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shark.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.define SHARK_TILES $100
.define TILE1 0
.define TILE2 4
.define TILE3 8
.define SHARK_FIN 12
.segment "FIXED"
PROC init_shark_sprites
LOAD_ALL_TILES SHARK_TILES + SPRITE_TILE_SHARK, shark_tiles
rts
.endproc
PROC shark_laser_tick
lda current_bank
pha
lda #^do_shark_laser_tick
jsr bankswitch
jsr do_shark_laser_tick & $ffff
pla
jsr bankswitch
rts
.endproc
PROC swiming_ai_tick
lda current_bank
pha
lda #^do_swiming_ai_tick
jsr bankswitch
jsr do_swiming_ai_tick & $ffff
pla
jsr bankswitch
rts
.endproc
.code
PROC laser_hit_player
lda equipped_armor
cmp #ITEM_TINFOIL_HAT
bne noblock
lda #4
jsr rand_range
cmp #0
beq noblock
ldx cur_effect
lda effect_direction, x
sta temp
lsr
lsr
and #$30
sta effect_direction, x
lda temp
asl
asl
and #$c0
ora effect_direction, x
sta effect_direction, x
; Flip the x/y dominate flag
lda cur_effect
lsr
lsr
lsr
tay ;y is 0 or 1 indicating the byte of x_or_y_dominate to bit check
lda cur_effect
and #7
tax ;x is now position of taggle mask representing the bit to check
lda toggle_mask2 & $ffff, x ; get the toggle mask
eor x_or_y_dominate, y
sta x_or_y_dominate, y
ldx cur_effect
lda #EFFECT_REFLECTED_LASER
sta effect_type, x
rts
noblock:
lda #4
jsr take_damage
jsr shark_laser_tick
ldx cur_effect
dec effect_x, x
dec effect_x, x
dec effect_x, x
dec effect_y, x
dec effect_y, x
dec effect_y, x
lda #EFFECT_PLAYER_BULLET_DAMAGE
sta effect_type, x
lda #SPRITE_TILE_BULLET_DAMAGE
sta effect_tile, x
lda #0
sta effect_time, x
rts
.endproc
PROC laser_hit_world
ldx cur_effect
dec effect_x, x
dec effect_y, x
lda #EFFECT_SHARK_LASER_HIT
sta effect_type, x
lda #SPRITE_TILE_BULLET_HIT
sta effect_tile, x
lda #0
sta effect_time, x
rts
.endproc
PROC laser_hit_tick
ldx cur_effect
inc effect_time, x
lda effect_time, x
cmp #8
bne done
jsr remove_effect & $ffff
done:
rts
.endproc
PROC shark_die
LOAD_PTR shark_drop_table
jsr enemy_die_with_drop_table
jsr remove_enemy
rts
.endproc
.segment "EXTRA"
PROC get_relative_player_direction
;compare tile by tile to get a general direction
;if player's x > enemy's x
ldx cur_enemy
lda enemy_x, x
lsr
lsr
lsr
sta temp
lda player_x
lsr
lsr
lsr
cmp temp ;if enemy_x > player_x
bpl playerisright
beq playerincolumn
playerisleft:
lda #JOY_LEFT
jmp check_col & $ffff
playerisright:
lda #JOY_RIGHT
jmp check_col & $ffff
playerincolumn:
lda #0
check_col:
sta arg0
ldx cur_enemy
lda enemy_y, x
lsr
lsr
lsr
sta temp
lda player_y
lsr
lsr
lsr
cmp temp ;if enemy_y > player_y
bmi playerisup
beq playerinrow
playerisdown:
lda #JOY_DOWN
jmp done & $ffff
playerinrow:
lda #0
jmp done & $ffff
playerisup:
lda #JOY_UP
done:
ora arg0
rts
.endproc
