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ootw: c1: slugs are re-initialized right and fall properly
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@ -11,13 +11,9 @@ TODO Before release:
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when calculating room calcs, take Y position into account
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L1 -- fix beast ending
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L1 -- have beast collapse
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L1 -- fix slugs
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+ slugs on ceiling drop
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+ adjust slug attack range
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+ spawn new slugs in 2nd room
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+ be sure can jump over slugs
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L2 -- add doors
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L2 -- disable door/powerline by shooting wall
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@ -76,7 +72,6 @@ BEHAVIOR DIFFERENCES:
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- small things like birds flying are not implemented
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* caverns:
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- slugs possibly can fall due to earthquake?
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- beast on hill and 2nd screen -- complex, only appears if
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you happen to leave same time beast does? then movement
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depends on xposition?
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@ -91,6 +86,9 @@ BEHAVIOR DIFFERENCES:
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- beast should climb hill in rope room better
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- beast has shadow when standing
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* slugs:
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- slugs possibly can fall due to earthquake?
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- they should explode away from kick (what's it doing now)
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+ Level/Checkpoint 2
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@ -105,6 +105,21 @@ slugg6_falling: .byte 0
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init_slugs:
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; outside loop, init ceiling-ness
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; ground slugs
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lda #30
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sta slugg0_y
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sta slugg3_y
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sta slugg4_y
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sta slugg5_y
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; ceiling slugs
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lda #2
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sta slugg1_y
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sta slugg2_y
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sta slugg6_y
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ldx #0
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init_slug_loop:
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@ -302,8 +317,8 @@ no_attack:
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sec
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sbc PHYSICIST_X
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clc
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adc #5
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cmp #10
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adc #8 ; fall if within 8 of physicist
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cmp #16
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bcs no_falling ; bge
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lda #1
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@ -392,6 +407,10 @@ check_draw_falling:
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tay
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dey
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lda FRAMEL ; slow things down
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and #$f
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bne done_falling_slugs
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; actually fall
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cpy #7
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beq falling_slugs
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@ -48,7 +48,7 @@ slug_falling_progression_hi:
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.byte >slug_falling8 ; 9
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.byte >slug_falling9 ; 10
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.byte >slug_falling10 ; 11
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.byte >slug_falling11 ; 12
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.byte >slug_falling7 ; 12
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slug_falling_progression_lo:
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.byte <slug_falling1
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@ -64,7 +64,7 @@ slug_falling_progression_lo:
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.byte <slug_falling8
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.byte <slug_falling9
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.byte <slug_falling10
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.byte <slug_falling11
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.byte <slug_falling7
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@ -86,62 +86,55 @@ slug_falling3:
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.byte $AA,$AA,$00
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slug_falling4:
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.byte 2,2
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.byte 3,2
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.byte $AA,$00,$AA
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.byte $AA,$00,$AA
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slug_falling5:
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.byte 2,2
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.byte 3,2
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.byte $AA,$00,$AA
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.byte $0A,$A0,$AA
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slug_falling6:
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.byte 2,2
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.byte 3,2
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.byte $AA,$00,$AA
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.byte $AA,$A0,$0A
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slug_falling12:
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.byte 2,4
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.byte $AA,$00
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.byte $AA,$00
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.byte $AA,$00
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.byte $AA,$00
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slug_falling7:
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.byte 4,4
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$00,$0A
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.byte 3,4
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.byte $AA,$AA,$AA
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.byte $AA,$AA,$AA
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.byte $AA,$AA,$AA
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.byte $0A,$00,$0A
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slug_falling8:
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.byte 4,4
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$0A,$AA,$AA
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.byte $AA,$aA,$A0,$0A
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.byte 3,4
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.byte $AA,$AA,$AA
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.byte $AA,$AA,$AA
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.byte $0A,$AA,$AA
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.byte $aA,$A0,$0A
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slug_falling9:
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.byte 4,4
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $0A,$AA,$AA,$AA
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.byte $AA,$a0,$0A,$AA
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.byte 3,4
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.byte $AA,$AA,$AA
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.byte $AA,$AA,$AA
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.byte $0A,$AA,$AA
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.byte $00,$a0,$0A
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slug_falling10:
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.byte 4,4
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $0A,$AA,$AA,$AA
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.byte $00,$0A,$0A,$AA
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slug_falling11:
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.byte 4,4
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $AA,$AA,$AA,$AA
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.byte $0A,$00,$00,$0A
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slug_falling12:
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.byte 4,4
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.byte $AA,$00,$AA,$AA
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.byte $AA,$00,$AA,$AA
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.byte $AA,$00,$AA,$AA
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.byte $AA,$00,$AA,$AA
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.byte 3,4
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.byte $AA,$AA,$AA
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.byte $AA,$AA,$AA
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.byte $0A,$AA,$AA
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.byte $00,$0A,$0A
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