Skip to content
GitLab
Projects
Groups
Snippets
Help
Loading...
Help
See what's new at GitLab
4
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Switch to GitLab Next
Sign in / Register
Toggle navigation
C
c64-commando-2084
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Locked Files
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Iterations
Merge Requests
0
Merge Requests
0
Requirements
Requirements
List
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Test Cases
Security & Compliance
Security & Compliance
Dependency List
License Compliance
Operations
Operations
Incidents
Environments
Packages & Registries
Packages & Registries
Package Registry
Container Registry
Analytics
Analytics
CI / CD
Code Review
Insights
Issue
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Ricardo Quesada
c64-commando-2084
Commits
3b5fa9ab
Commit
3b5fa9ab
authored
Sep 05, 2019
by
Ricardo Quesada
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
sprite_idx -> sprite_idx_tbl
parent
05d65eae
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
22 additions
and
21 deletions
+22
-21
src/main.asm
src/main.asm
+22
-21
No files found.
src/main.asm
View file @
3b5fa9ab
...
...
@@ -99,7 +99,7 @@ a002B = $002B
a003D
=
$
003
D
a003F
=
$
003
F
a0041
=
$
0041
SPRITE_IDX
=
$
004
B
;$4B-$5A sprite index, used in raster multiplexer
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
...
...
@@ -163,6 +163,7 @@ a04A1 = $04A1 ;Used to link sprites together (?)
a04AC
=
$
04
AC
;Used as index to delta_tbl, and index to anim frames (?)
SPRITES_TICK05
=
$
04
B7
SPRITES_RASTER_Y00
=
$
04
C2
;Raster Intr. uses values from here instead of SPRITES_Y00
; Contains the value before applying delta, expect for the Hero
FIRE_COOLDOWN
=
$
04
DF
;reset with $ff
HERO_ANIM_MOV_IDX
=
$
04
E0
;Movement anim for hero: left,right,up,down,diagonally,etc.
; See: SOLDIER_ANIM_FRAMES_HI/LO
...
...
@@ -308,7 +309,7 @@ _L00 LDA RESET_ROUTINE,X
; Sprite Y pos used in raster multiplexer
LDX
#
$
10
_L01
TXA
STA
SP
RITE_IDX
,
b
,
X
STA
SP
RITE_IDX
_TBL
,
b
,
X
DEX
BPL
_L01
...
...
@@ -6707,14 +6708,14 @@ f3EEE .ADDR f3EDA ;LVL0
; Unused (?)
b3EF6
LDX
#
$
00
;#%00000000
STX
a00D7
,
b
b3EFB
LDY
SP
RITE_IDX
+
1
,
b
,
X
b3EFB
LDY
SP
RITE_IDX
_TBL
+
1
,
b
,
X
LDA
SP
RITES_Y00
,
Y
LDY
SP
RITE_IDX
,
b
,
X
LDY
SP
RITE_IDX
_TBL
,
b
,
X
CMP
SP
RITES_Y00
,
Y
BCS
b3F19
LDY
SP
RITE_IDX
,
b
,
X
LDA
SP
RITE_IDX
+
1
,
b
,
X
STA
SP
RITE_IDX
,
b
,
X
LDY
SP
RITE_IDX
_TBL
,
b
,
X
LDA
SP
RITE_IDX
_TBL
+
1
,
b
,
X
STA
SP
RITE_IDX
_TBL
,
b
,
X
STY
f4C
,
X
LDA
#
$
01
;#%00000001
STA
a00D7
,
b
...
...
