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c64-commando-2084
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Ricardo Quesada
c64-commando-2084
Commits
4b49bb94
Commit
4b49bb94
authored
Sep 02, 2019
by
Ricardo Quesada
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Plain Diff
more actions and type_anims
parent
6c218969
Changes
1
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1 changed file
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30 additions
and
21 deletions
+30
-21
src/main.asm
src/main.asm
+30
-21
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src/main.asm
View file @
4b49bb94
...
...
@@ -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
SP
RITES_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
#
$
3
E
STA
SP
RITES_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
#
$
1
E
STA
SP
RITES_X_LO05
,
X
...
...
@@ -2566,9 +2573,9 @@ ACTION_16 ;$1F5F
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_13
; Create bike
;
r
equires an extra empty seat
ACTION_
13
;$1F8F
; Create bike
that moves horizontally from R to L at LVL1.
;
R
equires an extra empty seat
ACTION_
NEW_BIKE_LVL1
;$1F8F
LDY
#
$
00
; Find empty seat
_L00
LDA
SP
RITES_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
SP
RITES_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
SP
RITES_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
SP
RITES_TICK05
,
X
...
...
@@ -3547,7 +3556,7 @@ TYPE_ANIM_22 ;$26DD
LDY
a04A1
,
X
LDA
SP
RITES_TICK05
,
X
AND
#
$
0
F
;#%00001111
BNE
_L00
;FIXME
;
probably it should say _L01 instead
BNE
_L00
;FIXME
:
probably it should say _L01 instead
INC
SP
RITES_Y05
,
X
LDA
SP
RITES_Y05
,
X
...
...
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