                                                  
   6A98 00 00               285    .dw #0                                                                       
   6A9A 00                  286    .db #0                                                                      
   6A9B 05                  287    .db #5
   6A9C 10                  288    .db #16
   6A9D 01                  289    .db #1 
                            290 
   6A9E                     291 initBottle4: 
   6A9E 5B                  292    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6A9F 00                  293    .db #0
   6AA0 6A                  294    .db #106
   6AA1 00                  295    .db #0
   6AA2 00                  296    .db #0                                                          
   6AA3 05                  297    .db #5
   6AA4 10                  298    .db #16                                                                  
   6AA5 4B 69               299    .dw #sys_ai_bottle                                                       
   6AA7 12 69               300    .dw #sys_colisions_bottle
   6AA9 0E 69               301    .dw #sys_colisions_sub_enemy                          
   6AAB C8 4D               302    .dw #_spr_botella
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 19.
Hexadecimal [16-Bits]



   6AAD 00 C0               303    .dw #0xc000                                                
   6AAF 40                  304    .db #0x40
   6AB0 06                  305    .db #type_bottle | #type_static                              
   6AB1 D8 6D               306    .dw #animation_bottle                                       
   6AB3 05                  307    .db #5
   6AB4 00                  308    .db #0                                                                  
   6AB5 00 00               309    .dw #0                                                                       
   6AB7 00                  310    .db #0                                                                      
   6AB8 05                  311    .db #5
   6AB9 10                  312    .db #16
   6ABA 00                  313    .db #0 
                            314 
   6ABB                     315 initBottle5: 
   6ABB 5B                  316    .db #e_cmp_render | #e_cmp_ia | #e_cmp_mov | #e_cmp_colision | #e_cmp_anime
   6ABC 4A                  317    .db #74
   6ABD 8A                  318    .db #138
   6ABE 00                  319    .db #0
   6ABF 00                  320    .db #0                                                          
   6AC0 05                  321    .db #5
   6AC1 10                  322    .db #16                                                                  
   6AC2 4B 69               323    .dw #sys_ai_bottle                                                       
   6AC4 12 69               324    .dw #sys_colisions_bottle
   6AC6 0E 69               325    .dw #sys_colisions_sub_enemy                          
   6AC8 C8 4D               326    .dw #_spr_botella
   6ACA 00 C0               327    .dw #0xc000                                                
   6ACC 40                  328    .db #0x40
   6ACD 06                  329    .db #type_bottle | #type_static                              
   6ACE D8 6D               330    .dw #animation_bottle                                       
   6AD0 05                  331    .db #5
   6AD1 00                  332    .db #0                                                                  
   6AD2 00 00               333    .dw #0                                                                       
   6AD4 00                  334    .db #0                                                                      
   6AD5 05                  335    .db #5
   6AD6 10                  336    .db #16
   6AD7 01                  337    .db #1
                            338  
   6AD8                     339 initExp1: 
   6AD8 49                  340    .db #e_cmp_render | #e_cmp_ia | #e_cmp_anime           
   6AD9 00                  341    .db #0
   6ADA 00                  342    .db #0
   6ADB 00                  343    .db #0
   6ADC 00                  344    .db #0                                            
   6ADD 04                  345    .db #4
   6ADE 10                  346    .db #16                                                    
   6ADF 7C 69               347    .dw #sys_ai_explosion                               
   6AE1 00 00               348    .dw #0
   6AE3 00 00               349    .dw #0                                                         
   6AE5 F8 42               350    .dw #_spr_brigui
   6AE7 00 C0               351    .dw #0xc000                                        
   6AE9 00                  352    .db #0
   6AEA 04                  353    .db #type_static                                     
   6AEB E1 6D               354    .dw #animation_explosion_shot                             
   6AED 02                  355    .db #2
   6AEE 00                  356    .db #0                                                           
   6AEF 00 00               357    .dw #0                                                     
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 20.
