GFX and timings fixes
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+26
-13
@@ -301,6 +301,7 @@ c_clouds = 32 ; clouds
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c_shirtC = 33 ; timberman shirt on title screen
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c_over1 = 34 ; additional Game Over color
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c_shadow = 35 ; lumberjack green shadow
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c_fonti = 36 ; invertet font color
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;---------------------------------------------------
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icl 'art/anim_exported.asm'
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; Animations:
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@@ -743,10 +744,18 @@ no_eyes
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@ stx EyesPhase
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jsr MenuEyesSet
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jmp no_eyes_animation
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*/no_eyes_change
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; %10 , %01 and %11 - eyes animation
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*/
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cmp #1
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bne no_eyes_change
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; eyes down :)
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ldx #0 ; set to no animation phase
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stx EyesPhase
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beq go_eyes_set
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no_eyes_change
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; %10 and %11 - eyes animation
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inc EyesPhase
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ldx EyesPhase
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go_eyes_set
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jsr MenuEyesSet
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no_eyes_animation
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; Foot animation (or not)
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@@ -756,15 +765,18 @@ no_eyes_animation
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beq no_foot ; eyes up (no animation)
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; continue foot animation
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inx
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cpx #25 ; after last phase of foot animation (one frame = 4, one "step" = 2 frames = 8 .... +1 (ending frame) - 25 = 8(step)*3+1
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cpx #65 ; after last phase of foot animation (one frame = 8, one "step" = 2 frames = 8 .... +1 (ending frame) - 65 = 8(step)*4+1
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bne not_end_f
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ldx #0
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; end of foot animation? - eyes down :)
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stx EyesPhase
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jsr MenuEyesSet
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ldx #0 ; set to mo animation phase
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not_end_f
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stx FootPhase
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cpx #10
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bne no_eyes_up
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; foot animation phase 10 - eyes up :)
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mvx #5 EyesPhase
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jsr MenuEyesSet
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no_eyes_up
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ldx FootPhase
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jsr MenuFootSet
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jmp no_timber_animation
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no_foot
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@@ -775,9 +787,6 @@ no_foot
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dec FootTimer
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bne no_timber_animation
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; start foot animation
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; foot animation - eyes up :)
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mvx #5 EyesPhase
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jsr MenuEyesSet
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ldx #1
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stx FootPhase
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jsr MenuFootSet
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@@ -1669,11 +1678,11 @@ EndOfOverScreen
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mva #5 StateFlag
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mva #>font_titles CHBAS
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mwa #dl_help dlptrs
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mva GameColors+c_grass COLBAKS
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mva GameColors+c_sky COLBAKS
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mva GameColors+c_over1 COLOR0
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mva GameColors+c_font1 COLOR1
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mva GameColors+c_font2 COLOR2
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mva GameColors+c_font3 COLOR3
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mva GameColors+c_fonti COLOR3
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lda #@dmactl(narrow|dma) ; narrow screen width, P/M off
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sta dmactls
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pause 1
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@@ -3160,7 +3169,7 @@ AutoScreen
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;--------------------------------------------------
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; set eyes to phase in X register
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txa
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:2 lsr ; 4 times lower animation speed
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:3 lsr ; 8 times lower animation speed
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and #%00000001
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tax
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lda title_animf_tableL,x
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@@ -3842,6 +3851,8 @@ PAL_colors
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.by $10
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; shadow
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.by $c6
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; inverted fonts
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.by $fa
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NTSC_colors
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; black
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.by $00
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@@ -3905,6 +3916,8 @@ NTSC_colors
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.by $20
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; shadow
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.by $d6
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; inverted fonts
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.by $2a
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;--------------------------------------------------
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title_anime_tableL
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.by <eyes_0 ; first eyes animation
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