Commit 4b49bb94 authored by Ricardo Quesada's avatar Ricardo Quesada

more actions and type_anims

parent 6c218969
......@@ -2248,7 +2248,7 @@ ACTION_TBL_LO ;$1C06
.ADDR ACTION_NEW_JUMPING_SOLDIER_R ;$01
.ADDR ACTION_NEW_JUMPING_SOLDIER_L ;$02
.ADDR ACTION_NEW_MORTAR_ENEMY ;$03
.ADDR ACTION_NEW_BIKE ;$04
.ADDR ACTION_NEW_BIKE_LVL0 ;$04
.ADDR ACTION_NEW_POW_GUARD ;$05
.ADDR ACTION_NEW_POW ;$06
.ADDR ACTION_NEW_GRENADE_BOX ;$07
......@@ -2263,13 +2263,13 @@ ACTION_TBL_LO ;$1C06
.ADDR ACTION_NEW_TURRET_CANNON_R ;$10
.ADDR ACTION_NEW_BAZOOKA_ENEMY_R ;$11
.ADDR ACTION_NEW_BAZOOKA_ENEMY_L ;$12
.ADDR ACTION_13 ;$13
.ADDR ACTION_14 ;$14
.ADDR ACTION_NEW_BIKE_LVL1 ;$13
.ADDR ACTION_NEW_TRUCK ;$14
.ADDR ACTION_NEW_CART_UP_LVL1 ;$15
.ADDR ACTION_16 ;$16
.ADDR ACTION_NEW_PINK_CAR ;$16
.ADDR ACTION_17 ;$17
.ADDR ACTION_18 ;$18
.ADDR ACTION_19 ;$19
.ADDR ACTION_NEW_SOLDIER_IN_TOWER ;$19
.ADDR ACTION_1A ;$1A
.ADDR ACTION_VOID ;$1B
......@@ -2385,6 +2385,8 @@ ACTION_VOID ;$1E4E
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_1A
; Create sprite type: $28
; Unused. Only referenced from LVL2.
; FIXME: remove me
ACTION_1A ;$1E4F
JSR ACTION_NEW_MORTAR_ENEMY
LDA #$28 ;anim_type_28:
......@@ -2393,7 +2395,7 @@ ACTION_1A ;$1E4F
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_19
ACTION_19 ;$1E58
ACTION_NEW_SOLDIER_IN_TOWER ;$1E58
JSR ACTION_NEW_SOLDIER_BEHIND_TRENCH
LDA #$27 ;anim_type_27: tower in lvl3 shoot
STA SPRITES_TYPE05,X
......@@ -2409,6 +2411,7 @@ ACTION_OPEN_DOOR ;$1E61
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_18
; Unused action. Only used in LVL2, which is not present in the game.
; Uses anim_type_26
; FIXME: remove me
ACTION_18 ;$1E66
LDA #$06 ;#%00000110
......@@ -2482,7 +2485,9 @@ ACTION_NEW_CART_UP_LVL1 ;$1EAF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_14
ACTION_14 ;$1EED
; Create truck that carries soldiers in LVL3.
; Moves horizontally from R to L.
ACTION_NEW_TRUCK ;$1EED
LDA #$3E
STA SPRITES_X_LO05,X
LDA #$64
......@@ -2537,13 +2542,15 @@ _L01 TYA
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_16
; Create car
; requires an extra empty seat
ACTION_16 ;$1F5F
; FIXME: Might override existing seat. ACTION_13 might fail if no extra
; seat is found. The fix should be:
; Create the pink car that moves horizontally, from left to right at the
; beginning of LVL1.
; Uses anim_type_22.
; Requires an extra empty seat
ACTION_NEW_PINK_CAR ;$1F5F
; FIXME: Might override existing seat. ACTION_NEW_BIKE_LVL1 might fail
; if no extra seat is found. The fix should be:
; If Y == #$0B, ret
JSR ACTION_13
JSR ACTION_NEW_BIKE_LVL1
LDA #$1E
STA SPRITES_X_LO05,X
......@@ -2566,9 +2573,9 @@ ACTION_16 ;$1F5F
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_13
; Create bike
; requires an extra empty seat
ACTION_13 ;$1F8F
; Create bike that moves horizontally from R to L at LVL1.
; Requires an extra empty seat
ACTION_NEW_BIKE_LVL1 ;$1F8F
LDY #$00
; Find empty seat
_L00 LDA SPRITES_TYPE05,Y
......@@ -2852,11 +2859,10 @@ ACTION_NEW_POW_GUARD ;$2190
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_04
; Init object bike (sprite types $0f and $10)
; From lvl1, the one that crosses the bridge
; Create bike (sprite types $0f and $10) that crosses bridge in LVL0.
; This object requires two different sprite types: front and back bike.
; Creates the back one only if there is space for it.
ACTION_NEW_BIKE ;$21C1
ACTION_NEW_BIKE_LVL0 ;$21C1
LDA #$20 ;#%00100000
STA SPRITES_X_LO05,X
LDA #$21 ;#%00100001
......@@ -3350,6 +3356,8 @@ TYPE_ANIM_VOID0 ;$2596
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_28
; Only referenced from ACTION_1A, which is only used in LVL2.
; FIXME: remove me
TYPE_ANIM_28 ;$2597
INC SPRITES_TICK05,X
LDA a04EA
......@@ -3405,7 +3413,8 @@ TYPE_ANIM_TOWER_FIRE_LVL3 ;$25F0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_26
; Unused, since it is only referenced only from LVL2.
; Unused, since it is only referenced from ACTION_17 and ACTION_18, only used
; in LVL2.
; FIXME: remove me
TYPE_ANIM_26 ;$25F9
INC SPRITES_TICK05,X
......@@ -3547,7 +3556,7 @@ TYPE_ANIM_22 ;$26DD
LDY a04A1,X
LDA SPRITES_TICK05,X
AND #$0F ;#%00001111
BNE _L00 ;FIXME; probably it should say _L01 instead
BNE _L00 ;FIXME: probably it should say _L01 instead
INC SPRITES_Y05,X
LDA SPRITES_Y05,X
......
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