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Use const_skip and const_next macros for brevity
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20 changed files with 544 additions and 2284 deletions
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@ -1,22 +1,24 @@
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; sprite facing directions
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SPRITE_FACING_DOWN EQU $00
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SPRITE_FACING_UP EQU $04
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SPRITE_FACING_LEFT EQU $08
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SPRITE_FACING_RIGHT EQU $0C
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const_def 0, $04
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const SPRITE_FACING_DOWN ; $00
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const SPRITE_FACING_UP ; $04
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const SPRITE_FACING_LEFT ; $08
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const SPRITE_FACING_RIGHT ; $0C
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NPC_MOVEMENT_DOWN EQU $00
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NPC_MOVEMENT_UP EQU $40
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NPC_MOVEMENT_LEFT EQU $80
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NPC_MOVEMENT_RIGHT EQU $C0
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const_def 0, $40
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const NPC_MOVEMENT_DOWN ; $00
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const NPC_MOVEMENT_UP ; $40
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const NPC_MOVEMENT_LEFT ; $80
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const NPC_MOVEMENT_RIGHT ; $C0
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; player direction constants
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const_def
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const PLAYER_DIR_BIT_RIGHT ; 0
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const PLAYER_DIR_BIT_LEFT ; 1
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const PLAYER_DIR_BIT_DOWN ; 2
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const PLAYER_DIR_BIT_UP ; 3
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PLAYER_DIR_BIT_RIGHT EQU 0
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PLAYER_DIR_BIT_LEFT EQU 1
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PLAYER_DIR_BIT_DOWN EQU 2
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PLAYER_DIR_BIT_UP EQU 3
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PLAYER_DIR_RIGHT EQU (1 << PLAYER_DIR_BIT_RIGHT)
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PLAYER_DIR_LEFT EQU (1 << PLAYER_DIR_BIT_LEFT)
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PLAYER_DIR_DOWN EQU (1 << PLAYER_DIR_BIT_DOWN)
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PLAYER_DIR_UP EQU (1 << PLAYER_DIR_BIT_UP)
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PLAYER_DIR_RIGHT EQU 1 << PLAYER_DIR_BIT_RIGHT
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PLAYER_DIR_LEFT EQU 1 << PLAYER_DIR_BIT_LEFT
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PLAYER_DIR_DOWN EQU 1 << PLAYER_DIR_BIT_DOWN
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PLAYER_DIR_UP EQU 1 << PLAYER_DIR_BIT_UP
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