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ootw: adjust timing of end scene
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1d8645c4ef
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@ -16,11 +16,6 @@ ootw_mesa:
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lda #1
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sta DISP_PAGE
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;===========================
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; init some vars
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lda #0
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sta LEVELEND_PROGRESS
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;===========================
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; Setup right/left exit paramaters
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@ -62,9 +57,14 @@ mesa_left:
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lda #0
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sta GAIT
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sta GAME_OVER
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sta LEVELEND_PROGRESS
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;============================
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; Rope Loop
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;============================
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;============================
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; Mesa main Loop
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;============================
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;============================
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;============================
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mesa_loop:
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@ -75,12 +75,25 @@ mesa_loop:
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lda LEVELEND_PROGRESS
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beq no_levelend
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;=== load special background on first frame and frame 19
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cmp #(MAX_PROGRESSION-36) ; on frame 19?
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bne check_if_first
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lda #<deadbeast_rle
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sta GBASL
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lda #>deadbeast_rle
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jmp finish_first
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check_if_first:
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cmp #MAX_PROGRESSION ; only load background on first frame
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bne levelend_not_first
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lda #<cavern3_rle
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sta GBASL
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lda #>cavern3_rle
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finish_first:
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sta GBASH
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lda #$C ; load image off-screen $C00
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jsr load_rle_gr
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@ -260,15 +273,20 @@ endl1_progression:
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; pause is *before* image indicated
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endl_pauses:
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; fading out
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.byte 10,10 ; black,black
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.byte 10,10,10,10,220 ; 51,50,49,48,47
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; getting shot
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.byte 3,3,3,3,3 ; 46,45,44,43,42
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.byte 3,3,3,3,3 ; 41,40,39,38,37
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.byte 250 ; 36
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.byte 230,80 ; gun, peace
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.byte 80,80,80,80 ; 33,32,31,30
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.byte 80,10,10,10,10 ; 29,28,27,26,25
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; raising hand
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.byte 20,150,20,20 ; 33,32,31,30
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; getting up
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.byte 20,20,150,10,10 ; 29,28,27,26,25
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.byte 10,10,10,10,10 ; 24,23,22,21,20
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; shooting of beast
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.byte 3,3,3,3,3 ; 19,18,17,16,15
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.byte 3,3,3,3,3 ; 14,13,12,11,10
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.byte 3,3,3,3,3 ; 09,08,07,06,05
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