Hexadecimal [16-Bits]



   6AF1 0A                  358    .db #10                                                     
   6AF2 04                  359    .db #4
   6AF3 10                  360    .db #16                                                          
                            361 
   6AF4                     362 initExpBottle: 
   6AF4 49                  363    .db #e_cmp_render | #e_cmp_ia | #e_cmp_anime                         
   6AF5 00                  364    .db #0
   6AF6 00                  365    .db #0
   6AF7 00                  366    .db #0
   6AF8 00                  367    .db #0                                    
   6AF9 04                  368    .db #4
   6AFA 10                  369    .db #16                                            
   6AFB 7C 69               370    .dw #sys_ai_explosion                       
   6AFD 00 00               371    .dw #0
   6AFF 00                  372    .db #0                                                 
   6B00 B8 42               373    .dw #_spr_brigui_agua
   6B02 00 C0               374    .dw #0xc000                                
   6B04 00                  375    .db #0
   6B05 04                  376    .db #type_static                             
   6B06 ED 6D               377    .dw #animation_explosion_botella                     
   6B08 02                  378    .db #2
   6B09 00                  379    .db #0                                                       
   6B0A 00 00               380    .dw #0                                             
   6B0C 0A                  381    .db #10                                             
   6B0D 04                  382    .db #4
   6B0E 0D                  383    .db #13 
                            384 
                            385 
   6B0F                     386 initGrass1: 
   6B0F 01                  387    .db #e_cmp_render        
   6B10 00                  388    .db #0
   6B11 3A                  389    .db #58
   6B12 00                  390    .db #0
   6B13 00                  391    .db #0                    
   6B14 28                  392    .db #40
   6B15 0B                  393    .db #11                           
   6B16 00 00               394    .dw #0
   6B18 00 00               395    .dw #0
   6B1A 00 00               396    .dw #0                             
   6B1C 00 41               397    .dw #_spr_grass
   6B1E 00 C0               398    .dw #0xc000          
   6B20 00                  399    .db #0
   6B21 04                  400    .db #type_static            
   6B22 05                  401    .db #5
   6B23 00                  402    .db #0                             
   6B24                     403 initGrass2: 
   6B24 01                  404    .db #e_cmp_render                      
   6B25 00                  405    .db #0
   6B26 7A                  406    .db #122
   6B27 00                  407    .db #0
   6B28 00                  408    .db #0                   
   6B29 28                  409    .db #40
   6B2A 0B                  410    .db #11                           
   6B2B 00 00               411    .dw #0                                 
   6B2D 00 00               412    .dw #0
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 21.
Hexadecimal [16-Bits]



   6B2F 00 00               413    .dw #0                             
   6B31 00 41               414    .dw #_spr_grass
   6B33 00 C0               415    .dw #0xc000          
   6B35 00                  416    .db #0
   6B36 04                  417    .db #type_static            
   6B37 05                  418    .db #5
   6B38 00                  419    .db #0                             
   6B39                     420 initGrass3: 
   6B39 01                  421    .db #e_cmp_render        
   6B3A 00                  422    .db #0
   6B3B 9A                  423    .db #154
   6B3C 00                  424    .db #0
   6B3D 00                  425    .db #0                   
   6B3E 28                  426    .db #40
   6B3F 0B                  427    .db #11                           
   6B40 00 00               428    .dw #0                                 
   6B42 00 00               429    .dw #0
   6B44 00 00               430    .dw #0                             
   6B46 00 41               431    .dw #_spr_grass
   6B48 00 C0               432    .dw #0xc000          
   6B4A 00                  433    .db #0
   6B4B 04                  434    .db #type_static            
   6B4C 05                  435    .db #5
   6B4D 00                  436    .db #0                             
   6B4E                     437 initGrass4: 
   6B4E 01                  438    .db #e_cmp_render        
   6B4F 00                  439    .db #0
   6B50 5A                  440    .db #90
   6B51 00                  441    .db #0
   6B52 00                  442    .db #0                    
   6B53 28                  443    .db #40
   6B54 0B                  444    .db #11                           
   6B55 00 00               445    .dw #0                                 
   6B57 00 00               446    .dw #0
   6B59 00 00               447    .dw #0                             
   6B5B 00 41               448    .dw #_spr_grass
   6B5D 00 C0               449    .dw #0xc000          
   6B5F 00                  450    .db #0
   6B60 04                  451    .db #type_static            
   6B61 05                  452    .db #5
   6B62 00                  453    .db #0       
   6B63                     454 initGrass5: 
   6B63 01                  455    .db #e_cmp_render                    
   6B64 00                  456    .db #0
   6B65 1A                  457    .db #26
   6B66 00                  458    .db #0
   6B67 00                  459    .db #0                  
   6B68 28                  460    .db #40
   6B69 0B                  461    .db #11                         
   6B6A 00 00               462    .dw #0                               
   6B6C 00 00               463    .dw #0
   6B6E 00 00               464    .dw #0                           
   6B70 00 41               465    .dw #_spr_grass
   6B72 00 C0               466    .dw #0xc000        
   6B74 00                  467    .db #0
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 22.
