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<title>jetpac.nes/include/globals.s, branch main</title>
<subtitle>Port to the NES/Famicom of "Jetpac" from Ashby Computers and Graphics Limited.
</subtitle>
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<updated>2026-04-02T12:40:12Z</updated>
<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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<id>urn:sha1:63ef73de3bdd698ab250407354e24a6de7c9ef20</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Initial implementation for items</title>
<updated>2026-03-11T22:44:13Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-11T22:44:13Z</published>
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<id>urn:sha1:9ae51a4c210b8f01718e21eda592c498715a642b</id>
<content type='text'>
This now only supports the appearance of shuttle parts and the fact that
the player can collect them at a very specific order and drop them so to
stack up the final shuttle.

This is of course just the skeleton and there's a bunch of TODO's left.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add a blinking animation on player selection</title>
<updated>2026-03-08T22:19:17Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-08T22:19:17Z</published>
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<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Define the bitmap for multiplayer support</title>
<updated>2026-03-08T15:50:06Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-07T22:27:28Z</published>
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<id>urn:sha1:220c80b987ba54d709180e3d95e9e0d82af4249c</id>
<content type='text'>
Also give it a dummy value on start and initialize it properly after the
player's selection on the title screen.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add collision with the player</title>
<updated>2026-03-04T21:53:35Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-04T21:53:35Z</published>
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<id>urn:sha1:0c5af85cc0cb9bb39a3a72548e735b92daf0a28f</id>
<content type='text'>
This allows for explosions to run after making the player to disappear,
and it re-runs the entering scene timer.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add a pool of explosion effects</title>
<updated>2026-03-03T17:47:42Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-03T17:47:42Z</published>
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<content type='text'>
For now this only applies to enemies, but it's general enough so it can
target any given coordinate, and hence any given object.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Initial iteration of enemy movement</title>
<updated>2026-02-12T21:22:08Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-02-12T21:22:08Z</published>
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<id>urn:sha1:c1e02814a8f5dffc8da80c45b96ccbfe92bdfc49</id>
<content type='text'>
For now only the basic algorithm has been written, but the framework for
adding the rest has also been written down.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Allocate all enemies on sprite cycling</title>
<updated>2026-02-10T15:11:08Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-02-10T15:11:08Z</published>
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<id>urn:sha1:29c2f3b8b4eb1bd8190d8ed302d172c54efc1450</id>
<content type='text'>
The previous commit only tackled the first enemy, this one handles the
"rest_o_enemies" code flow, which was entirely missing.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>enemies: add inner movement and facing logic</title>
<updated>2026-02-10T14:19:56Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-02-10T14:16:21Z</published>
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<id>urn:sha1:a6bd59a138673b78bc3da39096546b6725590a29</id>
<content type='text'>
Enemies now have the ability to be displayed on screen, face at the
direction that they were assigned to at random during initialization
time, and they also have a timer that dictates some inner movement,
similarly as it happened in the original game.

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