Commit 5d9fa676 authored by Ricardo Quesada's avatar Ricardo Quesada

comments about unused vars and more

parent f78324f5
......@@ -63,9 +63,8 @@ p28 = $28 ;what sprite type to create at row
p29 = $29
p2A = $2A ;charset attributes: background priority, collision, etc.
p2B = $2B
p5D = $5D
p5F = $5F
p83 = $83
p5D = $5D ;Used by music
p5F = $5F ;Used by music
pF7 = $F7
pF8 = $F8
pFB = $FB ;$FB/$FC: different meanings depending to the game state
......@@ -89,14 +88,14 @@ fE3F8 = $E3F8
;
; **** ABSOLUTE ADDRESSES ****
;
a003D = $003D
a003F = $003F
a003D = $003D ;Tmp var used by SORT_SPRITES_BY_Y
a003F = $003F ;Tmp var used by SORT_SPRITES_BY_Y
SPRITE_IDX_TBL = $004B ;$4B-$5A sprite index, used in raster multiplexer
a00A7 = $00A7
VIC_SPRITE_IDX = $00A8 ;Index used for sprite pos (e.g: $D000,idx) in raster intr.
a00C9 = $00C9
a0400 = $0400
a0401 = $0401
a00C9 = $00C9 ;Tmp var used by SORT_SPRITES_BY_Y
a0400 = $0400 ;Used by GET_RANDOM
a0401 = $0401 ;Used by GET_RANDOM
V_SCROLL_BIT_IDX = $0402 ;pixels scrolled vertically: 0-7
V_SCROLL_ROW_IDX = $0403 ;index to the row in the level: 0 means end of scroll (top of map)
V_SCROLL_DELTA = $0404 ;How many pixels needs to get scrolled. $0: no scroll needed, $ff: -1 one pixel
......@@ -156,10 +155,10 @@ BKG_COLOR0 = $04E2
BKG_COLOR1 = $04E3
BKG_COLOR2 = $04E4
COUNTER1 = $04E6
a04E7 = $04E7
a04E7 = $04E7 ;unused
TRIGGER_ROW_IDX = $04E8 ;If equal to row index, create object
a04E9 = $04E9 ;unused
a04EA = $04EA
a04EA = $04EA ;Used in mortar guy animation
POW_GUARDS_KILLED = $04EC ;Number of POW guard killed. When == 2, "Free POW" anim is executed
POW_SPRITE_IDX = $04ED ;Holds the sprite idx used by POW sprite
a04EE = $04EE ;Hero is moving up (unused)
......@@ -173,11 +172,11 @@ IS_LEVEL_COMPLETE = $04F5 ;0: game in progress, 1:lvl complete. Exit anima
IS_ANIM_EXIT_DOOR = $04F7 ;1: hero goes to exit door animation in progress
SCORE_LSB = $04F8
SCORE_MSB = $04F9
a04FD = $04FD
a04FD = $04FD ;unused
GRENADES = $04FF
LIVES = $0500
a0501 = $0501
a0502 = $0502
a0501 = $0501 ;unused
a0502 = $0502 ;unused
IS_HERO_DEAD = $0503 ;0: hero alive, 1:was shot, 2:fell down in trench
a0504 = $0504
HISCORE_IS_BULLET_ANIM = $0505 ;1: if the bullet in hiscore is being animated
......@@ -1497,7 +1496,7 @@ _L01 LDA #$02 ;#%00000010
LDX #$00
_L02 =*+$01
_L03 =*+$02
_L04 LDA f2596,X
_L04 LDA f2596,X ;Self-modifying
STA $E000 + 40*10 + 10,X ;Screen RAM
LDA #$01 ;white
STA $D800 + 40*10 + 10,X ;Color RAM
......@@ -1511,7 +1510,7 @@ _L04 LDA f2596,X
LDX #$00
_L05 =*+$01
_L06 =*+$02
_L07 LDA f2596,X
_L07 LDA f2596,X ;Self-modifying
STA $E000 + 40*12 + 9,X ;Screen RAM
LDA #$01 ;white
STA $D800 + 40*12 + 9,X ;Color RAM
......@@ -1814,7 +1813,7 @@ LEVEL_PATCH_TURRET ;$14D3
_L00 LDY #$00
_L01 =*+$01
_L02 =*+$02
_L03 LDA f2596,X
_L03 LDA f2596,X ;Self-modifying
STA (pFB),Y
INX
INY
......@@ -1899,7 +1898,7 @@ LEVEL_PATCH_DOOR ;$15DA
_L00 LDY #$00 ;#%00000000
_L01 =*+$01
_L02 =*+$02
_L03 LDA f2596,X
_L03 LDA f2596,X ;Self-modfying
STA (pFB),Y
INX
INY
......@@ -6815,10 +6814,10 @@ LEVEL_DRAW_VIEWPORT ;$3F93
_L00 LDY #$27 ;Copy entire row (40 chars)
_L01 =*+$01
_L02 =*+$02
_L03 LDA f0000,Y
_L03 LDA f0000,Y ;Self-modifying
_L04 =*+$01
_L05 =*+$02
STA f0000,Y
STA f0000,Y ;Self-modifying
DEY
BPL _L03
......
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