; 6502bench SourceGen v1.7.3
visionNum .eq $3e ; vision number to have next, 0..5
GAME2_PRNTSTR .eq $600c
SCRN_triumph_melody .eq $9c1e
.org $0330
********************************************************************************
* It seems they ran out of space in GAME1 for vision code (used after gaining *
* a level) so they stuffed 2 visions in page $03, along with common end code *
* that plays the vision melody. *
********************************************************************************
0330: 4c 36 03 BIGMESS_visions jmp vision3
0333: 4c f5 03 BIGMESS_end_vision jmp end_vision ;called from GAME1 visions
0336: c9 03 vision3 cmp #$03
0338: d0 68 bne vision4
033a: 20 0c 60 jsr GAME2_PRNTSTR
033d: 29 .dd1 $29
033e: c1 a0 c2 cf+ .str ↑“A BODY WASHES UP FROM THE BOTTOMLESS LAKE. THE BOY APPEARS”
+ “ DEAD BUT YOU CAN'T BE SURE...”
039e: ff .dd1 $ff
039f: 4c f5 03 jmp end_vision
03a2: 20 0c 60 vision4 jsr GAME2_PRNTSTR
03a5: 29 .dd1 $29
03a6: cf ce a0 c1+ .str ↑“ON A NARROW ROCK LEDGE RAAMO LIVES, TRAPPED IN”,$17,“CAVE”
+ “RNS DEEP BELOW THE ROOT”
03f4: ff .dd1 $ff
03f5: e6 3e end_vision inc visionNum ;have next vision next time
03f7: 20 1e 9c jsr SCRN_triumph_melody ;yay
03fa: 60 rts
; junk?
03fb: 30 .dd1 $30
03fc: ef .dd1 $ef
03fd: 30 .dd1 $30
03fe: ef .dd1 $ef
03ff: 90 .dd1 $90