Commit 5a128d38 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

more type anims

parent 51b61918
......@@ -3206,13 +3206,13 @@ TYPE_ANIM_TBL_LO
.ADDR TYPE_ANIM_HERO_GRENADE ;$02
.ADDR TYPE_ANIM_HERO_BULLET_END ;$03
.ADDR TYPE_ANIM_HERO_GRENADE_END ;$04
.ADDR s3205 ;$05
.ADDR TYPE_ANIM_SOLDIER ;$05
.ADDR TYPE_ANIM_SOLDIER_DIE ;$06
.ADDR s2FC2 ;$07
.ADDR TYPE_ANIM_SOLDIER_BEHIND_SMTH ;$07
.ADDR TYPE_ANIM_SOLDIER_BULLET ;$08
.ADDR TYPE_ANIM_SOLDIER_BULLET_END ;$09
.ADDR s305B ;$0A
.ADDR s2EBF ;$0B
.ADDR TYPE_ANIM_SOLDIER_JUMPING ;$0A
.ADDR TYPE_ANIM_SOLDIER_GRENADE ;$0B
.ADDR TYPE_ANIM_EXPLOSION ;$0C
.ADDR s2BDF ;$0D
.ADDR s2F0B ;$0E
......@@ -3227,8 +3227,8 @@ TYPE_ANIM_TBL_LO
.ADDR s2A34
.ADDR s29BB ;$18
.ADDR s2956
.ADDR TYPE_ANIM_BOSS ;$1A
.ADDR s31F0
.ADDR TYPE_ANIM_BOSS_L1 ;$1A
.ADDR TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$1B
.ADDR s2876
.ADDR s2860
.ADDR s27E4
......@@ -3735,7 +3735,7 @@ b2923 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1A
; Animation for Level 1 Boss
TYPE_ANIM_BOSS ;$2924
TYPE_ANIM_BOSS_L1 ;$2924
JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR s290E
......@@ -4420,7 +4420,8 @@ _L13 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0B
s2EBF INC SPRITES_TICK05,X
TYPE_ANIM_SOLDIER_GRENADE ;$2EBF
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$50 ;#%01010000
BNE _L00
......@@ -4565,7 +4566,8 @@ _L01 LDA #$00
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_07
s2FC2 INC SPRITES_TICK05,X
TYPE_ANIM_SOLDIER_BEHIND_SMTH ;$2FC2
INC SPRITES_TICK05,X
LDA SPRITES_Y05,X
CMP #$82 ;#%10000010
BCC _L01
......@@ -4640,7 +4642,8 @@ _L05 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0A
s305B INC SPRITES_TICK05,X
TYPE_ANIM_SOLDIER_JUMPING ;$305B
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$1E ;#%00011110
BNE _L01
......@@ -4852,10 +4855,13 @@ _L12 LDA #$0A ;#%00001010
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1B
s31F0 INC a04F4
; Sprites that goes out for the fort in LVL1
; Same logic as regular soldier but with some randomness at the beginning
TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$31F0
INC a04F4
JSR GET_RANDOM
AND #$3F ;#%00111111
BNE s3205
BNE TYPE_ANIM_SOLDIER
JSR s32ED
LDA #$00 ;#%00000000
STA SPRITES_DELTA_X05,X
......@@ -4865,7 +4871,8 @@ s31F0 INC a04F4
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_05
s3205 INC SPRITES_TICK05,X
TYPE_ANIM_SOLDIER ;$3205
INC SPRITES_TICK05,X
LDA SPRITES_DELTA_X05,X
ORA SPRITES_DELTA_Y05,X
BEQ _L00
......@@ -5004,7 +5011,7 @@ _L02 TXA
STA a00FB,b
BCS _L04
LDA a00FB,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FB,b
INC a00FB,b
LDA SPRITES_Y00
......@@ -5013,23 +5020,23 @@ _L02 TXA
STA a00FC,b
BCS _L03
LDA a00FC,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FC,b
INC a00FC,b
JSR s3555
LDA a00FC,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FC,b
INC a00FC,b
LDA a00FB,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FB,b
INC a00FB,b
JMP _L06
_L03 JSR s3555
LDA a00FB,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FB,b
INC a00FB,b
JMP _L06
......@@ -5040,24 +5047,25 @@ _L04 LDA SPRITES_Y00
STA a00FC,b
BCS _L05
LDA a00FC,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FC,b
INC a00FC,b
JSR s3555
LDA a00FC,b
EOR #$FF ;#%11111111
EOR #$FF
STA a00FC,b
INC a00FC,b
JMP _L06
_L05 JSR s3555
_L06 LDA a00FB,b
STA SPRITES_DELTA_X05,Y
LDA a00FC,b
STA SPRITES_DELTA_Y05,Y
LDA SPRITES_DELTA_Y05,Y
SEC
SBC #$02 ;#%00000010
SBC #$02
STA SPRITES_DELTA_Y05,Y
PLA
TAX
......@@ -5663,7 +5671,7 @@ b3848 LDA SPRITES_X_LO05,Y
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Animate explosion
; ref: sprite_type_0C
TYPE_ANIM_EXPLOSION ;$388B
TYPE_ANIM_EXPLOSION ;$388B
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$14 ;#%00010100
......@@ -7046,7 +7054,7 @@ IRQ_D ;$4284
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; sprite multiplexor: sprites 0-3
; raster = $??
IRQ_E
IRQ_E
; Turn off MSB and sprite-bkg pri for lower 4 sprites.
; Each sprite will set it individually in case it is needed
LDA $D010 ;Sprites 0-7 MSB of X coordinate
......@@ -7091,7 +7099,7 @@ IRQ_E
AND MASK_0000_0100
ORA $D01B ;Sprite to Background Display Priority
STA $D01B ;Sprite to Background Display Priority
LDX a0059,b
LDA SPRITES_RASTER_Y00,X
STA $D003 ;Sprite 1 Y Pos
......@@ -7109,7 +7117,7 @@ IRQ_E
AND MASK_0000_0010
ORA $D01B ;Sprite to Background Display Priority
STA $D01B ;Sprite to Background Display Priority
LDX a005A,b
LDA SPRITES_RASTER_Y00,X
STA $D001 ;Sprite 0 Y Pos
......
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