Commit eb10df35 authored by Ricardo Quesada's avatar Ricardo Quesada
Browse files

more anims

parent 26bc9fe6
......@@ -3224,15 +3224,15 @@ TYPE_ANIM_TBL_LO
.ADDR TYPE_ANIM_POW_FREE ;$14
.ADDR TYPE_ANIM_SOLIDER_GO_UP ;$15
.ADDR TYPE_ANIM_GRENADE_BOX ;$16
.ADDR TYPE_ANIM_SOLDIER_FROM_SIDE ;$17
.ADDR s29BB ;$18
.ADDR s2956
.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 s2876
.ADDR s2860
.ADDR s27E4
.ADDR s2F7F
.ADDR TYPE_ANIM_SOLDIER_IN_TRENCH ;$1C
.ADDR s2860 ;$1D
.ADDR s27E4 ;$1E
.ADDR s2F7F ;$1F
.ADDR s2724 ;$20
.ADDR s2F7F
.ADDR s26DD
......@@ -3263,12 +3263,12 @@ f2596 ;Label used in self-modifying code
; By default points to incorrect place.
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_10
; ref: anim_type_10
TYPE_ANIM_VOID ;$2596
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_28
; ref: anim_type_28
s2597 INC SPRITES_TICK05,X
LDA a04EA
BEQ _L02
......@@ -3310,13 +3310,13 @@ _L03 JSR s32ED
_L04 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_27
; ref: anim_type_27
s25F0 INC SPRITES_TICK05,X
JSR s300C
JSR SOLIDER_IN_TRENCH_AIM_TO_HERO
JMP j33D0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_26
; ref: anim_type_26
s25F9 INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$7F ;#%01111111
......@@ -3377,7 +3377,7 @@ b2633 LDA SPRITES_X_LO05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_25
; ref: anim_type_25
s2675 INC SPRITES_TICK05,X
JSR s3128
JSR j33D0
......@@ -3397,11 +3397,11 @@ b2690 LDA #$FE ;#%11111110
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_23
; ref: anim_type_23
s2696 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_24
; ref: anim_type_24
s2697 INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$3F ;#%00111111
......@@ -3440,7 +3440,7 @@ _L01 LDA SPRITES_X_LO05,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_22
; ref: anim_type_22
s26DD INC SPRITES_TICK05,X
LDY a04A1,X
LDA SPRITES_TICK05,X
......@@ -3475,7 +3475,7 @@ b270C LDA #$0C ;#%00001100
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_20
; ref: anim_type_20
s2724 INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$07 ;#%00000111
......@@ -3565,7 +3565,7 @@ FRAME_BAZOOKA_GUY ;$27E0
.BYTE $E5,$E6,$E7,$E6
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1E
; ref: anim_type_1E
s27E4 INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$1F
......@@ -3627,23 +3627,24 @@ _L05 LDA #$02
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1D
; ref: anim_type_1D
s2860 INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$0A ;#%00001010
BEQ b286F
BEQ _L00
CMP #$14 ;#%00010100
BEQ b2873
BEQ _L01
RTS
b286F INC SPRITES_PTR05,X
_L00 INC SPRITES_PTR05,X
RTS
b2873 JMP CLEANUP_SPRITE
_L01 JMP CLEANUP_SPRITE
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1C
s2876 INC SPRITES_TICK05,X
; ref: anim_type_1C
TYPE_ANIM_SOLDIER_IN_TRENCH ;$2876
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$70 ;#%01110000
LSR A
......@@ -3651,19 +3652,20 @@ s2876 INC SPRITES_TICK05,X
LSR A
LSR A
TAY
LDA f289B,Y
LDA _TRENCH_FRAMES,Y
STA SPRITES_PTR05,X
CMP #$C8 ;#%11001000
BEQ b288E
CMP #$C8 ;soldier in trench heading south
BEQ _L00
RTS
b288E LDA SPRITES_Y05,X
CMP #$50 ;#%01010000
BCC b2898
JSR s300C
b2898 JMP j33D0
_L00 LDA SPRITES_Y05,X
CMP #$50
BCC _L01
JSR SOLIDER_IN_TRENCH_AIM_TO_HERO
_L01 JMP j33D0
