Commit 321da718 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

references for actions

parent 2107a355
......@@ -722,7 +722,7 @@ HISCORE_SETUP_SPRITES ;$0B94
STA SPRITES_COLOR05
LDA #$FF
STA SPRITES_BKG_PRI05
LDA #$01
LDA #$01 ;anim_type_01: bullet
STA SPRITES_TYPE05
LDA SPRITES_X_LO05
......@@ -1182,7 +1182,7 @@ _L00 LDA #$48 ;Sprite Y position
LDA #$00 ;#%00000000
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
LDA #$10 ;#%00010000
LDA #$10 ;anim_type_10: void
STA SPRITES_TYPE05,X
LDA #$08 ;orange
STA SPRITES_COLOR05,X
......@@ -2348,14 +2348,14 @@ ACTION_VOID ;$1E4E
; ref: action_1A
; Create sprite type: $28
s1E4F JSR ACTION_NEW_MORTAR_ENEMY
LDA #$28 ;#%00101000
LDA #$28 ;anim_type_28:
STA SPRITES_TYPE05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_19
s1E58 JSR ACTION_NEW_SOLDIER_BEHIND_TRENCH
LDA #$27 ;#%00100111
LDA #$27 ;anim_type_27: tower in lvl3 shoot
STA SPRITES_TYPE05,X
RTS
......@@ -2399,7 +2399,7 @@ j1E7D LDY a00FD,b
STA SPRITES_TICK05,X
LDA #$FF
STA SPRITES_BKG_PRI05,X
LDA #$26
LDA #$26 ;anim_type_26:
STA SPRITES_TYPE05,X
RTS
......@@ -2408,28 +2408,28 @@ f1EAD .BYTE $78,$D2
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_15
s1EAF JSR GET_RANDOM
AND #$01 ;#%00000001
AND #$01
TAY
LDA f1EAD,Y
STA SPRITES_X_LO05,X
LDA #$B8 ;#%10111000
LDA #$B8
STA SPRITES_Y05,X
LDA #$FE ;#%11111110
LDA #$FE
STA SPRITES_DELTA_Y05,X
LDA #$F3 ;#%11110011
LDA #$F3
STA SPRITES_PTR05,X
LDA #$06 ;blue
STA SPRITES_COLOR05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_X_HI05,X
STA SPRITES_BKG_PRI05,X
STA SPRITES_DELTA_X05,X
STA SPRITES_TICK05,X
LDA #$08 ;#%00001000
LDA #$08
STA a04AC,X
LDA #$25 ;#%00100101
LDA #$25 ;anim_type_25: cart in lvl2 going up
STA SPRITES_TYPE05,X
LDA #$05 ;#%00000101
LDA #$05
JSR SFX_PLAY
RTS
......@@ -2451,7 +2451,7 @@ s1EED LDA #$3E
STA SPRITES_DELTA_Y05,X
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$23 ;void sprite type
LDA #$23 ;anim_type_23: void
STA SPRITES_TYPE05,X
;Try to find an extra empty seat
......@@ -2482,7 +2482,7 @@ _L01 TYA
STA SPRITES_DELTA_Y05,Y
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$24
LDA #$24 ;anim_type_24:solider jump (from truck)
STA SPRITES_TYPE05,Y
TXA
STA a04A1,Y ;links X with Y
......@@ -2539,7 +2539,7 @@ _L01 TYA
STA SPRITES_DELTA_Y05,X
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$22
LDA #$22 ;anim_type_22
STA SPRITES_TYPE05,X
TXA
......@@ -2560,7 +2560,7 @@ _L01 TYA
STA SPRITES_DELTA_Y05,Y
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$10
LDA #$10 ;anim_type_10: void
STA SPRITES_TYPE05,Y
RTS
......@@ -2714,7 +2714,7 @@ ACTION_NEW_SOLDIER_FROM_SIDE_R_B ;$20F6
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$18 ;soldier from side B
LDA #$18 ;anim_type_1B: soldier from side B
STA SPRITES_TYPE05,X
LDA #$0C ;#%00001100
STA a04A1,X
......@@ -2741,7 +2741,7 @@ ACTION_NEW_GRENADE_BOX ;$212F
STA SPRITES_DELTA_Y05,X
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$16 ;grenade box
LDA #$16 ;anim_type_16: grenade box
STA SPRITES_TYPE05,X
RTS
......@@ -2764,7 +2764,7 @@ ACTION_NEW_POW ;$215F
STA SPRITES_DELTA_Y05,X
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$12 ;POW
LDA #$12 ;anim_type_12: POW
STA SPRITES_TYPE05,X
STX a04ED
