set up candidate "tyrian" palette
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@ -123,8 +123,7 @@ function _init()
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primary_ship.main_gun = zap_gun.new()
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load_level(example_level)
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state = game
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pal(2,129)
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pal()
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pal(0)
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end
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function once_next_frame(f)
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@ -232,6 +231,17 @@ function updategame()
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if (not pships.next) state = lose
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end
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function parse_pal(str)
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local ret = split(str)
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for i=0,15 do
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ret[i]=ret[i+1]
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end
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ret[16] = nil
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return ret
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end
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mainpal = parse_pal"0,134,141,138,4,5,6,7,8,9,10,11,12,13,8,12"
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function _draw()
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fillp(0)
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drawgame()
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@ -297,6 +307,8 @@ function pukeboard(item)
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end
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function drawgame()
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pal(0)
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pal(mainpal, 1)
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clip(0,0,112,128)
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rectfill(0,0,112,128,0)
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for slist in all{intangibles_bg, pbullets, pships, eships, ebullets, intangibles_fg} do
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@ -465,7 +477,7 @@ end
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function ship_m:draw()
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if(self.fx_pal) pal(self.fx_pal)
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spr(self.sprite, self.x, self.y, self.size, self.size)
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pal()
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pal(0)
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end
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function hurtbox(ship)
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@ -750,7 +762,7 @@ function spawn_xl_chasey_at(x, y)
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draw = function(self)
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if(self.fx_pal) pal(self.fx_pal)
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sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
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pal()
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pal(0)
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end,
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}
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eships:push_back(c)
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@ -1918,7 +1930,7 @@ function spawn_spec_gun_at(x, y, gunt)
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draw = function(self)
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pal(spec_gun_pl)
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powerup.draw(self)
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pal()
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pal(0)
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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}
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