In this step the powerups for range increase and decrease reload delay are made permanent. They won't fade with time.
You can also collect up to five extras to reach the maximum. And the powerup stays even when you get killed. (Don't you hate it when you die in Bubble Bobble and you're slow again).
Previously we had a flag that stored the time left of a faster reload. The max times are now kept in a table, and a faster reload step value is stored instead.
The speed table RELOAD_SPEED_MAX and other counters for this update:
PLAYER_RELOAD_SPEED !byte 0 RELOAD_SPEED !byte 1,1,1,1,1 RELOAD_SPEED_MAX !byte 40,35,30,25,20
Initialising on game restart:
lda #0 sta PLAYER_RELOAD_SPEED
During standing still the reload speed value is now used to count down the time.
ldy PLAYER_RELOAD_SPEED lda PLAYER_STAND_STILL_TIME clc adc RELOAD_SPEED,y cmp RELOAD_SPEED_MAX,y bcs .ReloadTimeDone sta PLAYER_STAND_STILL_TIME jmp .HandleFire .ReloadTimeDone lda #0 sta PLAYER_STAND_STILL_TIME
During pickup of the increase reload speed the counter needs to be updated:
lda PLAYER_RELOAD_SPEED cmp #4 beq .SpeedHighestAlready inc PLAYER_RELOAD_SPEED .SpeedHighestAlready
Making the force range increase permanent is even easier, we simply remove all instances where it was reset to the start value on respawning and starting the next level.