second cloud layer. correct lighting angle.
there are entrance or exit artifacts; this set of values seems to give acceptable levels of entrance artifacts
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26
vacation.p8
26
vacation.p8
@ -1409,8 +1409,8 @@ cmgr={
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sprs=10,
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step=3,
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y=12,
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h=9,
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oval_h=4,
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h=10,
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oval_h=5,
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c0 = 8, -- shadow
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c1 = 7, -- primary
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}
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@ -1467,10 +1467,10 @@ function cmgr:draw()
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pal(wpal)
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poke(0x5f5e,0xf1)
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sspr(0,96,128,h,5,112)
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sspr(0,96,128,h,0,112)
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poke(0x5f5e,0xf2)
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sspr(0,96,128,h,4,113)
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sspr(0,96,128,h,1,113)
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sspr(0,96,128,h,-1,113)
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sspr(0,96,128,h,-3,113)
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poke(0x5f5e,255)
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-- render to screen
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@ -1531,7 +1531,7 @@ function setup_arcade_pal()
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pal()
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--game_nrm_pal
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pal({
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[0] = 1, 0, 2, 140, 4, 5, 7, 7, 15, 6, 10, 132, 12, 12, 14, 7
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[0] = 1, 0, 2, 140, 4, 5, 7, 7, 15, 6, 10, 132, 12, 134, 14, 7
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}, 1)
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--game_uw_pal
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pal({
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@ -1653,8 +1653,17 @@ mknew(arcade_level, function(x)
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splasher=x,
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xtarget=x.phin_x,
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}
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x.sky = bg.new{c=13}
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x.sky = bg.new{c=12}
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x.sea = sea.new()
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x.cld0 = cmgr.new{
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y=18,
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h=9,
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oval_h=4,
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sprs=12,
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step=4,
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c0=13,
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c1=9,
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}
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x.cld1 = cmgr.new{}
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x.bg = event_list.new()
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x.fg = event_list.new()
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@ -1665,6 +1674,7 @@ mknew(arcade_level, function(x)
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x.v = view.of{
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x.sky,
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x.cld0,
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x.cld1,
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x.sea,
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x.waves,
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@ -1737,6 +1747,8 @@ function arcade_level:u()
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end
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if self.wordremain <= 0 and self.words.next == nil then
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self.phin.exiting = true
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self.cld1.df = 0
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self.cld0.df = 0
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end
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if self.phin.x > 90 then
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if not self.mstp then
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