blessing of ra
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@@ -45,7 +45,7 @@ SFX_ROTATE = 2 ; wall spin: noise whoosh
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SFX_DENY = 3 ; blocked spin: low buzz
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SFX_WIN = 4 ; escape: rising jingle
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SFX_LOSE = 5 ; caught: descending sweep
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SFX_SHOT = 6 ; gun fired: short high tick
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SFX_SHOT = 6 ; gun / scorpion sting: short high tick
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SFX_HIT = 7 ; enemy hit: noise burst
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NSFX = 8
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@@ -75,34 +75,45 @@ JOY_RIGHT = 8
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JOY_FIRE = 16
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; ---- the maze ----
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; 19x11 cells on a 39x23 char lattice (screen rows 1-23):
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; cell = odd column, even row (walkable)
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; post = even column, odd row (pivot, always solid)
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; a lattice of (2*cells+1) chars per side, centered on rows
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; 1-23; local coordinates inside the lattice:
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; cell = odd column, odd row (walkable)
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; post = even column, even row (pivot, always solid)
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; slot = the rest: wall pieces that spin around the posts
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; wall thickness therefore equals corridor width: one cell
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MAZE_CW = 19 ; cells across
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MAZE_CH = 11 ; cells down
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; the levels are squares, one cell bigger each level: MZMIN
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; up to MZMAX (11x11 cells = 23x23 chars, the tallest square
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; the screen fits); the menu backdrop uses the full lattice
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MZMIN = 4 ; level 1: 4x4 cells
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MZMAX = 11 ; level 8: 11x11 cells
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MAZE_CW = 19 ; the largest lattice: the menu backdrop
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MAZE_CH = 11
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NCELLS = MAZE_CW * MAZE_CH
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NENEMIES = 4
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NENEMIES = 4 ; enemy sprite slots (a level uses 1-4)
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; ---- characters (the custom tiles live in the RAM charset) ----
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CH_WALL = $e0 ; brick block: spinnable wall piece
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CH_WALL = $e0 ; sandstone block: spinnable wall piece
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CH_POST = $e1 ; bolted plate: fixed pivot post
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CH_EXIT = $e2 ; the portal out (4 animated glyph frames)
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CH_FLOOR = $20 ; space: corridor
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CH_BAR = $e3 ; 7 chars: a bar cell 1-7 pixels full
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; ---- the actors are hardware sprites ----
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SP_RUN = 0 ; player 1, the runner
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SP_CUR = 1 ; player 2, the corner cursor
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SP_SHOT = 2 ; the optional bullet
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SP_EN = 3 ; the enemies ride sprites 3-6
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SP_RUN = 0 ; player 1, the worker
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SP_CUR = 1 ; player 2, ra's cursor
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SP_SHOT = 2 ; the optional bullet
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SP_EN = 3 ; the enemies ride sprites 3-6
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SP_STING = 7 ; the scorpions' venom sting
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COL_WALL = MGREY ; spinnable wall pieces
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COL_POST = DGREY ; fixed pivot posts
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; ---- desert palette ----
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COL_WALL = ORANGE ; sandstone wall pieces
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COL_POST = BROWN ; fixed pivot posts
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COL_EXIT = LGREEN ; the exit portal
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COL_HILITE = YELLOW ; walls the cursor's spin would move
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STATCOL = BLUE ; background band behind the status row
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COL_SCARAB = CYAN ; the scarabs
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COL_SCORP = LRED ; the scorpions
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COL_STING = PURPLE ; the venom sting
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STATCOL = BROWN ; background band behind the status row
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; ---- game timing ----
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REP_HOLD = 10 ; runner: frames before a held dir repeats
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