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ootw: c4: blast stopped by doors now
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@ -135,8 +135,8 @@ Level/Checkpoint #3:
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+ Actual game shakes the camera when you hit the ground after falling
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Level/Checkpoint #4:
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+ Implement doors
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+ Implement guard (shooting, taunting)
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+ Disable keyboard while in the recharger
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Level/Checkpoint #5:
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+ Falling as enter level
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12
ootw/blast.s
12
ootw/blast.s
@ -50,6 +50,7 @@ fire_blast:
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; set x
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blast_left:
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jsr calc_gun_left_collision
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ldx PHYSICIST_X
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dex
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@ -63,6 +64,7 @@ blast_left:
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jmp done_fire_blast
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blast_right:
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jsr calc_gun_right_collision
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lda PHYSICIST_X
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clc
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@ -169,12 +171,14 @@ still_starting_blast_left:
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blast_edge_detect_left:
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lda blast0_end
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cmp LEFT_SHOOT_LIMIT
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bmi disable_blast
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lda blast0_start
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cmp LEFT_SHOOT_LIMIT
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bpl no_move_blast
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lda #0
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lda LEFT_SHOOT_LIMIT
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sta blast0_start
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jmp no_move_blast
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@ -206,14 +210,14 @@ blast_edge_detect_right:
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; detect if totally off screen
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lda blast0_start
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cmp #40
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cmp RIGHT_SHOOT_LIMIT
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bcs disable_blast
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lda blast0_end
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cmp #40
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cmp RIGHT_SHOOT_LIMIT
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bcc no_move_blast
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lda #39
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lda RIGHT_SHOOT_LIMIT
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sta blast0_end
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no_move_blast:
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@ -94,11 +94,13 @@ end_message:
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.include "physicist.s"
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.include "alien.s"
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.include "gun.s"
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.include "blast.s"
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.include "shield.s"
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;.include "gun.s"
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;.include "blast.s"
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;.include "shield.s"
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;.include "door.s"
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;.include "collision.s"
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; room backgrounds
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.include "ootw_graphics/l5cave/ootw_c5_cave.inc"
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