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lemm: properly print 100% in outtro
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@ -1,4 +1,3 @@
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+ more than 1 lemming
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+ draw roughly circular bg destruction when lemming explodes
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+ wait a second after last lemming gone to exit
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+ update the "in" %
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@ -10,3 +9,10 @@
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even x, maybe we should start animation 4 frames in if that's
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the case. Or maybe it's the shift for odd frames, make
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the shift the other way if walking left/right
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+ Add floater
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+ Add stopper
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+ Add climber
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+ when nuke, they should stop coming out of the door
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+ offset the frames when nuking so not simultaneous
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+ on explosion, start with invisible 6 so we always get a full 5s
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@ -146,6 +146,7 @@ upr_not_100:
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bcc upr_out_tens
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always_tens:
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ldx PERCENT_RESCUED_L
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txa
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lsr
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lsr
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@ -283,7 +283,7 @@ ground_walking:
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ldy CURRENT_LEMMING
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lda lemming_fall_distance,Y
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cmp #32
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cmp #24
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bcs lemming_goes_splat
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lda #0
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