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deitch_coderoom.bas
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deitch_coderoom.bas
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;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;
; Super Mario Movie 2004
;
; All programming by Cory Arcangel of the BEige Programming Ensemble
; Script + Set Design: www.paperrad.org + Cory
; MUSIC: ROTFLOL
; Required to Compile: nesasm, nbasic by Bob Rost
;
; Special Thanks 4 Cory: Mom, Dad, Justin, Jamie, Le Mut, Slash (gnr), techno,
; Team Gallery (Jose Brendan Miriam), Dimebag (RIP), Pre 90's NHL hockey,
; current OHL hockey, All the Peepz on NESDEV, Nullsleep, Chris Covell,
; Bodenstandig 2000, Lektrolab (Emma), All my BEIGe peepz,
; Stan + Woody Vasulka (+ all other early video peepz), Rudy Tardy
; RSG, Frankie MArtin, Memblers, Yoshi, Brad Taylor, Simple Text, jodi.org
;
; Special Thanks 4 Paper Rad:
; All Trolls, O.D.B.R.I.P., ratface dream angel 24-7 lifer, M.B., Foxy Productions,
; dogface, Michael Abbott, the entire geocities infrastructure, extreme sports,
; Lil C++, TCP, All da bong stars @ Xerox Park, John Grisham, Jason Bonham,
; Tweety & Bodyman, 2short
;
; "Don't Fuck with Us" - BEIGE Programming Ensemble 2004
; "Money is a Major Issue" - Paper Rad
; "Fuck all you fake ass pixel wannabes" - Box Eyes the digital destroyer
; "You mess with the best you die like the rest" - Doogie Houser, MD
; "Punks jump up to get beat down" - Brand Nubian
; "Jump up Jump up and get down" - House of Pain
; "Celebrate the New Dark Age" - Polvo
; "It's cool to look bummy and be a dum dummy" - Slick Rick
;
; www.paperrad.org
; www.beigerecords.com/cory/
;
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;+++++++++
;Okay,.....(this editor I am using doesnt have spell check, so I apologize for ;all the poor spelling) so for this movie I wrote the code half in nbasic, and ;half in 6502 assembly. nbasic is a basic wrapper for 6502 assembly by Bob ;Rost. 6502 assembly is the code that the Nintendo takes because it has a 6502 ;microprocessor. FYI the Atari 2600 and Commodore64 also had that processor. ;Anyway, I used nbasic language cause this was a large project, and the prospect ;of writing this movie from scratch in assembly was a bit too much for me. ;nbasic is a good prototyping language I think,.........but recently I started ;going through it and converting it all to assembly, because some bizarre bugs ;started appearing here and there that had no rational explanation. I suspsect ;this to be from nbasic, and my quick coding. So a good going over with the old ;assembly brush would probably fix it all,....So yeah,....this is kinda half ;converted into 6502 assembly. Sorry about that. I am a poser.
;+++++++++
array absolute $300 spritemem 256
asm
.inesprg 2
.ineschr 1
.inesmir 1
.inesmap 0
.org $8000
.bank 0
start:
sei
cld
;++++++++++++++++++++++++++++++++++++++++++++++++
;Clear Memory and crap.......
;++++++++++++++++++++++++++++++++++++++++++++++++
;+++++++++
;This just clears the stuff out of the Nintendos memory from the last game you ;played! If you just played Duck Hunt, no sence in having Ducks appear in the ;movie!
;+++++++++
.vblank_clear1
lda $2002
bpl .vblank_clear1
.vblank_clear2
lda $2002
bpl .vblank_clear2
.vblank_clear3
lda $2002
bpl .vblank_clear3
sei
cld
.vblank_clear4
lda $2002
bpl .vblank_clear4
.vblank_clear5
lda $2002
bpl .vblank_clear5
.vblank_clear6
lda $2002
bpl .vblank_clear6
lda #$00
ldx #$00
.clear_out_ram
sta $000,x
sta $100,x
sta $200,x
sta $300,x
sta $400,x
sta $500,x
sta $600,x
sta $700,x
inx
bne .clear_out_ram
lda #$00
ldx #$00
.clear_out_sprites
sta $2000,x
sta $2100,x
sta $2200,x
sta $2300,x
sta $2400,x
sta $2500,x
sta $2600,x
sta $2700,x
sta $2800,x
sta $2900,x
sta $2a00,x
sta $2b00,x
sta $2c00,x
sta $2d00,x
sta $2e00,x
sta $2f00,x
inx
bne .clear_out_sprites
ldx #$FF
txs
jsr vwait
jsr vwait
endasm
gosub clear_att
;+++++++++
;This next section is where all our variable get set up. So baically when we ;turn the machine on we want everything set to zero. Very very easy!!!!!!!
