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ootw: c5: walking in cave looks nice
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parent
038a7fc033
commit
999ea0b883
34
ootw/TODO
34
ootw/TODO
@ -69,12 +69,13 @@ Level/Checkpoint #2:
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* general
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+ If aliens catch you, they punch you
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+ Shields disappear if you leave the room
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+ Alien AI
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+ Gun sprites/action
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+ Implement door
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+ Implement end scene
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+ Shoot the wire in the basement
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* cage room:
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+ Swing in the cage (take into account keyboard input)
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+ Ability to pick up gun, with all that entails
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+ Animation of friend?
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+ 1-bit audio recording of friend talking
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+ in game, after some time the guard calms down
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* Jail:
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@ -91,10 +92,27 @@ Level/Checkpoint #2:
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* View:
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+ music play when viewing city?
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Level/Checkpoint #3:
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+ Implement
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+ smoke
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+ Poisoning
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+ Falling
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+ Only show a window around us rolling
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+ End of level
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+ Fix animation speed of rolling
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Level/Checkpoint #4:
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+ Implement
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+ Falling as enter level
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+ Implement gun recharger
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+ Implement doors
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+ Implement guard
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+ Add friend/shooting foreground action
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+ Allow falling into pit/spike
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+ Allow jumping to platform
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+ Allow exiting level
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Level/Checkpoint #5:
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+ Falling as enter level
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+ Add rock sprites (so can walk behind them)
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+ Allow falling into first pit
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+ Detect X and adjust Y so we stay on ground surface
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@ -6,10 +6,12 @@ ootw_cave_init:
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lda #0
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sta PHYSICIST_STATE
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sta WHICH_CAVE
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; yes you fall in facing left for some reason
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sta DIRECTION ; left
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lda #1
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sta HAVE_GUN
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sta DIRECTION ; right
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lda #0
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sta PHYSICIST_X
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@ -174,51 +176,84 @@ c5_no_bg_action:
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jsr move_physicist
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;===============================
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; move friend
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;===============================
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; jsr move_friend
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;===============
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; check room limits
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jsr check_screen_limit
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;=================
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; adjust floor
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lda WHICH_CAVE
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cmp #0
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bne check_floor1
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lda #14
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sta PHYSICIST_Y
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lda PHYSICIST_X
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cmp #19
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bcc check_floor0_done
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lda #12
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sta PHYSICIST_Y
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lda PHYSICIST_X
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cmp #28
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bcc check_floor0_done
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lda #10
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sta PHYSICIST_Y
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check_floor0_done:
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check_floor1:
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;===============
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; draw physicist
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jsr draw_physicist
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;===============
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; draw friend
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; jsr draw_friend
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c5_done_draw_friend:
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;========================
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; draw foreground action
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; lda WHICH_CAVE
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; cmp #2
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; bne c4_no_fg_action
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lda WHICH_CAVE
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cmp #0
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bne c5_no_fg_action
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;c2_draw_cart:
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;
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; lda CART_X
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; sta XPOS
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; lda #36
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; sta YPOS
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; lda #<cart_sprite
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; sta INL
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; lda #>cart_sprite
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; sta INH
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; jsr put_sprite_crop
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; jmp c2_no_fg_action
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c5_draw_rocks:
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lda #1
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sta XPOS
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lda #26
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sta YPOS
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lda #<small_rock
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sta INL
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lda #>small_rock
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sta INH
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jsr put_sprite
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lda #10
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sta XPOS
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lda #18
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sta YPOS
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lda #<medium_rock
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sta INL
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lda #>medium_rock
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sta INH
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jsr put_sprite
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lda #31
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sta XPOS
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lda #14
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sta YPOS
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lda #<large_rock
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sta INL
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lda #>large_rock
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sta INH
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jsr put_sprite
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c5_no_fg_action:
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@ -321,4 +356,32 @@ done_cave:
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rts
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; at 1,26
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small_rock:
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.byte 3,3
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.byte $0A,$02,$20
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.byte $00,$20,$A2
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.byte $AA,$A2,$AA
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; at 10,18
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medium_rock:
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.byte 5,6
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.byte $AA,$AA,$6A,$AA,$AA
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.byte $AA,$00,$00,$66,$AA
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.byte $AA,$20,$20,$A6,$AA
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.byte $0A,$00,$00,$02,$22
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.byte $A0,$00,$00,$00,$22
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.byte $2A,$00,$00,$02,$2A
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; at 31,14
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large_rock:
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.byte 7,6
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.byte $AA,$0A,$02,$02,$66,$6A,$AA
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.byte $AA,$00,$00,$00,$20,$22,$AA
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.byte $AA,$AA,$0A,$00,$62,$6A,$AA
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.byte $2A,$22,$00,$00,$06,$66,$6A
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.byte $00,$00,$00,$00,$22,$A2,$A6
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.byte $AA,$A0,$00,$00,$02,$AA,$AA
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