Hexadecimal [16-Bits]



   6B75 04                  468    .db #type_static          
   6B76 05                  469    .db #5
   6B77 00                  470    .db #0   
                            471     
   6B78                     472 initVida:
   6B78 01                  473    .db #e_cmp_render             ;; 
   6B79 3C                  474    .db #60                       ;;x
   6B7A B0                  475    .db #176                      ;;y
   6B7B 00                  476    .db #0                        ;; vx
   6B7C 00                  477    .db #0                        ;;vy
   6B7D 11                  478    .db #17                       ;;w
   6B7E 10                  479    .db #16                       ;;h
   6B7F 00 00               480    .dw #0                        ;;ai
   6B81 00 00               481    .dw #0                        ;;colision
   6B83 00 00               482    .dw #0                        ;;physics
   6B85 48 4A               483    .dw #_spr_vida_3              ;;sprite
   6B87 00 C0               484    .dw #0xc000                   ;;prebos
   6B89                     485 initAranya:
   6B89 01                  486    .db #e_cmp_render             ;; 
   6B8A 1E                  487    .db #30                       ;;x
   6B8B B0                  488    .db #176                      ;;y
   6B8C 00                  489    .db #0                        ;; vx
   6B8D 00                  490    .db #0                        ;;vy
   6B8E 10                  491    .db #16                       ;;w
   6B8F 10                  492    .db #16                       ;;h
   6B90 00 00               493    .dw #0                        ;;ai
   6B92 00 00               494    .dw #0                        ;;colision
   6B94 00 00               495    .dw #0                        ;;physics
   6B96 00 40               496    .dw #_spr_aranya              ;;sprite
   6B98 00 C0               497    .dw #0xc000                   ;;prebos
                            498 
   6B9A                     499 initBottle:
   6B9A 01                  500    .db #e_cmp_render             ;; 
   6B9B 00                  501    .db #0                        ;;x
   6B9C B0                  502    .db #176                      ;;y
   6B9D 00                  503    .db #0                        ;;vx
   6B9E 00                  504    .db #0                        ;;vy
   6B9F 10                  505    .db #16                       ;;w
   6BA0 10                  506    .db #16                       ;;h
   6BA1 00 00               507    .dw #0                        ;;ai
   6BA3 00 00               508    .dw #0                        ;;colision
   6BA5 00 00               509    .dw #0                        ;;physics
   6BA7 38 48               510    .dw #_spr_botella_winner_0    ;;sprite
   6BA9 00 C0               511    .dw #0xc000                   ;;prebos
                            512 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                            513 ;;Description:                                           ;;                                                          
                            514 ;;      Modifies every entity with mov flag, updating vx ;;
                            515 ;;                                                       ;;
                            516 ;;Required:                                              ;;
                            517 ;;     -                                                 ;;  
                            518 ;; Return:                                               ;;                                                  
                            519 ;;     -                                                 ;;
                            520 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
   6BAB                     521 sys_generator_init_game::
   6BAB CD CA 6B      [17]  522    call genera_mapa
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 23.