f289B .BYTE $EC,$ED,$C8,$C8,$C8,$ED,$EC,$EC
_TRENCH_FRAMES
.BYTE $EC,$ED,$C8,$C8,$C8,$ED,$EC,$EC
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Valid only for enemies: sprites 5-15
......@@ -3723,25 +3725,29 @@ b28E9 JSR GET_RANDOM
STA SPRITES_DELTA_Y05,X
b290D RTS
s290E LDY #$00 ;#%00000000
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
UPDATE_ENEMY_BKG_PRI ;$290E
LDY #$00
LDA (pFC),Y
TAY
LDA #$00 ;#%00000000
LDA #$00
STA SPRITES_BKG_PRI05,X
LDA (p2A),Y
AND #$02 ;#%00000010
BEQ b2923
LDA #$FF ;#%11111111
BEQ _L00
LDA #$FF
STA SPRITES_BKG_PRI05,X
b2923 RTS
_L00 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1A
; ref: anim_type_1A
; Animation for Level 1 Boss
TYPE_ANIM_BOSS_L1 ;$2924
JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR s290E
JSR UPDATE_ENEMY_BKG_PRI
LDA SPRITES_DELTA_X05,X
BPL _L00
LDA GAME_TICK
......@@ -3770,40 +3776,42 @@ FRAME_BOSS1_LEFT ;$2954
.BYTE $EF,$F0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_19
s2956 INC SPRITES_TICK05,X
; ref: anim_type_19
s2956
INC SPRITES_TICK05,X
LDA SPRITES_DELTA_X05,X
ORA SPRITES_DELTA_Y05,X
BEQ b2968
BEQ _L00
LDA SPRITES_TICK05,X
CMP #$64 ;#%01100100
BNE b299B
b2968 LDA #$00 ;#%00000000
CMP #$64
BNE _L04
_L00 LDA #$00
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
LDA SPRITES_TICK05,X
CMP #$C8 ;#%11001000
BCS b298E
CMP #$C8
BCS _L03
AND #$0F ;#%00001111
BEQ b2980
BEQ _L01
CMP #$08 ;#%00001000
BEQ b2986
BEQ _L02
RTS
b2980 LDA #$E3 ;#%11100011
_L01 LDA #$E3 ; soldier throw grenade #1-frame
STA SPRITES_PTR05,X
RTS
b2986 LDA #$E4 ;#%11100100
_L02 LDA #$E4 ; soldier throw grenade #2-frame
STA SPRITES_PTR05,X
JMP s32ED
b298E LDA #$04 ;#%00000100
_L03 LDA #$04
STA a04A1,X
STA a04AC,X
LDA #$01 ;#%00000001
LDA #$01
STA SPRITES_DELTA_X05,X
b299B LDA a04AC,X
_L04 LDA a04AC,X
AND #$FE ;#%11111110
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
......@@ -3820,33 +3828,37 @@ b299B LDA a04AC,X
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_18
s29BB INC SPRITES_TICK05,X
; ref: anim_type_18
; Appears from the sides, specially at the beginning of level 1
; Very common solider.
TYPE_ANIM_SOLDIER_FROM_SIDE_B ;$29BB
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
AND #$3F ;#%00111111
BNE b29D3
LDA #$00 ;#%00000000
AND #$3F
BNE _L00
LDA #$00
STA SPRITES_DELTA_X05,X
STA SPRITES_DELTA_Y05,X
LDA #$E3 ;Frame enemy throw grenade
STA SPRITES_PTR05,X
RTS
b29D3 CMP #$06 ;#%00000110
BNE b29DD
_L00 CMP #$06
BNE _L01
INC SPRITES_PTR05,X
JMP s32ED
b29DD CMP #$14 ;#%00010100
BNE b2A04
_L01 CMP #$14
BNE _L02
JSR GET_RANDOM
AND #$01 ;#%00000001
AND #$01
ASL A
SEC
SBC #$01 ;#%00000001
SBC #$01
CLC
ADC a04A1,X
AND #$0F ;#%00001111
AND #$0F
STA a04A1,X
STA a04AC,X
TAY
......@@ -3856,10 +3868,10 @@ b29DD CMP #$14 ;#%00010100
STA SPRITES_DELTA_Y05,X
RTS
b2A04 CMP #$14 ;#%00010100
BCC b2A27
_L02 CMP #$14
BCC _L03
LDA a04AC,X
AND #$FE ;#%11111110
AND #$FE
TAY
LDA SOLDIER_ANIM_FRAMES_LO,Y
STA a00FB,b
......@@ -3872,17 +3884,18 @@ b2A04 CMP #$14 ;#%00010100
TAY
LDA (pFB),Y
STA SPRITES_PTR05,X
b2A27 JSR UPDATE_ENEMY_PATH
_L03 JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR s290E
JSR UPDATE_ENEMY_BKG_PRI
JSR j33D0
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_17
; ref: anim_type_17
; Animates the soliders that appears from the sides and moves mostly
; horizontally.
