Commit 77aec91a authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

more actions

parent 45680678
......@@ -2219,10 +2219,10 @@ ACTION_TBL_LO ;$1C06
.ADDR ACTION_NEW_SOLDIER_FROM_SIDE_R_B ;$0A
.ADDR ACTION_OPEN_DOOR ;$0B
.ADDR s23CC ;$0C
.ADDR s20B1 ;$0D
.ADDR s22A9 ;$0E
.ADDR s2053 ;$0F
.ADDR s2082 ;$10
.ADDR ACTION_NEW_BOSS_L1 ;$0D
.ADDR ACTION_NEW_SOLDIER_IN_TRENCH ;$0E
.ADDR ACTION_NEW_TURRET_CANNON_L ;$0F
.ADDR ACTION_NEW_TURRET_CANNON_R ;$10
.ADDR s2001 ;$11
.ADDR s201D ;$12
.ADDR s1F8F ;$13
......@@ -2606,51 +2606,57 @@ j2036 LDA #$00 ;#%00000000
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0F
s2053 LDA #$2C ;#%00101100
; creates the left cannon (inside the turrent). Appears in level2
ACTION_NEW_TURRET_CANNON_L ;$2053
LDA #$2C
STA SPRITES_X_LO05,X
LDA #$24 ;#%00100100
LDA #$24
STA SPRITES_Y05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
LDA #$FC ;#%11111100
LDA #$FC
STA SPRITES_PTR05,X
LDA #$08 ;orange
STA SPRITES_COLOR05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_X_HI05,X
STA SPRITES_BKG_PRI05,X
LDA #$06 ;#%00000110
LDA #$06
STA a04AC,X
LDA #$1E ;#%00011110
LDA #$1E ;anim_type_1E: turret fire
STA SPRITES_TYPE05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_10
s2082 LDA #$30 ;#%00110000
; creates the right cannon (inside the turrent). Appears in level2
ACTION_NEW_TURRET_CANNON_R ;$2082
LDA #$30
STA SPRITES_X_LO05,X
LDA #$1E ;#%00011110
LDA #$1E
STA SPRITES_Y05,X
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
STA SPRITES_BKG_PRI05,X
LDA #$FD ;#%11111101
LDA #$FD ;Cannon in turrent
STA SPRITES_PTR05,X
LDA #$08 ;orange
STA SPRITES_COLOR05,X
LDA #$FF ;#%11111111
LDA #$FF
STA SPRITES_X_HI05,X
LDA #$0A ;#%00001010
LDA #$0A
STA a04AC,X
LDA #$1E ;#%00011110
LDA #$1E ;anim_type_1E: turret fire
STA SPRITES_TYPE05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0D
s20B1 LDA #$A0
; Creates the boss from level 1
ACTION_NEW_BOSS_L1 ;$20B1
LDA #$A0
STA SPRITES_X_LO05,X
LDA #$50
STA SPRITES_Y05,X
......@@ -2659,7 +2665,7 @@ s20B1 LDA #$A0
LDA #$08
STA a04A1,X
STA a04AC,X
LDA #$B9
LDA #$B9 ;boss l1 frame
STA SPRITES_PTR05,X
LDA #$05 ;green
STA SPRITES_COLOR05,X
......@@ -2670,13 +2676,13 @@ s20B1 LDA #$A0
STA SPRITES_TICK05,X
LDA #$00
STA SPRITES_BKG_PRI05,X
LDA #$1A
LDA #$1A ;anim_type_1A: boss l1
STA SPRITES_TYPE05,X
JSR GET_RANDOM
AND #$01 ;#%00000001
AND #$01
ASL A
SEC
SBC #$01 ;#%00000001
SBC #$01
STA SPRITES_DELTA_X05,X
RTS
......@@ -2906,8 +2912,8 @@ ACTION_NEW_SOLDIER_BEHIND_TRENCH ;$2271
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0E
; Create sprite type: $1C
s22A9 LDY a00FD,b
ACTION_NEW_SOLDIER_IN_TRENCH ;$22A9
LDY a00FD,b
LDA (p22),Y
STA SPRITES_X_LO05,X
LDA #$2A
......@@ -2927,7 +2933,7 @@ s22A9 LDY a00FD,b
LDA #$08
STA a04A1,X
STA a04AC,X
LDA #$1C
LDA #$1C ;anim_type_1C: soldier in trench
STA SPRITES_TYPE05,X
RTS
......@@ -3603,6 +3609,7 @@ FRAME_BAZOOKA_GUY ;$27E0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1E
; Turrets are thow small houses that can be destroyed and appear on level 2
TYPE_ANIM_TURRET_FIRE ;$27E4
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......
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