Commit f081b4ca authored by Ricardo Quesada's avatar Ricardo Quesada

grammar fixes

parent fb5bd26d
......@@ -29,7 +29,7 @@ f96 = $96
f97 = $97
fFF = $FF
;
; **** ZP ABSOLUTE ADRESSES ****
; **** ZP ABSOLUTE ADDRESSES ****
;
a01 = $01
a05 = $05
......@@ -81,7 +81,7 @@ fE3F8 = $E3F8
fE6DC = $E6DC
fEFBA = $EFBA
;
; **** ABSOLUTE ADRESSES ****
; **** ABSOLUTE ADDRESSES ****
;
a0014 = $0014
a0019 = $0019 ;Stores current hero animation, but seems unused
......@@ -129,7 +129,7 @@ a0405 = $0405
IRQ_ADDR_LO = $0406
IRQ_ADDR_HI = $0407
GAME_TICK = $040A ;Incremented from main loop
RASTER_TICK = $040B ;Incremeted from raster routine
RASTER_TICK = $040B ;Incremented from raster routine
SPRITES_X_HI00 = $040D ;MSB for X pos
SPRITES_X_HI01 = $040E
SPRITES_X_HI04 = $0411
......@@ -174,7 +174,7 @@ a04AC = $04AC ;Used as index to delta_tbl, and index to anim f
SPRITES_TICK05 = $04B7
SPRITES_RASTER_Y00 = $04C2 ;Raster Intr. uses values from here instead of SPRITES_Y00
FIRE_COOLDOWN = $04DF ;reset with $ff
HERO_ANIM_MOV_IDX = $04E0 ;Movement anim for hero: left,right,up,down,diagoanly,etc.
HERO_ANIM_MOV_IDX = $04E0 ;Movement anim for hero: left,right,up,down,diagonally,etc.
; See: SOLDIER_ANIM_FRAMES_HI/LO
a04E1 = $04E1 ;Bullet speed idx (???)
BKG_COLOR0 = $04E2
......@@ -302,7 +302,7 @@ BOOT ;$0850
CLI
; FIXME: Probably this is not really needed. In fact, it generates
; a small artifact at the end of LVL1, since it is overwritting the
; a small artifact at the end of LVL1, since it is overwriting the
; data
LDX #$00 ;#%00000000
_L00 LDA RESET_ROUTINE,X
......@@ -953,7 +953,7 @@ _L00
LDA #$00
STA SPRITES_TYPE01
STA HISCORE_IS_BULLET_ANIM
LDA #$FF ;Emtpy sprite
LDA #$FF ;Empty sprite
STA SPRITES_PTR01
LDA HISCORE_SELECTED_CHAR
CMP #$77 ;"backspace" char
......@@ -1330,7 +1330,7 @@ _L01 INY
RTS
; Sprite types that can collide with hero. Starts at $05
; Classes flagged: $0A,$0D,$0F,$11,$1A,$1C-$20,$24-$2A
; Flagged types: $0A,$0D,$0F,$11,$1A,$1C-$20,$24-$2A
f1074 .BYTE $00,$00,$00,$00,$00,$01,$00,$00
.BYTE $01,$00,$01,$00,$01,$00,$00,$00
.BYTE $00,$00,$00,$00,$00,$01,$00,$01
......@@ -1338,7 +1338,7 @@ f1074 .BYTE $00,$00,$00,$00,$00,$01,$00,$00
.BYTE $01,$01,$01,$01,$01,$01,$00
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; Re-execute actions based on the row index. Called when the level is restared.
; Re-execute actions based on the row index. Called when the level is restarted.
; E.g: after losing a life.
RERUN_ACTIONS ;$109B
LDY #$00
......@@ -2201,7 +2201,7 @@ LVL3_CHARSET_MASK_TBL ;$1AA9
;
; It is possible that two different actions creates the same sprite
; type. This happens when it wants to create the same sprite type, but
; the sprite type must be init in a differnt way. E.g: one for placing
; the sprite type must be init in a different way. E.g: one for placing
; the sprite type at the left, and the other at the right of the screen.