@@ -6744,20 +6745,20 @@ _L02 LDA a003F,b
ADC
a0014
,
b
STA
a0041
,
b
LDX
a0041
,
b
LDY
SP
RITE_IDX
,
b
,
X
LDY
SP
RITE_IDX
_TBL
,
b
,
X
LDA
SP
RITES_Y00
,
Y
LDX
a003F
,
b
LDY
SP
RITE_IDX
,
b
,
X
LDY
SP
RITE_IDX
_TBL
,
b
,
X
CMP
SP
RITES_Y00
,
Y
BCS
_L03
LDX
a003F
,
b
LDY
a0041
,
b
LDA
SP
RITE_IDX
,
Y
LDA
SP
RITE_IDX
_TBL
,
Y
PHA
LDA
SP
RITE_IDX
,
b
,
X
STA
SP
RITE_IDX
,
Y
LDA
SP
RITE_IDX
_TBL
,
b
,
X
STA
SP
RITE_IDX
_TBL
,
Y
PLA
STA
SP
RITE_IDX
,
b
,
X
STA
SP
RITE_IDX
_TBL
,
b
,
X
LDA
a003F
,
b
SEC
SBC
a0014
,
b
...
...
@@ -7112,7 +7113,7 @@ IRQ_C LDA V_SCROLL_BIT_IDX
LDY
#
$
00
;#%00000000
STY
a00A7
,
b
_L0
LDX
SP
RITE_IDX
,
b
,
Y
_L0
LDX
SP
RITE_IDX
_TBL
,
b
,
Y
LDY
VIC_SPRITE_IDX
,
b
LDA
SP
RITES_RASTER_Y00
,
X
STA
$
D001
,
Y
;Sprite 0 Y Pos
...
...
@@ -7151,11 +7152,11 @@ _L0 LDX SPRITE_IDX,b,Y
ORA
a00A7
,
b
; Charset Idx. lvl0=$c000, lvl1=$c800, main=$d000, lvl3=$d800
STA
$
D018
;VIC Memory Control Register
; Bug (?). Should it be SPRITE_IDX + 8 (??)
LDX
SP
RITE_IDX
+
3
,
b
; Bug (?). Should it be SPRITE_IDX
_TBL
+ 8 (??)
LDX
SP
RITE_IDX
_TBL
+
3
,
b
LDA
SP
RITES_RASTER_Y00
,
X
CLC
ADC
#
$
14
;
#%00010100
ADC
#
$
14
;
20 pixels below. Each sprite has 21 pixels.
STA
$
D012
;Raster Position
LDA
$
D011
;VIC Control Register 1
...
...
@@ -7190,7 +7191,7 @@ IRQ_D ;$4284
STA
$
D01B
;Sprite to Background Display Priority
.FOR
I
:
=
8
,
I
<
12
,
I
+
=
1
LDX
SP
RITE_IDX
+
I
,
b
LDX
SP
RITE_IDX
_TBL
+
I
,
b
LDA
SP
RITES_RASTER_Y00
,
X
STA
$
D00F
-
(
I
-
8
)
*
2
;Sprite 7 Y Pos
LDA
SP
RITES_X_LO00
,
X
...
...
@@ -7210,7 +7211,7 @@ IRQ_D ;$4284
.NEXT
; Y pos for next sprites sets the raster pos
LDX
SP
RITE_IDX
+
12
,
b
LDX
SP
RITE_IDX
_TBL
+
12
,
b
LDA
SP
RITES_RASTER_Y00
,
X
SEC
SBC
#
$
02
...
...
@@ -7247,7 +7248,7 @@ IRQ_E
STA
$
D01B
;Sprite to Background Display Priority
.FOR
I
:
=
12
,
I
<
16
,
I
+
=
1
LDX
SP
RITE_IDX
+
I
,
b
LDX
SP
RITE_IDX
_TBL
+
I
,
b
LDA
SP
RITES_RASTER_Y00
,
X
STA
$
D007
-
(
I
-
12
)
*
2
;Sprite 3 Y Pos
LDA
SP
RITES_X_LO00
,
X
...
...
@@ -7314,7 +7315,7 @@ MASK_1000_0000 .BYTE $80 ;1000_0000
AND
MASK_0000_0010
ORA
$
D01B
;Sprite to Background Display Priority
STA
$
D01B
;Sprite to Background Display Priority
LDX
SP
RITE_IDX
+
15
,
b
LDX
SP
RITE_IDX
_TBL
+
15
,
b
LDA
SP
RITES_RASTER_Y00
,
X
STA
$
D001
;Sprite 0 Y Pos
LDA
SP
RITES_X_LO00
,
X
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment