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<title>jetpac.nes/src/player.s, branch main</title>
<subtitle>Port to the NES/Famicom of "Jetpac" from Ashby Computers and Graphics Limited.
</subtitle>
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<updated>2026-03-16T21:08:46Z</updated>
<entry>
<title>Avoid a jmp by moving update_sprites()</title>
<updated>2026-03-16T21:08:46Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-16T21:08:46Z</published>
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<id>urn:sha1:3a4ae1f5ef956ff243b80610e0ca00085edba0e5</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Wait for items to fall before changing screen</title>
<updated>2026-03-16T21:04:19Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-16T21:04:19Z</published>
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<content type='text'>
More specifically, whenever the player dies and we need to reset the
screen, wait for items to fall in the same way as we do for explosions
to disappear.

This also brought with it some other changes like removing sprite reset
on screen initialization.

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>Remove outdated asan:ignore comments</title>
<updated>2026-03-09T23:27:46Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-09T23:27:10Z</published>
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<id>urn:sha1:68e63fa4ff68d7124b178a9378a9b293f5ddaed4</id>
<content type='text'>
This was just fixed on nasm, so it's no longer needed.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Support reading from the second controller</title>
<updated>2026-03-08T21:14:15Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-08T21:09:31Z</published>
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<id>urn:sha1:f1d1d0efee9faa3067f7b0fc8b9a2aebb17f1ccd</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>State game over only when all players are dead</title>
<updated>2026-03-08T21:14:10Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-08T15:10:52Z</published>
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<content type='text'>
This is a bit contrary to the original game, where each player would get
its own "Game over" event.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Add the Game Over screen</title>
<updated>2026-03-05T17:47:08Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-05T17:47:08Z</published>
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<id>urn:sha1:11847f52aed5bda1966b7d28e009430dc58d2561</id>
<content type='text'>
This is still missing the support for player 2, but I've left traces
about it.

Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Update lifes left for player 1</title>
<updated>2026-03-04T22:44:47Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-03-04T22:44:47Z</published>
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<id>urn:sha1:dbcbd43287a28bf087e20e660edd5ba40b5c27ec</id>
<content type='text'>
The whole handling of player 2 will come whenever I set to implement
multi-player for this game.

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>Remove target velocities from the player</title>
<updated>2026-02-10T22:33:44Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-02-10T22:33:44Z</published>
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<id>urn:sha1:21cf427b70f9e094423652741795e8e02128f28b</id>
<content type='text'>
This was mostly from an old implementation and no longer relevant.

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