;+++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++
;init graphic settings
;++++++++++++++++++++++++++++++++++++++++++++++++
asm
lda #%10010000
sta $2000
lda #%00011000
sta $2001
endasm
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables
;++++++++++++++++++++++++++++++++++++++++++++++++
init_vars:
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for TEXT
array texts 2 ; for drawtext routine
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for palette
;array palette $10 ; for drawtext routine
array palette_data_array 2
set palette_start 0
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for att
;array palette $10 ; for drawtext routine
array att_data_array 2
set att_start 0
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for drawbackground
array absolute $200 background_tile_array $f0 ; for load_background routine
set current_NT 0 ; for draw_background
array background_data_array 2
set rle_counter 0
set background_shape_distance 0
set background_shape 0
set background_tile_array_counter 0
set background_tile_array_counter_down 10
;++++++++++++++++++++++++++++++++++++++++++++++++
;set music variables
array songs 2
array which_song 4
array mute 4
array mute_new 4
set song_number_new 0
set song_timez 0
set new_music_page 0
set new_music_page_big 0
set music_counter_file 0
set music_counter 6
set songloadloop 0
set whichsong 1
set mute_joy1a 1
set whichsongcounter 0
set global_tempo 6
set $4015 %00001111
set [mute 0] 1
set [mute 1] 1
set [mute 2] 1
set [mute 3] 0
set [mute_new 0] 1
set [mute_new 1] 1
set [mute_new 2] 1
set [mute_new 3] 0
set [songs 0] [theme1 0]
set [songs 1] [theme1 1]
set [which_song 0] [songs 0]
set [which_song 1] [songs 1]
set sound1a $00
set sound1b $00
set sound2a $00
set sound2b $00
set sound3a $00
set sound3b $00
set sound4a $00
set sound4b $00
set color_show 0
set color_show_beige 0
set color_show_beige2 0
set color_show_beige3 0
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for 2 Sprites
set sprite_type 0
set spritemem_array_pos 0
set sprite_mem_loc_master 0
set total_blocks_master 0
set anim_file_counter 0
array sprite_anim_data_array 2
array sprite_data_array 2
set direction 0
set counter 0
set sprite_delay 0
set sprite_data_pos 0
set new_sprite_data_pos 0
set total_blocks 0
set sprite_delay_master 0
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables sprite2
set sprite_type2 0
set spritemem_array_pos2 0
set sprite_mem_loc_master2 0
set total_blocks_master2 0
set anim_file_counter2 0
array sprite_anim_data_array2 2
array sprite_data_array2 2
set direction2 0
set counter2 0
set sprite_delay2 0
set sprite_data_pos2 0
set new_sprite_data_pos2 0
set total_blocks2 0
set sprite_delay_master2 0
;++++++++++++++++++++++++++++++++++++++++++++++++
;set variables for the timer and current scene
set timer 0
set music_timer 0
set scene_timer 0
set dvdcounter 0
;set current_scene 0
;++++++++++++++++++++++++++++++++++++++++++++++++
; set text for draw text routine
set PPUHI $20
set PPULOW $e6
set PPULOW_START PPULOW
set TEXTPOS 0
set CHARCOUNTER 0
;++++++++++++++++++++++++++++++++++++++++++++++++
; set text for special routines
array absolute 100 music_bug_fix 10
set special_5 0
set special_scroll_5 0
set scene5_temp 0
set scene5_temp_2 0
set timer_noise 0
set scene5_loop 0
set special 0
set special_temp 0
set special_temp_2 0
set special_temp_2_master $40
set scroll_delay $05
set scroll_delay_master $05
set special_scroll 0
set scroll 0
set scroll2 0
set nmi_2_do_special 0
set scene6_temp $00
set scene6_temp_2 $80
set scene6_loop 0
set att_var 0
set special_att_counter 0
array background_data_arrayop 6
set special_att 0
set scene10temp 0
set pong_trick 0
set pong_trick_loc $31
set pong_trick_temp $00
set scene10loop_var $02
;+++++++++
;Okay, so now we are ready for the big time!!!! After we have cleared ;everything, and our variables are set up, we need to actually play our movie. ;I have organized this movie in a timeline. Take a look. All the scenes are ;below!
