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Ricardo Quesada
c64-commando-2084
Commits
5a128d38
Commit
5a128d38
authored
Aug 30, 2019
by
Ricardo Quesada
Browse files
more type anims
parent
51b61918
Changes
1
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33 additions
and
25 deletions
+33
-25
src/main.asm
src/main.asm
+33
-25
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src/main.asm
View file @
5a128d38
...
...
@@ -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
SP
RITES_TICK05
,
X
TYPE_ANIM_SOLDIER_GRENADE
;$2EBF
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_TICK05
,
X
CMP
#
$
50
;#%01010000
BNE
_L00
...
...
@@ -4565,7 +4566,8 @@ _L01 LDA #$00
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_07
s2FC2
INC
SP
RITES_TICK05
,
X
TYPE_ANIM_SOLDIER_BEHIND_SMTH
;$2FC2
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_Y05
,
X
CMP
#
$
82
;#%10000010
BCC
_L01
...
...
@@ -4640,7 +4642,8 @@ _L05 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0A
s305B
INC
SP
RITES_TICK05
,
X
TYPE_ANIM_SOLDIER_JUMPING
;$305B
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_TICK05
,
X
CMP
#
$
1
E
;#%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
#
$
3
F
;#%00111111
BNE
s3205
BNE
TYPE_ANIM_SOLDIER
JSR
s32ED
LDA
#
$
00
;#%00000000
STA
SP
RITES_DELTA_X05
,
X
...
...
@@ -4865,7 +4871,8 @@ s31F0 INC a04F4
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_05
s3205
INC
SP
RITES_TICK05
,
X
TYPE_ANIM_SOLDIER
;$3205
INC
SP
RITES_TICK05
,
X
LDA
SP
RITES_DELTA_X05
,
X
ORA
SP
RITES_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
SP
RITES_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
SP
RITES_DELTA_X05
,
Y
LDA
a00FC
,
b
STA
SP
RITES_DELTA_Y05
,
Y
LDA
SP
RITES_DELTA_Y05
,
Y
SEC
SBC
#
$
02
;#%00000010
SBC
#
$
02
STA
SP
RITES_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
SP
RITES_TICK05
,
X
LDA
SP
RITES_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
SP
RITES_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
SP
RITES_RASTER_Y00
,
X
STA
$
D001
;Sprite 0 Y Pos
...
...
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