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sb: drop shield after timeout
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@ -14,10 +14,8 @@ Strongbadzone:
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+ Create sprites for ball (24 of them?)
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+ Ball movement logic. Is actually just 2D
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+ Check bounds on person
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+ Sprites for shield positions
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+ Sprites with mask?
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+ Do the color mask (different blacks)
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+ Animate side walls
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+ Move head
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+ Faster hgr copy?
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Cliff:
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@ -103,6 +103,7 @@ load_background:
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lda #SHIELD_DOWN
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sta SHIELD_POSITION
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sta SHIELD_COUNT
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;==========================
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; main loop
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@ -137,6 +138,21 @@ done_flip:
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inc FRAME
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;==========================
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; adjust shield
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;==========================
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lda SHIELD_COUNT
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beq done_shield_count
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dec SHIELD_COUNT
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bne done_shield_count
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lda #SHIELD_DOWN ; put shield down if timeout
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sta SHIELD_POSITION
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done_shield_count:
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;===========================
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; move head
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;===========================
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@ -254,6 +270,8 @@ shield_right:
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lda #SHIELD_UP_RIGHT
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adjust_shield:
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sta SHIELD_POSITION
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lda #5
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sta SHIELD_COUNT
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jmp main_loop
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@ -70,6 +70,7 @@ SHIELD_POSITION = $6E
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SHIELD_UP_LEFT = 1
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SHIELD_UP_CENTER = 2
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SHIELD_UP_RIGHT = 3
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SHIELD_COUNT = $6F
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.if 0
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REGISTER_DUMP = $70
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