Hexadecimal [16-Bits]



                            523    
   6BAE 21 9A 69      [10]  524    ld hl, #initPlayer
   6BB1 CD C0 6C      [17]  525    call sysGeneratorTmpl
                            526 
   6BB4 DD 21 78 6B   [14]  527    ld ix, #initVida
   6BB8 CD 6C 68      [17]  528    call sys_render_draw_once
   6BBB DD 21 89 6B   [14]  529    ld ix, #initAranya
   6BBF CD 6C 68      [17]  530    call sys_render_draw_once
   6BC2 DD 21 9A 6B   [14]  531    ld ix, #initBottle
   6BC6 CD 6C 68      [17]  532    call sys_render_draw_once
                            533 
                            534 
   6BC9 C9            [10]  535 ret
   6BCA                     536 genera_mapa:
   6BCA 21 0F 6B      [10]  537    ld hl, #initGrass1
   6BCD CD C0 6C      [17]  538    call sysGeneratorTmpl
                            539 
   6BD0 21 24 6B      [10]  540    ld hl, #initGrass2
   6BD3 CD C0 6C      [17]  541    call sysGeneratorTmpl
                            542 
   6BD6 21 39 6B      [10]  543    ld hl, #initGrass3
   6BD9 CD C0 6C      [17]  544    call sysGeneratorTmpl
                            545 
   6BDC 21 4E 6B      [10]  546    ld hl, #initGrass4
   6BDF CD C0 6C      [17]  547    call sysGeneratorTmpl
                            548 
   6BE2 21 63 6B      [10]  549    ld hl, #initGrass5
   6BE5 CD C0 6C      [17]  550    call sysGeneratorTmpl
                            551 
   6BE8 DD 21 0F 6B   [14]  552    ld ix, #initGrass1
   6BEC 3E 28         [ 7]  553    ld a, #40
   6BEE DD 77 01      [19]  554    ld e_x(ix), a
   6BF1 21 0F 6B      [10]  555    ld hl, #initGrass1 
   6BF4 CD C0 6C      [17]  556    call sysGeneratorTmpl
                            557 
   6BF7 DD 21 24 6B   [14]  558    ld ix, #initGrass2
   6BFB 3E 28         [ 7]  559    ld a, #40
   6BFD DD 77 01      [19]  560    ld e_x(ix), a
   6C00 21 24 6B      [10]  561    ld hl, #initGrass2 
   6C03 CD C0 6C      [17]  562    call sysGeneratorTmpl
                            563 
   6C06 DD 21 39 6B   [14]  564    ld ix, #initGrass3
   6C0A 3E 28         [ 7]  565    ld a, #40
   6C0C DD 77 01      [19]  566    ld e_x(ix), a
   6C0F 21 39 6B      [10]  567    ld hl, #initGrass3 
   6C12 CD C0 6C      [17]  568    call sysGeneratorTmpl
                            569 
   6C15 DD 21 4E 6B   [14]  570    ld ix, #initGrass4
   6C19 3E 28         [ 7]  571    ld a, #40
   6C1B DD 77 01      [19]  572    ld e_x(ix), a
   6C1E 21 4E 6B      [10]  573    ld hl, #initGrass4 
   6C21 CD C0 6C      [17]  574    call sysGeneratorTmpl
                            575 
   6C24 DD 21 63 6B   [14]  576    ld ix, #initGrass5
   6C28 3E 28         [ 7]  577    ld a, #40
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 24.
