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1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1,3 @@
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.DS_Store
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.vscode/settings.json
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vacation.bin
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3
.gitmodules
vendored
Normal file
3
.gitmodules
vendored
Normal file
@ -0,0 +1,3 @@
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[submodule "shrinko8"]
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path = shrinko8
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url = https://github.com/thisismypassport/shrinko8.git
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124
clouds3.p8
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124
clouds3.p8
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pico-8 cartridge // http://www.pico-8.com
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version 42
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__lua__
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function _init()
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cmgr0=cloud_manager:new(15,51,5,1,5,13)
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cmgr1=cloud_manager:new(12,51-8,7,4,13,6)
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cmgr2=cloud_manager:new(6,51-14,9,3,15,7)
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cmgr0.step=5
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cmgr1.step=4
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cmgr2.step=3
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last_x=0
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x=0
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dx=0
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end
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function _update60()
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if (btn(4)) dx+=1.0
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dx*=0.75
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x+=dx
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while last_x<x do
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cmgr0:update()
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cmgr1:update()
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cmgr2:update()
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last_x+=1
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end
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end
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function _draw()
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cls(12)
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cmgr0:draw()
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cmgr1:draw()
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cmgr2:draw()
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end
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cloud_manager={}
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function cloud_manager:new(sparseness,y,h,oval_h,c0,c1)
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local c={
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frame=0,
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clouds={},
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bitplanes=split"241,242,244,248",
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step=1,
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sparseness=sparseness,
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y=y,
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c0=c0,
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c1=c1,
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h=h,
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oval_h=oval_h
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}
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setmetatable(c,{__index=cloud_manager})
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return c
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end
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function cloud_manager:update()
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self.frame+=1
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if self.frame%(self.step*self.sparseness) == 0 then
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local bp=deli(self.bitplanes,1)
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add(self.clouds,{x=127,y=rnd()*self.h,w=flr(rnd()*16)+16,plane=bp})
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add(self.bitplanes,bp)
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end
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if self.frame%self.step==0 then
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local clouds2={}
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for c in all(self.clouds) do
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c.x-=1
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if (c.x+c.w>0) add(clouds2,c)
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end
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self.clouds=clouds2
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end
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end
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function cloud_manager:draw()
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local r0=96
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local r1=96+16
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local h=self.h+self.oval_h+1
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assert(h<=16)
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-- render to spritesheet
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poke(0x5f55,0x00)
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rectfill(0,r0,127,r0+h,0)
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-- use bitplanes
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for c in all(self.clouds) do
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poke(0x5f5e,c.plane)
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ovalfill(c.x,r0+c.y,c.x+c.w,r0+c.y+self.oval_h,15)
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end
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poke(0x5f5e,255)
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-- render from high memory
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-- to higher memory
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rectfill(0,r1,127,r1+h,0)
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for i in all(split"0,1,2,4,8") do
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palt(i,true)
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end
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for i=0,15 do
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pal(i,7)
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end
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poke(0x5f5e,0xf1)
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sspr(0,r0,128,h,0,r1)
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poke(0x5f5e,0xf2)
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sspr(0,r0,128,h,1,r1+1)
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sspr(0,r0,128,h,5,r1+1)
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poke(0x5f5e,255)
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-- render to screen
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poke(0x5f55,0x60)
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pal()
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pal(1,self.c1)
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pal(2,self.c0)
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pal(3,self.c1)
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sspr(0,r1,128,h,0,self.y)
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pal()
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end
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__gfx__
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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53
palettes.txt
Normal file
53
palettes.txt
Normal file
@ -0,0 +1,53 @@
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Arcade Mode palette notes:
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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: keep default in sky layer (for emergency awakener)
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-- 4 (underwater) is a deeper blue shade part of sea
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-- 6: dolphin specular highlights
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-- 7: dolphin white paint
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-- 8, 9: layer specific
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-- sky:
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-- 8: bright cloud shadows (15)
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-- 9: light gray for clouds (6? 13? 134?)
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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: common sky color
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-- this is a reassignment candidate but means I will never do
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-- the "sunset palette cycle" thing
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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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Zonk Mode palette notes:
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0: bg
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1, 2: dark primary bg, primary bg
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3: accent bg
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4: keep default (for awakener timer); alt. accent
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5: keep default; blending color
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6, 7: keep default
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8..11: fade-in colors
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12: final shadow color
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13: final accent color
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14: final normal text color
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15: final slow-fade text color
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fade-outs are screen space palette changes on 12..15.
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1
shrinko8
Submodule
1
shrinko8
Submodule
Submodule shrinko8 added at aa7ac7aa9d
BIN
vacation-cover.png
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vacation-cover.png
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BIN
vacation.bin.minified.zip
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vacation.bin.minified.zip
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vacation.minified.p8
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vacation.minified.p8
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vacation.minified.p8.png
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vacation.minified.p8.png
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vacation.p8
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vacation.p8
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vacation_html/index.html
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vacation_html/index.html
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157
vacation_html/vacation.js
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157
vacation_html/vacation.js
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BIN
vacation_html/vacation_html.zip
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BIN
vacation_html/vacation_html.zip
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Reference in New Issue
Block a user