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<title>jetpac.nes/src, 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>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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<id>urn:sha1:c3c6f3b4469bf9eadff5763fa16dbbbf15637e57</id>
<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>Fix bogus comments</title>
<updated>2026-04-06T19:52:29Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-06T19:52:29Z</published>
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<id>urn:sha1:a26d621b1f6157f742ecd40e5ad7c4636a855d83</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mssola@mssola.com&gt;
</content>
</entry>
<entry>
<title>Clear out sprites after the take off animation</title>
<updated>2026-04-06T19:43:44Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-06T19:43:44Z</published>
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<id>urn:sha1:f9ca8ca80b9d0cf0d54f9aa59a3fbb517c37fc9c</id>
<content type='text'>
This was hidden before commit 134c671e18b6 ("Cancel the take off
animation before shuttle change"), as the sprites and the background
matched perfectly. That wasn't the case in the case where the shuttle
kind was to change.

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>Cancel the take off animation before shuttle change</title>
<updated>2026-04-05T21:57:16Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mssola@mssola.com</email>
</author>
<published>2026-04-05T21:57:16Z</published>
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<id>urn:sha1:134c671e18b6617b1ac2417ff4efaa8c6b8fc4b6</id>
<content type='text'>
Just as it was on the original game, if we cleared the stage right
before changing the shuttle kind, then we don't go down again.

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>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>
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