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megademo: update text in bird_mountain
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@ -34,7 +34,7 @@ megademo.o: megademo.s \
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check_email.s email_40_96.inc \
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check_email.s email_40_96.inc \
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leaving.s leaving.inc tfv_sprites.inc \
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leaving.s leaving.inc tfv_sprites.inc \
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arrival.s arrival.inc \
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arrival.s arrival.inc \
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bird_mountain.s \
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bird_mountain.s letters.s \
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waterfall.s gr_unrolled_copy.s waterfall_page1.inc waterfall_page2.inc \
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waterfall.s gr_unrolled_copy.s waterfall_page1.inc waterfall_page2.inc \
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takeoff.s takeoff.inc takeoff.img.lz4 \
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takeoff.s takeoff.inc takeoff.img.lz4 \
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mode7.s \
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mode7.s \
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@ -11,3 +11,4 @@
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29476 -- get leaving all working
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29476 -- get leaving all working
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30599 -- have most of heart scene going
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30599 -- have most of heart scene going
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30501 -- move mountain image to HGR image block
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30501 -- move mountain image to HGR image block
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30420 -- update words in bird_mountain
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@ -47,9 +47,10 @@ Timing:
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5: running bird:
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5: running bird:
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run to middle of screen, then have everything start moving?
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update text
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auto timeout to next screen
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auto timeout to next screen
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run to middle of screen, then have everything start moving?
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have sprites partially on all screen rather than jumping at edge?
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stop scrolling and run off at end?
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6: waterfall:
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6: waterfall:
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finish packing down a bit
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finish packing down a bit
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@ -45,7 +45,7 @@ bird_mountain:
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sta LETTERX
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sta LETTERX
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lda #1
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lda #1
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sta LETTERY
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sta LETTERY
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lda #15
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lda #12
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sta LETTERD
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sta LETTERD
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;=================
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;=================
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@ -487,26 +487,6 @@ green_loop:
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; 4 + (40*55) + 6 - 1
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; 4 + (40*55) + 6 - 1
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letters_bm:
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;.byte 1,15
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.byte "T A L B O T",128
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.byte 2,14,"F A N T A S Y",128
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.byte 3,16,"S E V E N",128
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.byte 1,15," ",128
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.byte 2,14," ",128
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.byte 3,16," ",128
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.byte 1,19,"BY",128
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.byte 3,14,"VINCE WEAVER",128
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.byte 1,19," ",128
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.byte 3,14," ",128
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.byte 1,16,"MUSIC BY",128
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.byte 3,12,"HIROKAZU TANAKA",128
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.byte 1,16," ",128
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.byte 3,12," ",128
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.byte 2,13,"CYCLE COUNTING",128
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.byte 3,16,"IS HARD!"
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.byte 255
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;.align $100
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;.align $100
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;.include "tfv_sprites.inc"
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;.include "tfv_sprites.inc"
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29
megademo/letters.s
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29
megademo/letters.s
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@ -0,0 +1,29 @@
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; The various strings printed by the sliding letters code
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; Kept in one place to try to allow for better alignment opportunities
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letters_bm:
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;.byte 1,12
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.byte "CYCLE",128
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.byte 2,12,"COUNTING",128
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.byte 3,12,"M E G A D E M O",150
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.byte 1,12," ",128
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.byte 2,12," ",128
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.byte 3,12," ",128
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.byte 1,19,"BY",128
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.byte 3,10,"VINCE ",34,"DEATER",34," WEAVER",150
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.byte 1,19," ",128
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.byte 3,10," ",128
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.byte 1,16,"MUSIC BY",128
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.byte 3,16,"????????",150
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.byte 1,16," ",128
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.byte 3,16," ",128
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.byte 1,16,"BMP2DHR",128
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.byte 3,14,"BILL BUCKELS",150
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.byte 1,16," ",128
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.byte 3,14," ",128
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.byte 1,16,"LZ4+DISK",128
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.byte 3,17,"QKUMBA",150
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.byte 1,16," ",128
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.byte 3,17," "
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.byte 255
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@ -122,24 +122,40 @@ loop_forever:
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.include "tfv_sprites.inc"
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.include "tfv_sprites.inc"
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.include "mode7_sprites.inc"
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.include "mode7_sprites.inc"
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;=================================
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; Include Text for Sliding Letters
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; *DONT CROSS PAGES*
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;=================================
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.include "letters.s"
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;============================
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;============================
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; Include Lores Graphics
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; Include Lores Graphics
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; No Alignment Needed
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;============================
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;============================
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; leaving
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; leaving
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.include "leaving.inc"
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.include "leaving.inc"
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; waterfall
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; waterfall
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.include "waterfall_page1.inc"
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.include "waterfall_page1.inc"
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.include "waterfall_page2.inc"
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.include "waterfall_page2.inc"
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; arrival
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; arrival
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.include "arrival.inc"
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.include "arrival.inc"
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;============================
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;============================
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; Include Hires Graphics
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; Include Hires Graphics
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; No Alignment Needed
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;============================
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;============================
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sb_background_hgr:
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.incbin "SB_BACKGROUNDC.BIN.lz4",11
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; bird mountain
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sb_background_hgr_end:
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katahdin:
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katahdin:
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.incbin "KATC.BIN.lz4",11 ; skip the header
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.incbin "KATC.BIN.lz4",11 ; skip the header
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katahdin_end:
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katahdin_end:
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; spacebars
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sb_background_hgr:
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.incbin "SB_BACKGROUNDC.BIN.lz4",11
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sb_background_hgr_end:
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