mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-01 01:06:33 +00:00
fish: work on animations
This commit is contained in:
parent
d758fc265b
commit
db320728dc
@ -24,7 +24,7 @@ sb.dsk: QBOOT QLOAD TITLE DUCK_POND ROOF ASPLODE BACK_OFF \
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$(DOS33_RAW) sb.dsk 10 0 ROOF 0 0
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$(DOS33_RAW) sb.dsk 15 0 ASPLODE 0 0
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# $(DOS33_RAW) sb.dsk 20 0 TARGET 0 0
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$(DOS33_RAW) sb.dsk 25 0 ./fish/FISH 0 0
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$(DOS33_RAW) sb.dsk 20 0 ./fish/FISH 0 0
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$(DOS33_RAW) sb.dsk 30 0 RAT 0 0
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$(DOS33_RAW) sb.dsk 32 0 BACK_OFF 0 0
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@ -14,6 +14,8 @@ FISH: fish.o
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fish.o: fish.s zx02_optim.s \
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graphics/fish_title.hgr.zx02 \
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graphics/fish_bg.hgr.zx02 \
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graphics/boat_sprites.inc \
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graphics/strongbad_sprites.inc \
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sounds/fish.btc.zx02 \
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sounds/get_in_boat.btc.zx02 \
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hgr_sprite_big.s \
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@ -170,15 +170,15 @@ load_background:
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jmp main_loop
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title_data:
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.incbin "graphics/fish_title.hgr.zx02"
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sound_data_fish:
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.incbin "sounds/fish.btc.zx02"
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sound_data_boat:
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.incbin "sounds/get_in_boat.btc.zx02"
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title_data:
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.incbin "graphics/fish_title.hgr.zx02"
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; start at least 8k in?
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@ -187,11 +187,11 @@ sound_data_boat:
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;===========================
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main_loop:
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.if 0
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jsr flip_page
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.if 0
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;========================
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; copy over background
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@ -210,57 +210,109 @@ do_bg:
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jsr hgr_copy
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.endif
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lda #<bg_data
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sta ZX0_src
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lda #>bg_data
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sta ZX0_src+1
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clc
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lda DRAW_PAGE
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adc #$20
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jsr full_decomp
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inc FRAME
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;==========================
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; copy over proper boat
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;==========================
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lda FRAME
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; lsr
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; lsr
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and #$3
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tax
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lda boat_offsets,X
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sta BOAT_OFFSET
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lda boat_sprites_l,X
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sta INL
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lda boat_sprites_h,X
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sta INH
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lda #8
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sta SPRITE_X
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lda #94
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;===========================
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; draw strong bad
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;===========================
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.if 0
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lda FRAME
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and #$3
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bne no_move_head
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lda STRONGBAD_X
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cmp #21
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bcs reverse_head_dir
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cmp #12
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bcs no_reverse_head_dir
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reverse_head_dir:
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lda STRONGBAD_DIR
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eor #$FF
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sta STRONGBAD_DIR
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inc STRONGBAD_DIR
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draw_strong_bad:
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no_reverse_head_dir:
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lda ANIMATION_TYPE
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cmp #ANIMATION_LURE
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beq draw_lure_animation
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cmp #ANIMATION_JIG
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beq draw_jig_animation
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clc
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lda STRONGBAD_X
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adc STRONGBAD_DIR
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sta STRONGBAD_X
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no_move_head:
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;==========================
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; draw head
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;===========================
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ldx HEAD_DAMAGE
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lda head_sprites_l,X
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draw_regular_animation:
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lda #<sb_sprite
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sta INL
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lda head_sprites_h,X
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lda #>sb_sprite
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sta INH
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lda STRONGBAD_X
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lda #23
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sta SPRITE_X
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lda #36
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lda #42
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sta SPRITE_Y
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jmp draw_common_animation
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draw_lure_animation:
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ldx ANIMATION_COUNT
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lda lure_sprites_l,X
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sta INL
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lda lure_sprites_h,X
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sta INH
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lda #23
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sta SPRITE_X
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lda #42
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sta SPRITE_Y
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jmp draw_common_animation
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draw_jig_animation:
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ldx ANIMATION_COUNT
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lda jig_sprites_l,X
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sta INL
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lda jig_sprites_h,X
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sta INH
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lda #22
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sta SPRITE_X
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lda #27
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sta SPRITE_Y
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update_animation:
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dec ANIMATION_COUNT
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bpl draw_common_animation
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; done
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lda #ANIMATION_NONE
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sta ANIMATION_TYPE
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draw_common_animation:
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lda SPRITE_Y
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clc
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adc BOAT_OFFSET
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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.endif
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;==========================
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; update score?
