colors for arcade mode. they're all weird
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46
vacation.p8
46
vacation.p8
@ -446,26 +446,38 @@ function arcade_level:landing_splash(x, force, harder)
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-- TODO: sfx, vfx for landing from a jump
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end
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-- dolphin sprite states:
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-- spr args
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-- hitbox offset; it's always
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-- some fixed size (trying to
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-- figure out what that size is)
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-- multiple sprites: do the
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-- entire thing as multiple
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-- sprites, or only the tail?
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-- single sprite is bigger on
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-- the sprite sheet but easier
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-- to render.
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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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[2]=2,
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[7]=7,
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[14]=14,
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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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[2]=130,
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[7]=13,
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[14]=141,
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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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