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c64-commando-2084
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Ricardo Quesada
c64-commando-2084
Commits
3885913e
Commit
3885913e
authored
Sep 09, 2019
by
Ricardo Quesada
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Plain Diff
using zero page vars for names
avoid duplicates between a00XX with pXX
parent
5fcb6129
Changes
1
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1 changed file
with
43 additions
and
48 deletions
+43
-48
src/main.asm
src/main.asm
+43
-48
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src/main.asm
View file @
3885913e
...
...
@@ -27,21 +27,31 @@ f4C = $4C
; **** ZP ABSOLUTE ADDRESSES ****
;
a01
=
$
01
a14
=
$
14
a41
=
$
41
a5D
=
$
5
D
a5E
=
$
5
E
a5F
=
$
5
F
a60
=
$
60
aA5
=
$
A5
aAE
=
$
AE
aD7
=
$
D7
aDA
=
$
DA
;
; **** ZP POINTERS ****
;
p19
=
$
19
;Stores current hero animation, but seems unused
p1A
=
$
1
A
p22
=
$
22
;sprite to create: X lo
p23
=
$
23
p24
=
$
24
;rows that trigger sprite type init
p25
=
$
25
p26
=
$
26
;sprite to create: X hi
p27
=
$
27
p28
=
$
28
;what sprite type to create at row
p29
=
$
29
p2A
=
$
2
A
;charset attributes: background priority, collision, etc.
p2B
=
$
2
B
p5D
=
$
5
D
p5F
=
$
5
F
p83
=
$
83
...
...
@@ -66,27 +76,12 @@ fE3F8 = $E3F8
;
; **** ABSOLUTE ADDRESSES ****
;
a0014
=
$
0014
a0019
=
$
0019
;Stores current hero animation, but seems unused
a001A
=
$
001
A
a0022
=
$
0022
a0023
=
$
0023
a0024
=
$
0024
a0025
=
$
0025
a0026
=
$
0026
a0027
=
$
0027
a0028
=
$
0028
a0029
=
$
0029
a002A
=
$
002
A
a002B
=
$
002
B
a003D
=
$
003
D
a003F
=
$
003
F
a0041
=
$
0041
SPRITE_IDX_TBL
=
$
004
B
;$4B-$5A sprite index, used in raster multiplexer
a00A7
=
$
00
A7
VIC_SPRITE_IDX
=
$
00
A8
;Index used for sprite pos (e.g: $D000,idx) in raster intr.
a00C9
=
$
00
C9
a00D7
=
$
00
D7
a00F7
=
$
00
F7
a00F8
=
$
00
F8
a00FB
=
$
00
FB
...
...
@@ -1724,29 +1719,29 @@ INIT_LEVEL_DATA ;$1445
ASL
A
TAY
LDA
f14AB
,
Y
STA
a00
24
,
b
;Rows that trigger the creation of sprites
STA
p
24
,
b
;Rows that trigger the creation of sprites
LDA
f14AC
,
Y
STA
a00
25
,
b
STA
p
25
,
b
LDA
f14A3
,
Y
STA
a00
22
,
b
;X LSB of newly created sprite
STA
p
22
,
b
;X LSB of newly created sprite
LDA
f14A4
,
Y
STA
a00
23
,
b
STA
p
23
,
b
LDA
f14B3
,
Y
STA
a00
26
,
b
; X MSB of newly created sprite
STA
p
26
,
b
; X MSB of newly created sprite
LDA
f14B4
,
Y
STA
a00
27
,
b
STA
p
27
,
b
LDA
f14BB
,
Y
STA
a00
28
,
b
;Sprite type to create
STA
p
28
,
b
;Sprite type to create
LDA
f14BC
,
Y
STA
a00
29
,
b
STA
p
29
,
b
LDA
f14C3
,
Y
STA
a00
2A
,
b
STA
p
2A
,
b
LDA
f14C4
,
Y
STA
a00
2B
,
b
STA
p
2B
,
b
; Charsets:
; lvl0 = $c000
...
...
@@ -4452,9 +4447,9 @@ _L05 JSR GET_RANDOM
BNE
_L09
JSR
GET_RANDOM
STA
TMP_SPRITE_X_LO
LDA
#
<
a0028
;#%00101000
LDA
#
$
28
STA
TMP_SPRITE_Y
LDA
#
>
a0028
;#%000000
00
LDA
#
$
00
STA
TMP_SPRITE_X_HI
JSR
j172F
...
...
@@ -6222,9 +6217,9 @@ _L08 LDA $DC00 ;CIA1: Data Port Register A (multiple directions)
LDX
#
$
02
;Anim index for SOLDIER_ANIM_FRAMES (up-right)
STX
HERO_ANIM_MOV_IDX
LDA
#
<
HERO_FRAMES_UP_RIGHT
;#%10111000
STA
a00
19
,
b
STA
p
19
,
b
LDA
#
>
HERO_FRAMES_UP_RIGHT
;#%00111100
STA
a00
1A
,
b
STA
p
1A
,
b
;FIXME: unintended fallthrough.