;+++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++
;SCENEZ Start HERE
;++++++++++++++++++++++++++++++++++++++++++++++++
gosub screen_off
dvdtitle:
set scene_timer 2
gosub scene_title
dvdscene1:
gosub scene1 ; on the block
dvdscene2:
gosub scene2 ; falling
dvdscene3:
gosub scene3 ; upside down triangle
set [songs 0] $00
set [songs 1] $80
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 3
set timer_noise $d0
set scene5_loop $06
gosub scene5 ;noise
dvdscene4:
set [background_data_array 0] [background12 0]
set [background_data_array 1] [background12 1]
gosub scene4 ; running
set [songs 0] $00
set [songs 1] $80
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 3
set timer_noise $d1
set scene5_loop $06
gosub scene5 ;noise
gosub scene4redux
dvdscene5:
set scene10loop_var $09
gosub scene10 ; clouds weirdness
set [songs 0] $00
set [songs 1] $80
set global_tempo 3
set timer_noise $d2
set scene5_loop $06
gosub scene5
dvdscene6:
gosub scene6 ; underground world
set [songs 0] $00
set [songs 1] $80
set global_tempo 3
set timer_noise $d2
set scene5_loop $07
gosub scene5
dvdscene7:
gosub scene7 ; flying 1
set [songs 0] $00
set [songs 1] $80
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $d9
set scene5_loop $10
gosub scene5
dvdscene8:
gosub scene12 ; egypt
set [songs 0] $00
set [songs 1] $80
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $d9
set scene5_loop $12
gosub scene5
dvdscene9:
gosub scene8 ; flying 2
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $f7
set scene5_loop $03
gosub scene5
dvdscene10:
gosub scene9 ; got to rave
dvdscene11:
gosub scene11 ; got there arrive
dvdscene12:
gosub scene16 ; pong
dvdscene14:
gosub scene17 ;b.i.g. poppa
gosub scene18a ;crazy into mario
dvdscene15:
set scene_timer 4
gosub scene19
goto start
;This is the code for the cubes.....
sculpture1_score:
gosub reset_nmi_vars
set [songs 0] [theme1 0]
set [songs 1] [theme1 1]
gosub melody_guitar
set scene_timer $10
gosub sculpture1
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $40
set scene5_loop $10
gosub scene5
;goto sculpture1_score
sculpture2_score:
gosub reset_nmi_vars
set scene10loop_var $10
set scene10temp $00
gosub scene10
set [songs 0] [bridge18 0]
set [songs 1] [bridge18 1]
gosub melody_guitar
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $40
set scene5_loop $10
gosub scene5
;goto sculpture2_score
sculpture3_score:
gosub reset_nmi_vars
gosub scene9
gosub scene9
gosub scene9
gosub scene9
set [songs 0] [harmonybass17 0]
set [songs 1] [harmonybass17 1]
gosub melody_guitar
set scene5_temp $00
set scene5_temp_2 $80
set global_tempo 9
set timer_noise $40
set scene5_loop $10
gosub scene5
;goto sculpture3_score
goto sculpture1_score
main:
goto main
;+++++++++
;Here are several routines to set up the proper variables to allow the Nintendo ;to animate sprites. I have written a sprite animation routine that resonds to ;the variable "nmi_to_do". So when this flag "nmi_to_do" is set to three it ;means we will then animate sprites. The Nintendo only has a brief amount of ;time to get stuff done (the time that the electron beam takes to jump to the ;top of the sceeen) so all of the important stuff is decided by this flag. For ;example, if it is set to one, the movie will draw a new back ground. This is a ;good way to do it so these routines will never step on each others feet.
;+++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++
;Animate Sprites
;++++++++++++++++++++++++++++++++++++++++++++++++
animate_sprites:
set nmi_to_do 3
return
;++++++++++++++++++++++++++++++++++++++++++++++++
;Animate 2 sprites
;++++++++++++++++++++++++++++++++++++++++++++++++
animate_sprites2:
set nmi_to_do 5
return
;++++++++++++++++++++++++++++++++++++++++++++++++
;Animate Both Sprites 2
;++++++++++++++++++++++++++++++++++++++++++++++++
animate_both_sprites:
set nmi_to_do 6
return
;+++++++++
;This is the big daddy Sprite animator. Basically it reads a binary file that ;has a little Sprite animation file format i set up. It looks like this:
;F1 01 01 00 00 08
;The first value makes the sprite move in a certain way. These are as follows:
;f0 - up
;f1 - down
;f2 - left
;f3 - right
;f4 - stay put
;f5 - draw new sprite
;f6 - loop back to location
;The second value is a counter,......so if I say $FF, then it will to the f1-6 ;command 256 times.