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@ -308,19 +360,19 @@ done_keyboard_check:
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do_jig:
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jsr play_boat ; `come on and get in the boat'
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; lda PLAYER_X
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; beq no_more_left
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; dec PLAYER_X
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no_more_gire:
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lda #ANIMATION_JIG
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sta ANIMATION_TYPE
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lda #10
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sta ANIMATION_COUNT
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jmp main_loop
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do_lure:
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jsr play_fish ; 'fish'
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; lda PLAYER_X
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; cmp #28 ; bge
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; bcs no_more_right
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; inc PLAYER_X
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no_more_lure:
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lda #ANIMATION_LURE
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sta ANIMATION_TYPE
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lda #10
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sta ANIMATION_COUNT
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jmp main_loop
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;==========================
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@ -342,9 +394,7 @@ wait_until_keypress:
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bit KEYRESET ; clear the keyboard buffer
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rts
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.include "asplode_head.s"
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.endif
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;==========
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; flip page
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;==========
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@ -365,95 +415,66 @@ done_flip:
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sta DRAW_PAGE
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rts
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.endif
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boat_sprites_l:
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.byte <boat2_sprite,<boat1_sprite,<boat3_sprite,<boat1_sprite
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boat_sprites_h:
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.byte >boat2_sprite,>boat1_sprite,>boat3_sprite,>boat1_sprite
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; add to Y to account for boat moving
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; 1 2 3
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; 18, 15, 19
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boat_offsets:
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.byte 0,3,4,3
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; 2 3 2 1 2 3 2 1 2 3 2
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; c r c l c r c l c r c
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jig_sprites_l:
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.byte <sb_boat2_sprite,<sb_boat3_sprite
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.byte <sb_boat2_sprite,<sb_boat1_sprite
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.byte <sb_boat2_sprite,<sb_boat3_sprite
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.byte <sb_boat2_sprite,<sb_boat1_sprite
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.byte <sb_boat2_sprite,<sb_boat3_sprite
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.byte <sb_boat2_sprite
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jig_sprites_h:
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.byte >sb_boat2_sprite,>sb_boat3_sprite
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.byte >sb_boat2_sprite,>sb_boat1_sprite
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.byte >sb_boat2_sprite,>sb_boat3_sprite
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.byte >sb_boat2_sprite,>sb_boat1_sprite
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.byte >sb_boat2_sprite,>sb_boat3_sprite
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.byte >sb_boat2_sprite
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; 0 1 0 2 0 1 0 2 0 1 0
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; m u m d m u m d m u m
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lure_sprites_l:
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.byte <sb_sprite,<sb_fish1_sprite
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.byte <sb_sprite,<sb_fish2_sprite
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.byte <sb_sprite,<sb_fish1_sprite
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.byte <sb_sprite,<sb_fish2_sprite
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.byte <sb_sprite,<sb_fish1_sprite
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.byte <sb_sprite
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lure_sprites_h:
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.byte >sb_sprite,>sb_fish1_sprite
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.byte >sb_sprite,>sb_fish2_sprite
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.byte >sb_sprite,>sb_fish1_sprite
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.byte >sb_sprite,>sb_fish2_sprite
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.byte >sb_sprite,>sb_fish1_sprite
