Commit 448c4944 authored by Ricardo Quesada's avatar Ricardo Quesada

actions with numbers

parent 44a89123
......@@ -2256,21 +2256,21 @@ ACTION_TBL_LO ;$1C06
.ADDR ACTION_NEW_SOLDIER_FROM_SIDE_R ;$09
.ADDR ACTION_NEW_SOLDIER_FROM_SIDE_R_B ;$0A
.ADDR ACTION_OPEN_DOOR ;$0B
.ADDR s23CC ;$0C
.ADDR ACTION_0C ;$0C
.ADDR ACTION_NEW_BOSS_LVL0 ;$0D
.ADDR ACTION_NEW_SOLDIER_IN_TRENCH ;$0E
.ADDR ACTION_NEW_TURRET_CANNON_L ;$0F
.ADDR ACTION_NEW_TURRET_CANNON_R ;$10
.ADDR ACTION_NEW_BAZOOKA_ENEMY_R ;$11
.ADDR ACTION_NEW_BAZOOKA_ENEMY_L ;$12
.ADDR s1F8F ;$13
.ADDR s1EED ;$14
.ADDR ACTION_13 ;$13
.ADDR ACTION_14 ;$14
.ADDR ACTION_NEW_CART_UP_LVL1 ;$15
.ADDR s1F5F ;$16
.ADDR s1E73 ;$17
.ADDR s1E66 ;$18
.ADDR s1E58 ;$19
.ADDR s1E4F ;$1A
.ADDR ACTION_16 ;$16
.ADDR ACTION_17 ;$17
.ADDR ACTION_18 ;$18
.ADDR ACTION_19 ;$19
.ADDR ACTION_1A ;$1A
.ADDR ACTION_VOID ;$1B
; Level 1 data
......@@ -2385,14 +2385,16 @@ ACTION_VOID ;$1E4E
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_1A
; Create sprite type: $28
s1E4F JSR ACTION_NEW_MORTAR_ENEMY
ACTION_1A ;$1E4F
JSR ACTION_NEW_MORTAR_ENEMY
LDA #$28 ;anim_type_28:
STA SPRITES_TYPE05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_19
s1E58 JSR ACTION_NEW_SOLDIER_BEHIND_TRENCH
ACTION_19 ;$1E58
JSR ACTION_NEW_SOLDIER_BEHIND_TRENCH
LDA #$27 ;anim_type_27: tower in lvl3 shoot
STA SPRITES_TYPE05,X
RTS
......@@ -2406,7 +2408,10 @@ ACTION_OPEN_DOOR ;$1E61
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_18
s1E66 LDA #$06 ;#%00000110
; Unused action. Only used in LVL2, which is not present in the game.
; FIXME: remove me
ACTION_18 ;$1E66
LDA #$06 ;#%00000110
STA a04AC,X
LDA #$F5 ;Frame: Door right open?
STA SPRITES_PTR05,X
......@@ -2414,7 +2419,10 @@ s1E66 LDA #$06 ;#%00000110
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_17
s1E73 LDA #$0A ;#%00001010
; Unused action. Only used in LVL2, which is not present in the game.
; FIXME: remove me
ACTION_17 ;$1E73
LDA #$0A ;#%00001010
STA a04AC,X
LDA #$F4 ;Frame: Door left open?
STA SPRITES_PTR05,X
......@@ -2474,7 +2482,8 @@ ACTION_NEW_CART_UP_LVL1 ;$1EAF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_14
s1EED LDA #$3E
ACTION_14 ;$1EED
LDA #$3E
STA SPRITES_X_LO05,X
LDA #$64
STA SPRITES_Y05,X
......@@ -2530,11 +2539,11 @@ _L01 TYA
; ref: action_16
; Create car
; requires an extra empty seat
s1F5F
; FIXME: Might override existing seat. s1F8F might fail if no extra
ACTION_16 ;$1F5F
; FIXME: Might override existing seat. ACTION_13 might fail if no extra
; seat is found. The fix should be:
; If Y == #$0B, ret
JSR s1F8F
JSR ACTION_13
LDA #$1E
STA SPRITES_X_LO05,X
......@@ -2559,7 +2568,8 @@ s1F5F
; ref: action_13
; Create bike
; requires an extra empty seat
s1F8F LDY #$00
ACTION_13 ;$1F8F
LDY #$00
; Find empty seat
_L00 LDA SPRITES_TYPE05,Y
BEQ _L01
......@@ -3119,7 +3129,8 @@ NEW_SOLDIER_FROM_SIDE
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0C
; Creates a soldier from side that throws grenades
s23CC LDA #$1E
ACTION_0C ;$23CC
LDA #$1E
STA SPRITES_Y05,X
LDA #$5A
STA SPRITES_X_LO05,X
......@@ -3309,9 +3320,9 @@ TYPE_ANIM_TBL_LO
.ADDR TYPE_ANIM_VOID1 ;$23
.ADDR TYPE_ANIM_SOLDIER_JUMPING_FROM_TRUCK ;$24
.ADDR TYPE_ANIM_CART_UP_LVL1 ;$25
.ADDR s25F9 ;$26
.ADDR TYPE_ANIM_26 ;$26
.ADDR TYPE_ANIM_TOWER_FIRE_LVL3 ;$27
.ADDR s2597 ;$28
.ADDR TYPE_ANIM_28 ;$28
f2544 .BYTE $00,$00,$00,$00,$00,$03,$00,$02
.BYTE $00,$00,$03,$00,$00,$02,$00,$00
......@@ -3339,7 +3350,8 @@ TYPE_ANIM_VOID0 ;$2596
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_28
s2597 INC SPRITES_TICK05,X
TYPE_ANIM_28 ;$2597
INC SPRITES_TICK05,X
LDA a04EA
BEQ _L02
LDA SPRITES_TICK05,X
......@@ -3393,7 +3405,10 @@ TYPE_ANIM_TOWER_FIRE_LVL3 ;$25F0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_26
s25F9 INC SPRITES_TICK05,X
; Unused, since it is only referenced only from LVL2.
; FIXME: remove me
TYPE_ANIM_26 ;$25F9
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$7F ;#%01111111
BNE _L00
......@@ -4412,7 +4427,7 @@ _L03 JSR GET_RANDOM
STA a04AC,X
LDA f2CD1,Y
STA SPRITES_PTR05,X
LDA #$1B ;anim_type_1B: soldier in fort lvl1,2,3
LDA #$1B ;anim_type_1B: soldier in fort lvl0,1,3
STA SPRITES_TYPE05,X
JMP _L07
......@@ -4424,7 +4439,7 @@ _L04 JSR GET_RANDOM
STA SPRITES_X_LO05,X
LDA #$64
STA SPRITES_Y05,X
LDA #$1B ;anim_type_1B: soldier in fort lvl1,2,3
LDA #$1B ;anim_type_1B: soldier in fort lvl0,1,3
STA SPRITES_TYPE05,X
INC a04F4
JMP _L06
......
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