;The third value is a slow down thing. So if I set this to 03, it will do the ;animation every third jump of the electron beam.
;The fourth value is for when we want to draw a new sprite. This is where to ;draw it in our Sprite Array
;The fifth is our new Sprite data if we are changing Sprites.
;The sixth is the total number of blocks we want to draw new if we are drawing a ;new sprite and the loop back location of the animation (this file) if we use f6
;To end the file I say FF, or 0F, I cant remember.........I sure one will work.
;+++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++
;move sprites,.....
;
; This is the sprite animation routine...
; we have to set these variables before doing anything.....
;
; set anim_file_counter 0 ;our trusty old animation pointer
; set total_blocks_master 8 ;number of blocks to animate
; set sprite_mem_loc_master 0 ;where our sprite is
; set counter 0 ;set counter to 0
;
; set anim_file_counter_2 0 ;our trusty old animation pointer
; set total_blocks_master_2 6 ;number of blocks to animate
; set sprite_mem_loc_master_2 32 ;where our sprite is
; set counter_2 0 ;set counter to 0
;
;++++++++++++++++++++++++++++++++++++++++++++++++
;move sprite1 +++++++++++++++++++++++++++++++++++++++++++
move_sprite_1:
if counter = 0 then
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta direction
endasm
;set direction [sprite_anim_file anim_file_counter]
inc anim_file_counter
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta counter
endasm
;set counter [sprite_anim_file anim_file_counter]
inc anim_file_counter
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta sprite_delay
endasm
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta sprite_delay_master
endasm
;set sprite_delay [sprite_anim_file anim_file_counter]
;set sprite_delay_master [sprite_anim_file anim_file_counter]
inc anim_file_counter
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta sprite_data_pos
endasm
;set sprite_data_pos [sprite_anim_file anim_file_counter]
inc anim_file_counter
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta new_sprite_data_pos
endasm
;set new_sprite_data_pos [sprite_anim_file anim_file_counter]
inc anim_file_counter
asm
ldy anim_file_counter
lda [sprite_anim_data_array],y
sta total_blocks
endasm
;set total_blocks [sprite_anim_file anim_file_counter]
inc anim_file_counter
endif
dec sprite_delay
if sprite_delay <> 0 return
if sprite_delay = 0 set sprite_delay sprite_delay_master
if direction = $f0 then
counter_up_loop_1:
if counter >= 0 then
set total_blocks total_blocks_master
set sprite_mem_loc sprite_mem_loc_master
gosub move_y_up
dec counter
endif
endif
if direction = $f1 then
counter_down_loop_1:
if counter >= 0 then
set total_blocks total_blocks_master
set sprite_mem_loc sprite_mem_loc_master
gosub move_y_down
dec counter
endif
endif
if direction = $f2 then
counter_left_loop_1:
if counter >= 0 then
set total_blocks total_blocks_master
set sprite_mem_loc sprite_mem_loc_master
gosub move_y_left
dec counter
endif
endif
if direction = $f3 then
counter_right_loop_1:
if counter >= 0 then
set total_blocks total_blocks_master
set sprite_mem_loc sprite_mem_loc_master
gosub move_y_right
dec counter
endif
endif
if direction = $f4 then
counter_still_loop_1:
if counter >= 0 then
dec counter
endif
endif
if direction = $f5 then
finish_changing_sprite:
inc sprite_data_pos
asm
ldy new_sprite_data_pos
lda [sprite_data_array],y
sta temp
endasm
set [spritemem sprite_data_pos] temp
inc sprite_data_pos
inc new_sprite_data_pos
asm
ldy new_sprite_data_pos
lda [sprite_data_array],y
sta temp
endasm
set [spritemem sprite_data_pos] temp
inc new_sprite_data_pos
inc sprite_data_pos
inc sprite_data_pos
asm
dec total_blocks
bne finish_changing_sprite
endasm
dec counter
endif
if direction = $f6 then
set anim_file_counter total_blocks ;total blocks on f6 equals the place to go back to!!!
