Commit 037ae047 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

more anim types

parent 321da718
......@@ -3213,7 +3213,7 @@ _L02 LDA SPRITES_TYPE05,X
INC a04E7
JSR JMP_FB
INX
CPX #$0B ;#%00001011
CPX #$0B
BNE _L00
RTS
......@@ -3325,14 +3325,14 @@ _L03 JSR THROW_GRENADE
CPY #$FF
BEQ _L04
LDA #$D0 ; bomb frame
LDA #$D0 ;bomb frame
STA SPRITES_PTR05,Y
LDA #$00 ;black
LDA #$00 ;black
STA SPRITES_COLOR05,Y
LDA #$00
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$0E ; bomb from mortar animation
LDA #$0E ;anim_type_0E: bomb from mortar animation
STA SPRITES_TYPE05,Y
_L04 RTS
......@@ -3376,7 +3376,7 @@ _L03 LDA #$01
_L04 LDA SPRITES_TYPE05,Y
BEQ _L05
INY
CPY #$0B ;#%00001011
CPY #$0B
BNE _L04
RTS
......@@ -3386,7 +3386,7 @@ _L05 LDA SPRITES_X_LO05,X
CLC
ADC #$10
STA SPRITES_Y05,Y
LDA #$05 ;Create soldier
LDA #$05 ;anim_type_05: regular soldier
STA SPRITES_TYPE05,Y
LDA #$0B ;dark grey
STA SPRITES_COLOR05,Y
......@@ -3461,15 +3461,15 @@ _L00 LDA SPRITES_TYPE05,Y
_L01 LDA SPRITES_X_LO05,X
CLC
ADC #$0A ;#%00001010
ADC #$0A
STA SPRITES_X_LO05,Y
LDA SPRITES_Y05,X
STA SPRITES_Y05,Y
LDA SPRITES_X_HI05,X
STA SPRITES_X_HI05,Y
LDA #$0A
LDA #$0A ;anim_type_0A: jumping soldier
STA SPRITES_TYPE05,Y
LDA #$08 ;dark grey
LDA #$08 ;dark grey
STA SPRITES_COLOR05,Y
LDA #$1D
STA SPRITES_TICK05,Y
......@@ -3509,9 +3509,9 @@ TYPE_ANIM_UNUSED0
BEQ _L00
RTS
_L00 LDA #$0C ;#%00001100
_L00 LDA #$0C ;anim_type_0C: explosion
STA SPRITES_TYPE05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
......@@ -3549,7 +3549,9 @@ b2753 RTS
b2754 LDA SPRITES_Y00
CMP SPRITES_Y05,X
BCC b2753
LDY #$00 ;#%00000000
; Search for empty seat
LDY #$00
b275E LDA SPRITES_TYPE05,Y
BEQ b2769
INY
......@@ -3566,7 +3568,7 @@ b2769 LDA #$00 ;#%00000000
STA SPRITES_X_LO05,Y
LDA SPRITES_Y05,X
STA SPRITES_Y05,Y
LDA #$21 ;#%00100001
LDA #$21 ;anim_type_21: turret fire end
STA SPRITES_TYPE05,Y
LDA #$01 ;white
STA SPRITES_COLOR05,Y
......@@ -3640,11 +3642,11 @@ _L04 LDA SPRITES_X_LO05,X
STA SPRITES_X_LO05,Y
LDA SPRITES_Y05,X
STA SPRITES_Y05,Y
LDA #$1F
LDA #$1F ;anim_type_1F: turret fire end
STA SPRITES_TYPE05,Y
LDA #$00 ;black
LDA #$00 ;black
STA SPRITES_COLOR05,Y
LDA #$D2 ;bullet frame
LDA #$D2 ;bullet frame
STA SPRITES_PTR05,Y
LDA SPRITES_X_HI05,X
STA SPRITES_X_HI05,Y
......@@ -4205,14 +4207,14 @@ b2C0C LDA SPRITES_Y05,X
BCC b2C31
LDA #$98 ;Frame Hero/Enemy heading up
STA SPRITES_PTR05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_DELTA_X05,X
STA a04A1,X
STA a04AC,X
STA SPRITES_TICK05,X
LDA #$FF ;#%11111111
LDA #$FF
STA SPRITES_DELTA_Y05,X
LDA #$05 ;#%00000101
LDA #$05 ;anim_type_05: regular solider
STA SPRITES_TYPE05,X
RTS
......@@ -4221,6 +4223,7 @@ b2C31 LDA SPRITES_TICK05,X
BEQ b2C39
RTS
; Search for empty seat
b2C39 LDY #$00 ;#%00000000
b2C3B LDA SPRITES_TYPE05,Y
BEQ b2C46
......@@ -4267,16 +4270,16 @@ b2C97 STA SPRITES_DELTA_X05,Y
STA SPRITES_DELTA_Y05,Y
LDA SPRITES_DELTA_Y05,Y
SEC
SBC #$02 ;#%00000010
SBC #$02
STA SPRITES_DELTA_Y05,Y
LDA #$D0 ;Big grenade #0
LDA #$D0 ;Big grenade #0
STA SPRITES_PTR05,Y
LDA #$00 ;black
LDA #$00 ;black
STA SPRITES_COLOR05,Y
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$0E ;#%00001110
LDA #$0E ;anim_type_0E: mortar bomb
STA SPRITES_TYPE05,Y
b2CC0 RTS
......@@ -4316,11 +4319,11 @@ _L01 LDA LEVEL_NR
_L02 JSR GET_RANDOM
AND #$3F ;#%00111111
CLC
ADC #$8C ;#%10001100
ADC #$8C
STA SPRITES_X_LO05,X
LDA #$3C ;#%00111100
LDA #$3C
STA SPRITES_Y05,X
LDA #$1B ;#%00011011
