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<title>jetpac.nes/.nasm/memory.txt, branch main</title>
<subtitle>Port to the NES/Famicom of "Jetpac" from Ashby Computers and Graphics Limited.
</subtitle>
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<updated>2026-04-25T21:00:50Z</updated>
<entry>
<title>Update 'nasm' so scopes are shown in memory.txt</title>
<updated>2026-04-25T21:00:50Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-25T21:00:50Z</published>
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<id>urn:sha1:9371bcfaffb042fb3d4a7a95f2676612bffce625</id>
<content type='text'>
Update to commit 5d4116881f2c ("Add the context's name into memory
ranges"), which will display the scopes for variables as listed in
.nasm/memory.txt.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add sound effects</title>
<updated>2026-04-13T14:34:11Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-13T14:34:11Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Use the new asan:stack statement</title>
<updated>2026-04-08T14:10:41Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-08T14:10:41Z</published>
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<content type='text'>
This allows us to account for the stack on the memory report. Using half
of the $100 page for stack management is most surely overblown, but I
have not really computed how much we are using the stack on this game,
even if I suspect that its usage is actually pretty minimal. Anyways, we
have room to spare in RAM space, so let's reserve half a page for the
stack.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Cycle the kind of shuttle to be used</title>
<updated>2026-04-02T12:40:12Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-02T12:40:12Z</published>
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<id>urn:sha1:cb1111055f7b03989daac63675d27bfd156a4e21</id>
<content type='text'>
In preparation to having multiple kinds of shuttles as in the original
game, introduce the 'Globals::zp_shuttle_kind' variable, which is just a
helper value by masking out the 'Globals::zp_level' variable. This in
turn will be the index for selecting which tile IDs for each shuttle
part.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Update scores on screen</title>
<updated>2026-03-25T21:40:48Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-25T21:40:48Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add support for adding scores</title>
<updated>2026-03-25T00:03:17Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-25T00:03:17Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Try to initialize enemies on unique Y coordinates</title>
<updated>2026-03-22T14:17:24Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-20T20:52:36Z</published>
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<id>urn:sha1:fb23cf51040f06bfcfbaf318d7b452d76ffbedfb</id>
<content type='text'>
That is, our PRNG algorithm is so stupid that sometimes it cycles into
the same value multiple times. While play testing, sometimes we were so
unlucky that we got all enemies on the same Y screen coordinate.

As funny as these situations can be, this shouldn't happen, so I have
introduced an (awesomely named) function that makes a harder effort at
finding a unique random number.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Let fuel tanks be delivered separately</title>
<updated>2026-03-18T20:57:59Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-18T20:57:59Z</published>
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<id>urn:sha1:7e55a3124f66e07672927ddd0cd631beb81cef30</id>
<content type='text'>
Fuel tanks follow a different logic than regular items, in which they
should be delivered almost instantaniously whenever they are
needed. Hence, a new (much shorter/snappier) timer is provided for fuel
tanks alone.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Use specific variables for cached player's tile coordinates</title>
<updated>2026-03-17T23:55:35Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-17T23:52:52Z</published>
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<id>urn:sha1:e50190685001d5dc48703428b101ac5c39510de8</id>
<content type='text'>
Before this commit we were using the zp_argX variables, but this can go
wrong, and more so considering other functions like background collision
checking also use these variables. All in all, since we have plenty of
RAM to spare, let's just allocate a new set of bytes just for that.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Implement falling items</title>
<updated>2026-03-13T21:33:38Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-13T21:33:38Z</published>
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<id>urn:sha1:cf3a0c963225068b6e3269f50e240950607a5c6b</id>
<content type='text'>
Every now and then an item will fall and, as in the original game, a
fuel tank will be delivered whenever needed. There are still some things
left out for later changes, like picking up items mid-air, or background
effects for the rocket being filled with fuel.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
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