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.byte >sb_sprite
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bg_data:
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; .incbin "graphics/fish_bg.hgr.zx02"
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.incbin "graphics/boat2_sb.hgr.zx02"
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.incbin "graphics/fish_bg.hgr.zx02"
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.include "hgr_tables.s"
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.include "zx02_optim.s"
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.include "hgr_tables.s"
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.include "hgr_sprite_big.s"
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.include "hgr_copy_fast.s"
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.include "audio.s"
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.include "play_sounds.s"
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; .include "asplode_graphics/sb_sprites.inc"
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.include "graphics/boat_sprites.inc"
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.include "graphics/strongbad_sprites.inc"
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.if 0
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shield_sprites_l:
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.byte <player_sprite,<shield_left_sprite
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.byte <shield_center_sprite,<shield_right_sprite
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shield_sprites_h:
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.byte >player_sprite,>shield_left_sprite
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.byte >shield_center_sprite,>shield_right_sprite
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head_sprites_l:
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.byte <big_head0_sprite,<big_head1_sprite,<big_head2_sprite
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.byte <big_head3_sprite,<big_head4_sprite
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head_sprites_h:
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.byte >big_head0_sprite,>big_head1_sprite,>big_head2_sprite
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.byte >big_head3_sprite,>big_head4_sprite
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y_positions:
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; 90 to 160 roughly? Let's say 64?
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; have 16 positions? 4 each?
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; can probably optimize this
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bullet_sprite_l:
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.byte <bullet0_sprite, <bullet1_sprite, <bullet2_sprite, <bullet3_sprite
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.byte <bullet4_sprite, <bullet5_sprite, <bullet6_sprite, <bullet7_sprite
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.byte <bullet8_sprite, <bullet9_sprite,<bullet10_sprite,<bullet11_sprite
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.byte <bullet12_sprite,<bullet13_sprite,<bullet14_sprite,<bullet15_sprite
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.byte <bullet_done_sprite
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bullet_sprite_h:
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.byte >bullet0_sprite, >bullet1_sprite, >bullet2_sprite, >bullet3_sprite
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.byte >bullet4_sprite, >bullet5_sprite, >bullet6_sprite, >bullet7_sprite
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.byte >bullet8_sprite, >bullet9_sprite,>bullet10_sprite,>bullet11_sprite
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.byte >bullet12_sprite,>bullet13_sprite,>bullet14_sprite,>bullet15_sprite
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.byte >bullet_done_sprite
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bullet_sprite_y:
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.byte 83,88,93,98
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.byte 103,108,113,118
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.byte 123,128,133,138
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.byte 143,148,153,158
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.byte 163
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bullet_vals:
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.byte $10,$20,$20,$40
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bullet_vals_center:
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.byte $20,$00,$00,$20
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; original
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; 1 = 6
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; 2 = 12
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; 3 = 18
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; 4 = 25
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; 5 = 32
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; 6 = 38
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; 7 = 44
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; 8 = 50
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; 9 = 57
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; 10= 63
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; 11= 70
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; 12= 77
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; 13= 82
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; 14= 89
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; 15= 95
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; 27= 167 (peak)
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; 30= 148
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; 31= 139
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; 9,5 -> 22,14 = 12x9 roughly. 3 times smaller, 4x3? 2x6?
