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don't render falling tiles that are already cleared
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+19
-1
@@ -694,6 +694,24 @@ PostMissedTile:
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BigBang:
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finishScrollLoop:
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move.l foregroundScrollX,d0
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lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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and.b #$f,d0
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cmp.b #$f,d0
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beq .scrollFinished
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add.l #1,frameCount
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move.l frameCount,d6
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jsr Update
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bsr RenderNextForegroundFrame
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jsr RenderNextBackgroundFrame
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jsr WaitVerticalBlank
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bsr HoriScrollPlayfield
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jsr SwitchBuffers
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bra finishScrollLoop
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.scrollFinished
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PlaySound Falling
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jsr WaitVerticalBlank
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jsr PlayNextSound
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@@ -728,7 +746,7 @@ BigBang:
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add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(256-(16*8)+32)/4)+BITPLANE_WIDTH_BYTES-FOREGROUND_PLAYAREA_RIGHT_MARGIN_BYTES,a0
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move.l #(FOREGROUND_PLAYAREA_WIDTH_WORDS/2),d5
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move.l #(FOREGROUND_PLAYAREA_WIDTH_WORDS/2)-1,d5
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move.l #BIGBANG_ANIM_DELAY,d0
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