sea rendering: palette now matches wave position
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vacation.p8
99
vacation.p8
@ -372,6 +372,50 @@ end
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-->8
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-->8
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-- arcade mode
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-- arcade mode
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-- palette use:
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-- 0: shallow sea blue (1)
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-- 1: black (for sprites)
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-- 2: dolphin shading
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-- 3: azure water, maybe score display? (140)
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-- 4, 5, 6: unassigned, layer-specific
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-- 7: dolphin highlights
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-- 8, 9: unassigned, layer specific
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-- 10: word primary (yellow 10?)
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-- 11: word shadow (wood 132?)
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-- 12: dolphin eye
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-- 13: light splashy water (12), maybe sky?
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-- 14: dolphin primary color
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-- 15: highlight white (all layers)
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--
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-- dolphin colors are different
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-- between zones; correlated.
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-- wave, text, and black colors
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-- are the same between zones.
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-- other colors are for
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-- elements that only ever
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-- appear in one zone.
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--
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-- TODO: consider changing sky
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-- colors in different stages;
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-- document what colors those
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-- are (nrm_pal) if so.
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game_nrm_pal = {
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[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
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}
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game_uw_pal = {
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[0]=1, 0, 130, 140, 4, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
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}
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function setup_arcade_pal()
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-- per-line color mode
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poke(0x5f5f, 0x10)
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-- rows 72 and lower: sea
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memset(0x5f79,0xff,7)
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pal()
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pal(game_nrm_pal, 1)
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pal(game_uw_pal, 2)
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end
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-- global wave amplitude clock
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-- global wave amplitude clock
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-- wave per 2 seconds
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-- wave per 2 seconds
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-- optional toff: offset. at
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-- optional toff: offset. at
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@ -386,8 +430,11 @@ sea = {}
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mknew(sea)
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mknew(sea)
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function sea:draw()
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function sea:draw()
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rectfill(0, 72+wave(), 128, 84, 1)
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rectfill(0, 72+wave(), 128, 84, 0)
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local pokeme = 0xFC00 + ((0x3E0 << flr(wave()+3)) & 0x3E0)
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poke2(0x5f78, pokeme)
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print(tostr(pokeme, true), 0, 0, 15)
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rectfill(64, 0, 80, 128, 7)
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end
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end
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arcade_level = {
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arcade_level = {
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@ -397,7 +444,7 @@ arcade_level = {
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mknew(arcade_level, function(x)
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mknew(arcade_level, function(x)
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x.phin = toyphin.new{splasher=x}
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x.phin = toyphin.new{splasher=x}
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-- TODO: decent looking sky and sea
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-- TODO: decent looking sky and sea
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x.sky = bg.new{c=12}
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x.sky = bg.new{c=13}
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x.sea = sea.new()
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x.sea = sea.new()
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-- event list includes words
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-- event list includes words
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x.e = event_list.new()
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x.e = event_list.new()
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@ -446,53 +493,7 @@ function arcade_level:landing_splash(x, force, harder)
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-- TODO: sfx, vfx for landing from a jump
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-- TODO: sfx, vfx for landing from a jump
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end
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end
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-- palette use:
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-- 0: shallow sea blue (1)
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-- 1: black (for sprites)
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-- 2: dolphin shading
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-- 3: azure water, maybe score display? (140)
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-- 4, 5, 6: unassigned, layer-specific
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-- 7: dolphin highlights
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-- 8, 9: unassigned, layer specific
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-- 10: word primary (yellow 10?)
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-- 11: word shadow (wood 132?)
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-- 12: dolphin eye
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-- 13: light splashy water (12), maybe sky?
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-- 14: dolphin primary color
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-- 15: highlight white (all layers)
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--
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-- dolphin colors are different
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-- between zones; correlated.
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-- wave, text, and black colors
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-- are the same between zones.
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-- other colors are for
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-- elements that only ever
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-- appear in one zone.
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--
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-- TODO: consider changing sky
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-- colors in different stages;
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-- document what colors those
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-- are (nrm_pal) if so.
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game_nrm_pal = {
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[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
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}
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game_uw_pal = {
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[0]=1, 0, 130, 140, 4, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
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}
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identity = {
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[0]=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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}
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function setup_arcade_pal()
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-- per-line color mode
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poke(0x5f5f, 0x10)
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-- rows 72 and lower: sea
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memset(0x5f79,0xff,7)
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pal()
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pal(identity, 2)
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pal(game_nrm_pal, 1)
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pal(game_uw_pal, 2)
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end
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phinstate_nrm = {
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phinstate_nrm = {
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s={4, 36, 4, 9},
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s={4, 36, 4, 9},
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