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keen: animate end of level
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@ -184,12 +184,62 @@ done_with_keen:
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; got here, touched enemy
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;============================
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; end animation
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;============================
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lda #1
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sta PLAY_END_SOUND
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inc KEEN_TILEY ; move down
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sec
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lda KEEN_TILEX
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sbc TILEMAP_X
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asl
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clc
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adc KEEN_X
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sta XPOS
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sec
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lda KEEN_TILEY
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sbc TILEMAP_Y
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asl
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asl
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clc
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adc KEEN_Y
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sta YPOS
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level_end_animation:
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jsr draw_tilemap
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ldx #<keen_sprite_squish
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lda #>keen_sprite_squish
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stx INL
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sta INH
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jsr put_sprite_crop
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jsr page_flip
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lda PLAY_END_SOUND
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beq skip_end_sound
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ldy #SFX_KEENDIESND
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jsr play_sfx
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; TODO: ANIMATION
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; keen turns to head, flies up screen
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; play game over music if out of keens
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dec PLAY_END_SOUND
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skip_end_sound:
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lda #100
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jsr WAIT
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dec YPOS
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dec YPOS
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bpl level_end_animation
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dec KEENS
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bpl level1_levelover
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@ -28,7 +28,7 @@ keen_sprites.inc: keen_sprites.png
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$(PNG2SPRITES) keen_sprites.png yorp_sprite_walking_left 16 22 4 8 >> keen_sprites.inc
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$(PNG2SPRITES) keen_sprites.png yorp_sprite_walking_right 11 22 4 8 >> keen_sprites.inc
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$(PNG2SPRITES) keen_sprites.png yorp_sprite_standing 11 32 4 8 >> keen_sprites.inc
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$(PNG2SPRITES) keen_sprites.png keep_sprite_squish 16 32 4 8 >> keen_sprites.inc
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$(PNG2SPRITES) keen_sprites.png keen_sprite_squish 16 32 4 8 >> keen_sprites.inc
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####
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@ -139,7 +139,7 @@ TILEMAP_OFFSET = $9F
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MARS_X = $A0
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MARS_Y = $A1
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INITIAL_SOUND = $A2
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PLAY_END_SOUND = $A3
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WHICH_SLOT = $DA
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