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lemm: draw door opening to both pages
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@ -1,16 +1,15 @@
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+ wait with timeout at loading screen
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+ copy last frame of door animation to background
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+ only dig if digger selected
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+ ability to walk up hills
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+ ability to explode
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+ particle effects
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+ wait a second after last lemming gone to exit
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+ update the "in" %
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+ proper check for successful vs not end of level
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+ ability to walk up hills
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+ dig off the map, end level
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+ level 5
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-- door animation
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-- music
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+ let's go sound
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+ fill in some of the ground so we don't get stuck when digging
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+ dig off the map, end level
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@ -1,4 +1,6 @@
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;=================
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; draw the door
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;=================
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draw_door:
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@ -19,6 +21,19 @@ draw_door:
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jsr hgr_draw_sprite
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jsr hgr_sprite_page_toggle
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ldx #9 ; 63
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stx XPOS
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lda #36
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sta YPOS
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jsr hgr_draw_sprite
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jsr hgr_sprite_page_toggle
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lda FRAMEL
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cmp #7
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bne not_door_done
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@ -85,7 +85,11 @@ sprite_ysize_smc:
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rts
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hgr_sprite_page_toggle:
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lda hgr_sprite_page_smc+1
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eor #$60
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sta hgr_sprite_page_smc+1
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rts
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;===========================================
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; hgr draw sprite (only at 7-bit boundaries)
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@ -90,7 +90,6 @@ walking_yes_wall:
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clc
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adc #1
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sta lemming_direction
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lda lemming_x
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walking_no_wall:
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@ -224,6 +223,8 @@ collision_check_ground:
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and #$7f
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beq ground_falling
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ground_walking:
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; lda #0
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; sta lemming_frame
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lda #LEMMING_WALKING
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jmp done_check_ground
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ground_falling:
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