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ootw: hook up beast cutscene
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@ -8,6 +8,9 @@ sprites_to_draw:
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+ getting out of pool
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+ getting out of pool
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+ beast
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+ beast
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pool:
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+ only have beast on rock if it's not out
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cavern:
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cavern:
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+ spread slugs out a bit more
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+ spread slugs out a bit more
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+ slugs on ceiling
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+ slugs on ceiling
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@ -36,15 +36,15 @@ beast_loop:
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ldx CUTFRAME
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ldx CUTFRAME
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lda slug_frames,X
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lda beast_frames,X
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sta INL
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sta INL
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lda slug_frames+1,X
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lda beast_frames+1,X
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sta INH
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sta INH
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lda #15
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lda #15
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sta XPOS
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sta XPOS
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lda #18
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lda #10
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sta YPOS
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sta YPOS
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jsr put_sprite
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jsr put_sprite
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@ -64,7 +64,7 @@ beast_long_delay:
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inx
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inx
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stx CUTFRAME
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stx CUTFRAME
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cpx #12
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cpx #28
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beq beast_end
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beq beast_end
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jmp beast_loop
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jmp beast_loop
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@ -102,20 +102,20 @@ beast_background:
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beast_frames:
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beast_frames:
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.word beast_frame1
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.word beast_frame1 ; 0
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.word beast_frame2
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.word beast_frame2 ; 1
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.word beast_frame3
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.word beast_frame3 ; 2
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.word beast_frame4
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.word beast_frame4 ; 3
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.word beast_frame5
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.word beast_frame5 ; 4
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.word beast_frame6
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.word beast_frame6 ; 5
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.word beast_frame7
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.word beast_frame7 ; 6
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.word beast_frame8
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.word beast_frame8 ; 7
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.word beast_frame9
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.word beast_frame9 ; 8
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.word beast_frame10
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.word beast_frame10 ; 9
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.word beast_frame11
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.word beast_frame11 ; 10
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.word beast_frame12
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.word beast_frame12 ; 11
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.word beast_frame9
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.word beast_frame8 ; 12
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.word beast_frame9
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.word beast_frame8 ; 13
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beast_frame1: ; piskel2
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beast_frame1: ; piskel2
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@ -133,7 +133,7 @@ beast_frame2: ; piskel3
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beast_frame3: ; piskel4
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beast_frame3: ; piskel4
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.byte 9,6
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.byte 9,5
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.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
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.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
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.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $AA,$00,$00,$AA,$00,$00,$AA,$00,$00
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.byte $AA,$00,$00,$AA,$00,$00,$AA,$00,$00
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@ -142,8 +142,8 @@ beast_frame3: ; piskel4
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beast_frame4: ; piskel5
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beast_frame4: ; piskel5
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.byte 9,8
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.byte 9,7
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.byte $AA,$AA,$00,$00,$00,$00,$10,$01,$AA
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.byte $AA,$AA,$00,$00,$00,$00,$00,$00,$AA
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.byte $AA,$0A,$00,$00,$00,$00,$00,$00,$0A
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.byte $AA,$0A,$00,$00,$00,$00,$00,$00,$0A
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.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
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.byte $AA,$00,$01,$10,$00,$00,$10,$01,$00
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.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00
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.byte $AA,$00,$00,$00,$00,$00,$00,$00,$00
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@ -17,6 +17,7 @@ ootw:
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sta KICKING
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sta KICKING
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sta CROUCHING
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sta CROUCHING
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sta WHICH_CAVE
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sta WHICH_CAVE
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sta BEAST_OUT
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lda #22
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lda #22
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sta PHYSICIST_Y
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sta PHYSICIST_Y
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@ -100,9 +100,23 @@ mesa_frame_no_oflo:
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;====================
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;====================
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; check if leaving room
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; check if leaving room
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mesa_check_right:
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cmp #$2
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cmp #$2
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beq not_done_mesa ; we can't, dead end
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bne mesa_check_left
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lda BEAST_OUT ; trigger beast
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bne not_done_mesa
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lda #1
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sta BEAST_OUT
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jsr beast_cutscene
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jmp not_done_mesa
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mesa_check_left:
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cmp #$1
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bne not_done_mesa
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; off screen to left
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; off screen to left
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mesa_off_left:
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mesa_off_left:
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13
ootw/zp.inc
13
ootw/zp.inc
@ -133,8 +133,7 @@ LEFT_LIMIT = $E0
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RIGHT_LIMIT = $E1
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RIGHT_LIMIT = $E1
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WHICH_SLUG = $E2
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WHICH_SLUG = $E2
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WHICH_CAVE = $E3
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WHICH_CAVE = $E3
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YY = $E4
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BEAST_OUT = $E4
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HGR_COLOR = $E4
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GAME_OVER = $E5
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GAME_OVER = $E5
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EQUAKE_PROGRESS = $E6
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EQUAKE_PROGRESS = $E6
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EARTH_OFFSET = $E7
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EARTH_OFFSET = $E7
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@ -143,16 +142,6 @@ BOULDER_Y = $E9
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CROUCHING = $EA
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CROUCHING = $EA
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KICKING = $EB
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KICKING = $EB
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CUTFRAME = $EC
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CUTFRAME = $EC
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;SHIPY = $E4
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;YADD = $E5
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;LOOP = $E6
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;MEMPTRL = $E7
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;MEMPTRH = $E8
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;NAMEL = $E9
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;NAMEH = $EA
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;NAMEX = $EB
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;CHAR = $EC
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STATE = $ED
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DISP_PAGE = $ED
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DISP_PAGE = $ED
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DRAW_PAGE = $EE
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DRAW_PAGE = $EE
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OFFSET = $EF
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OFFSET = $EF
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