LDA #$1B ;anim_type_1B: soldier in fort (lvl1)
STA SPRITES_TYPE05,X
INC a04F4
JMP _L06
......@@ -4346,18 +4349,18 @@ _L03 JSR GET_RANDOM
STA a04AC,X
LDA f2CD1,Y
STA SPRITES_PTR05,X
LDA #$1B ;#%00011011
LDA #$1B ;anim_type_1B: soldier in fort lvl1
STA SPRITES_TYPE05,X
JMP _L07
_L04 JSR GET_RANDOM
AND #$3F ;#%00111111
CLC
ADC #$8C ;#%10001100
ADC #$8C
STA SPRITES_X_LO05,X
LDA #$64 ;#%01100100
LDA #$64
STA SPRITES_Y05,X
LDA #$1B ;#%00011011
LDA #$1B ;anim_type_1B: soldier in fort lvl1
STA SPRITES_TYPE05,X
INC a04F4
JMP _L06
......@@ -4384,7 +4387,7 @@ _L05 JSR GET_RANDOM
STA SPRITES_X_LO05,X
LDA TMP_SPRITE_Y
STA SPRITES_Y05,X
LDA #$05 ;#%00000101
LDA #$05 ;anim_type_05: regular soldier
STA SPRITES_TYPE05,X
_L06 LDA #$01 ;#%00000001
STA SPRITES_DELTA_Y05,X
......@@ -4448,7 +4451,7 @@ _L11 LDA TMP_SPRITE_X_LO
STA SPRITES_COLOR05,X
LDA #$14 ;#%00010100
STA SPRITES_TICK05,X
LDA #$18 ;#%00011000
LDA #$18 ;anim_type_18: soldier from side B
STA SPRITES_TYPE05,X
JSR GET_RANDOM
AND #$03 ;#%00000011
......@@ -4489,7 +4492,7 @@ _L12 JSR GET_RANDOM
STA SPRITES_COLOR05,X
LDA #$14 ;#%00010100
STA SPRITES_TICK05,X
LDA #$18 ;#%00011000
LDA #$18 ;anim_type_1B: soldier from side B
STA SPRITES_TYPE05,X
JSR GET_RANDOM
AND #$03 ;#%00000011
......@@ -4532,7 +4535,7 @@ FRAME_GRENADE0 ;$2EE6
; Converts the current animation into an explosion animation.
; X=anim to be converted
CONVERT_TO_TYPE_ANIM_EXPLOSION ;$2EEB
LDA #$0C
LDA #$0C ;anim_type_0C: explosion
STA SPRITES_TYPE05,X
LDA #$00
STA SPRITES_TICK05,X
......@@ -4599,7 +4602,7 @@ TYPE_ANIM_SOLDIER_BULLET ;$2F37
STA SPRITES_BKG_PRI05,X
_L00 RTS
_L01 LDA #$09 ;#%00001001
_L01 LDA #$09 ;anim_type_09: soldier bullet end
STA SPRITES_TYPE05,X
LDA #$00 ;#%00000000
STA SPRITES_TICK05,X
......@@ -4611,7 +4614,7 @@ _L01 LDA #$09 ;#%00001001
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1F / sprite_type_21
; ref: anim_type_1F / anim_type_21
TYPE_ANIM_TURRET_FIRE_END ;2F7F
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4677,7 +4680,7 @@ TYPE_ANIM_SOLDIER_BEHIND_SMTH ;$2FC2
_L00 STA SPRITES_DELTA_X05,X
; Switch animation to "go up"
LDA #$15
LDA #$15 ;anim_type_15: soldier go up
STA SPRITES_TYPE05,X
LDA #$FF
STA SPRITES_BKG_PRI05,X
......@@ -4789,7 +4792,7 @@ _L05 LDA #$98 ;#%10011000
STA SPRITES_TICK05,X
LDA #$FF ;#%11111111
STA SPRITES_DELTA_Y05,X
LDA #$05 ;#%00000101
LDA #$05 ;anim_type_05: regular soldier
STA SPRITES_TYPE05,X
RTS
......@@ -5350,7 +5353,7 @@ _L18 STX a00FB,b
LDA #$00 ;#%00000000
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$08 ;#%00001000
LDA #$08 ;anim_type_08: soldier bullet
STA SPRITES_TYPE05,Y
RTS
......@@ -5648,7 +5651,7 @@ b3741 LDA SPRITES_TYPE05,Y
CMP SPRITES_Y05,Y
BCS b3793
LDA SPRITES_TYPE05,Y
CMP #$1E ;#%00011110
CMP #$1E ;anim_type_1E: turret fire
BNE b3790
JMP j37CF
......@@ -5701,7 +5704,7 @@ j37CF TXA
STA SPRITES_X_LO01,X
LDA SPRITES_Y05,Y
STA SPRITES_Y01,X
LDA #$0C ;#%00001100
LDA #$0C ;anim_type_0C: explosion
STA SPRITES_TYPE05,Y
LDA #$00 ;#%00000000
STA SPRITES_TICK05,Y
......@@ -5744,7 +5747,7 @@ b3848 LDA SPRITES_X_LO05,Y
STA SPRITES_X_LO01,X
LDA SPRITES_Y05,Y
STA SPRITES_Y01,X
LDA #$0C
LDA #$0C ;anim_type_0C: explosion
STA SPRITES_TYPE05,Y
LDA #$00
STA SPRITES_TICK05,Y
......@@ -5781,7 +5784,7 @@ TYPE_ANIM_EXPLOSION ;$388B
STA SPRITES_PTR05,X
RTS
_L00 LDA #$00
_L00 LDA #$00 ;anim_type_00: cleanup
STA SPRITES_TYPE05,X
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
......
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