TYPE_ANIM_SOLDIER_FROM_SIDE ;$2A34
; Appears in level 1, more or less after crossing the bridge
TYPE_ANIM_SOLDIER_FROM_SIDE_A ;$2A34
INC SPRITES_TICK05,X
LDA a04AC,X
AND #$FE ;#%11111110
......@@ -3899,7 +3912,7 @@ TYPE_ANIM_SOLDIER_FROM_SIDE ;$2A34
LDA (pFB),Y
STA SPRITES_PTR05,X
JSR UPDATE_ENEMY_PATH
JSR s290E
JSR UPDATE_ENEMY_BKG_PRI
LDA SPRITES_TICK05,X
CMP a04A1,X
BEQ _L00
......@@ -3915,7 +3928,7 @@ _L00 LDA #$08 ;#%00001000
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_16
; ref: anim_type_16
TYPE_ANIM_GRENADE_BOX ;$2A78
LDA SPRITES_X_HI00
CMP SPRITES_X_HI05,X
......@@ -3964,7 +3977,7 @@ _L01 LDA #$08 ;orange
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_14
; ref: anim_type_14
TYPE_ANIM_POW_FREE ;$2ADA
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -3986,7 +3999,7 @@ _FRAME_POW_FREE ;$2AF7 (Pow == Prisoner of War)
.BYTE $C4,$C5
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_13
; ref: anim_type_13
TYPE_ANIM_DELAYED_CLEANUP ;s2AF9
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -3997,7 +4010,7 @@ TYPE_ANIM_DELAYED_CLEANUP ;s2AF9
_L00 JMP CLEANUP_SPRITE
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_12
; ref: anim_type_12
TYPE_ANIM_POW ;$2B07
LDA GAME_TICK
AND #$08 ;#%00001000
......@@ -4020,7 +4033,7 @@ FRAME_POW_RUN ;$2B28 (POW == Prisoner of War)
.BYTE $C2,$C3
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_11
; ref: anim_type_11
TYPE_ANIM_POW_GUARD ;$2B2A
LDA GAME_TICK
AND #$08 ;#%00001000
......@@ -4043,7 +4056,7 @@ _FRAME_POW_GUARD ;$2B4B
.BYTE $C0,$C1
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0F
; ref: anim_type_0F
TYPE_ANIM_BIKE_IN_BRIDGE ;$2B4D
INC SPRITES_TICK05,X
LDY a04A1,X
......@@ -4113,7 +4126,7 @@ _L06 LDA SPRITES_X_LO05,X
_L07 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0D
; ref: anim_type_0D
TYPE_ANIM_MORTAR_ENEMY ;$2BDF
INC SPRITES_TICK05,X
LDA a04EA
......@@ -4222,7 +4235,7 @@ f2CD1 .BYTE $9B,$9B,$9B,$9B
f2CD5 .BYTE $00,$00,$FF,$FF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_00
; ref: anim_type_00
; Main logic
TYPE_ANIM_MAIN ;$2CD9
LDA V_SCROLL_ROW_IDX
......@@ -4436,7 +4449,7 @@ _L12 JSR GET_RANDOM
_L13 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0B
; ref: anim_type_0B
TYPE_ANIM_SOLDIER_GRENADE ;$2EBF
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4481,7 +4494,7 @@ CONVERT_TO_TYPE_ANIM_EXPLOSION ;$2EEB
_L00 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0E
; ref: anim_type_0E
TYPE_ANIM_MORTAR_BOMB ;$2F0B
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4508,7 +4521,7 @@ _BOMB_FRAMES
.BYTE $D2,$D1,$D0,$D1,$D2
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_08
; ref: anim_type_08
TYPE_ANIM_SOLDIER_BULLET ;$2F37
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4545,7 +4558,7 @@ _L01 LDA #$09 ;#%00001001
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1F / sprite_type_21
; ref: anim_type_1F / sprite_type_21
s2F7F INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
CMP #$5A ;#%01011010
......@@ -4555,7 +4568,7 @@ s2F7F INC SPRITES_TICK05,X
_L00 JMP CONVERT_TO_TYPE_ANIM_EXPLOSION
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_09
; ref: anim_type_09
TYPE_ANIM_SOLDIER_BULLET_END ;$2F8D
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4584,7 +4597,7 @@ _L01 LDA #$00
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_07
; ref: anim_type_07
TYPE_ANIM_SOLDIER_BEHIND_SMTH ;$2FC2
INC SPRITES_TICK05,X
LDA SPRITES_Y05,X
......@@ -4618,11 +4631,13 @@ _L00 STA SPRITES_DELTA_X05,X
_L01 CMP #$50 ;#%01010000
BCC _L02
JSR s300C
JSR SOLIDER_IN_TRENCH_AIM_TO_HERO
_L02 JMP j33D0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
s300C LDA SPRITES_X_HI05,X
; Make the soldier in trench or behind something to aim to hero
SOLIDER_IN_TRENCH_AIM_TO_HERO
LDA SPRITES_X_HI05,X
CMP SPRITES_X_HI00
BEQ _L00
LDA SPRITES_X_HI00
......@@ -4662,7 +4677,7 @@ _L04 LDA #$08 ;#%00001000
_L05 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_0A
; ref: anim_type_0A
TYPE_ANIM_SOLDIER_JUMPING ;$305B
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4725,7 +4740,7 @@ _L05 LDA #$98 ;#%10011000
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_15
; ref: anim_type_15
; When the "soldier behind something" (see sprite_type_17) is below our Y
; position, it is converted into this sprite_type.
