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ootw: c1: add code to clean up slugs when leave room
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@ -88,7 +88,8 @@ BEHAVIOR DIFFERENCES:
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* slugs:
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- slugs possibly can fall due to earthquake?
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- they should explode away from kick (what's it doing now)
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- they should explode away from kick
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currently always explode right
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+ Level/Checkpoint 2
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@ -109,6 +109,9 @@ cave_setup_done:
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sta GAIT
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sta GAME_OVER
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; make sure in range and such
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jsr refresh_slugs
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jsr setup_beast
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@ -196,6 +196,43 @@ slugx_not_too_high:
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; any off-screen slugs, respawn
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refresh_slugs:
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ldx #0
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refresh_slug_loop:
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; put falling slugs on ground
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lda #0
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sta slugg_falling,X
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lda slugg_y,X
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cmp #2
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beq refresh_y_ok
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lda #30
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sta slugg_y,X
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refresh_y_ok:
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; if X out of range, redo
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lda slugg_x,X
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bmi refresh_x
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cmp #38
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bcs refresh_x
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jmp refresh_x_fine
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refresh_x:
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jsr init_slug_x
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refresh_x_fine:
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; should also do something about attack/destroy
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; but that only an issue if they leave the room
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; really suddenly somehow
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inx
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cpx #NUM_SLUGS
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bne refresh_slug_loop
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rts
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@ -351,16 +388,19 @@ slug_move:
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clc
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adc slugg_dir,X
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sta slugg_x,X
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;
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; we let slugs go off the end, we catch it on room re-init
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; though in theory if we wait long enough the slug will wrap
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slug_check_right:
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cmp #39
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bne slug_check_left
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jmp remove_slug
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;slug_check_right:
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; cmp #39
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; bne slug_check_left
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; jmp remove_slug
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slug_check_left:
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cmp #0
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bne slug_no_move
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jmp remove_slug
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;slug_check_left:
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; cmp #0
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; bne slug_no_move
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; jmp remove_slug
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slug_no_move:
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