Tweaks to increase difficulty.
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@ -45,7 +45,7 @@
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.define enemyShotArrayLength 32
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.define shotSize 6
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.define enemyShipArray $160
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.define enemyShipArrayLength 4
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.define enemyShipArrayLength 8
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.define enemyShipSize 6
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35
pewpew.asm
35
pewpew.asm
@ -244,7 +244,7 @@ InitWorld:
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sta playerX
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lda #((224 - 32) / 2)
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sta playerY
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lda #16
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lda #10
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sta playerHealth
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; (x-velocity, y-velocity) of 4 different player shot patterns.
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@ -529,9 +529,9 @@ SpawnEnemyShips:
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rts
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+
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GetRandomByte
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and #%00111111
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and #%00011111
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clc
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adc #32
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adc #16
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sta enemyShipSpawnCooldown
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; Find an empty spot in the array.
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@ -562,6 +562,12 @@ SpawnEnemyShips:
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lda #0
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sta enemyShipArray + 3, Y ; move AI type.
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GetRandomByte
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and #%00000011
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cmp #1
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beq +
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lda #0
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+
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sta enemyShipArray + 4, Y ; shoot AI type.
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lda #12
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@ -584,7 +590,7 @@ UpdateEnemyShips:
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; TODO: implement different movement based on AI-type.
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lda enemyShipArray + 1, Y ; x
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clc
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adc #-2 ; x-velocity.
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adc #-3 ; x-velocity.
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bcs +
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lda #0
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sta enemyShipArray, Y ; reap it.
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@ -608,7 +614,8 @@ UpdateEnemyShips:
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sta $02 ; Enemy ship x.
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lda enemyShipArray + 2, Y
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sta $03 ; Enemy ship y.
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lda enemyShipArray + 4, Y
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sta $04 ; Enemy ship shoot-AI type.
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phy
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ldy $00
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jsr SpawnEnemyShot
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@ -630,6 +637,7 @@ UpdateEnemyShips:
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; Y: index into enemyShotArray (bytes).
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; $02: enemy ship x-position.
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; $03: enemy ship y-position.
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; $04: enemy ship shoot-AI type.
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;
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; Modifies:
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; A.
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@ -667,9 +675,26 @@ SpawnEnemyShot:
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lda #-6
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sta enemyShotArray + 3, Y ; x-velocity.
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; Choose velocities based on shoot AI type.
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lda $04
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cmp #1
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beq +
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; Normal shot.
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lda #0
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sta enemyShotArray + 4, Y ; y-velocity.
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rts
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; Shot aimed toward player.
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+
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lda playerY
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cmp $03
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bcs +
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lda #-2
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sta enemyShotArray + 4, Y ; y-velocity.
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rts
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+
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lda #2
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sta enemyShotArray + 4, Y ; y-velocity.
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rts
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