Commit 75ec54e3 authored by Ricardo Quesada's avatar Ricardo Quesada

SOLDIER_ANIM_FRAMES w/o _LO / _HI

parent 7f363ebc
......@@ -151,7 +151,7 @@ SPRITES_PREV_Y00 = $04C2 ;Used by raster interrupt. Is the Y value before
; 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
; See: SOLDIER_ANIM_FRAMES
a04E1 = $04E1 ;Bullet speed idx (???)
BKG_COLOR0 = $04E2
BKG_COLOR1 = $04E3
......@@ -3946,9 +3946,9 @@ _L03 LDA #$04
_L04 LDA SPRITES_TMP_B05,X
AND #$FE ;#%11111110
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C ;#%00001100
......@@ -4005,9 +4005,9 @@ _L02 CMP #$14
LDA SPRITES_TMP_B05,X
AND #$FE
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C ;#%00001100
......@@ -4032,9 +4032,9 @@ TYPE_ANIM_SOLDIER_FROM_SIDE_A ;$2A34
LDA SPRITES_TMP_B05,X
AND #$FE ;#%11111110
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C ;#%00001100
......@@ -4857,9 +4857,9 @@ _L01 BCS _L02
LDA SPRITES_TMP_B05,X
AND #$FE ;#%11111110
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C ;#%00001100
......@@ -4905,9 +4905,9 @@ TYPE_ANIM_SOLIDER_GO_UP ;$30DD
LDA SPRITES_TMP_B05,X
AND #$FE ;#%11111110
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C ;#%00001100
......@@ -5074,9 +5074,9 @@ TYPE_ANIM_SOLDIER ;$3205
LDA SPRITES_TMP_B05,X
AND #$FE
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
LDA GAME_TICK
AND #$0C
......@@ -6285,9 +6285,9 @@ _L12 LDA $DC00 ;CIA1: Data Port Register A (in-game direction changed)
SETUP_HERO_ANIMATION ;$3BAC
LDA HERO_ANIM_MOV_IDX
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
LDA SOLDIER_ANIM_FRAMES,Y
STA a00FB,b
LDA SOLDIER_ANIM_FRAMES_HI,Y
LDA SOLDIER_ANIM_FRAMES+1,Y
STA a00FC,b
INC COUNTER1
LDA COUNTER1
......@@ -6334,7 +6334,7 @@ b3BF8 PLA
JSR j172F
; Get charset mask info
LDY #$00 ;#%00000000
LDY #$00
LDA (pFC),Y
TAY
LDA (p2A),Y
......@@ -6345,9 +6345,9 @@ b3BF8 PLA
AND #$04 ;#%00000100
BEQ b3C7D
LDA #$02 ;Hero fell in trench/water
LDA #$02 ;Hero fell in trench/water
STA IS_HERO_DEAD
LDA #$04 ;#%00000100
LDA #$04 ;"Hero dead" SFX
JSR SFX_PLAY
STA COUNTER1
LDA TMP_SPRITE_X_LO
......@@ -6376,7 +6376,7 @@ b3BF8 PLA
CLC
ADC #$0C ;#%00001100
STA SPRITES_Y00
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_DELTA_X00
STA SPRITES_DELTA_Y00
STA V_SCROLL_DELTA
......@@ -6386,17 +6386,17 @@ b3C7D LDA (p2A),Y
AND #$02 ;#%00000010
BEQ b3C89
LDA #$FF ;#%11111111
LDA #$FF
STA SPRITES_BKG_PRI00
RTS
b3C89 LDA #$00 ;#%00000000
b3C89 LDA #$00
STA SPRITES_BKG_PRI00
RTS
b3C8F LDA IS_ANIM_EXIT_DOOR
BNE b3C9F
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_DELTA_X00
STA SPRITES_DELTA_Y00
STA V_SCROLL_DELTA
......@@ -6420,8 +6420,7 @@ HERO_FRAMES_UP_LEFT
.BYTE $A9,$AA,$AB,$E2 ;Anim up-left
; These frames are shared by the hero and the regular enemies
SOLDIER_ANIM_FRAMES_HI =*+1 ;$3CC1
SOLDIER_ANIM_FRAMES_LO ;$3CC0
SOLDIER_ANIM_FRAMES ;$3CC0
.ADDR HERO_FRAMES_UP ;0
.ADDR HERO_FRAMES_UP_RIGHT ;1
.ADDR HERO_FRAMES_RIGHT ;2
......
......@@ -22,6 +22,9 @@ s5006 JMP j5F48
; Plays a sound effect
; A=sfx to play
; $00 = pick up grenade
; $04 = hero dead
; $09 = fire in fort (lvl3)
SFX_PLAY
JMP j5F56
......
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