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Ricardo Quesada
c64-commando-2084
Commits
45680678
Commit
45680678
authored
Sep 01, 2019
by
Ricardo Quesada
Browse files
more actions and throw grenade
parent
266016b6
Changes
2
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2 changed files
with
37 additions
and
30 deletions
+37
-30
src/main.asm
src/main.asm
+35
-28
src/music.asm
src/music.asm
+2
-2
No files found.
src/main.asm
View file @
45680678
...
...
@@ -2216,7 +2216,7 @@ ACTION_TBL_LO ;$1C06
.ADDR
ACTION_NEW_GRENADE_BOX
;$07
.ADDR
ACTION_NEW_SOLDIER_FROM_SIDE_L
;$08
.ADDR
ACTION_NEW_SOLDIER_FROM_SIDE_R
;$09
.ADDR
s20F6
;$0A
.ADDR
ACTION_NEW_SOLDIER_FROM_SIDE_R_B
;$0A
.ADDR
ACTION_OPEN_DOOR
;$0B
.ADDR
s23CC
;$0C
.ADDR
s20B1
;$0D
...
...
@@ -2682,25 +2682,28 @@ s20B1 LDA #$A0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0A
; Create sprite type $18
s20F6
LDA
#
$
1
E
;#%00011110
; Create sprite "soldier from side b" which seems to be more or less similar
; to the regular "sprite from side".
; TODO: investigate the differences
ACTION_NEW_SOLDIER_FROM_SIDE_R_B
;$20F6
LDA
#
$
1
E
STA
SP
RITES_Y05
,
X
LDA
#
$
5
A
;#%01011010
LDA
#
$
5
A
STA
SP
RITES_X_LO05
,
X
LDA
#
$
FF
;#%11111111
LDA
#
$
FF
STA
SP
RITES_X_HI05
,
X
LDA
#
$
FF
;#%11111111
LDA
#
$
FF
STA
SP
RITES_DELTA_X05
,
X
LDA
#
$
00
;#%00000000
LDA
#
$
00
STA
SP
RITES_DELTA_Y05
,
X
LDA
#
$
D5
;#%11010101
LDA
#
$
D5
;soldier from side r frame
STA
SP
RITES_PTR05
,
X
LDA
#
$
0B
;dark grey
STA
SP
RITES_COLOR05
,
X
LDA
#
$
00
;#%00000000
LDA
#
$
00
STA
SP
RITES_TICK05
,
X
STA
SP
RITES_BKG_PRI05
,
X
LDA
#
$
18
;#%00011000
LDA
#
$
18
;soldier from side B
STA
SP
RITES_TYPE05
,
X
LDA
#
$
0
C
;#%00001100
STA
a04A1
,
X
...
...
@@ -3057,24 +3060,25 @@ NEW_SOLDIER_FROM_SIDE
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0C
s23CC
LDA
#
$
1
E
;#%00011110
; Creates a soldier from side that throws grenades
s23CC
LDA
#
$
1
E
STA
SP
RITES_Y05
,
X
LDA
#
$
5
A
;#%01011010
LDA
#
$
5
A
STA
SP
RITES_X_LO05
,
X
LDA
#
$
FF
;#%11111111
LDA
#
$
FF
STA
SP
RITES_X_HI05
,
X
LDA
#
$
FF
;#%11111111
LDA
#
$
FF
STA
SP
RITES_DELTA_X05
,
X
LDA
#
$
00
;#%00000000
LDA
#
$
00
STA
SP
RITES_DELTA_Y05
,
X
LDA
#
$
D5
;
#%11010101
LDA
#
$
D5
;
soldier from side B
STA
SP
RITES_PTR05
,
X
LDA
#
$
0B
;dark grey
STA
SP
RITES_COLOR05
,
X
LDA
#
$
00
;#%00000000
LDA
#
$
00
STA
SP
RITES_TICK05
,
X
STA
SP
RITES_BKG_PRI05
,
X
LDA
#
$
19
;#%00011001
LDA
#
$
19
;anim_type_19
STA
SP
RITES_TYPE05
,
X
LDA
#
$
0
C
;#%00001100
STA
a04A1
,
X
...