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.endif
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@ -2,11 +2,10 @@ include ../../../../Makefile.inc
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ZX02 = ~/research/6502_compression/zx02.git/build/zx02 -f
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PNG_TO_HGR = ../../../../utils/hgr-utils/png2hgr
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HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
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HGR_SPRITE = ../../../../utils/hgr-utils/hgr_make_sprite
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all: fish_title.hgr.zx02 fish_bg.hgr.zx02 boat2_sb.hgr.zx02
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# sb_sprites.inc
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all: fish_title.hgr.zx02 fish_bg.hgr.zx02 boat2_sb.hgr.zx02 \
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boat_sprites.inc strongbad_sprites.inc
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####
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@ -37,67 +36,29 @@ boat2_sb.hgr: boat2_sb.png
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####
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# TODO: optimize these a bit
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boat_sprites.inc: boat_sprites.png
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$(HGR_SPRITE) -s -l boat1_sprite boat_sprites.png 0 0 188 45 > boat_sprites.inc
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$(HGR_SPRITE) -s -l boat2_sprite boat_sprites.png 0 46 188 91 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat3_sprite boat_sprites.png 0 92 188 137 >> boat_sprites.inc
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####
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strongbad_sprites.inc: strongbad_sprites.png
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$(HGR_SPRITE) -s -l sb_sprite strongbad_sprites.png 0 0 55 66 > strongbad_sprites.inc
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$(HGR_SPRITE) -s -l sb_fish1_sprite strongbad_sprites.png 70 0 125 66 >> strongbad_sprites.inc
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$(HGR_SPRITE) -s -l sb_fish2_sprite strongbad_sprites.png 140 0 195 66 >> strongbad_sprites.inc
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$(HGR_SPRITE) -s -l sb_boat1_sprite strongbad_sprites.png 0 112 69 192 >> strongbad_sprites.inc
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$(HGR_SPRITE) -s -l sb_boat2_sprite strongbad_sprites.png 84 112 153 192 >> strongbad_sprites.inc
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$(HGR_SPRITE) -s -l sb_boat3_sprite strongbad_sprites.png 161 112 230 192 >> strongbad_sprites.inc
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sb_sprites.inc: sb_sprites.png
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$(HGR_SPRITE) -s -l big_head0_sprite sb_sprites.png 0 78 47 134 > sb_sprites.inc
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$(HGR_SPRITE) -s -l big_head1_sprite sb_sprites.png 56 78 103 134 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l big_head2_sprite sb_sprites.png 112 78 159 134 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l big_head3_sprite sb_sprites.png 56 21 103 77 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l big_head4_sprite sb_sprites.png 112 21 159 77 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l player_sprite sb_sprites.png 98 138 181 192 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l shield_left_sprite sb_sprites.png 0 138 83 192 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l shield_center_sprite sb_sprites.png 196 83 279 137 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l shield_right_sprite sb_sprites.png 196 138 279 192 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet0_sprite sb_sprites.png 168 1 181 7 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet1_sprite sb_sprites.png 168 8 181 14 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet2_sprite sb_sprites.png 168 15 181 21 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet3_sprite sb_sprites.png 168 22 181 28 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet4_sprite sb_sprites.png 168 29 181 35 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet5_sprite sb_sprites.png 168 36 181 42 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet6_sprite sb_sprites.png 168 43 181 49 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet7_sprite sb_sprites.png 168 50 181 56 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet8_sprite sb_sprites.png 168 57 181 63 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet9_sprite sb_sprites.png 168 64 181 70 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet10_sprite sb_sprites.png 168 71 181 77 