Commit 6ae9a4b4 authored by Ricardo Quesada's avatar Ricardo Quesada

SPRITES_RASTER_Y -> SPRITES_PREV_Y

parent 3b5fa9ab
......@@ -162,8 +162,8 @@ SPRITES_COUNTER03 = $04A0 ;referenced in throw grenade
a04A1 = $04A1 ;Used to link sprites together (?)
a04AC = $04AC ;Used as index to delta_tbl, and index to anim frames (?)
SPRITES_TICK05 = $04B7
SPRITES_RASTER_Y00 = $04C2 ;Raster Intr. uses values from here instead of SPRITES_Y00
; Contains the value before applying delta, expect for the Hero
SPRITES_PREV_Y00 = $04C2 ;Used by raster interrupt. Is the Y value before applying delta.
; Valid for all sprites expect for the Hero (SPRITE00)
FIRE_COOLDOWN = $04DF ;reset with $ff
HERO_ANIM_MOV_IDX = $04E0 ;Movement anim for hero: left,right,up,down,diagonally,etc.
; See: SOLDIER_ANIM_FRAMES_HI/LO
......@@ -1718,7 +1718,7 @@ SCREEN_REFRESH_LIVES
LDX #$0F ;#%00001111
_L00 LDA SPRITES_Y00,X
STA SPRITES_RASTER_Y00,X
STA SPRITES_PREV_Y00,X
DEX
BPL _L00
RTS
......@@ -6513,12 +6513,12 @@ _L00 PLA
CLC
ADC SPRITES_DELTA_Y00
STA SPRITES_Y00
STA SPRITES_RASTER_Y00
STA SPRITES_PREV_Y00
; For the remaining sprites: 1-15
LDX #$01
_L01 LDA SPRITES_Y00,X
STA SPRITES_RASTER_Y00,X
STA SPRITES_PREV_Y00,X
LDA SPRITES_TYPE00,X
BEQ _L03
......@@ -7115,7 +7115,7 @@ IRQ_C LDA V_SCROLL_BIT_IDX
_L0 LDX SPRITE_IDX_TBL,b,Y
LDY VIC_SPRITE_IDX,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_PREV_Y00,X
STA $D001,Y ;Sprite 0 Y Pos
LDA SPRITES_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 SPRITE_IDX_TBL + 3,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_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 SPRITE_IDX_TBL + I,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_PREV_Y00,X
STA $D00F - (I-8) * 2 ;Sprite 7 Y Pos
LDA SPRITES_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 SPRITE_IDX_TBL + 12,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_PREV_Y00,X
SEC
SBC #$02
STA $D012 ;Raster Position
......@@ -7249,7 +7249,7 @@ IRQ_E
.FOR I:=12, I<16, I+=1
LDX SPRITE_IDX_TBL + I,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_PREV_Y00,X
STA $D007 - (I-12) * 2 ;Sprite 3 Y Pos
LDA SPRITES_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 SPRITE_IDX_TBL + 15,b
LDA SPRITES_RASTER_Y00,X
LDA SPRITES_PREV_Y00,X
STA $D001 ;Sprite 0 Y Pos
LDA SPRITES_X_LO00,X
STA $D000 ;Sprite 0 X Pos
......
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