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tfv: enable random enemy, fix up enemy sprites
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e2c68b04e7
commit
03a7a03462
@ -1,15 +1,14 @@
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Soon:
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+ Battle Sequence
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--> Sprites for all enemies
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--> Randomize enemy you fight
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--> Different backgrounds based on location
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--> Magic
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--> Summons
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--> Limit break (move to end, only have item appear if breaking)
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--> Die if HP hits 0. On ground sprite
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--> Run away
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--> Fix weird glitch on damage printing
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--> Sound effects
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--> enemy uses magic
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--> green background on anti-damage printing
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+ Enable getting back on spaceship (with better animation)
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+ Better collision detection on Spaceship land
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@ -167,6 +167,26 @@ static struct enemy_type enemies[8]={
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},
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};
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// http://codebase64.org/doku.php?id=base:small_fast_8-bit_prng
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static int random_8(void) {
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static int seed=0x1f;
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static int newseed;
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newseed=seed; // lda seed
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if (newseed==0) goto doEor; // beq doEor
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newseed<<=1; // asl
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if (newseed==0) goto noEor; //beq noEor
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// if the input was $80, skip the EOR
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if (!(newseed&0x100)) goto noEor; // bcc noEor
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doEor:
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newseed^=0x1d; // eor #$1d
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noEor:
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seed=(newseed&0xff); // sta seed
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return seed;
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}
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static int gr_put_num(int xx,int yy,int number) {
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int xt=xx,digit,left,hundreds;
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@ -769,7 +789,9 @@ static void magic_attack(int which) {
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}
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}
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static void limit_break(int which) {
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static void limit_break_drop(void) {
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int ax=34,ay=20;
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int damage=100;
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@ -865,6 +887,212 @@ static void limit_break(int which) {
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limit=0;
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}
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static void limit_break_slice(void) {
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int ax=34,ay=20;
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int damage=100;
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int i;
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while(ay>0) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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draw_battle_bottom(enemy_type);
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page_flip();
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ay-=1;
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usleep(20000);
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}
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ax=10;
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ay=0;
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/* Falling */
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while(ay<=20) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(13);
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vlin(0,ay,ax-5);
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page_flip();
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ay+=1;
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usleep(100000);
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}
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i=0;
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while(i<13) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(ay,ay+i,ax-5);
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page_flip();
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i++;
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usleep(100000);
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}
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ax=34;
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ay=20;
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(20,33,5);
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damage_enemy(damage);
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gr_put_num(2,10,damage);
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page_flip();
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for(i=0;i<20;i++) {
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usleep(100000);
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}
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limit=0;
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}
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static void limit_break_zap(void) {
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int ax=34,ay=20;
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int damage=100;
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int i;
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while(ay>0) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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draw_battle_bottom(enemy_type);
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page_flip();
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ay-=1;
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usleep(20000);
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}
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ax=10;
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ay=0;
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/* Falling */
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while(ay<=20) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(13);
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vlin(0,ay,ax-5);
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page_flip();
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ay+=1;
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usleep(100000);
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}
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i=0;
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while(i<13) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(ay,ay+i,ax-5);
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page_flip();
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i++;
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usleep(100000);
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}
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ax=34;
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ay=20;
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(20,33,5);
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damage_enemy(damage);
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gr_put_num(2,10,damage);
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page_flip();
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for(i=0;i<20;i++) {
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usleep(100000);
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}
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limit=0;
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}
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#define MENU_LIMIT_DROP 0
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#define MENU_LIMIT_SLICE 1
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#define MENU_LIMIT_ZAP 2
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static void limit_break(int which) {
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if (which==MENU_LIMIT_DROP) limit_break_drop();
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else if (which==MENU_LIMIT_SLICE) limit_break_slice();
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else if (which==MENU_LIMIT_ZAP) limit_break_zap();
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}
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static void summon(int which) {
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int tx=34,ty=20;
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@ -1065,13 +1293,16 @@ int do_battle(void) {
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int enemy_count=30;
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int old;
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rotate_intro();
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battle_count=20;
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/* Setup Enemy */
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// enemy_type=X
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// random, with weight toward proper terrain
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// 50% completely random, 50% terrain based?
