ootw: c2: fix cart not going fully away

This commit is contained in:
Vince Weaver 2019-08-20 14:20:24 -04:00
parent 2242476aa4
commit 97370408fb
2 changed files with 8 additions and 25 deletions

View File

@ -4,37 +4,18 @@ TODO Before release:
l2 -- alien behavior
room5: alien appears to left of door. Works on panel to
unlock it, comes in and bothers friend after
we call down.
also I think if you wait long enough more aliens
appear if you try to go left.
general -- fix laser collision detection.
add detection of shields
add detection of friend
properly handle when multiple collision objects
on screen at once
door explosions should be cropped
when calculating room calcs, take Y position into account
L1 -- fix slugs
+ adjust slug attack range
+ spawn new slugs in 2nd room
L2 -- add doors
L2 -- disable door/powerline by shooting wall
L2 -- add aliens
L2 -- add minimal friend AI
L2 -- add way to leave L2 to L3
-- on cart screen, cart is still there at edge of screen?
+ Implement end scene
L5 -- add ending scenes?
Show some pictures
@ -141,6 +122,8 @@ BEHAVIOR DIFFERENCES:
+ Level/Checkpoint #4:
* Implement guard (shooting, taunting)
+ Level/Checkpoint #5
* Allow falling into first pit
KNOWN BUGS:
===========
@ -153,12 +136,7 @@ KNOWN BUGS:
FUTURE WORK:
============
* L1 pool
+ adjust tentacle to not go off edge of screen
+ adjust x position of tentacle grab
Level/Checkpoint #5:
+ Allow falling into first pit

View File

@ -599,6 +599,11 @@ no_draw_alien:
cmp #1
bne c2_no_cart_action
; 0 is never seen, 2 is all done
lda CART_OUT
cmp #1
bne c2_no_cart_action
c2_draw_cart:
lda CART_X
@ -684,7 +689,7 @@ c2_move_fg_objects:
inc CART_X
lda CART_X
cmp #39
cmp #40
bne cart_not_out
inc CART_OUT