PROC compute_fractional_pixel
ldx cur_effect
lda effect_x, x ;x1
lsr
lsr
lsr
lsr
sta temp
lda player_x ;x2
lsr
lsr
lsr
lsr
cmp temp
bmi x1_greater
x1_lessthan:
sec
sbc temp
jmp calc_y & $ffff
x1_greater:
sta arg0
lda temp
sec
sbc arg0 ; x1 - x2 ; compute absolute difference of x1, and x2
calc_y:
sta arg1
lda effect_y, x
lsr
lsr
lsr
lsr
sta temp
lda player_y
lsr
lsr
lsr
lsr
cmp temp ; y1
bmi y1_greater ;compute absolute difference of y1 and y2
y1_lessthan:
sec
sbc temp
jmp compute_dx & $ffff
y1_greater:
sta arg0
lda temp
sec
sbc arg0
compute_dx:
sta temp
; temp = |y1 - y2|
; arg1 = |x1 - x2|
cmp arg1
bmi x_greater
x_lessthan:
lda cur_effect
and #7
tax
lda toggle_mask_invert & $ffff, x
tay
lda cur_effect
lsr
lsr
lsr
tax
tya
and x_or_y_dominate, x
sta x_or_y_dominate, x
jmp store_fractional & $ffff
x_greater:
lda cur_effect
and #7
tax
lda toggle_mask2 & $ffff, x
tay
lda cur_effect
lsr
lsr
lsr
tax
tya
ora x_or_y_dominate, x
sta x_or_y_dominate, x
store_fractional:
ldy temp
ldx arg1
jsr lookup_fractional & $ffff
ldx cur_effect
sta effect_data_0, x
rts
.endproc
PROC lookup_fractional
LOAD_PTR fractional_pixel_lookup & $ffff
tya
asl
asl
asl
asl
sta temp
txa
clc
adc temp
tay
jsr add_y_to_ptr
ldy #0
lda (ptr), y
rts
.endproc
PROC fire_laser
PLAY_SOUND_EFFECT effect_laser
;create the effect
jsr get_relative_player_direction & $ffff
sta arg3
ldx cur_enemy
lda enemy_x, x
clc
adc arg4
sta arg0
lda enemy_y, x
clc
adc arg5
sta arg1
lda #EFFECT_SHARK_LASER
sta arg2
;record the players current TILE position this will be used as the dest
jsr create_effect & $ffff
cmp #$ff
beq failed1
sta cur_effect
jsr compute_fractional_pixel & $ffff
jsr shark_laser_tick
jsr shark_laser_tick
failed1:
;create the effect
jsr get_relative_player_direction & $ffff
sta arg3
ldx cur_enemy
lda enemy_x, x
clc
adc arg4
sta arg0
lda enemy_y, x
clc
adc arg5
sta arg1
lda #EFFECT_SHARK_LASER
sta arg2
;record the players current TILE position this will be used as the dest
jsr create_effect & $ffff
cmp #$ff
beq failed2
sta cur_effect
jsr compute_fractional_pixel & $ffff
jsr shark_laser_tick
failed2:
;create the effect
jsr get_relative_player_direction & $ffff
sta arg3
ldx cur_enemy
lda enemy_x, x
clc
adc arg4
sta arg0
lda enemy_y, x
clc
adc arg5
sta arg1
lda #EFFECT_SHARK_LASER
sta arg2
;record the players current TILE position this will be used as the dest
jsr create_effect & $ffff
cmp #$ff
beq failed3
sta cur_effect
jsr compute_fractional_pixel & $ffff
failed3:
rts
.endproc
;The shark has two states
; swiming - where the fin is shown and is moving
; shooting - when the head is shown, stationary, and we are shooting lasers
PROC do_swiming_ai_tick
ldx cur_enemy
lda #0
sta enemy_knockback_time, x
sta arg0
;is it time to shoot?
