Commit 2e5946e9 authored by Ricardo Quesada's avatar Ricardo Quesada

files: l1->l0, l2->l1

parent ab7a4b19
......@@ -7,7 +7,7 @@ C1541 = c1541
all: clean d64 run
co1.prg: src/main.asm src/music.asm src/l1-charset.bin src/l2-charset.bin src/l1-map.bin src/l1-padding.bin src/l2-map.bin src/l2-padding.bin src/l3-map.bin src/l3-padding.bin
co1.prg: src/main.asm src/music.asm src/l0-charset.bin src/l1-charset.bin src/l0-map.bin src/l0-padding.bin src/l1-map.bin src/l1-padding.bin src/l3-map.bin src/l3-padding.bin
64tass -Wall --cbm-prg -o bin/co1.prg -L bin/list-co1.txt -l bin/labels.txt --vice-labels src/main.asm
md5sum bin/co1.prg orig/co1.prg
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......@@ -283,6 +283,10 @@ BOOT ;$0850
LDA #>NMI_HANDLER
STA $0319 ;NMI
CLI
; FIXME: Probably this is not really needed. In fact, it generates
; a small artifact at the end of LVL1, since it is overwritting the
; data
LDX #$00 ;#%00000000
_L00 LDA RESET_ROUTINE,X
STA $8000,X ;Sets the reset routine (CBM80)
......@@ -305,20 +309,20 @@ _L01 TXA
STA a0502
STA a0501
START ;$0883
LDA #$A5 ;Set initial starting row
START ;$0883
LDA #$A5 ;Set initial starting row
STA V_SCROLL_ROW_IDX
JSR SETUP_LEVEL
JSR SETUP_SCREEN
JSR SETUP_IRQ
; Display main title screen
LDA #$00 ;Song to play (main theme)
LDA #$00 ;Song to play (main theme)
JSR MUSIC_INIT
JSR SCREEN_MAIN_TITLE
JSR s5006 ;Music stop?
LDA #$00 ;#%00000000
JSR s5006 ;Music stop?
LDA #$00 ;#%00000000
STA SCORE_LSB
STA SCORE_MSB
STA V_SCROLL_BIT_IDX
......@@ -399,14 +403,19 @@ _L02 LDA #$02 ;Song to play (Level complete)
JSR MUSIC_INIT
JSR PRINT_LVL_COMPLETE
INC LEVEL_NR
; Since LVL2 was removed from the game, when LVL2 is reached,
; the level is changed to LVL3.
LDA LEVEL_NR
AND #$03 ;#%00000011
CMP #$02 ;#%00000010
BNE _L03
INC LEVEL_NR
_L03 JMP START_LEVEL
; Animate hero "is dead"
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Animate hero "is dead"
HERO_DIED ;b0953
LDA IS_HERO_DEAD
CMP #$02 ;Died of fall in trench/water?
......@@ -7740,13 +7749,13 @@ MASK_1000_0000 .BYTE $80 ;1000_0000
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
*= $6000
.binary "l1-map.bin"
.binary "l1-padding.bin" ;TODO: can be removed
.binary "l0-map.bin"
.binary "l0-padding.bin" ;TODO: can be removed
;only needed to make md5sum identical
*= $8000
.binary "l2-map.bin"
.binary "l2-padding.bin" ;TODO: can be removed
.binary "l1-map.bin"
.binary "l1-padding.bin" ;TODO: can be removed
;only needed to make md5sum identical
*= $a000
......@@ -7755,5 +7764,5 @@ MASK_1000_0000 .BYTE $80 ;1000_0000
;only needed to make md5sum identical
*= $c000
.binary "l0-charset.bin"
.binary "l1-charset.bin"
.binary "l2-charset.bin"
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