...
@@ -3304,7 +3308,7 @@ _L02 LDA SPRITES_TICK05,X
BEQ
_L03
RTS
_L03
JSR
s32ED
_L03
JSR
THROW_GRENADE
LDA
#
$
01
STA
a04EA
CPY
#
$
FF
...
...
@@ -3841,7 +3845,7 @@ _L01 LDA #$E3 ; soldier throw grenade #1-frame
_L02
LDA
#
$
E4
; soldier throw grenade #2-frame
STA
SP
RITES_PTR05
,
X
JMP
s32ED
JMP
THROW_GRENADE
_L03
LDA
#
$
04
STA
a04A1
,
X
...
...
@@ -3884,7 +3888,7 @@ TYPE_ANIM_SOLDIER_FROM_SIDE_B ;$29BB
_L00
CMP
#
$
06
BNE
_L01
INC
SP
RITES_PTR05
,
X
JMP
s32ED
JMP
THROW_GRENADE
_L01
CMP
#
$
14
BNE
_L02
...
...
@@ -4119,7 +4123,7 @@ TYPE_ANIM_BIKE_IN_BRIDGE ;$2B4D
_L00
LDA
SP
RITES_TICK05
,
X
AND
#
$
1
F
;#%00011111
BNE
_L01
JSR
s32ED
JSR
THROW_GRENADE
RTS
; Bike moving fordward (left-direction)
...
...
@@ -4940,7 +4944,7 @@ TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$31F0
JSR
GET_RANDOM
AND
#
$
3
F
;#%00111111
BNE
TYPE_ANIM_SOLDIER
JSR
s32ED
JSR
THROW_GRENADE
LDA
#
$
00
;#%00000000
STA
SP
RITES_DELTA_X05
,
X
STA
SP
RITES_DELTA_Y05
,
X
...
...
@@ -5049,8 +5053,11 @@ DELTA_Y_TBL
.BYTE
$
01
,
$
01
,
$
01
,
$
00
,
$
00
,
$
00
,
$
FF
,
$
FF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; riq
s32ED
LDA
SP
RITES_X_HI05
,
X
; Soldier tries to throw a grenade. If there are no empty seats, grenade
; is not thrown.
THROW_GRENADE
;$32ED
; Same X part?
LDA
SP
RITES_X_HI05
,
X
CMP
SP
RITES_X_HI00
BNE
_L01
...
...
@@ -5075,14 +5082,14 @@ _L02 TXA
STA
SP
RITES_Y05
,
Y
LDA
SP
RITES_X_HI05
,
X
STA
SP
RITES_X_HI05
,
Y
LDA
#
$
93
;#%10010011
LDA
#
$
93
;grenade frame #0
STA
SP
RITES_PTR05
,
Y
LDA
#
$
0
E
;light blue
STA
SP
RITES_COLOR05
,
Y
LDA
#
$
00
;#%00000000
LDA
#
$
00
STA
SP
RITES_TICK05
,
Y
STA
SP
RITES_BKG_PRI05
,
Y
LDA
#
$
0B
;
#%00001011
LDA
#
$
0B
;
anim_type_0B: grenade
STA
SP
RITES_TYPE05
,
Y
LDA
SP
RITES_X_LO00
SEC
...
...
src/music.asm
View file @
45680678
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Music routine
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Not fully analized. Might be very similar to the one analized here:
; http://www.1xn.org/text/C64/rob_hubbards_music.txt
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Init a song
...
...
@@ -463,8 +465,6 @@ b5418 BVC b5425
STA
a552F
b5425
JMP
b53B4
; Frequency data
; Taken from: http://www.1xn.org/text/C64/rob_hubbards_music.txt
FREQ_LO
.BYTE
$
16
FREQ_HI
...
...
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