Commit 3ec1c4e8 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

some more type anims

parent 98bba254
......@@ -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_VOID0 ;$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_VOID0 ;$2596
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
......@@ -3383,29 +3388,33 @@ s2675 INC SPRITES_TICK05,X
JSR j33D0
LDA SPRITES_TICK05,X
CMP #$46 ;#%01000110
BEQ b268A
BEQ _L00
CMP #$8C ;#%10001100
BEQ b2690
BEQ _L01
RTS
b268A LDA #$FF ;#%11111111
_L00 LDA #$FF ;#%11111111
STA SPRITES_DELTA_Y05,X
RTS
b2690 LDA #$FE ;#%11111110
_L01 LDA #$FE ;#%11111110
STA SPRITES_DELTA_Y05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_23
s2696 RTS
TYPE_ANIM_VOID1 ;$2696
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_24
s2697 INC SPRITES_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 SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$3F ;#%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 SPRITES_X_LO05,X
CLC
......@@ -3445,25 +3454,31 @@ s26DD INC SPRITES_TICK05,X
LDY a04A1,X
LDA SPRITES_TICK05,X
AND #$0F ;#%00001111
BNE b26F3
BNE _L00
INC SPRITES_Y05,X
LDA SPRITES_Y05,X
STA SPRITES_Y05,Y
b26F3 CMP #$10 ;#%00010000
BNE b2700
_L00 CMP #$10
BNE _L01
DEC SPRITES_Y05,X
LDA SPRITES_Y05,X
STA SPRITES_Y05,Y
b2700 RTS
_L01 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_unk
; Seems like an unsued animation
TYPE_ANIM_UNUSED0
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$3C ;#%00111100
BEQ b270C
BEQ _L00
RTS
b270C LDA #$0C ;#%00001100
_L00 LDA #$0C ;#%00001100
STA SPRITES_TYPE05,X
LDA #$00 ;#%00000000
STA SPRITES_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 SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$1F
......
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