configure level player sprite
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a536abfab8
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@ -387,7 +387,6 @@ LevelComplete:
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jsr ResetBobs
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jsr ResetItems
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jsr HidePlayer
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jsr SelectNextPlayerSprite
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move.l levelCompleteMessage,a1
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jsr Message
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jsr WaitForJoystick
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@ -891,20 +890,21 @@ BlitCountdown:
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;; \9 num columns
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;; \a music module index
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;; \b 0 = load from disk, 1 = resident
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Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1
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Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1
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Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOOHOO",A,21,0,1
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Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1
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Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1
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Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1
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Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"LEVEL 7",A,21,0,1
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;; \c sprite
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Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig
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Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig
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Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOOHOO",A,21,0,1,pig
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Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig
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Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig
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Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig
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Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"LEVEL 7",A,21,0,1,pig
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Level 1,"LET'S TRY A LONGER LEVEL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",B,99,0,1
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Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0
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Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0
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Level 4,"LETS GO?",25,4*2,8,6,"LEVEL 4 COMPLETE",C,98,2,0
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Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0
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Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0
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Level 1,"WELCOME TO BLOCKY SKIESL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig
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Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot
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Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig
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Level 4,"LETS GO?",25,4*2,8,6,"LEVEL 4 COMPLETE",C,98,2,0,robot
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Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank
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Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,tank
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Palette A
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@ -1,6 +1,7 @@
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Level: macro
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InstallLevel\1:
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movem.l d0/a0-a1,-(sp)
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move.l #\cPlayerSpriteConfig,playerSpriteConfig
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move.l #level\1StartMessage,startMessage
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move.l #level\1CompleteMessage,levelCompleteMessage
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move.l #palette\8_playAreaPalette,playAreaPalette
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@ -14,6 +15,8 @@ InstallLevel\1:
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move.l #\9,playerXColumnLastSafe
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move.l #\9,playerXColumn
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jsr InstallPlayerColorPalette
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if \b=0
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lea levelData,a0
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lea level\1Start,a1
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@ -13,7 +13,6 @@
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xdef PreRenderColumnsRemaining
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xdef UpdatePlayerFallingAnimation
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xdef InstallPlayerColorPalette
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xdef SelectNextPlayerSprite
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xdef SpriteEnableAuto
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xdef deadSprite ; used in items
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@ -26,6 +25,10 @@
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xdef playerLevelPausePixels
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xdef playerLevelMissPixels
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xdef pigPlayerSpriteConfig
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xdef robotPlayerSpriteConfig
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xdef tankPlayerSpriteConfig
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xdef playerSpriteConfig
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PLAYER_INSTALL_COLOR_PALETTE equ 0
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PLAYER_SPRITE_DATA equ 4
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@ -589,18 +592,6 @@ CheckDirection:
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rts
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SelectNextPlayerSprite:
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cmp.l #tankPlayerSpriteConfig,playerSpriteConfig
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beq .s1
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add.l #3*4,playerSpriteConfig
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bra .done
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.s1:
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move.l #pigPlayerSpriteConfig,playerSpriteConfig
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.done:
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bsr InstallPlayerColorPalette
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rts
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UpdatePlayerScore:
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AddToScore 10
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RenderPlayerScore:
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