; a jump must be placed here
...
...
@@ -6233,9 +6228,9 @@ _L09 CMP #$75 ;#%01110101 down-right
LDX
#
$
06
;Anim index for SOLDIER_ANIM_FRAMES (down-right)
STX
HERO_ANIM_MOV_IDX
LDA
#
<
HERO_FRAMES_DOWN_RIGHT
;#%10110000
STA
a00
19
,
b
STA
p
19
,
b
LDA
#
>
HERO_FRAMES_DOWN_RIGHT
;#%00111100
STA
a00
1A
,
b
STA
p
1A
,
b
;FIXME: unintended fallthrough.
; a jump must be placed here
...
...
@@ -6244,9 +6239,9 @@ _L10 CMP #$79 ;#%01111001 down-left
LDX
#
$
0
A
;Anim index for SOLDER_ANIM_FRAMES (down-left)
STX
HERO_ANIM_MOV_IDX
LDA
#
<
HERO_FRAMES_DOWN_LEFT
;#%10110100
STA
a00
19
,
b
STA
p
19
,
b
LDA
#
>
HERO_FRAMES_DOWN_LEFT
;#%00111100
STA
a00
1A
,
b
STA
p
1A
,
b
;FIXME: unintended fallthrough.
; a jump must be placed here
...
...
@@ -6255,9 +6250,9 @@ _L11 CMP #$7A ;#%01111010 up-left
LDX
#
$
0
E
;Anim index for SOLDIER_ANIM_FRAMES (up-left)
STX
HERO_ANIM_MOV_IDX
LDA
#
<
HERO_FRAMES_UP_LEFT
;#%10111100
STA
a00
19
,
b
STA
p
19
,
b
LDA
#
>
HERO_FRAMES_UP_LEFT
;#%00111100
STA
a00
1A
,
b
STA
p
1A
,
b
_L12
LDA
$
DC00
;CIA1: Data Port Register A (in-game direction changed)
AND
#
$
0
F
;#%00001111
...
...
@@ -6684,7 +6679,7 @@ f3EEE .ADDR f3EDA ;LVL0
; Unused (?)
b3EF6
LDX
#
$
00
;#%00000000
STX
a
00
D7
,
b
STX
aD7
,
b
b3EFB
LDY
SP
RITE_IDX_TBL
+
1
,
b
,
X
LDA
SP
RITES_Y00
,
Y
LDY
SP
RITE_IDX_TBL
,
b
,
X
...
...
@@ -6695,24 +6690,24 @@ b3EFB LDY SPRITE_IDX_TBL + 1,b,X
STA
SP
RITE_IDX_TBL
,
b
,
X
STY
f4C
,
X
LDA
#
$
01
;#%00000001
STA
a
00
D7
,
b
STA
aD7
,
b
b3F19
INX
CPX
#
$
0
F
;#%00001111
BNE
b3EFB
LDA
a
00
D7
,
b
LDA
aD7
,
b
BNE
b3EF6
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
SORT_SPRITES_BY_Y
;$3F24
LDA
#
$
0
F
;#%00001111
STA
a
00
14
,
b
STA
a
00
D7
,
b
_L00
LSR
a
00
14
,
b
STA
a14
,
b
STA
aD7
,
b
_L00
LSR
a14
,
b
BEQ
_L04
LDA
a
00
D7
,
b
LDA
aD7
,
b
SEC
SBC
a
00
14
,
b
SBC
a14
,
b
STA
a00C9
,
b
LDA
#
$
00
;#%00000000
STA
a003D
,
b
...
...
@@ -6720,9 +6715,9 @@ _L01 LDA a003D,b
STA
a003F
,
b
_L02
LDA
a003F
,
b
CLC
ADC
a
00
14
,
b
STA
a
00
41
,
b
LDX
a
00
41
,
b
ADC
a14
,
b
STA
a41
,
b
LDX
a41
,
b
LDY
SP
RITE_IDX_TBL
,
b
,
X
LDA
SP
RITES_Y00
,
Y
LDX
a003F
,
b
...
...
@@ -6730,7 +6725,7 @@ _L02 LDA a003F,b
CMP
SP
RITES_Y00
,
Y
BCS
_L03
LDX
a003F
,
b
LDY
a
00
41
,
b
LDY
a41
,
b
LDA
SP
RITE_IDX_TBL
,
Y
PHA
LDA
SP
RITE_IDX_TBL
,
b
,
X
...
...
@@ -6739,7 +6734,7 @@ _L02 LDA a003F,b
STA
SP
RITE_IDX_TBL
,
b
,
X
LDA
a003F
,
b
SEC
SBC
a
00
14
,
b
SBC
a14
,
b
STA
a003F
,
b
BPL
_L02
_L03
INC
a003D
,
b
...
...
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