RTS
......@@ -2789,7 +2789,7 @@ ACTION_NEW_POW_GUARD ;$2190
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
STA a04EC
LDA #$11 ;POW guard
LDA #$11 ;anim_type_11: POW guard
STA SPRITES_TYPE05,X
RTS
......@@ -2816,7 +2816,7 @@ ACTION_NEW_BIKE ;$21C1
STA SPRITES_DELTA_Y05,X
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$0F
LDA #$0F ;anim_type_0F: bike in bridge (lvl 1)
STA SPRITES_TYPE05,X
; If there is additional room, create the back bike sprite type
......@@ -2847,7 +2847,7 @@ _L01 TYA
STA SPRITES_DELTA_Y05,Y
STA SPRITES_TICK05,Y
STA SPRITES_BKG_PRI05,Y
LDA #$10 ;#%00010000
LDA #$10 ;anim_type_10: void
STA SPRITES_TYPE05,Y
RTS
......@@ -2884,7 +2884,7 @@ ACTION_NEW_MORTAR_ENEMY ;$223C
STA a04EA
LDA #$FF ;#%11111111
STA SPRITES_BKG_PRI05,X
LDA #$0D ;#%00001101
LDA #$0D ;anim_type_0D: mortar enemy
STA SPRITES_TYPE05,X
RTS
......@@ -2911,7 +2911,7 @@ ACTION_NEW_SOLDIER_BEHIND_TRENCH ;$2271
LDA #$08
STA a04A1,X
STA a04AC,X
LDA #$07
LDA #$07 ;anim_type_07: soldier behind trench
STA SPRITES_TYPE05,X
RTS
......@@ -2971,9 +2971,9 @@ ACTION_NEW_JUMPING_SOLDIER_R ;$22E4
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$0A
LDA #$0A ;anim_type_0A: jumping soldier
STA SPRITES_TYPE05,X
LDA #$0C ;#%00001100
LDA #$0C
STA a04A1,X
STA a04AC,X
RTS
......@@ -3007,7 +3007,7 @@ ACTION_NEW_JUMPING_SOLDIER_L ;$2329
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$0A
LDA #$0A ;anim_type_0A: jumping soldier
STA SPRITES_TYPE05,X
LDA #$04
STA a04A1,X
......@@ -3053,7 +3053,7 @@ NEW_SOLDIER_FROM_SIDE
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$17 ;soldier from side type
LDA #$17 ;anim_type_17: soldier from side type
STA SPRITES_TYPE05,X
LDY a00FD,b
LDA (p26),Y
......@@ -3089,7 +3089,7 @@ s23CC LDA #$1E
LDA #$00
STA SPRITES_TICK05,X
STA SPRITES_BKG_PRI05,X
LDA #$19 ;anim_type_19
LDA #$19 ;anim_type_19
STA SPRITES_TYPE05,X
LDA #$0C ;#%00001100
STA a04A1,X
......@@ -3113,7 +3113,7 @@ DIE_ANIM_AND_SCORE ;$2405
BEQ _L00
CMP #$1C ;#%00011100
BNE _L01
_L00 LDA #$1D ;#%00011101
_L00 LDA #$1D ;anim_type_1D: soldier in trench die
STA SPRITES_TYPE05,Y
LDA #$CB ;#%11001011
STA SPRITES_PTR05,Y
......@@ -3126,7 +3126,7 @@ _L01 LDA SPRITES_TYPE05,Y
STA SPRITES_PTR05,Y
LDA #$01 ;white
STA SPRITES_COLOR05,Y
LDA #$13 ;#%00010011
LDA #$13 ;anim_type_13: delayed cleanup
STA SPRITES_TYPE05,Y
JMP _L06
......@@ -3140,7 +3140,7 @@ _L02 LDA SPRITES_TYPE05,Y
STA SPRITES_PTR05,Y
LDA #$0E ;light blue
STA SPRITES_COLOR05,Y
LDA #$13 ;#%00010011
LDA #$13 ;anim_type_13: delayed cleanup
STA SPRITES_TYPE05,Y
INC a04EC
LDA a04EC
......@@ -3149,7 +3149,7 @@ _L02 LDA SPRITES_TYPE05,Y
TXA
PHA
LDX a04ED
LDA #$14 ;#%00010100
LDA #$14 ;anim_type_14: POW is freed
STA SPRITES_TYPE05,X
LDA #$00 ;#%00000000
STA SPRITES_DELTA_X05,X
......@@ -3160,9 +3160,9 @@ _L02 LDA SPRITES_TYPE05,Y
JMP _L06
_L03 LDA SPRITES_TYPE05,Y
CMP #$23 ;#%00100011
CMP #$23 ;anim_type_23: void
BEQ _L04
CMP #$24 ;#%00100100
CMP #$24 ;anim_type_24: solider jumping (from truck)
BNE _L05
_L04 TXA
PHA
......@@ -3175,7 +3175,7 @@ _L04 TXA
TAX
JMP _L06
_L05 LDA #$06 ;#%00000110
_L05 LDA #$06 ;anim_type_06: soldier die
STA SPRITES_TYPE05,Y
_L06 LDA #$00 ;#%00000000
......
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