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enemy_type=random_8()%0x7;
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rotate_intro();
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/* Setup Enemy HP */
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enemy_hp=enemies[enemy_type].hp_base+
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@ -251,13 +251,13 @@ unsigned char plain_fish[]={
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0x60,0x00,0x09,0x69,0x60,0x60,0x00,0x00,0x00,
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0x64,0x60,0x66,0x66,0x66,0x66,0x66,0x60,0x00,
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0x64,0x66,0x66,0x66,0x46,0x66,0x64,0x66,0x00,
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0x64,0x66,0x66,0x44,0x66,0x66,0x66,0x66,0xcc,
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0x64,0x66,0x66,0x66,0x46,0x66,0x66,0x6C,0x05,
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0x64,0x66,0x66,0x44,0x66,0x66,0x66,0x66,0xee,
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0x64,0x66,0x66,0x66,0x64,0x66,0x66,0x6e,0x05,
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0x64,0x00,0x06,0x66,0x66,0x66,0x06,0x00,0x00,
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};
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unsigned char evil_tree[]={
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0x9,0x6,
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0x88,0x44,0x88,0x44,0x44,0x44,0x88,0x44,0x88,
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0x80,0x44,0x88,0x44,0x44,0x44,0x88,0x44,0x80,
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0x48,0x84,0x84,0x44,0x44,0x44,0x84,0x84,0x48,
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0x04,0x04,0x44,0x98,0x88,0x98,0x44,0x04,0x04,
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0x00,0x08,0x08,0x88,0x88,0x88,0x08,0x08,0x00,
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@ -275,20 +275,20 @@ unsigned char wood_elf[]={
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};
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unsigned char giant_bee[]={
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0x9,0x6,
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0x00,0x60,0xd0,0x00,0x00,0x00,0x00,0x00,0x80,
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0x00,0x86,0x66,0x6d,0xd0,0xc0,0x80,0x55,0x00,
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0xc0,0x88,0x88,0xc6,0x86,0xc6,0x88,0x85,0x00,
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0xcc,0x88,0x88,0xcc,0x88,0xcc,0xc8,0x55,0x06,
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0x00,0x88,0x88,0xcc,0x88,0xcc,0x0c,0x00,0x00,
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0x00,0x60,0xe0,0x00,0x00,0x00,0x00,0x00,0x80,
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0x00,0x86,0x66,0x6e,0xe0,0xd0,0x80,0x55,0x00,
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0xdd,0x88,0x88,0xd6,0x86,0xd6,0x88,0x85,0x00,
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0xdd,0x88,0x88,0xdd,0x88,0xdd,0xd8,0x55,0x06,
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0x0d,0x88,0x88,0xdd,0x88,0xdd,0x0d,0x00,0x00,
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0x50,0x05,0x00,0x50,0x05,0x00,0x05,0x50,0x00,
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};
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unsigned char procrastinon[]={
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0x9,0x6,
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0x00,0x00,0x00,0x50,0x85,0x88,0x80,0x00,0x00,
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0x00,0x00,0x55,0x88,0x88,0x88,0x88,0xcc,0x00,
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0x00,0x00,0x55,0x88,0x88,0x88,0x88,0xcc,0x00,
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0x00,0x00,0x05,0x88,0x88,0x88,0xc8,0x0c,0x00,
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0x00,0x00,0x00,0x00,0x08,0x0c,0x00,0x00,0x00,
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0x00,0x00,0x55,0x88,0x88,0x88,0x88,0xdd,0x00,
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0x00,0x00,0x55,0x88,0x88,0x88,0x88,0xdd,0x00,
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0x00,0x00,0x05,0x88,0x88,0x88,0xd8,0x0d,0x00,
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0x00,0x00,0x00,0x00,0x08,0x0d,0x00,0x00,0x00,
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0x00,0x00,0x00,0x50,0x50,0x50,0x50,0x00,0x00,
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};
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unsigned char ice_fish[]={
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