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<title>jetpac.nes/src/items.s, branch main</title>
<subtitle>Port to the NES/Famicom of "Jetpac" from Ashby Computers and Graphics Limited.
</subtitle>
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<updated>2026-04-13T14:34:11Z</updated>
<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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<id>urn:sha1:aef156ac6216ed157b06a2872ba051af43317e93</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Don't show the middle part on shuttle re-assemble</title>
<updated>2026-04-05T22:17:08Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-05T22:17:08Z</published>
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<id>urn:sha1:ae15803a88f82a16ceb08ebf0a17f5c0e9e31c4e</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Let SUSE's coin to appear at stage 16</title>
<updated>2026-04-05T20:36:01Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-05T20:36:01Z</published>
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<id>urn:sha1:193231c11e89bdec2e027a1ea6822281df2bf6bf</id>
<content type='text'>
We want every shuttle kind to appear at least once before rewarding the
player with the coin.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add the rest of shuttle kinds into the CHR file</title>
<updated>2026-04-05T20:33:03Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-04T21:40:05Z</published>
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<id>urn:sha1:a9b64a7138a7a7ecc08822b5c75cf406b2b76274</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add a table with tile IDs for shuttle parts</title>
<updated>2026-04-03T20:32:52Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-03T20:32:52Z</published>
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<id>urn:sha1:1963d7d8dd70ee9bc4cf9b81363aeab440a6f786</id>
<content type='text'>
This will allow us to select the proper shuttle depending on
'Globals::zp_shuttle_kind'. Hence, now only the actual shuttle parts on
the CHR file are missing, which is why I left a couple of TODOs on the
table itself.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Fix wrong initialization on shuttle reassemble</title>
<updated>2026-04-02T05:51:13Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-02T05:51:13Z</published>
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<id>urn:sha1:98e1b21daf3b9ed2fa4fb38dde3c94c6a9f0a459</id>
<content type='text'>
The shuttle should be reassembled every 4 stages, not 8. I did not
remember well how this worked and I jumped ahead with the conveniency of
the 'Globals::zp_level_kind' variable.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Fix overwrite issues when adding scores</title>
<updated>2026-03-27T23:27:09Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-27T23:27:09Z</published>
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<id>urn:sha1:a2411d86a504adbc027a93c8bddb1ba0e0f447fd</id>
<content type='text'>
The add_to_player() function relied on parameters to be passed on the
'Globals::zp_tmpX' variables, but that's just plain stupid. First,
because these memory addresses are not meant for arguments; but most
importantly, because callers actually needed some of these values before
calling this function. Hence, everything went into chaos and sprites
began to act wrongly in all sorts of random ways.

Moreover, some of the callers also needed a guarantee on either the 'x'
or the 'y' registers. Since this wasn't always feasible, we needed to
store/load these registers' values case by case.

All in all, now add_to_player() accepts only one argument via the 'y'
register (which callers already knew it was going to be messed
with). The value on 'y' has to be set via some helper constants.

As a cherry on top, this not only fixes a nasty bug, but it also makes
things more performant and with less code.

Fixes: 63ef73de3bdd ("Update scores on screen")
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>Decrease a bit the items' timer</title>
<updated>2026-03-24T06:57:10Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-24T06:57:10Z</published>
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<id>urn:sha1:aadd2a48a08f4428309015a9e7a426be08c3b15e</id>
<content type='text'>
While playtesting I found the given timer's value a bit too much.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Implement the "take off" animation</title>
<updated>2026-03-23T22:59:26Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-23T22:59:26Z</published>
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<id>urn:sha1:0c9b0ad7938e2ba7e994574b4947e25c82440b8c</id>
<content type='text'>
This is the animation that is done after clearing a stage. Moreover, and
for the first time since I started development, now we can move into the
next level as intended from the game's design.

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