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nes: updated presets
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f17a3488ed
commit
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@ -97,6 +97,7 @@ void main() {
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char i;
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char oam_id;
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// setup graphics
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setup_graphics();
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// initialize actors with random values
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for (i=0; i<NUM_ACTORS; i++) {
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@ -98,6 +98,10 @@ void main() {
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char oam_id;
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char pad; // controller flags
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// print instructions
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vram_adr(NTADR_A(2,2));
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vram_write("\x1c\x1d\x1e\x1f to move metasprite", 24);
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// setup graphics
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setup_graphics();
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// initialize actors with random values
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for (i=0; i<NUM_ACTORS; i++) {
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@ -99,6 +99,14 @@ void main() {
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char pad; // controller flags
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char vbright = 4;
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// print instructions
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vram_adr(NTADR_A(2,2));
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vram_write("Press A/B to dec/inc", 20);
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vram_adr(NTADR_A(2,3));
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vram_write("virtual bright level", 20);
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vram_adr(NTADR_A(2,5));
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vram_write("\x1e \x1f uses pad_trigger()", 22);
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// setup graphics
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setup_graphics();
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// initialize actors with random values
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for (i=0; i<NUM_ACTORS; i++) {
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@ -135,11 +143,11 @@ void main() {
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actor_x[i] += actor_dx[i];
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actor_y[i] += actor_dy[i];
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}
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// set sprites 0-3 palette directly in OAM buffer
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OAMBUF[0].attr |= 3;
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OAMBUF[1].attr |= 3;
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OAMBUF[2].attr |= 3;
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OAMBUF[3].attr |= 3;
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// set sprites 0-3 attribute byte directly in OAM buffer
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OAMBUF[0].attr |= 3 | OAM_BEHIND;
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OAMBUF[1].attr |= 3 | OAM_BEHIND;
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OAMBUF[2].attr |= 3 | OAM_BEHIND;
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OAMBUF[3].attr |= 3 | OAM_BEHIND;
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// hide rest of sprites
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// if we haven't wrapped oam_id around to 0
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if (oam_id!=0) oam_hide_rest(oam_id);
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@ -744,14 +744,14 @@ void play_round() {
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} else {
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switch (framecount & 3) {
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case 1: animate_enemy_explosion(); // continue...
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case 3: does_missile_hit_player(); break;
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case 2: draw_stars(); break;
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case 2: does_missile_hit_player(); break;
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case 3: draw_stars(); break;
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}
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set_sounds();
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if (!enemies_left) end_timer--;
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draw_next_row();
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}
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//cflushnow();
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cflushnow();
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copy_sprites();
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#ifdef DEBUG_FRAMERATE
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putchar(t0 & 31, 27, CHAR(' '));
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2
tss
2
tss
@ -1 +1 @@
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Subproject commit d630ddcb29d74a178cde043d74188fac35d6a21f
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Subproject commit 5b5ee67fc06956bc7dce51726e98812d2d897eaa
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