Hexadecimal [16-Bits]



   6C2A DD 77 01      [19]  578    ld e_x(ix), a
   6C2D 21 63 6B      [10]  579    ld hl, #initGrass5 
   6C30 CD C0 6C      [17]  580    call sysGeneratorTmpl
                            581 
   6C33 C9            [10]  582    ret
                            583 
   6C34                     584 sys_generator_ray::
                            585 
   6C34 DD 21 78 6B   [14]  586    ld ix, #initVida
   6C38 DD 70 02      [19]  587    ld e_y(ix), b
   6C3B DD 77 01      [19]  588    ld e_x(ix), a
   6C3E 21 78 6B      [10]  589    ld hl, #initVida 
   6C41 CD C0 6C      [17]  590    call sysGeneratorTmpl
                            591 
   6C44 C9            [10]  592 ret
                            593 
                            594 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                            595 ;;Description:                                           ;;                                                          
                            596 ;;       ;;
                            597 ;;                                                       ;;
                            598 ;;Required:                                              ;;
                            599 ;;     -                                                 ;;  
                            600 ;; Return:                                               ;;                                                  
                            601 ;;     -                                                 ;;
                            602 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                            603 
   6C45                     604 sys_generator_update::
                            605    ;;Carga el tiempo para generar
   6C45 3A 96 69      [13]  606    ld a, (#wait2gen)
                            607    ;; lo decrementa
   6C48 3D            [ 4]  608    dec a
   6C49 32 96 69      [13]  609    ld (#wait2gen), a
   6C4C C0            [11]  610    ret nz          ;; si es cero se sale automaticamente   
                            611    ;;cargamos en a el tiempo minimo para generar
   6C4D 3A 95 69      [13]  612    ld a, (#minwait2genShot)
   6C50 32 96 69      [13]  613    ld (#wait2gen), a;; Actualizamos el tiempo para generar
   6C53 3A 98 69      [13]  614    ld a, (#n_shots) ;; cargamos en a el numero de enemigos que queremos cargar
   6C56 B7            [ 4]  615    or a  
   6C57 C2 B5 6C      [10]  616    jp nz, _not_reset_shot           
                            617 
   6C5A 3A 97 69      [13]  618    ld a, (#max_nshots) ;;
   6C5D 0E 64         [ 7]  619    ld c, #maxShots ;;
   6C5F B9            [ 4]  620    cp c                    
   6C60 CA 9D 6C      [10]  621    jp z, _timer ;; Si hay 50 enemigos esto salta al timer para esperar a que se mueran
                            622 
   6C63 06 0F         [ 7]  623    ld b, #Addn_shots;; Cargamos el numero de enemigos a añadir
   6C65 80            [ 4]  624    add a, b ;;A el numero real de enemigos en directo
   6C66 06 3C         [ 7]  625    ld b, #SpeedUp2 ;;
   6C68 B8            [ 4]  626    cp b ;; 40 - 15?? Que en caso de que sea a 50, lo que pasa es que la resta da 0
                            627    ;; Y se va aqui a la mierda
   6C69 CA 75 6C      [10]  628    jp z, _speed2;;Cuando te pasas de enemigos, van lentos??
                            629    ;; Y sino metemos en b el SpeedUp1
   6C6C 06 28         [ 7]  630    ld b, #SpeedUp1 ;; Y si son 30 enemigos o mas nos vamos a la mierda otra vez
   6C6E B8            [ 4]  631    cp b
   6C6F CA 94 6C      [10]  632    jp z, _speed1
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 25.
