keen: movement almost right
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4246082e48
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4df133005d
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@ -1,10 +1,17 @@
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movement:
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~~~~~~~~~
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+ jump one block too high
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+ fall through upper platform
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enemies
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~~~~~~~
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+ remove yorps from background tiles
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+ enemy movement
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+ animate enemies?
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lo-res version
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~~~~~~~~~~~~~~
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+ walk behind some sprites (columns on level1)
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+ enemy movement
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+ animate enemies?
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+ check raygun count before shooting
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+ fix background tile when get item
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+ fix keybindings/help menu
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+ better start/stop level music
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+ implement leaving level
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@ -272,13 +272,13 @@ check_falling:
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lda KEEN_FOOT_BELOW1
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; if tile# < HARDTOP_TILES then we fall
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; if tile# > HARDTOP_TILES then we stop falling
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cmp #HARDTOP_TILES
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bcs feet_on_ground ; bge
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lda KEEN_FOOT_BELOW2
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; if tile# < HARDTOP_TILES then we fall
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; if tile# > HARDTOP_TILES then we stop falling
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cmp #HARDTOP_TILES
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bcs feet_on_ground ; bge
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@ -302,8 +302,8 @@ check_falling:
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bcs scroll_fall ; bge
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keen_fall:
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inc KEEN_Y
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inc KEEN_Y
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inc KEEN_Y ; this must be +2
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inc KEEN_Y ; as we only draw sprites on even lines
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jmp done_check_falling
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@ -311,6 +311,7 @@ scroll_fall:
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inc TILEMAP_Y
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jsr copy_tilemap_subset
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jmp done_check_falling
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feet_on_ground:
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@ -326,25 +327,24 @@ feet_on_ground:
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; clear falling
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lda #0
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sta KEEN_FALLING
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lda #0
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sta KEEN_WALKING
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jsr land_noise
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rts
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was_not_falling:
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; check to see if Y still hi, if so scroll back down
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lda KEEN_Y
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cmp #YDEFAULT
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bcs done_check_falling ; bge
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; lda KEEN_Y
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; cmp #YDEFAULT
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; bcs done_check_falling ; bge
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; too high up on screen, adjust down and also adjust tilemap down
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inc KEEN_Y
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inc KEEN_Y
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inc TILEMAP_Y ; share w above?
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jsr copy_tilemap_subset
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; inc KEEN_Y
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; inc KEEN_Y
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; inc TILEMAP_Y ; share w above?
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; jsr copy_tilemap_subset
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done_check_falling:
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rts
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@ -508,18 +508,3 @@ head_lookup:
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.byte 220,220,220,220 ; 43
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.byte 240,240,240,240 ; 47
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; INT((y+4)/4)*20
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;feet_lookup:
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; .byte 20,20,20,20 ; 3
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; .byte 40,40,40,40 ; 7
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; .byte 60,60,60,60 ; 11
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; .byte 80,80,80,80 ; 15
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; .byte 100,100,100,100 ; 19
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; .byte 120,120,120,120 ; 23
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; .byte 140,140,140,140 ; 27
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; .byte 160,160,160,160 ; 31
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; .byte 180,180,180,180 ; 35
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; .byte 200,200,200,200 ; 39
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; .byte 220,220,220,220 ; 43
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; .byte 240,240,240,240 ; 47
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