set counter 0
endif
if direction = $ff set nmi_to_do 0
return
;move sprite2 +++++++++++++++++++++++++++++++++++++++++++
move_sprite_2:
if counter2 = 0 then
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta direction2
endasm
;set direction [sprite_anim_file anim_file_counter]
inc anim_file_counter2
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta counter2
endasm
;set counter [sprite_anim_file anim_file_counter]
inc anim_file_counter2
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta sprite_delay2
endasm
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta sprite_delay_master2
endasm
;set sprite_delay [sprite_anim_file anim_file_counter]
;set sprite_delay_master [sprite_anim_file anim_file_counter]
inc anim_file_counter2
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta sprite_data_pos2
endasm
;set sprite_data_pos [sprite_anim_file anim_file_counter]
inc anim_file_counter2
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta new_sprite_data_pos2
endasm
;set new_sprite_data_pos [sprite_anim_file anim_file_counter]
inc anim_file_counter2
asm
ldy anim_file_counter2
lda [sprite_anim_data_array2],y
sta total_blocks2
endasm
;set total_blocks [sprite_anim_file anim_file_counter]
inc anim_file_counter2
endif
dec sprite_delay2
if sprite_delay2 <> 0 return
if sprite_delay2 = 0 set sprite_delay2 sprite_delay_master2
if direction2 = $f0 then
counter_up_loop_12:
if counter2 >= 0 then
set total_blocks2 total_blocks_master2
set sprite_mem_loc sprite_mem_loc_master2
gosub move_y_up2
dec counter2
endif
endif
if direction2 = $f1 then
counter_down_loop_12:
if counter2 >= 0 then
set total_blocks2 total_blocks_master2
set sprite_mem_loc sprite_mem_loc_master2
gosub move_y_down2
dec counter2
endif
endif
if direction2 = $f2 then
counter_left_loop_12:
if counter2 >= 0 then
set total_blocks2 total_blocks_master2
set sprite_mem_loc sprite_mem_loc_master2
gosub move_y_left2
dec counter2
endif
endif
if direction2 = $f3 then
counter_right_loop_12:
if counter2 >= 0 then
set total_blocks2 total_blocks_master2
set sprite_mem_loc sprite_mem_loc_master2
gosub move_y_right2
dec counter2
endif
endif
if direction2 = $f4 then
counter_still_loop_12:
if counter2 >= 0 then
dec counter2
endif
endif
if direction2 = $f5 then
finish_changing_sprite2:
inc sprite_data_pos2
asm
ldy new_sprite_data_pos2
lda [sprite_data_array2],y
sta temp
endasm
set [spritemem sprite_data_pos2] temp
inc sprite_data_pos2
inc new_sprite_data_pos2
asm
ldy new_sprite_data_pos2
lda [sprite_data_array2],y
sta temp
endasm
set [spritemem sprite_data_pos2] temp
inc new_sprite_data_pos2
inc sprite_data_pos2
inc sprite_data_pos2
asm
dec total_blocks2
bne finish_changing_sprite2
endasm
dec counter2
endif
if direction2 = $f6 then
set anim_file_counter2 total_blocks2 ;total blocks on f6 equals the place to go back to!!!
set counter2 0
endif
if direction2 = $ff set nmi_to_do 0
return
;++++++++++++++++++++++++++++++++++++++++++++++++
;move x, y vars around.....requires sprite_mem_loc and total_blocks
;++++++++++++++++++++++++++++++++++++++++++++++++
move_y_up:
asm
ldx sprite_mem_loc
lda spritemem,x
tay
dey
tya
sta spritemem,x
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
dec total_blocks
bne move_y_up
endasm
return
move_y_down:
asm
;jsr vwait
ldx sprite_mem_loc
lda spritemem,x
tay
iny
tya
sta spritemem,x
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
dec total_blocks
bne move_y_down
endasm
return
move_y_left:
asm
;jsr vwait
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
ldx sprite_mem_loc
lda spritemem,x
tay
dey
tya
sta spritemem,x
inc sprite_mem_loc
dec total_blocks
bne move_y_left
endasm
return
move_y_right:
asm
;jsr vwait
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
ldx sprite_mem_loc
lda spritemem,x
tay
iny
tya
sta spritemem,x
inc sprite_mem_loc
dec total_blocks
bne move_y_right
endasm
return
;++++++++++++++++++++++++++++++++++++++++++++++++
;move2 x, y vars around.....requires sprite_mem_loc and total_blocks
;++++++++++++++++++++++++++++++++++++++++++++++++
move_y_up2:
asm
ldx sprite_mem_loc
lda spritemem,x
tay
dey
tya
sta spritemem,x
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
dec total_blocks2
bne move_y_up2
endasm
return
move_y_down2:
asm
;jsr vwait
ldx sprite_mem_loc
lda spritemem,x
tay
iny
tya
sta spritemem,x
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc
dec total_blocks2
bne move_y_down2
endasm
return
move_y_left2:
asm
;jsr vwait
inc sprite_mem_loc
inc sprite_mem_loc
inc sprite_mem_loc