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c64-commando-2084
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Ricardo Quesada
c64-commando-2084
Commits
6ae9a4b4
Commit
6ae9a4b4
authored
Sep 05, 2019
by
Ricardo Quesada
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SPRITES_RASTER_Y -> SPRITES_PREV_Y
parent
3b5fa9ab
Changes
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src/main.asm
src/main.asm
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src/main.asm
View file @
6ae9a4b4
...
...
@@ -162,8 +162,8 @@ SPRITES_COUNTER03 = $04A0 ;referenced in throw grenade
a04A1
=
$
04
A1
;Used to link sprites together (?)
a04AC
=
$
04
AC
;Used as index to delta_tbl, and index to anim frames (?)
SPRITES_TICK05
=
$
04
B7
SPRITES_
RASTER_Y00
=
$
04
C2
;Raster Intr. uses values from here instead of SPRITES_Y00
;
Contains the value before applying delta, expect for the Hero
SPRITES_
PREV_Y00
=
$
04
C2
;Used by raster interrupt. Is the Y value before applying delta.
;
Valid for all sprites expect for the Hero (SPRITE00)
FIRE_COOLDOWN
=
$
04
DF
;reset with $ff
HERO_ANIM_MOV_IDX
=
$
04
E0
;Movement anim for hero: left,right,up,down,diagonally,etc.
; See: SOLDIER_ANIM_FRAMES_HI/LO
...
...
@@ -1718,7 +1718,7 @@ SCREEN_REFRESH_LIVES
LDX
#
$
0
F
;#%00001111
_L00
LDA
SP
RITES_Y00
,
X
STA
SP
RITES_
RASTER
_Y00
,
X
STA
SP
RITES_
PREV
_Y00
,
X
DEX
BPL
_L00
RTS
...
...
@@ -6513,12 +6513,12 @@ _L00 PLA
CLC
ADC
SP
RITES_DELTA_Y00
STA
SP
RITES_Y00
STA
SP
RITES_
RASTER
_Y00
STA
SP
RITES_
PREV
_Y00
; For the remaining sprites: 1-15
LDX
#
$
01
_L01
LDA
SP
RITES_Y00
,
X
STA
SP
RITES_
RASTER
_Y00
,
X
STA
SP
RITES_
PREV
_Y00
,
X
LDA
SP
RITES_TYPE00
,
X
BEQ
_L03
...
...
@@ -7115,7 +7115,7 @@ IRQ_C LDA V_SCROLL_BIT_IDX
_L0
LDX
SP
RITE_IDX_TBL
,
b
,
Y
LDY
VIC_SPRITE_IDX
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
STA
$
D001
,
Y
;Sprite 0 Y Pos
LDA
SP
RITES_X_LO00
,
X
STA
$
D000
,
Y
;Sprite 0 X Pos
...
...
@@ -7154,7 +7154,7 @@ _L0 LDX SPRITE_IDX_TBL,b,Y
; Bug (?). Should it be SPRITE_IDX_TBL + 8 (??)
LDX
SP
RITE_IDX_TBL
+
3
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
CLC
ADC
#
$
14
;20 pixels below. Each sprite has 21 pixels.
STA
$
D012
;Raster Position
...
...
@@ -7192,7 +7192,7 @@ IRQ_D ;$4284
.FOR
I
:
=
8
,
I
<
12
,
I
+
=
1
LDX
SP
RITE_IDX_TBL
+
I
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
STA
$
D00F
-
(
I
-
8
)
*
2
;Sprite 7 Y Pos
LDA
SP
RITES_X_LO00
,
X
STA
$
D00E
-
(
I
-
8
)
*
2
;Sprite 7 X Pos
...
...
@@ -7212,7 +7212,7 @@ IRQ_D ;$4284
; Y pos for next sprites sets the raster pos
LDX
SP
RITE_IDX_TBL
+
12
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
SEC
SBC
#
$
02
STA
$
D012
;Raster Position
...
...
@@ -7249,7 +7249,7 @@ IRQ_E
.FOR
I
:
=
12
,
I
<
16
,
I
+
=
1
LDX
SP
RITE_IDX_TBL
+
I
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
STA
$
D007
-
(
I
-
12
)
*
2
;Sprite 3 Y Pos
LDA
SP
RITES_X_LO00
,
X
STA
$
D006
-
(
I
-
12
)
*
2
;Sprite 3 X Pos
...
...
@@ -7316,7 +7316,7 @@ MASK_1000_0000 .BYTE $80 ;1000_0000
ORA
$
D01B
;Sprite to Background Display Priority
STA
$
D01B
;Sprite to Background Display Priority
LDX
SP
RITE_IDX_TBL
+
15
,
b
LDA
SP
RITES_
RASTER
_Y00
,
X
LDA
SP
RITES_
PREV
_Y00
,
X
STA
$
D001
;Sprite 0 Y Pos
LDA
SP
RITES_X_LO00
,
X
STA
$
D000
;Sprite 0 X Pos
...
...
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