;
; TODO: How many actions per row are possible? 8?
......@@ -3594,7 +3594,7 @@ _L01 RTS
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_unk
; Seems like an unsued animation
; Seems like an unused animation
TYPE_ANIM_UNUSED0
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -3700,7 +3700,7 @@ b27CA LDA #$FE ;#%11111110
b27D5 LDA #$02 ;#%00000010
STA SPRITES_DELTA_X05,Y
LDA #$EB ;Frame bazook right-down
LDA #$EB ;Frame bazooka right-down
STA SPRITES_PTR05,Y
RTS
......@@ -3709,7 +3709,7 @@ FRAME_BAZOOKA_GUY ;$27E0
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1E
; Turrets are thow small houses that can be destroyed and appear on lvl1
; Turrets are the small houses that can be destroyed and appear on lvl1
TYPE_ANIM_TURRET_FIRE ;$27E4
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -3774,7 +3774,7 @@ _L05 LDA #$02
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_1D
; Found in lvl1 (might work other levels as well).
; Performs the "sprite in trench" die animation and then cleansup.
; Performs the "sprite in trench" die animation and then cleanup.
TYPE_ANIM_SOLDIER_IN_TRENCH_DIE ;$2860
INC SPRITES_TICK05,X
LDA SPRITES_TICK05,X
......@@ -4047,7 +4047,7 @@ _L03 JSR UPDATE_ENEMY_PATH
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_17
; Animates the soliders that appears from the sides and moves mostly
; Animates the soldiers that appears from the sides and moves mostly
; horizontally.
; Appears in lvl0, more or less after crossing the bridge
TYPE_ANIM_SOLDIER_FROM_SIDE_A ;$2A34
......@@ -4240,7 +4240,7 @@ _L00 LDA SPRITES_TICK05,X
JSR THROW_GRENADE
RTS
; Bike moving fordward (left-direction)
; Bike moving forward (left-direction)
_L01 LDA SPRITES_Y05,X
CMP #$73
BCC _L02
......@@ -4392,10 +4392,10 @@ f2CD5 .BYTE $00,$00,$FF,$FF
;=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-;
; ref: anim_type_00
; The animation that spawns regular soliders, even at the end of the level
; The animation that spawns regular soldiers, even at the end of the level
; This is called when there is at least an empty seat, since this is the
; animation handler for "empty seat". If there are no empty seats, then no
; extra "regular soliders" are spawned, which makes sense.
; extra "regular soldiers" are spawned, which makes sense.
TYPE_ANIM_SPAWN_SOLDIER ;$2CD9
LDA V_SCROLL_ROW_IDX
BEQ _L00
......@@ -5602,7 +5602,7 @@ ANIM_HERO ;$3641
; Sprites 1-5 are bullets / grenades
LDX #$00 ;#%00000000
; If bullet/grenade is outisde bounds, remove it
; If bullet/grenade is outside bounds, remove it
_L00 LDA SPRITES_Y01,X
CMP #$1E ;#%00011110
BCC _L01
......@@ -5885,7 +5885,7 @@ b3848 LDA SPRITES_X_LO05,Y
STA SPRITES_Y05,Y
LDA #<$859A ;Turret location in lvl1 lo
STA a00FB,b
LDA #>$859A ;Turrent location in lvl1 hi
LDA #>$859A ;Turret location in lvl1 hi
STA a00FC,b
LDA #$06
JSR LEVEL_PATCH_TURRET
......@@ -6687,7 +6687,7 @@ _L01 STA V_SCROLL_ROW_IDX
_L02 LDA #$00
STA aFFC0,X
INX
CPX #$40 ;lenght of the sprite
CPX #$40 ;length of the sprite
BNE _L02
JSR s3F24
......
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