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet11_sprite sb_sprites.png 168 78 181 84 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet12_sprite sb_sprites.png 168 85 181 91 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet13_sprite sb_sprites.png 168 92 181 98 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet14_sprite sb_sprites.png 168 99 181 105 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet15_sprite sb_sprites.png 168 106 181 112 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l your_sprite sb_sprites.png 0 0 41 20 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l head_sprite sb_sprites.png 56 0 90 20 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l a_sprite sb_sprites.png 98 0 104 20 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l splode_sprite sb_sprites.png 112 0 166 20 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l your_med_sprite sb_sprites.png 0 22 33 31 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l head_med_sprite sb_sprites.png 0 32 26 41 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l a_med_sprite sb_sprites.png 42 32 47 41 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l splode_med_sprite sb_sprites.png 0 42 40 51 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l your_sm_sprite sb_sprites.png 0 52 19 57 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l head_sm_sprite sb_sprites.png 28 52 47 57 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l a_sm_sprite sb_sprites.png 0 58 5 63 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l splode_sm_sprite sb_sprites.png 14 58 33 63 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l bullet_done_sprite sb_sprites.png 168 114 180 123 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l asploding1_sprite sb_sprites.png 196 27 222 52 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l asploding2_sprite sb_sprites.png 238 27 264 52 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l asploding3_sprite sb_sprites.png 196 53 222 78 >> sb_sprites.inc
|
||||
$(HGR_SPRITE) -s -l asploding4_sprite sb_sprites.png 238 53 264 78 >> sb_sprites.inc
|
||||
|
||||
###
|
||||
|
||||
bob_sprites.inc: bob_sprites.png Makefile
|
||||
$(HGR_SPRITE) -s -l back_sprite bob_sprites.png 0 0 41 20 > bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l off_sprite bob_sprites.png 56 0 90 20 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l baby_sprite bob_sprites.png 98 0 131 20 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l back_med_sprite bob_sprites.png 0 22 33 31 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l off_med_sprite bob_sprites.png 0 32 26 41 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l baby_med_sprite bob_sprites.png 0 42 40 51 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l back_sm_sprite bob_sprites.png 0 52 19 57 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l off_sm_sprite bob_sprites.png 28 52 47 57 >> bob_sprites.inc
|
||||
$(HGR_SPRITE) -s -l baby_sm_sprite bob_sprites.png 14 58 33 63 >> bob_sprites.inc
|
||||
|
||||
####
|
||||
|
||||
clean:
|
||||
rm -f *~ *.o *.lst *.zx02 *.hgr sb_sprites.inc bob_sprites.inc
|
||||
rm -f *~ *.o *.lst *.zx02 *.hgr strongbad_sprites.inc boat_sprites.inc
|
||||
|
||||
|
BIN
games/sb/fish/graphics/boat_sprites.png
Normal file
BIN
games/sb/fish/graphics/boat_sprites.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.4 KiB |
BIN
games/sb/fish/graphics/strongbad_sprites.png
Normal file
BIN
games/sb/fish/graphics/strongbad_sprites.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
@ -64,20 +64,14 @@ OLD_MENU_ITEM = $69
|
||||
NOT_FIRST_TIME = $6A
|
||||
STRONGBAD_X = $6B
|
||||
PLAYER_X = $6C
|
||||
STRONGBAD_DIR = $6D
|
||||
SHIELD_POSITION = $6E
|
||||
SHIELD_DOWN = 0
|
||||
SHIELD_UP_LEFT = 1
|
||||
SHIELD_UP_CENTER = 2
|
||||
SHIELD_UP_RIGHT = 3
|
||||
SHIELD_COUNT = $6F
|
||||
BULLET_X = $70
|
||||
BULLET_X_L = $71
|
||||
BULLET_Y = $72
|
||||
HEAD_DAMAGE = $73
|
||||
BULLET_X_VEL = $74
|
||||
BULLET_X_VEL_L = $75
|
||||
BULLET_YDIR = $76
|
||||
|
||||
BOAT_OFFSET = $6D
|
||||
ANIMATION_TYPE = $6E
|
||||
ANIMATION_NONE = $00
|
||||
ANIMATION_JIG = $01
|
||||
ANIMATION_LURE = $02
|
||||
ANIMATION_COUNT = $6F
|
||||
|
||||
|
||||
.if 0
|
||||
REGISTER_DUMP = $70
|
||||
|
@ -176,7 +176,7 @@ load_address_array:
|
||||
|
||||
track_array:
|
||||
.byte 2, 5,10,15 ; TITLE, DUCK, ROOF, ASPLODE
|
||||
.byte 20,25,30,32 ; ?, FISH, RAT, BACK_OFF
|
||||
.byte 20,20,30,32 ; ?, FISH, RAT, BACK_OFF
|
||||
|
||||
|
||||
sector_array:
|
||||
@ -186,7 +186,7 @@ sector_array:
|
||||
|
||||
length_array:
|
||||
.byte 40, 16, 16, 70 ; TITLE, DUCK, ROOF, ASPLODE
|
||||
.byte 32, 70, 32, 24 ; ?, FISH, RAT, BACK_OFF
|
||||
.byte 32, 90, 32, 24 ; ?, FISH, RAT, BACK_OFF
|
||||
|
||||
|
||||
qload_end:
|
||||
|
Loading…
Reference in New Issue
Block a user