; This sprite_type moves the sprite up and kind of chase the hero.
......@@ -4753,7 +4768,7 @@ _L00 CMP #$0F ;#%00001111
BCC _L01
JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR s290E
JSR UPDATE_ENEMY_BKG_PRI
_L01 JSR GET_RANDOM
AND #$07 ;#%00000111
BEQ s3128
......@@ -4879,7 +4894,7 @@ _L12 LDA #$0A ;#%00001010
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_1B
; 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
......@@ -4895,7 +4910,7 @@ TYPE_ANIM_SOLDIER_IN_FORT_L1 ;$31F0
; fall-through
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_05
; ref: anim_type_05
TYPE_ANIM_SOLDIER ;$3205
INC SPRITES_TICK05,X
LDA SPRITES_DELTA_X05,X
......@@ -4921,7 +4936,7 @@ _L00 LDA #$E4
STA SPRITES_PTR05,X
_L01 JSR UPDATE_ENEMY_PATH
JSR s28D8
JSR s290E
JSR UPDATE_ENEMY_BKG_PRI
JSR j33D0
LDA SPRITES_TICK05,X
AND #$1F ;#%00011111
......@@ -4996,6 +5011,7 @@ DELTA_Y_TBL
.BYTE $01,$01,$01,$00,$00,$00,$FF,$FF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; riq
s32ED LDA SPRITES_X_HI05,X
CMP SPRITES_X_HI00
BNE _L01
......@@ -5300,7 +5316,7 @@ _L00 LSR a00FB,b
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_06
; ref: anim_type_06
; Animation when regular soldier dies
TYPE_ANIM_SOLDIER_DIE ;$3561
INC SPRITES_TICK05,X
......@@ -5438,7 +5454,7 @@ _L02 LDA SPRITES_TYPE01,X
_L03 JMP (a00FB)
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_02
; ref: anim_type_02
; Hero anim grenade
TYPE_ANIM_HERO_GRENADE
INC SPRITES_COUNTER00,X
......@@ -5501,7 +5517,7 @@ FRAME_GRENADE1 ;$36F3
f36F9 .BYTE $A4,$A5,$DE,$98,$98
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_03
; ref: anim_type_03
; Hero Anim bullet end
TYPE_ANIM_HERO_BULLET_END ;$36FE
INC SPRITES_COUNTER00,X
......@@ -5539,7 +5555,7 @@ CLEANUP_HERO_SPRITE ;$371D
RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_04
; ref: anim_type_04
; Exploding grenade animation
TYPE_ANIM_HERO_GRENADE_END ;$373C
INC SPRITES_COUNTER00,X
......@@ -5695,7 +5711,7 @@ b3848 LDA SPRITES_X_LO05,Y
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Animate explosion
; ref: sprite_type_0C
; ref: anim_type_0C
TYPE_ANIM_EXPLOSION ;$388B
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -5773,7 +5789,7 @@ _L00 LDA SPRITES_TYPE04
_SKIP RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: sprite_type_01
; ref: anim_type_01
; Hero Anim bullet
TYPE_ANIM_HERO_BULLET ;$3935
INC SPRITES_COUNTER00,X
......
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