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collapseHeight now a byte-skip
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@ -225,7 +225,7 @@ levelsH:
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; the level. The switch looks the same in both kong levels (only place it
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; the level. The switch looks the same in both kong levels (only place it
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; is present) so it doesn't need/get an entry. The door "tile" isn't seen,
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; is present) so it doesn't need/get an entry. The door "tile" isn't seen,
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; so isn't rendered. It's below the door sprite for collision purposes only.
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; so isn't rendered. It's below the door sprite for collision purposes only.
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;
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;
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; floor1, floor2, conveyor, wall, bush, rock, collapse, key - door & switch not here
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; floor1, floor2, conveyor, wall, bush, rock, collapse, key - door & switch not here
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levelTiles:
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levelTiles:
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.byte $31, $00, $1C, $1F, $0D, $28, $27, $09 ; Level 1
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.byte $31, $00, $1C, $1F, $0D, $28, $27, $09 ; Level 1
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@ -278,8 +278,9 @@ levelMasks:
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.byte $01, $02, $00, $02, $01, $02, $04, $00 ; Level 19
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.byte $01, $02, $00, $02, $01, $02, $04, $00 ; Level 19
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.byte $02, $02, $04, $01, $00, $02, $04, $00 ; Level 20
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.byte $02, $02, $04, $01, $00, $02, $04, $00 ; Level 20
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; The number of bytes to skip when calling a tileDrawP*R* routine for a collapsing platform
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collapseHeight:
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collapseHeight:
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.byte 8, 7, 6, 5, 4, 3, 2, 1
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.byte 12*0, 12*1, 12*2, 12*3, 12*4, 12*5, 12*6, 12*7
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conveyorDirections:
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conveyorDirections:
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.byte 2, 1, 2, 1, 2, 2, 2, 1, 1, 2, 2, 1, 1, 2
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.byte 2, 1, 2, 1, 2, 2, 2, 1, 1, 2, 2, 1, 1, 2
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