Hexadecimal [16-Bits]



                            633    ;;Y si no a esperar
   6C72 C3 9D 6C      [10]  634    jp _timer
                            635 
   6C75                     636 _speed2:
   6C75 F5            [11]  637    push af  ;; a = tiene el numero total de entidades en directo
                            638    ;;Actualizamos valores
                            639 
   6C76 DD 7E 1C      [19]  640    ld a, e_movement_ia(ix) ;; pone en a si es 0 (derecha) o 1 (izquierda) dependiendo del movimiento que queramos
   6C79 CA 7F 6C      [10]  641    jp z, sys_move_right
   6C7C CD 89 6C      [17]  642    call sys_move_left
   6C7F                     643 sys_move_right:
   6C7F 3A 31 69      [13]  644    ld a, (#ai_speed_right)
   6C82 3D            [ 4]  645    dec a
   6C83 32 31 69      [13]  646    ld (ai_speed_right), a
   6C86 C3 90 6C      [10]  647    jp _goToTimer
   6C89                     648 sys_move_left:
   6C89 3A 30 69      [13]  649    ld a, (#ai_speed_left)
   6C8C 3D            [ 4]  650    dec a
   6C8D 32 30 69      [13]  651    ld (ai_speed_left), a
   6C90                     652 _goToTimer:
   6C90 F1            [10]  653    pop af
   6C91 C3 9D 6C      [10]  654    jp _timer
   6C94                     655 _speed1:
   6C94 F5            [11]  656    push af
                            657    ;;Aqui mas de lo mismo
   6C95 3A 32 69      [13]  658    ld a, (#ai_counter)
   6C98 3D            [ 4]  659    dec a
   6C99 32 32 69      [13]  660    ld (ai_counter), a
   6C9C F1            [10]  661    pop af
                            662    
   6C9D                     663 _timer:
                            664    ;;Actualizamos los valores de antes
   6C9D 32 98 69      [13]  665    ld (n_shots), a
   6CA0 32 97 69      [13]  666    ld (max_nshots), a
                            667    ;;Cargamos en a y c ->c =  15 - 20
                            668    ;;de primeras siempre va a dar falso por lo que va donde pone "salta aquí gente"
   6CA3 3A 95 69      [13]  669    ld a, (#minwait2genShot)
   6CA6 0E 0F         [ 7]  670    ld c, #Minwait2gen
   6CA8 B9            [ 4]  671    cp c
                            672    ;;a partir de la 5a iteración saltará
   6CA9 CA AF 6C      [10]  673    jp z, skipToEnemies ;; SaltamMinwait2genos aqui si en algun momento
                            674    ;;Salta aqui gente
   6CAC 06 01         [ 7]  675    ld b, #Subwait2gen
   6CAE 90            [ 4]  676    sub a, b
   6CAF                     677 skipToEnemies:
   6CAF 32 95 69      [13]  678    ld (minwait2genShot), a
   6CB2 32 96 69      [13]  679    ld (wait2gen), a
   6CB5                     680 _not_reset_shot:
   6CB5 3A 98 69      [13]  681    ld a, (#n_shots)
   6CB8 3D            [ 4]  682    dec a
   6CB9 32 98 69      [13]  683    ld (#n_shots), a
   6CBC CD 07 6D      [17]  684    call sys_generator_shot_random
   6CBF C9            [10]  685 ret
                            686 
                            687 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 26.
Hexadecimal [16-Bits]



                            688 ;;Description:                                           ;;                                                          
                            689 ;;       Creates all the tmpl                            ;;
                            690 ;;                                                       ;;
                            691 ;;Required:                                              ;;
                            692 ;;     -                                                 ;;  
                            693 ;; Return:                                               ;;                                                  
                            694 ;;     -                                                 ;;
                            695 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
   6CC0                     696 sysGeneratorTmpl:
   6CC0 E5            [11]  697    push hl
   6CC1 CD BC 73      [17]  698    call man_entity_create  
   6CC4 EB            [ 4]  699    ex de, hl
   6CC5 E1            [10]  700    pop hl
   6CC6 01 1D 00      [10]  701    ld bc, #entity_size
   6CC9 CD 56 80      [17]  702    call cpct_memcpy_asm
   6CCC C9            [10]  703 ret
                            704 
                            705 
   6CCD                     706 sys_generator_Bottle:
                            707    ;;Genera una variable aleatoria
   6CCD CD 69 80      [17]  708    call cpct_getRandom_mxor_u8_asm ;; esto lo devuelve en l
                            709    ;;Carga en a un 3
                            710    ;; nosotros tenemos 6 enemigos así que poner 6 guapis
