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https://github.com/deater/dos33fsprogs.git
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sb: more or less have logic in reasonable state
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@ -1,14 +1,10 @@
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Strongbadzone:
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Strongbadzone:
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+ Implement rest of audio
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+ Implement rest of audio
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+ Ball movement logic. Is actually just 2D
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-> Collision detect with head. Decrement count, play sound
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-> Collision detect with player
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+ Do the color mask (different blacks)
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+ Animate side walls
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+ Animate side walls
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-> This is going to involve fancy memory management
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-> This is going to involve fancy memory management
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+ Faster hgr copy?
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+ Faster hgr copy?
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+ Optimize sprite size
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+ Optimize sprite size
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+ Allow lowercase keyboard (see duck code)
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+ Can't continually hold shield up
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Duck:
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Duck:
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+ Implement throwing
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+ Implement throwing
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@ -601,17 +601,24 @@ no_more_right:
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jmp main_loop
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jmp main_loop
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shield_left:
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shield_left:
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lda SHIELD_POSITION
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bne done_adjust_shield
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lda #SHIELD_UP_LEFT
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lda #SHIELD_UP_LEFT
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bne adjust_shield
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bne adjust_shield
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shield_center:
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shield_center:
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lda SHIELD_POSITION
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bne done_adjust_shield
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lda #SHIELD_UP_CENTER
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lda #SHIELD_UP_CENTER
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bne adjust_shield
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bne adjust_shield
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shield_right:
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shield_right:
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lda SHIELD_POSITION
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bne done_adjust_shield
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lda #SHIELD_UP_RIGHT
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lda #SHIELD_UP_RIGHT
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adjust_shield:
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adjust_shield:
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sta SHIELD_POSITION
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sta SHIELD_POSITION
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lda #5
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lda #4
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sta SHIELD_COUNT
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sta SHIELD_COUNT
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done_adjust_shield:
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jmp main_loop
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jmp main_loop
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asplode_asplode:
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asplode_asplode:
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@ -173,10 +173,13 @@ done_asplode_head:
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lda #0
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lda #0
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sta SHIELD_POSITION
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sta SHIELD_POSITION
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sta BULLET_Y
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sta BULLET_Y
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sta SHIELD_COUNT
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lda #1
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lda #1
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sta BULLET_YDIR
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sta BULLET_YDIR
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bit KEYRESET ; clear any keypresses during asplode
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rts
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rts
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