lda enemy_idle_time, x ;here we use idle time as a count down to fire
cmp #0
bne swiming
;shooting
inc shark_fire_count, x
lda #$40
cmp shark_fire_count, x
beq resume ;once the shark_fire_count reaches 10 return to fin state
lda #1
cmp shark_fire_count, x
beq change_sprite
lda #$30
cmp shark_fire_count, x
bne dontfire
lda #7
sta arg4
sta arg5
jsr fire_laser & $ffff
dontfire:
rts
change_sprite:
lda #>(shooting_sprites_for_state)
sta enemy_sprite_state_high, x
lda #<(shooting_sprites_for_state)
sta enemy_sprite_state_low, x
rts
resume:
lda #0
sta shark_fire_count, x
lda #>(swiming_sprites_for_state)
sta enemy_sprite_state_high, x
lda #<(swiming_sprites_for_state)
sta enemy_sprite_state_low, x
lda #$40
ldx cur_enemy
sta enemy_idle_time, x
lda #1
sta enemy_moved, x
rts
swiming:
dec enemy_idle_time, x
;have we reached our target yet?
lda enemy_walk_target, x
cmp #0
beq try_new_direction
lda enemy_walk_direction, x
and #3
cmp #DIR_UP
beq check_y
cmp #DIR_DOWN
beq check_y
check_x:
ldy enemy_walk_target, x
tya
cmp enemy_x, x
bne moving_tramp
jmp try_new_direction & $ffff
toidle_tramp3: jmp toidle_tramp & $ffff
check_y:
ldy enemy_walk_target, x
tya
cmp enemy_y, x
bne moving_tramp
; we have reached our target
try_new_direction:
;give it maximum of 8 tries
lda arg0
cmp #8
beq toidle_tramp
inc arg0
lda #4
jsr rand_range & $ffff
cmp #DIR_UP
bne not_up
jsr get_enemy_tile & $ffff
;check if we are on the edge
cpy #0
beq try_new_direction
dey
jsr read_water_collision_at & $ffff
beq try_new_direction
jsr get_enemy_tile & $ffff
dey
tya
asl
asl
asl
asl
ldx cur_enemy
sta enemy_walk_target, x
lda #DIR_UP
sta enemy_walk_direction, x
jmp moving & $ffff
;shark_state_head_up_tramp:jmp shark_state_head_up
try_new_direction_tramp: jmp try_new_direction & $ffff
not_up:
cmp #DIR_DOWN
bne not_down
jsr get_enemy_tile & $ffff
cpy #MAP_HEIGHT-1
beq try_new_direction
iny
jsr read_water_collision_at & $ffff
beq try_new_direction
jsr get_enemy_tile & $ffff
iny
tya
;convert tile to pixel
asl
asl
asl
asl
ldx cur_enemy
sta enemy_walk_target, x
lda #DIR_DOWN
sta enemy_walk_direction, x
jmp moving & $ffff
moving_tramp: jmp moving & $ffff
toidle_tramp: jmp toidle & $ffff
not_down:
cmp #DIR_RIGHT
bne not_right
jsr get_enemy_tile & $ffff
cpx #MAP_WIDTH-1
beq try_new_direction_tramp
inx
jsr read_water_collision_at & $ffff
beq try_new_direction_tramp
jsr get_enemy_tile & $ffff
inx
txa
asl
asl
asl
asl
ldx cur_enemy
sta enemy_walk_target, x
lda #DIR_RIGHT
sta enemy_walk_direction, x
jmp moving & $ffff
try_new_direction_tramp2:
jmp try_new_direction_tramp & $ffff
not_right:
jsr get_enemy_tile & $ffff
cpx #0
beq try_new_direction_tramp
dex
jsr read_water_collision_at & $ffff
beq try_new_direction_tramp
jsr get_enemy_tile & $ffff
dex
txa