   6CD0 3E 06         [ 7]  711    ld a, #6
   6CD2 A5            [ 4]  712    and l;;l tiene lo obtenido en getRandom, hace el and de 3 con l
                            713    ;; si ha devuelto todo 0 genera ese enemigo, sino salta a enemigo2, sino al enemigo3
                            714    ;; 001 -> Enemigo1
                            715    ;; 010 -> Enemigo2
                            716    ;; 011 -> Enemigo3
                            717    ;; 100 -> Enemigo4
                            718    ;; 101 -> Enemigo5
                            719    ;; 110 -> Enemigo6
                            720    ;; 0000 0011 siempre fijo
                            721    ;; 0000 0100
                            722    ;;------------
                            723    ;; 0000 0000
                            724    ;;Y aqui le hace un and
   6CD3 B7            [ 4]  725    or a
                            726 
   6CD4 C2 DD 6C      [10]  727    jp nz, generateBottle2
   6CD7 21 47 6A      [10]  728    ld hl, #initBottle1
                            729 
   6CDA C3 FE 6C      [10]  730    jp sysGeneratorBottleCall
                            731 
   6CDD                     732 generateBottle2:
                            733 
   6CDD 3D            [ 4]  734    dec a
                            735    
   6CDE C2 E7 6C      [10]  736    jp nz, generateBottle3
                            737 
   6CE1 21 64 6A      [10]  738    ld hl, #initBottle2
   6CE4 C3 FE 6C      [10]  739    jp sysGeneratorBottleCall
                            740 
   6CE7                     741 generateBottle3:
   6CE7 3D            [ 4]  742    dec a
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 27.
Hexadecimal [16-Bits]



   6CE8 C2 F1 6C      [10]  743    jp nz, generateBottle4
                            744 
   6CEB 21 81 6A      [10]  745    ld hl, #initBottle3
   6CEE C3 FE 6C      [10]  746    jp sysGeneratorBottleCall
                            747 
   6CF1                     748 generateBottle4:
   6CF1 3D            [ 4]  749    dec a
   6CF2 C2 FB 6C      [10]  750    jp nz, generateBottle5
                            751 
   6CF5 21 9E 6A      [10]  752    ld hl, #initBottle4
   6CF8 C3 FE 6C      [10]  753    jp sysGeneratorBottleCall
                            754 
   6CFB                     755 generateBottle5:
   6CFB 21 BB 6A      [10]  756    ld hl, #initBottle5
                            757    
   6CFE                     758 sysGeneratorBottleCall:
   6CFE CD C0 6C      [17]  759    call sysGeneratorTmpl
                            760 
   6D01 3E 1E         [ 7]  761    ld a, #30
   6D03 32 94 69      [13]  762    ld (#minwait2genBottle),a
   6D06 C9            [10]  763 ret
                            764 
                            765 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
                            766 ;;    Enemy
                            767 ;; Parameters:
                            768 ;;    hl -> Entity template
                            769 ;; Return:
                            770 ;;    -
                            771 ;; Description:
                            772 ;;    Creates an entity from a template
                            773 ;;
   6D07                     774 sys_generator_shot_random:
   6D07 3A 94 69      [13]  775    ld a, (#minwait2genBottle)
   6D0A 3D            [ 4]  776    dec a
   6D0B 32 94 69      [13]  777    ld (#minwait2genBottle),a
   6D0E A7            [ 4]  778    and a
   6D0F CA CD 6C      [10]  779    jp z, sys_generator_Bottle
                            780    
                            781    ;;Genera una variable aleatoria
   6D12 CD 69 80      [17]  782    call cpct_getRandom_mxor_u8_asm ;; esto lo devuelve en l
                            783    ;;Carga en a un 3
                            784    ;; nosotros tenemos 6 enemigos así que poner 6 guapis
   6D15 3E 07         [ 7]  785    ld a, #7
   6D17 A5            [ 4]  786    and l;;l tiene lo obtenido en getRandom, hace el and de 3 con l
                            787    ;; si ha devuelto todo 0 genera ese enemigo, sino salta a enemigo2, sino al enemigo3
                            788    ;; 001 -> Enemigo1
                            789    ;; 010 -> Enemigo2
                            790    ;; 011 -> Enemigo3
                            791    ;; 100 -> Enemigo4
                            792    ;; 101 -> Enemigo5
                            793    ;; 110 -> Enemigo6
                            794    ;; 0000 0011 siempre fijo
                            795    ;; 0000 0100
                            796    ;;------------
                            797    ;; 0000 0000
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 28.
