' scen/entrance.txt - section 3: the entrance slam.
'
' TOPCTRL.S entrance:
'     lda KidScrn / jsr calcblue
'     ldy #29
'     :loop lda (BlueType),y / and #idmask / cmp #exit / bne :cont
'     lda KidScrn / jmp closeexit  ;& return
'     :cont dey / bpl :loop
'
' and MOVER.S CLOSEEXIT opens it all the way and lets it fall:
'     lda #emaxval / sta (BlueSpec),y  ;all the way open
'     lda #3 / sta trdirec             ;coming down fast
'     jmp addtrob
'
' The door the player walked in by slams shut behind him as the level starts.
' It is not a corner case: he starts one block from an exit on ten of the
' thirteen levels, and the port left every one of them standing there doing
' nothing.  animexit's ":downfast" branch, which drives it, was missing too -
' the port's exit could only ever open.
'
' Level 2 starts at screen 5 block 3,1 with the exit at 2,1, right beside him.

SCEN the door he came in by slams shut behind him
START 2
SEED 17
RUN .
' Thrown open to 43*4 and already coming down on the first frame.
WANTSPEC 5 2 1 132
RUN .....
' Shut, and shut is not the same as open: the way out of the level is still
' to be earned.
WANTSPEC 5 2 1 0
WANT OPEN 0
WANT ALIVE 1
END

' The level whose start screen has no exit is left alone.  Level 7 begins on
' screen 17, and the only exit on the level is on screen 3.
SCEN a start screen with no door is left alone
START 7
SEED 17
RUN .
WANTSPEC 3 3 2 0
END
