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fix highscores for 10+ million games
1 parent 7278795 commit 04e806a

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+25
-1
lines changed

4 files changed

+25
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CHANGELOG.md

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@@ -17,6 +17,7 @@
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* Floor no longer gobbled up by top line clear
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* Floor 0 has original no-burns behaviour again
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* [Fixed ingame score display at 8/9 million with Classic Scoring](https://www.youtube.com/watch?v=fYdXky2i5AE)
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* Fixed highscore layout for 10million+ score games
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* Fixed CNROM legal screen CHR bank
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* Fixed CNROM legal to title flicker
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* Fixed piece skip when doing Sonic Drop then Hard Drop immediately

src/gamemodestate/handlegameover.asm

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@@ -2,7 +2,11 @@ gameModeState_handleGameOver:
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.if AUTO_WIN
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lda newlyPressedButtons_player1
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and #BUTTON_SELECT
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bne @gameOver
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beq @continue
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lda #$0A ; playState_checkStartGameOver
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sta playState
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jmp @ret
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@continue:
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.endif
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lda #$05
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sta generalCounter2

src/highscores/render_menu.asm

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@@ -28,11 +28,16 @@ showHighScores:
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lda #$FF
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sta PPUDATA
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lda #0 ; 8 digit flag
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sta tmpZ
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; score
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lda highscores,y
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cmp #$A
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bmi @scoreHighWrite
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jsr twoDigsToPPU
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lda #1
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sta tmpZ
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jmp @scoreEnd
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@scoreHighWrite:
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sta PPUDATA
@@ -63,8 +68,19 @@ showHighScores:
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sta PPUDATA
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; levels
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lda tmpZ
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beq @normalLevel
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lda highscores,y
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cmp #100
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bpl @normalLevel
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tax
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lda byteToBcdTable, x
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jsr twoDigsToPPU
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jmp @levelContinue
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@normalLevel:
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lda highscores,y ; startlevel
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jsr renderByteBCD
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@levelContinue:
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iny
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; update PPUADDR for start level

src/playstate/gameover_rocket.asm

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@@ -1,4 +1,7 @@
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playState_checkStartGameOver:
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.if AUTO_WIN
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jmp @exitGame
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.endif
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jsr hzControl
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.if !ALWAYS_CURTAIN
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; skip curtain / rocket when not qualling

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