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Turns out I only have fixed the "magically appearing mushroom" bug. I fixed it for slow moving centipedes coming on screen but there was a second case of the same problem for fast moving centipedes. So fix that now also. Bump the version number to 1.0.1. I will do a patch update at some point but I don't think this bug deserves pushing out a quick release update. It is an annoying minor bug at most.
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@ -7,7 +7,7 @@
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<key>Binary.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>3</integer>
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<integer>1</integer>
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</dict>
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<key>BuGS.xcscheme_^#shared#^_</key>
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<dict>
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@ -17,12 +17,12 @@
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<key>DiskImage.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>1</integer>
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<integer>2</integer>
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</dict>
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<key>doNotBuild.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>2</integer>
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<integer>3</integer>
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</dict>
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</dict>
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</dict>
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@ -1507,8 +1507,8 @@ addBodySegment_fast anop
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; This is a bit weird but we pretend the body segment is in the bottom RHS tile while it is offscreen.
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; We have to put in a valid game tile here and it doesn't matter if body segments "collide". But we
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; don't want head segments to collide with a off-screen body segment. Since the head segments always
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; appear at the top, it is safe to just tuck the body segments away at the bottom RHS.
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lda #NUM_GAME_TILES-1
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; appear at the top, it is safe to just tuck the body segments away at the top RHS.
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lda #RHS_FIRST_TILE_OFFSET
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sta segmentCurrentTile-6,y
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sta segmentCurrentTile-4,y
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sta segmentCurrentTile-2,y
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@ -1606,7 +1606,7 @@ addBodySegment_slow anop
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sta segmentTileOffsetsLR,y
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sta segmentTileOffsetsLR,y
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; See the comment above why we pretend the body segment is at the bottom RHS tile.
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; See the comment above why we pretend the body segment is at the top RHS tile.
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lda #RHS_FIRST_TILE_OFFSET
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sta segmentCurrentTile-14,y
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sta segmentCurrentTile-12,y
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@ -63,7 +63,7 @@ resource rVersion (1) {
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{
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1, /* Major version number in BCD */
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0, /* Minor version number in BCD */
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0, /* Bug version number in BCD */
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1, /* Bug version number in BCD */
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release, /* Development phase */
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0 /* Release number */
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},
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