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Ricardo Quesada
c64-commando-2084
Commits
3ec1c4e8
Commit
3ec1c4e8
authored
Sep 01, 2019
by
Ricardo Quesada
Browse files
some more type anims
parent
98bba254
Changes
1
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36 additions
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21 deletions
+36
-21
src/main.asm
src/main.asm
+36
-21
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src/main.asm
View file @
3ec1c4e8
...
...
@@ -326,6 +326,11 @@ START ;$0883
STA
GRENADES
STA
LIVES
;riq
; inc LEVEL_NR
; inc LEVEL_NR
; inc LEVEL_NR
START_LEVEL
;$08B8
LDA
#
$
A5
;#%10100101
STA
V_SCROLL_ROW_IDX
...
...
@@ -3217,7 +3222,7 @@ TYPE_ANIM_TBL_LO
.ADDR
TYPE_ANIM_MORTAR_ENEMY
;$0D
.ADDR
TYPE_ANIM_MORTAR_BOMB
;$0E
.ADDR
TYPE_ANIM_BIKE_IN_BRIDGE
;$0F
.ADDR
TYPE_ANIM_VOID
;$10
.ADDR
TYPE_ANIM_VOID
0
;$10
.ADDR
TYPE_ANIM_POW_GUARD
;$11
.ADDR
TYPE_ANIM_POW
;$12
.ADDR
TYPE_ANIM_DELAYED_CLEANUP
;$13
...
...
@@ -3235,9 +3240,9 @@ TYPE_ANIM_TBL_LO
.ADDR
TYPE_ANIM_TURRET_FIRE_END
;$1F
.ADDR
TYPE_ANIM_BAZOOKA_ENEMY
;$20
.ADDR
TYPE_ANIM_TURRET_FIRE_END
;$21
.ADDR
s26DD
.ADDR
s2696
.ADDR
s2697
.ADDR
s26DD
;$22
.ADDR
TYPE_ANIM_VOID1
;$23
.ADDR
TYPE_ANIM_SOLDIER_JUMPING_FROM_TRUCK
;$24
.ADDR
s2675
.ADDR
s25F9
.ADDR
s25F0
...
...
@@ -3264,7 +3269,7 @@ f2596 ;Label used in self-modifying code
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_10
TYPE_ANIM_VOID
;$2596
TYPE_ANIM_VOID
0
;$2596
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
...
...
@@ -3383,29 +3388,33 @@ s2675 INC SPRITES_TICK05,X
JSR
j33D0
LDA
SP
RITES_TICK05
,
X
CMP
#
$
46
;#%01000110
BEQ
b268A
BEQ
_L00
CMP
#
$
8
C
;#%10001100
BEQ
b2690
BEQ
_L01
RTS
b268A
LDA
#
$
FF
;#%11111111
_L00
LDA
#
$
FF
;#%11111111
STA
SP
RITES_DELTA_Y05
,
X
RTS
b2690
LDA
#
$
FE
;#%11111110
_L01
LDA
#
$
FE
;#%11111110
STA
SP
RITES_DELTA_Y05
,
X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_23
s2696
RTS
TYPE_ANIM_VOID1
;$2696
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_24
s2697
INC
SP
RITES_TICK05
,
X
; Truck from right that appears on level3 contains soldiers.
; This is the animation for those soldiers.
TYPE_ANIM_SOLDIER_JUMPING_FROM_TRUCK
;$2697
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_TICK05
,
X
AND
#
$
3
F
;#%00111111
BNE
s2696
BNE
TYPE_ANIM_VOID1
;Try to find an empty seat
...
...
@@ -3417,7 +3426,7 @@ _L00 LDA SPRITES_TYPE05,Y
BNE
_L00
RTS
; Create a
sprite
type $0A
; Create a
anim
type $0A
: jumping soldier
_L01
LDA
SP
RITES_X_LO05
,
X
CLC
...
...
@@ -3445,25 +3454,31 @@ s26DD INC SPRITES_TICK05,X
LDY
a04A1
,
X
LDA
SP
RITES_TICK05
,
X
AND
#
$
0
F
;#%00001111
BNE
b26F3
BNE
_L00
INC
SP
RITES_Y05
,
X
LDA
SP
RITES_Y05
,
X
STA
SP
RITES_Y05
,
Y
b26F3
CMP
#
$
10
;#%00010000
BNE
b2700
_L00
CMP
#
$
10
BNE
_L01
DEC
SP
RITES_Y05
,
X
LDA
SP
RITES_Y05
,
X
STA
SP
RITES_Y05
,
Y
b2700
RTS
_L01
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_unk
; Seems like an unsued animation
TYPE_ANIM_UNUSED0
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_TICK05
,
X
CMP
#
$
3
C
;#%00111100
BEQ
b270C
BEQ
_L00
RTS
b270C
LDA
#
$
0
C
;#%00001100
_L00
LDA
#
$
0
C
;#%00001100
STA
SP
RITES_TYPE05
,
X
LDA
#
$
00
;#%00000000
STA
SP
RITES_TICK05
,
X
...
...
@@ -3568,7 +3583,7 @@ FRAME_BAZOOKA_GUY ;$27E0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1E
TYPE_ANIM_TURRET_FIRE
;$27E4
TYPE_ANIM_TURRET_FIRE
;$27E4
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_TICK05
,
X
AND
#
$
1
F
...
...
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