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game_state_routines pass through player_died; saves a few bytes.
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@ -33,6 +33,7 @@
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typedef routine
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inputs joy2, press_fire_msg, dispatch_game_state,
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actor_pos, actor_delta, actor_logic,
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player_died,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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outputs dispatch_game_state,
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actor_pos, actor_delta, actor_logic,
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@ -380,7 +381,6 @@ define enemy_logic logic_routine
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define game_state_title_screen game_state_routine
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{
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ld y, 0
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st y, player_died
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for y up to 17 {
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ld a, press_fire_msg + y
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@ -436,8 +436,6 @@ define game_state_play game_state_routine
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define game_state_game_over game_state_routine
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{
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ld y, 0
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st y, player_died
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st off, c
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call check_button
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