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ootw: c15: fine tune shots a bit
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@ -6,6 +6,10 @@
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.include "zp.inc"
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.include "hardware.inc"
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; TODO:
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; die if not move and get shot by column (first screen)
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; die it try to go back into original room
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; bath:
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; after crash, hop out of sphere. move quickly as you can get lasered
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; right near the pod, but if you walk by the column you can stand
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@ -472,7 +476,8 @@ c15_no_bg_action:
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lda WHICH_ROOM
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cmp #0
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bne c15_room1_foreground
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beq c15_room0_foreground
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jmp c15_room1_foreground
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c15_room0_foreground:
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; Room 0 laser fire
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@ -558,6 +563,27 @@ fg_guard_draw:
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fg_guard_no_laser:
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; draw from-bottom-laser
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lda FRAMEL
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and #$20
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beq skip_this
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lda FRAMEL
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and #$18
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lsr
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lsr
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tay
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lda shot_lookup,Y
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sta INL
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lda shot_lookup+1,Y
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sta INH
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jsr draw_trapezoid
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skip_this:
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jmp c15_no_fg_action
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;=====================================
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@ -958,24 +984,24 @@ shot_lookup:
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shot1_frame1:
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.byte 2,128 ; LEFT SLOPE H/L
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.byte 0,128 ; RIGHT SLOPE H/L
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.byte 2,0 ; STARTX H/L
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.byte 15,0 ; ENDX H/L
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.byte 4,0 ; STARTX H/L
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.byte 17,0 ; ENDX H/L
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.byte 36,46 ; ENDY/STARTY
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shot1_frame2:
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.byte 2,0 ; LEFT SLOPE H/L
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; .byte 0,$60 ; RIGHT SLOPE H/L ; approximately 1/3?
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.byte 0,$80 ; RIGHT SLOPE H/L ; approximately 1/3?
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.byte 3,0 ; STARTX H/L
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.byte 14,128 ; ENDX H/L
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.byte 5,0 ; STARTX H/L
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.byte 16,128 ; ENDX H/L
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.byte 30,46 ; ENDY/STARTY
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shot1_frame3:
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.byte 2,0 ; LEFT SLOPE H/L
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.byte 2,0 ; RIGHT SLOPE H/L
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.byte 17,0 ; STARTX H/L
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.byte 19,9 ; ENDX H/L
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.byte 19,0 ; STARTX H/L
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.byte 21,9 ; ENDX H/L
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.byte 28,32 ; ENDY/STARTY
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shot1_hole:
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.byte 18,28 ; LEFT SLOPE H/L
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.byte 21,28 ; LEFT SLOPE H/L
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.byte 0,0 ; RIGHT SLOPE H/L
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.byte 0,0 ; STARTX H/L
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.byte 0,0 ; ENDX H/L
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