Commit d4cc6689 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

LVL1 instead of L1

parent 037ae047
......@@ -2219,7 +2219,7 @@ ACTION_TBL_LO ;$1C06
.ADDR ACTION_NEW_SOLDIER_FROM_SIDE_R_B ;$0A
.ADDR ACTION_OPEN_DOOR ;$0B
.ADDR s23CC ;$0C
.ADDR ACTION_NEW_BOSS_L1 ;$0D
.ADDR ACTION_NEW_BOSS_LVL1 ;$0D
.ADDR ACTION_NEW_SOLDIER_IN_TRENCH ;$0E
.ADDR ACTION_NEW_TURRET_CANNON_L ;$0F
.ADDR ACTION_NEW_TURRET_CANNON_R ;$10
......@@ -2660,7 +2660,7 @@ ACTION_NEW_TURRET_CANNON_R ;$2082
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: action_0D
; Creates the boss from level 1
ACTION_NEW_BOSS_L1 ;$20B1
ACTION_NEW_BOSS_LVL1 ;$20B1
LDA #$A0
STA SPRITES_X_LO05,X
LDA #$50
......@@ -3250,8 +3250,8 @@ TYPE_ANIM_TBL_LO
.ADDR TYPE_ANIM_SOLDIER_FROM_SIDE_A ;$17
.ADDR TYPE_ANIM_SOLDIER_FROM_SIDE_B ;$18
.ADDR s2956 ;$19
.ADDR TYPE_ANIM_BOSS_L1 ;$1A
.ADDR TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$1B
.ADDR TYPE_ANIM_BOSS_LVL1 ;$1A
.ADDR TYPE_ANIM_SOLDIER_IN_FORT_LVL1 ;$1B
.ADDR TYPE_ANIM_SOLDIER_IN_TRENCH ;$1C
.ADDR TYPE_ANIM_SOLDIER_IN_TRENCH_DIE ;$1D
.ADDR TYPE_ANIM_TURRET_FIRE ;$1E
......@@ -3799,7 +3799,7 @@ _L00 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1A
; Animation for Level 1 Boss
TYPE_ANIM_BOSS_L1 ;$2924
TYPE_ANIM_BOSS_LVL1 ;$2924
JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR UPDATE_ENEMY_BKG_PRI
......@@ -4954,7 +4954,7 @@ _L12 LDA #$0A ;#%00001010
; ref: anim_type_1B
; Sprites that goes out for the fort in LVL1
; Same logic as regular soldier but with some randomness at the beginning
TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$31F0
TYPE_ANIM_SOLDIER_IN_FORT_LVL1 ;$31F0
INC a04F4
JSR GET_RANDOM
AND #$3F ;#%00111111
......
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