asl
asl
asl
asl
ldx cur_enemy
sta enemy_walk_target, x
lda #DIR_LEFT
sta enemy_walk_direction, x
moving:
ldx cur_enemy
lda enemy_walk_direction, x
and #3
cmp #DIR_UP
beq moveup
cmp #DIR_DOWN
beq movedown
cmp #DIR_LEFT
beq moveleft
;moveright
lda enemy_walk_target, x
cmp enemy_x, x
beq try_new_direction_tramp2
bcc try_new_direction_tramp2
jmp moveok & $ffff
moveleft:
lda enemy_walk_target, x
cmp enemy_x, x
bcs try_new_direction_tramp2
jmp moveok & $ffff
moveup:
lda enemy_walk_target, x
cmp enemy_y, x
bcs try_new_direction_tramp2
jmp moveok & $ffff
movedown:
lda enemy_walk_target, x
cmp enemy_y, x
beq try_new_direction_tramp2
bcc try_new_direction_tramp2
;jmp moveok
moveok:
; Enemy has not reached target, try to move
jsr shark_move & $ffff
lda #1
ldx cur_enemy
sta enemy_moved, x
rts
toidle:
lda #$20
clc
adc #$10
jsr rand_range & $ffff
ldx cur_enemy
sta enemy_idle_time, x
rts
.endproc
PROC shark_move
ldx cur_enemy
lda enemy_walk_direction, x
and #3
cmp #DIR_UP
beq moveup
cmp #DIR_DOWN
beq movedown
cmp #DIR_LEFT
beq moveleft
;moveright
inc enemy_x, x
jmp done & $ffff
moveup:
dec enemy_y, x
jmp done & $ffff
movedown:
inc enemy_y, x
jmp done & $ffff
moveleft:
dec enemy_x, x
done:
rts
.endproc
PROC get_x_adder
ldx cur_effect
lda effect_direction, x
and #JOY_RIGHT
cmp #JOY_RIGHT
bne neg
pos:
lda #1
rts
neg:
lda #$ff
rts
.endproc
PROC get_y_adder
ldx cur_effect
lda effect_direction, x
and #JOY_DOWN
cmp #JOY_DOWN
bne neg
pos:
lda #1
rts
neg:
lda #$ff
rts
.endproc
PROC do_shark_laser_tick
jsr do_shark_laser_tick_inner & $ffff
jsr do_shark_laser_tick_inner & $ffff
rts
.endproc
PROC do_shark_laser_tick_inner
lda cur_effect
lsr
lsr
lsr
tay ;y is 0 or 1 indicating the byte of x_or_y_dominate to bit check
lda cur_effect
and #7
tax ;x is now position of taggle mask representing the bit to check
lda toggle_mask2 & $ffff, x ; get the toggle mask
and x_or_y_dominate, y ;and the toggle mask with the byte
;if a == 0 => dy > dx ;; Thus we increment y and calculate fractional pixel for x
cmp #0
beq y_greater
x_greater:
jsr get_x_adder & $ffff
clc
adc effect_x, x
sta effect_x, x
lda effect_data_0, x ;load the fractional part
clc
adc effect_data_1, x ;add it to the accumulator
sta effect_data_1, x ;store the new value back
bcc done
jsr get_y_adder & $ffff
clc
adc effect_y, x
sta effect_y, x
jmp done & $ffff
y_greater:
jsr get_y_adder & $ffff
clc
adc effect_y, x
sta effect_y, x
lda effect_data_0, x ;load the fractional part
clc
adc effect_data_1, x ;add it to the accumulator
sta effect_data_1, x ;store the new value back
bcc done
jsr get_x_adder & $ffff
clc
adc effect_x, x
sta effect_x, x
done:
rts
.endproc
VAR fractional_pixel_lookup
;x-axis ------------------->
.byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
