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ootw: more attempt to fix collision
still not sure what's going on with last door in vent room. not really time to care
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ootw/TODO
45
ootw/TODO
@ -1,35 +1,13 @@
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TODO Before release:
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====================
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l2 -- picking up gun collision box isn't quite right
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when coming in from the right
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l2 -- fix collision with alien on same level
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l2 -- adjust door trigger in break room
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l2 -- move doors to final behavior (break room one needs to
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be locked)
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l2/l4 -- have aliens shoot
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L2 vent -- we fall behind the vent
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No easy way to fix that unless we split if off from
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the friend drawing code, or change the Z order of the friend
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l2 -- alien behavior
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room5: alien appears to left of door. Works on panel to
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unlock it, comes in and bothers friend after
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we call down.
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also I think if you wait long enough more aliens
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appear if you try to go left.
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when calculating room calcs, take Y position into account
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L2 -- disable door/powerline by shooting wall
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L2 -- add aliens
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intro -- add music?
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l2 -- move doors to final behavior (break room one needs to
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be locked)
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MISSING SPRITES:
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@ -58,6 +36,15 @@ BEHAVIOR DIFFERENCES:
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- become alert if they hear an explosion
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- l4, if you draw gun (but not fire) guard won't shoot you,
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but instead will yell at you a bit
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- l2 first battle has very elaborate behavior with an
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ofscreen battle and your friend running back,
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and eventually more waves of aliens will come
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after you
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- l2/room5: alien appears to left of door. Works on panel to
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unlock it, comes in and bothers friend after
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we call down.
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also I think if you wait long enough more aliens
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appear if you try to go left.
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* gun behavior:
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- doors/walls should explode outward away from blast
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@ -139,12 +126,20 @@ KNOWN BUGS:
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+ ootw: pool monster grabs you a edge of pool (glitch)
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+ intro: there's still a bit of a pause when the elevator door finishes opening
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+ running: Missing one running frame (?)
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+ L2 vent -- we fall behind the vent
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No easy way to fix that unless we split if off from
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the friend drawing code, or change the Z order of the friend
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FUTURE WORK:
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============
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* Intro
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+ add Mockingboard music
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* L1 pool
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+ adjust tentacle to not go off edge of screen
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+ adjust x position of tentacle grab
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* l2 vent room
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+ Make guard appear
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@ -38,7 +38,12 @@ recalc_walk_left:
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recalc_walk_left_loop:
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cmp (DOOR_X),Y
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bcc recalc_walk_left_continue ; bcs
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bcc recalc_walk_left_continue ; blt
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; only if closer than previous found
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lda LEFT_WALK_LIMIT
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cmp (DOOR_X),Y
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bcs recalc_walk_left_continue ; bge
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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@ -64,6 +69,11 @@ recalc_walk_right_loop:
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cmp (DOOR_X),Y
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bcs recalc_walk_right_continue ; bge
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; only if closer than previous found
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lda RIGHT_WALK_LIMIT
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cmp (DOOR_X),Y
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bcc recalc_walk_right_continue ; blt
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lda (DOOR_STATUS),Y
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cmp #DOOR_STATUS_LOCKED
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bne recalc_walk_right_continue
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