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parallax-s
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Author | SHA1 | Date | |
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23df0bbe23 | |||
d48b81f371 | |||
ad05ea4bde | |||
b421df9174 | |||
dd34ad0a37 |
124
clouds3.p8
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124
clouds3.p8
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@ -0,0 +1,124 @@
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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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@ -9,11 +9,16 @@ Arcade Mode palette notes:
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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: unassigned, layer specific
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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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-- 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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108
vacation.p8
108
vacation.p8
@ -1396,6 +1396,96 @@ function toyphin:draw()
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spr(st.s[1+(((t()<<1)&0x0.ffff*#st.s)&0x7fff)], self.x + st.xo, y + st.yo, self.state.ws, self.state.hs)
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end
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-->8
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-- pyrex's cloud renderer
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cld_bpl={241,242,244,248}
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wpal={[0]=7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
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cmgr={
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f=0,
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df=1,
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bpi=1, -- TODO: bitplane index -- different algorithm
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sprs=10,
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step=3,
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y=10,
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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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mknew(cmgr, function(self)
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self.clouds = {}
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--todo: nonempty spawn
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end)
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function cmgr:u()
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self.f+=self.df
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if self.f%(self.step*self.sprs) == 0 then
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self.f=0
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local bp=cld_bpl[self.bpi]
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self.bpi += 1
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if (self.bpi > #cld_bpl) self.bpi = 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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end
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if self.f%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>-6) 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 cmgr:draw()
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--back up pal01
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memcpy(0x8010,0x5f00,32)
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--back up pal2
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memcpy(0x8000,0x5f60,16)
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fillp(0)
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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(0,96,127,96+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,96+c.y,c.x+c.w,96+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(0,112,127,112+h,0)
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palt(0b1110100010000000)
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pal(wpal)
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poke(0x5f5e,0xf1)
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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,-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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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(0,112,128,h,0,self.y)
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-- restore former palettes
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memcpy(0x5f00,0x8010,32)
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memcpy(0x5f60,0x8000,16)
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end
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-->8
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-- arcade mode
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@ -1441,7 +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, 8, 9, 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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@ -1563,8 +1653,18 @@ 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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x.words = event_list.new()
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@ -1574,6 +1674,8 @@ 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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x.noscore and blank or {
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@ -1645,6 +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 = 0.125
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self.cld0.df = 0.125
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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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