.byte 0, 255, 128, 85, 64, 51, 43, 36, 32, 28, 26, 23, 21, 20, 18, 17
.byte 0, 128, 255, 170, 128, 102, 85, 73, 64, 57, 51, 46, 43, 39, 36, 34
.byte 0, 85, 170, 255, 191, 153, 128, 109, 96, 85, 77, 70, 64, 59, 55, 51
.byte 0, 64, 128, 191, 255, 204, 170, 146, 128, 113, 102, 93, 85, 78, 73, 68
.byte 0, 51, 102, 153, 204, 255, 213, 182, 159, 142, 128, 116, 106, 98, 91, 85
.byte 0, 43, 85, 128, 170, 213, 255, 219, 191, 170, 153, 139, 128, 118, 109, 102
.byte 0, 36, 73, 109, 146, 182, 219, 255, 223, 198, 179, 162, 149, 137, 128, 119
.byte 0, 32, 64, 96, 128, 159, 191, 223, 255, 227, 204, 185, 170, 157, 146, 136
.byte 0, 28, 57, 85, 113, 142, 170, 198, 227, 255, 230, 209, 191, 177, 164, 153
.byte 0, 26, 51, 77, 102, 128, 153, 179, 204, 230, 255, 232, 213, 196, 182, 170
.byte 0, 23, 46, 70, 93, 116, 139, 162, 185, 209, 232, 255, 234, 216, 200, 187
.byte 0, 21, 43, 64, 85, 106, 128, 149, 170, 191, 213, 234, 255, 235, 219, 204
.byte 0, 20, 39, 59, 78, 98, 118, 137, 157, 177, 196, 216, 235, 255, 237, 221
.byte 0, 18, 36, 55, 73, 91, 109, 128, 146, 164, 182, 200, 219, 237, 255, 238
.byte 0, 17, 34, 51, 68, 85, 102, 119, 136, 153, 170, 187, 204, 221, 238, 255
VAR toggle_mask_invert
.byte $fe, $fd, $fb, $f7, $ef, $df, $bf, $7f
.data
VAR toggle_mask2
.byte 1, 2, 4, 8, 16, 32, 64, 128
VAR shark_laser_descriptor
.word shark_laser_tick
.word laser_hit_player
.word nothing
.word sniper_bullet_hit_world
.byte SPRITE_TILE_BULLET, 0
.byte 3
.byte 3, 3
VAR reflected_laser_descriptor
.word shark_laser_tick
.word nothing
.word bullet_hit_enemy
.word sniper_bullet_hit_world
.byte SPRITE_TILE_BULLET, 0
.byte 3
.byte 3, 3
VAR shark_laser_hit_descriptor
.word laser_hit_tick
.word nothing
.word nothing
.word nothing
.byte SPRITE_TILE_BULLET_HIT, 0
.byte 2
.byte 0, 0
VAR shark_laser_damage_descriptor
.word nothing
.word nothing
.word nothing
.word nothing
.byte SPRITE_TILE_BULLET_DAMAGE, 0
.byte 3
.byte 0, 0
VAR shark_descriptor
.word swiming_ai_tick
.word shark_die
.word nothing
.word swiming_sprites_for_state
.byte SPRITE_TILE_SHARK
.byte 2 ;gun palette
.byte 3, 1
.byte 20
VAR shark_drop_table
.byte 8
.word shark_drop_type
.word shark_drop_base_count
.word shark_drop_rand_count
VAR shark_drop_type
.byte ITEM_GEM, ITEM_GEM, ITEM_NONE, ITEM_NONE
.byte ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE
VAR shark_drop_base_count
.byte 1, 1, 0, 0, 0, 0, 0, 0
VAR shark_drop_rand_count
.byte 1, 1, 1, 1, 1, 1, 1, 1
VAR shooting_sprites_for_state
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
.byte $00 + 1, $00
.byte $02 + 1, $00
VAR swiming_sprites_for_state
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
.byte $04 + 1, $00
.byte $06 + 1, $00
TILES shark_tiles, 2, "tiles/enemies/shark/shark.chr", 8