move the ghost while the human is running and during the ending
remove moving ghost in ending

the difference in idle timing as well as the extra processing didn't
really look good. maybe if I have enough time I can work on making a
movable ghost that can dance on command in the ending.
fix left-border boundary checking

when I shifting ghost movement to 1 space it needed to check for a
collision with 1 instead of 0
lock ghost to screen while human is running

this checking is ... tedious, but it works pretty well
human always turns right

more predictability to the way the human moves makes the game a lot more
fun. I moved the gate over a few pixels so that the human wouldn't get
stuck in a infinite loop. also, being able to move while the human is
running helps to knock them out of infinite loops.
upgrade map to store 3 bytes for each grave

this will allow me to store an x and y position fo each grave along with
it's type, allowing for static levels. this messes up random open grave
generation but that's ok, since I'll be building the backgrounds by hand
from now on.
hardcode human start positions and graves

the human should no longer randomly generate a start position for a
screen, and should instead load it from the human-start address. I've
designed the starting screen and the first puzzle so far.

- this breaks the grave collision detection since that depended on the
  graves being in a grid
update open grave collision detection for static layouts

now that the levels are static it's easy to get the exact coordinates of
the open grave so we can just check that one position.
add level 1,0

this level is designed to introduce the fact that you can 'bounce' the
human off of the ghost
make the start screen an intro level

since there is a level 0,0 now the win condition needed to be upped to 4
buried humans. unfortunately this makes scaring humans off of the first
screen difficult and looks weird when a new human spawn right away.
move tutorial level 0,0 to a cutscene

the tutorial will now play when you start the game, allowing level 0,0
to be a simple graveyard layout that serves as a human spawn point
add level 1,1

the trick here is to aproach from the top, which hopefully the otehr
levels have trained you to think otherwise
press 4 to skip intro

the intro is starting to get a little long now so I added a shortcut key
to skip straight into the main game