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ootw: c2: add initial shield
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@ -29,6 +29,7 @@ ootw_jail_init:
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lda #1
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lda #1
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sta JAIL_POWER_ON
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sta JAIL_POWER_ON
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sta FIRST_SHIELD
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lda #F_RUNNING
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lda #F_RUNNING
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sta friend_state
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sta friend_state
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@ -202,6 +203,28 @@ jail2:
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cmp #2
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cmp #2
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bne jail3
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bne jail3
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lda FIRST_SHIELD
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beq not_first_shield
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; pretend a battle was underway
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first_shield:
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lda #0
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sta FIRST_SHIELD
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sta shield_count
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lda #1
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sta shield_out
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lda #18
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sta shield_x
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lda #28
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sta shield_y
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inc SHIELD_OUT
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not_first_shield:
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lda #(-4+128)
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lda #(-4+128)
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sta LEFT_LIMIT
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sta LEFT_LIMIT
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lda #(39+128)
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lda #(39+128)
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@ -91,6 +91,7 @@ PT3_TEMP = $8A
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; More zero-page addresses
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; More zero-page addresses
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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; we try not to conflict with anything DOS, MONITOR or BASIC related
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FIRST_SHIELD = $BD
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COLLISION_X = $BE
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COLLISION_X = $BE
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COLLISION_Y = $BF
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COLLISION_Y = $BF
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@ -110,6 +111,7 @@ BEAST_DEAD = $CB ; 1
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VENT_OPEN = $CC ; 2
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VENT_OPEN = $CC ; 2
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INTRO_REPEAT = $CD ; INTRO
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INTRO_REPEAT = $CD ; INTRO
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LASER_TEMP = $CE ; 2+
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LASER_TEMP = $CE ; 2+
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LEFT_SHOOT_TARGET = $CF ; ALL
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LEFT_SHOOT_TARGET = $CF ; ALL
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RIGHT_SHOOT_TARGET = $D0 ; ALL
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RIGHT_SHOOT_TARGET = $D0 ; ALL
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