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tfv: magic: put sword away when casting magic
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@ -1,18 +1,15 @@
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short-term:
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+ Finish mockingboard music (victory and battle)
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+ Get credits hooked up
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+ Get battle finished
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- all menu options
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- properly sync hp/mp with title
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- hook up name
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- sound effects (bleep on menu, clicks/tones during battles)
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- sound effects (during battle? magic specifically)
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- rotate intro
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- animated fly in
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- enemy glow pink before dying
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- healing, display numbers in aqua
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- if not enough magic points, grey out? somehow
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the ones we can't cast
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- adjust color of fight background based on ground color
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- enemy can attack
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- get limit timer working properly
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+ load game support
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@ -78,7 +78,7 @@ draw_hero_walk_and_sword:
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jsr put_sprite_crop
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jmp draw_hero_sword
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jmp draw_sword
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;============================
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; draw hero and sword
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@ -87,6 +87,18 @@ draw_hero_walk_and_sword:
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draw_hero_and_sword:
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jsr draw_hero
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jmp draw_sword
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;==========
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; draw hero
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;==========
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; draws at HERO_X,HERO_Y
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draw_hero:
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lda HERO_X
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sta XPOS
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lda HERO_Y
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@ -97,9 +109,15 @@ draw_hero_and_sword:
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lda #>tfv_stand_left_sprite
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sta INH
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jsr put_sprite_crop
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jmp put_sprite_crop
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draw_hero_sword:
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;===========
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; draw sword
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;===========
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; draws at HERO_X,HERO_Y
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draw_sword:
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; grsim_put_sprite(tfv_led_sword,ax-5,20);
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lda HERO_X
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sec
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@ -136,12 +136,12 @@ magic_happens_loop:
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sta YPOS
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jsr draw_enemy
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; draw hero
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; draw hero (no sword while casting)
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lda #34
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sta HERO_X
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lda #20
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sta HERO_Y
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jsr draw_hero_and_sword
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jsr draw_hero
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lda ANIMATE_LOOP
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and #$1
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@ -194,7 +194,8 @@ magic_happens_loop:
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sta HERO_X
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lda #20
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sta HERO_Y
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jsr draw_hero_and_sword
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jsr draw_hero
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; jsr draw_hero_and_sword
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; draw enemy
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lda ENEMY_X
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