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c64-commando-2084
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Ricardo Quesada
c64-commando-2084
Commits
5d9fa676
Commit
5d9fa676
authored
Sep 17, 2019
by
Ricardo Quesada
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comments about unused vars and more
parent
f78324f5
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src/main.asm
src/main.asm
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src/main.asm
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5d9fa676
...
...
@@ -63,9 +63,8 @@ p28 = $28 ;what sprite type to create at row
p29
=
$
29
p2A
=
$
2
A
;charset attributes: background priority, collision, etc.
p2B
=
$
2
B
p5D
=
$
5
D
p5F
=
$
5
F
p83
=
$
83
p5D
=
$
5
D
;Used by music
p5F
=
$
5
F
;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
=
$
003
D
a003F
=
$
003
F
a003D
=
$
003
D
;Tmp var used by SORT_SPRITES_BY_Y
a003F
=
$
003
F
;Tmp var used by SORT_SPRITES_BY_Y
SPRITE_IDX_TBL
=
$
004
B
;$4B-$5A sprite index, used in raster multiplexer
a00A7
=
$
00
A7
VIC_SPRITE_IDX
=
$
00
A8
;Index used for sprite pos (e.g: $D000,idx) in raster intr.
a00C9
=
$
00
C9
a0400
=
$
0400
a0401
=
$
0401
a00C9
=
$
00
C9
;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
=
$
04
E3
BKG_COLOR2
=
$
04
E4
COUNTER1
=
$
04
E6
a04E7
=
$
04
E7
a04E7
=
$
04
E7
;unused
TRIGGER_ROW_IDX
=
$
04
E8
;If equal to row index, create object
a04E9
=
$
04
E9
;unused
a04EA
=
$
04
EA
a04EA
=
$
04
EA
;Used in mortar guy animation
POW_GUARDS_KILLED
=
$
04
EC
;Number of POW guard killed. When == 2, "Free POW" anim is executed
POW_SPRITE_IDX
=
$
04
ED
;Holds the sprite idx used by POW sprite
a04EE
=
$
04
EE
;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
=
$
04
F7
;1: hero goes to exit door animation in progress
SCORE_LSB
=
$
04
F8
SCORE_MSB
=
$
04
F9
a04FD
=
$
04
FD
a04FD
=
$
04
FD
;unused
GRENADES
=
$
04
FF
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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