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ootw: c4: more shield magic
the bug that took a while to fix needed a "TAY"
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@ -107,9 +107,18 @@ draw_shields_loop:
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lda shield_y,X
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sta YPOS
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lda #<shield_high1_sprite
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ldy shield_count,X
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lda shield_progression,Y
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bmi destroy_shield
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tay
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inc shield_count,X
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lda shield_table_lo,Y
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sta INL
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lda #>shield_high1_sprite
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lda shield_table_hi,Y
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sta INH
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txa
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@ -119,6 +128,12 @@ draw_shields_loop:
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pla
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tax
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jmp draw_shields_loop_continue
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destroy_shield:
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lda #0
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sta shield_out,X
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dec SHIELD_OUT
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draw_shields_loop_continue:
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inx
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@ -169,7 +184,33 @@ init_shields_loop:
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rts
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shield_progression:
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.byte 0,1
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.byte 2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3,2,3
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.byte 4,5,4,5,4,5,4,5,4,5,4,5
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.byte 6,7,6,7,6,7,6,7
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.byte 0
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.byte $FF
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shield_table_hi:
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.byte >shield_flash_sprite ; 0
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.byte >shield_start_sprite ; 1
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.byte >shield_high1_sprite ; 2
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.byte >shield_high2_sprite ; 3
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.byte >shield_medium1_sprite ; 4
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.byte >shield_medium2_sprite ; 5
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.byte >shield_low1_sprite ; 6
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.byte >shield_low2_sprite ; 7
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shield_table_lo:
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.byte <shield_flash_sprite
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.byte <shield_start_sprite
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.byte <shield_high1_sprite
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.byte <shield_high2_sprite
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.byte <shield_medium1_sprite
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.byte <shield_medium2_sprite
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.byte <shield_low1_sprite
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.byte <shield_low2_sprite
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@ -220,46 +261,46 @@ shield_high2_sprite:
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shield_medium1_sprite:
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.byte 1,8
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.byte $A1
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.byte $AA
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.byte $1B
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.byte $AA
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.byte $A3
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $3A
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.byte $BA
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shield_medium2_sprite:
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.byte 1,8
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.byte $AB
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.byte $AA
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.byte $A3
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.byte $A3
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.byte $AA
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.byte $B3
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $1A
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shield_low1_sprite:
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.byte 1,8
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.byte $A3
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.byte $AB
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.byte $AA
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.byte $3A
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $1A
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.byte $AA
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shield_low2_sprite:
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.byte 1,8
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.byte $A1
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.byte $AA
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.byte $AA
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.byte $A1
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $AA
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.byte $A3
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.byte $AB
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