Hexadecimal [16-Bits]



                            798    ;;Y aqui le hace un and
   6D18 B7            [ 4]  799    or a
                            800 
   6D19 C2 22 6D      [10]  801    jp nz, genShot2
                            802 
   6D1C 21 B6 69      [10]  803    ld hl, #initShot1
                            804 
   6D1F C3 44 6D      [10]  805    jp sys_generator_shot
                            806 
   6D22                     807 genShot2:
                            808 
   6D22 3D            [ 4]  809    dec a
                            810    
   6D23 C2 2C 6D      [10]  811    jp nz, genShot3
                            812 
   6D26 21 D3 69      [10]  813    ld hl, #initShot2
   6D29 C3 44 6D      [10]  814    jp sys_generator_shot
                            815 
   6D2C                     816 genShot3:
   6D2C 3D            [ 4]  817    dec a
   6D2D C2 36 6D      [10]  818    jp nz, genShot4
                            819 
   6D30 21 F0 69      [10]  820    ld hl, #initShot3
   6D33 C3 44 6D      [10]  821    jp sys_generator_shot
                            822 
   6D36                     823 genShot4:
   6D36 3D            [ 4]  824    dec a
   6D37 C2 40 6D      [10]  825    jp nz, genShot5
                            826 
   6D3A 21 0D 6A      [10]  827    ld hl, #initShot4
   6D3D C3 44 6D      [10]  828    jp sys_generator_shot
                            829 
   6D40                     830 genShot5:
   6D40 21 2A 6A      [10]  831    ld hl, #initShot5
   6D43 76            [ 4]  832    halt
                            833 
   6D44                     834 sys_generator_shot:
   6D44 CD C0 6C      [17]  835    call sysGeneratorTmpl
                            836    
   6D47 C9            [10]  837 ret
                            838 
   6D48                     839 sys_generator_expShot::
   6D48 FD 21 D8 6A   [14]  840    ld iy, #initExp1
   6D4C DD 7E 01      [19]  841    ld a, e_x(ix)
   6D4F FD 77 01      [19]  842    ld e_x(iy), a
   6D52 DD 7E 02      [19]  843    ld a, e_y(ix)
   6D55 FD 77 02      [19]  844    ld e_y(iy), a
   6D58 21 D8 6A      [10]  845    ld hl, #initExp1
   6D5B CD C0 6C      [17]  846    call sysGeneratorTmpl
   6D5E C9            [10]  847 ret
                            848 
   6D5F                     849 sys_generator_expBottle::
   6D5F FD 21 F4 6A   [14]  850    ld iy, #initExpBottle
   6D63 DD 7E 01      [19]  851    ld a, e_x(ix)
   6D66 FD 77 01      [19]  852    ld e_x(iy), a
ASxxxx Assembler V02.00 + NoICE + SDCC mods  (Zilog Z80 / Hitachi HD64180), page 29.
Hexadecimal [16-Bits]



   6D69 DD 7E 02      [19]  853    ld a, e_y(ix)
   6D6C FD 77 02      [19]  854    ld e_y(iy), a
   6D6F 21 F4 6A      [10]  855    ld hl, #initExpBottle
   6D72 CD C0 6C      [17]  856    call sysGeneratorTmpl
                            857 
   6D75 C9            [10]  858 ret
