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c64-commando-2084
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Ricardo Quesada
c64-commando-2084
Commits
7f363ebc
Commit
7f363ebc
authored
Sep 16, 2019
by
Ricardo Quesada
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ANIM_TBL and ACTION_TBL
without _LO and _HI
parent
e1253248
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2
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2 changed files
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18 additions
and
21 deletions
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-21
README.md
README.md
+1
-1
src/main.asm
src/main.asm
+17
-20
No files found.
README.md
View file @
7f363ebc
...
...
@@ -115,7 +115,7 @@ Some enemies, like the motorcycle, take two sprites.
An animation represents what the sprite should do during the game. For example,
the animation type
`TYPE_ANIM_SOLDIER_BULLET`
, animates the bullet. See
`TYPE_ANIM_TBL
_LO
`
in [main.asm] for the complete list of animation types.
`TYPE_ANIM_TBL`
in [main.asm] for the complete list of animation types.
An sprite can change its animation in runtime. For example, the
`TYPE_ANIM_SOLIDER_BEHIND_SMTH`
has certain logic. But when the hero is at the
...
...
src/main.asm
View file @
7f363ebc
...
...
@@ -1316,7 +1316,7 @@ f1074 .BYTE $00,$00,$00,$00,$00,$01,$00,$00 ;$00-$07
; E.g: after losing a life.
RERUN_ACTIONS
;$109B
LDY
#
$
00
_L00
LDA
(
p24
),
Y
;End of trigger-rows?
_L00
LDA
(
p24
),
Y
;End of trigger-rows?
CMP
#
$
FF
BEQ
_L04
CMP
V_SCROLL_ROW_IDX
...
...
@@ -1326,14 +1326,14 @@ _L00 LDA (p24),Y ;End of trigger-rows?
CMP
V_SCROLL_ROW_IDX
BCS
_L03
STY
a00FD
,
b
LDA
(
p28
),
Y
;Object to init
LDA
(
p28
),
Y
;Object to init
ASL
A
TAY
; $FB/$FC -> action table
LDA
ACTION_TBL
_LO
,
Y
;Prepare jump table for actions
LDA
ACTION_TBL
,
Y
;Prepare jump table for actions
STA
a00FB
,
b
LDA
ACTION_TBL
_HI
,
Y
LDA
ACTION_TBL
+
1
,
Y
STA
a00FC
,
b
; Find empty seat
...
...
@@ -1352,7 +1352,7 @@ _L02 TXA
TAX
LDY
a00FD
,
b
LDA
(
p24
),
Y
; t
rigger row
LDA
(
p24
),
Y
;T
rigger row
SEC
SBC
V_SCROLL_ROW_IDX
ASL
A
...
...
@@ -1384,8 +1384,8 @@ PRINT_CREDITS ;$10FC
LDA
#
>
pD829
;Color RAM hi
STA
a00FE
,
b
LDX
#
$
00
;#%00000000
_L00
LDY
#
$
00
;#%00000000
LDX
#
$
00
_L00
LDY
#
$
00
_L01
LDA
CREDITS_TXT
,
X
CMP
#
$
FF
;End of line?
BEQ
_L02
...
...
@@ -2237,14 +2237,13 @@ _L04 STY a00FD,b
LDA
(
p28
),
Y
ASL
A
TAY
LDA
ACTION_TBL
_LO
,
Y
LDA
ACTION_TBL
,
Y
STA
a00FB
,
b
LDA
ACTION_TBL
_HI
,
Y
LDA
ACTION_TBL
+
1
,
Y
STA
a00FC
,
b
JMP
(
a00FB
)
ACTION_TBL_HI
=
*+
1
;$1C07
ACTION_TBL_LO
;$1C06
ACTION_TBL
;$1C06
.ADDR
ACTION_NEW_SOLDIER_BEHIND_TRENCH
;$00
.ADDR
ACTION_NEW_JUMPING_SOLDIER_R
;$01
.ADDR
ACTION_NEW_JUMPING_SOLDIER_L
;$02
...
...
@@ -3269,9 +3268,9 @@ _L01 JSR CLEANUP_SPRITE
_L02
LDA
SP
RITES_TYPE05
,
X
ASL
A
TAY
LDA
TYPE_ANIM_TBL
_LO
,
Y
LDA
TYPE_ANIM_TBL
,
Y
STA
a00FB
,
b
LDA
TYPE_ANIM_TBL
_HI
,
Y
LDA
TYPE_ANIM_TBL
+
1
,
Y
STA
a00FC
,
b
INC
a04E7
JSR
JMP_FB
...
...
@@ -3284,9 +3283,8 @@ _L02 LDA SPRITES_TYPE05,X
JMP_FB
;$24EF
JMP
(
a00FB
)
; Anim table
TYPE_ANIM_TBL_HI
=
*+
1
TYPE_ANIM_TBL_LO
; Animation table
TYPE_ANIM_TBL
.ADDR
TYPE_ANIM_SPAWN_SOLDIER
;$00
.ADDR
TYPE_ANIM_HERO_BULLET
;$01
.ADDR
TYPE_ANIM_HERO_GRENADE
;$02
...
...
@@ -5568,8 +5566,7 @@ f3617 .BYTE $04,$04,$04,$04,$00,$00,$02,$02
f3627
.BYTE
$
00
,
$
00
,
$
02
,
$
02
,
$
00
,
$
00
,
$
02
,
$
02
.BYTE
$
00
,
$
00
,
$
02
,
$
02
,
$
00
,
$
00
,
$
07
,
$
07
HERO_TYPE_ANIM_TBL_HI
=
*+
1
HERO_TYPE_ANIM_TBL_LO
HERO_TYPE_ANIM_TBL
.ADDR
TYPE_ANIM_HERO_MAIN
.ADDR
TYPE_ANIM_HERO_BULLET
.ADDR
TYPE_ANIM_HERO_GRENADE
...
...
@@ -5601,9 +5598,9 @@ _L01 JSR CLEANUP_HERO_SPRITE
_L02
LDA
SP
RITES_TYPE01
,
X
ASL
A
TAY
LDA
HERO_TYPE_ANIM_TBL
_LO
,
Y
LDA
HERO_TYPE_ANIM_TBL
,
Y
STA
a00FB
,
b
LDA
HERO_TYPE_ANIM_TBL
_HI
,
Y
LDA
HERO_TYPE_ANIM_TBL
+
1
,
Y
STA
a00FC
,
b
JSR
_L03
INX
...
...
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