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lemm: fix bug where it'd crash if you get too close to ceiling
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@ -1,3 +1,11 @@
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Implementation details:
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+ stoppers have special $10 line behind them
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has to be special so climbers can't treat it as wall
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and climb
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+ bridge is solid $FF color. Allow things to walk through this,
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so shouldn't allow backgrounds to have this pattern
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Plan for future scrolling:
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+ Foreground drawn with a tilemap
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Write program to pick optimal tiles
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@ -1,10 +1,8 @@
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cheat button
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fix climbers hitting ceiling
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Bubbles on L4
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Hook up exit L5
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+ special case
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no collision with all-white frames (allow walking through bridges)
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no climbing on spikes
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proper off-screen handling
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+ have bridge stop building when hits wall
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(real game, reverses too maybe?)
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@ -21,16 +19,11 @@ Hook up exit L5
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even x, maybe we should start animation 4 frames in if that's
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the case. Or maybe it's the shift for odd frames, make
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the shift the other way if walking left/right
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+ Add climber
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+ Add builder
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+ Make particles thicker? Look fine, not show up in recordings
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+ Erase particles as last step
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+ when nuke, they should stop coming out of the door
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+ offset the frames when nuking so not simultaneous
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+ on explosion, start with invisible 6 so we always get a full 5s
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+ nuke/exploding should not happen if lemming is splatting
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or already exploding
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+ green flame for ice level?
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@ -12,6 +12,8 @@ hgr_partial_restore:
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stx partial_restore_x2_smc+1
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ldx SAVED_Y2
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bpl partial_restore_yloop
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ldx #0
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partial_restore_yloop:
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@ -40,6 +42,6 @@ partial_restore_x1_smc:
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dex
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cpx SAVED_Y1
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bcs partial_restore_yloop ; bge
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bpl partial_restore_yloop ; urgh bcs gets stuck
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rts
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@ -595,9 +595,12 @@ do_lemming_climbing:
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not_done_climbing:
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jsr collision_check_ceiling
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bcs done_climbing ; carry set we hit ceiling
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; don't check pullup then
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jsr collision_check_above
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done_climbing:
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jmp done_move_lemming
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@ -813,9 +816,11 @@ hit_head:
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lda #LEMMING_FALLING
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sta lemming_status,Y
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sec
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rts
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done_check_ceiling:
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clc
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rts
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