Commit c2135bcc authored by Ricardo Quesada's avatar Ricardo Quesada

Add URL in .asm

parent 6c7c3b5d
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Commando for the C64 disassembled.
; https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
;
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
* = $E000
.BINARY "main-charset.bin"
......
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Commando for the C64 disassembled.
; https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
;
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
* = $E000
......
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Commando for the C64 disassembled.
; https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
;
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
GAME_MAIN = $080D
;
; **** PREDEFINED LABELS ****
......
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Commando for the C64 disassembled.
;
; https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
;
; Game logic
;
; Comments by riq
;
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
......@@ -3286,10 +3289,10 @@ JMP_FB ;$24EF
; Animation table
TYPE_ANIM_TBL
.ADDR TYPE_ANIM_SPAWN_SOLDIER ;$00
.ADDR TYPE_ANIM_HERO_BULLET ;$01
.ADDR TYPE_ANIM_HERO_GRENADE ;$02
.ADDR TYPE_ANIM_HERO_BULLET_END ;$03
.ADDR TYPE_ANIM_HERO_GRENADE_END ;$04
.ADDR TYPE_ANIM_BULLET ;$01
.ADDR TYPE_ANIM_GRENADE ;$02
.ADDR TYPE_ANIM_BULLET_END ;$03
.ADDR TYPE_ANIM_GRENADE_END ;$04
.ADDR TYPE_ANIM_SOLDIER ;$05
.ADDR TYPE_ANIM_SOLDIER_DIE ;$06
.ADDR TYPE_ANIM_SOLDIER_BEHIND_SMTH ;$07
......@@ -5567,11 +5570,11 @@ f3627 .BYTE $00,$00,$02,$02,$00,$00,$02,$02
.BYTE $00,$00,$02,$02,$00,$00,$07,$07
HERO_TYPE_ANIM_TBL
.ADDR TYPE_ANIM_HERO_MAIN
.ADDR TYPE_ANIM_HERO_BULLET
.ADDR TYPE_ANIM_HERO_GRENADE
.ADDR TYPE_ANIM_HERO_BULLET_END
.ADDR TYPE_ANIM_HERO_GRENADE_END
.ADDR TYPE_ANIM_HERO_MAIN ;hero_type_anim_00
.ADDR TYPE_ANIM_BULLET ;hero_type_anim_01
.ADDR TYPE_ANIM_GRENADE ;hero_type_anim_02
.ADDR TYPE_ANIM_BULLET_END ;hero_type_anim_03
.ADDR TYPE_ANIM_GRENADE_END ;hero_type_anim_04
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Calls the different hero-related animation, based on the sprite type assigned.
......@@ -5593,7 +5596,8 @@ _L00 LDA SPRITES_Y01,X
BEQ _L02
_L01 JSR CLEANUP_HERO_SPRITE
; TODO: avoid the anim if the sprite has just been cleaned-up
; FIXME: Fallthrough. Intended? will it be possible to call
; TYPE_ANIM_HERO_MAIN more than once per frame?
_L02 LDA SPRITES_TYPE01,X
ASL A
......@@ -5612,9 +5616,9 @@ _L02 LDA SPRITES_TYPE01,X
_L03 JMP (a00FB)
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_02
; ref: anim_type_02, hero_type_anim_02
; Hero anim grenade
TYPE_ANIM_HERO_GRENADE
TYPE_ANIM_GRENADE
INC SPRITES_TMP_A01,X
LDA SPRITES_TMP_A01,X
CMP #$0F ;#%00001111
......@@ -5678,9 +5682,9 @@ FRAME_GRENADE1 ;$36F3
f36F9 .BYTE $A4,$A5,$DE,$98,$98
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_03
; ref: anim_type_03, hero_type_anim_03
; Hero Anim bullet end
TYPE_ANIM_HERO_BULLET_END ;$36FE
TYPE_ANIM_BULLET_END ;$36FE
INC SPRITES_TMP_A01,X
LDA SPRITES_TMP_A01,X
CMP #$09 ;Frames for anim(?)
......@@ -5716,9 +5720,9 @@ CLEANUP_HERO_SPRITE ;$371D
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_04
; ref: anim_type_04, hero_type_anim_04
; Exploding grenade animation
TYPE_ANIM_HERO_GRENADE_END ;$373C
TYPE_ANIM_GRENADE_END ;$373C
INC SPRITES_TMP_A01,X
LDY #$00 ;#%00000000
......@@ -5953,9 +5957,9 @@ _L00 LDA SPRITES_TYPE04
_SKIP RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_01
; ref: anim_type_01, hero_type_anim_01
; Hero Anim bullet
TYPE_ANIM_HERO_BULLET ;$3935
TYPE_ANIM_BULLET ;$3935
INC SPRITES_TMP_A01,X
LDA SPRITES_TMP_A01,X
CMP #$0F
......@@ -6046,6 +6050,7 @@ _L04 LDA #$03 ;#%00000011
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Animation for hero in "normal" state
; X=Sprite to update
; ref: hero_type_anim_00
TYPE_ANIM_HERO_MAIN
LDA IS_HERO_DEAD
BNE _L02
......
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Commando for the C64 disassembled
; https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
;
; Music routine
;
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Not analized. Might be very similar to the one analized here:
; http://www.1xn.org/text/C64/rob_hubbards_music.txt
......
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