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@@ -31,7 +31,9 @@ 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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NSFX = 6
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SFX_SHOT = 6 ; gun fired: short high tick
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SFX_HIT = 7 ; enemy hit: noise burst
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NSFX = 8
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; ---- colors ----
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BLACK = 0
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@@ -74,6 +76,7 @@ CH_FLOOR = $20 ; space: corridor
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CH_EXIT = $5a ; diamond: the goal
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CH_PLAYER = $51 ; filled ball: the runner
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CH_ENEMY = $57 ; open circle: an enemy
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CH_SHOT = $2a ; asterisk: the runner's bullet
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COL_WALL = MGREY ; spinnable wall pieces
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COL_POST = DGREY ; fixed pivot posts
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@@ -84,6 +87,8 @@ REP_HOLD = 10 ; runner: frames before a held dir repeats
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REP_PERIOD = 5 ; runner: frames between repeat steps
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CREP_HOLD = 12 ; cursor: same, a touch slower
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CREP_PERIOD = 7
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COOL_TIME = 160 ; spin cooldown option: recharge frames
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RESPAWN_TIME = 150 ; gun option: frames until a hit enemy returns
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RAS_SYNC = 251 ; raster line polled for the frame sync
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; ---- zero page pointers (same slots as rabbitc64) ----
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