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ds: have blast happen earlier
of course this makes everything else harder
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@ -1,33 +1,24 @@
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TODO:
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+ red underline on missing
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+ glitch prevention finish
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+ clear screen at begin on missing
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Music glitching:
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+ Demosplash
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gen 4 pages
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+ Apple II intro
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plays for 2 pages
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(MILD GLITCH)
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+ Missing notice
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+ Demosplash -- generates 4 pages of music
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+ Apple II intro -- plays 2 pages
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+ Missing notice -- plays 2 pages
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+ opening_book -- irq driven
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+ Starbase -- irq driven (up to page $19)
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+ Escape -- plays 4 pages (depends on playback)
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+ reading/end_book-- text (irq driven?)
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book plays 1 page
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+ credits -- plays 5 pages (could use more)
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TODO:
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CYCLE: Apple II intro
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+ Remove keyboard pause
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CYCLE: MISSING notice
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+ Add missing text
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+ Autogen the active background code
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PLAIN: Hollowed out book
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+ Meanwhile on a distant starbase, a prisoner
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receives a mysterious package...
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+ Draw this sequence
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PLAIN: STARBASE OOTW sequence
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+ Update graphics
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+ Update backgrounds
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@ -14,7 +14,6 @@ starbase:
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;=======================
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; Run the "intro"
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;=======================
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; just us falling?
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jsr starbase_init
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@ -12,7 +12,6 @@ starbase_init:
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sta CART_OUT
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sta LASER_OUT
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sta BLAST_OUT
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sta GUN_STATE
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sta GUN_FIRE
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sta NUM_DOORS
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sta ON_ELEVATOR
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@ -20,6 +19,9 @@ starbase_init:
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lda #1
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sta DIRECTION ; right
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lda #20 ; start already charging
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sta GUN_STATE
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lda #100
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sta GUN_CHARGE
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@ -451,7 +451,8 @@ change_state_clear_gait:
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starbase_keypresses:
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; in room 0
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.byte 'L',180 ; start charging laser, wait 180
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; already charging, so do nothing
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.byte '.',80 ; start charging laser, wait 180
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.byte 'L',10 ; release, blasting door, wait 2
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.byte 'D',20 ; walk right
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.byte 'D',180 ; run right
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