--pallete replacement pal(15,140,1) pal(14,3,1) --5 tokens pal(13,133,1) pal(11,139,1) pal(10,137,1) pal(8,136,1) pal(4,141,1) pal(3,131,1) pal(0,130,1) drawbg() drawobjs() if gamerunning then if gameover then --gameover timer, it does a cute spinny! 😵 printdropshadow(ceil(respawntimer),63+circletimex,55+circletimey,6,5) runningscore(currentscore,true) --flashes score elseif players[1].health <=0 then printdropshadow(ceil(players[1].inv),players[1].x+circletimex,players[1].y+circletimey,12,15) runningscore(currentscore,true) --flashes score elseif #players > 1 and players[2].health <=0 then printdropshadow(ceil(players[2].inv),players[2].x+circletimex,players[2].y+circletimey,9,2) runningscore(currentscore,true) --flashes score else runningscore(currentscore,false) --current game score end end if not gamerunning or menuscroll < 1 then menuscroll += scrollspeed if not gamerunning then menushipscroll += ft end for i = 1, 3, 1 do spr(14+i*16, (-menushipscroll*(i*20)+(sin(i/3)*128)+8)%(128+8)-1*8-menuscroll*240, i*36+sin(menushipscroll*i/3)*i*2-20-menuscroll*50,1,1) end if t() < 1 then drawlogo(24-menuscroll*120,19.5+sin(0.25+t()*0.5)*6.5) else drawlogo(24-menuscroll*120,26) end --main screen items mainmenutext(24-menuscroll*150,53) titlehighscores(52-menuscroll*110,82) credits(10-menuscroll*140,108) --intro acid transtition acidcounter+=ft acidtransition() end --final score screen and outro transition if scorescreen then finalscorescreen(0,0) --outro acid transition if isoutro then acidcounter-=ft sfx(0,3,3) acidtransition() end if acidcounter < -0.2 then run() end --resets cart end -- --final boss portal parts -- addportalthruster(70,6) -- addportalthruster(70,107,true) -- addfinalbossportal(80,10) -- addportalthruster(95,6) -- addportalthruster(95,107,true)