snes: finish init enemies

in theory they are all set up now.
Next to get them moving
This commit is contained in:
Vince Weaver 2013-02-05 16:48:29 -05:00
parent 5d0d665f1f
commit b99f48b7d5
2 changed files with 25 additions and 28 deletions

View File

@ -1,2 +1,2 @@
.word $9af ; Complement of checksum
.word $f650 ; Unsigned 16-bit sum of ROM
.word $190 ; Complement of checksum
.word $fe6f ; Unsigned 16-bit sum of ROM

View File

@ -428,8 +428,8 @@ do_new_game:
; ldx #.LOWORD(missile_0) ; setup missle struct pointer
; stx MISSILE_PL
ldx #.LOWORD(enemy_0) ; setup enemy struct pointer
stx ENEMY_PL
; ldx #.LOWORD(enemy_0) ; setup enemy struct pointer
; stx ENEMY_PL
;; Clear BSS
@ -828,7 +828,6 @@ store_enemy_kind:
asl
store_init_x:
; sta (ENEMY_PL),Y
sta $200,X ; store x value at $200+(Y*4)
@ -847,22 +846,21 @@ store_init_x:
inx
sta $200,X ; store paramaters to $203+(Y*4)
; X = (Y*4)+3
; lda #$0
; iny
; sta (ENEMY_PL),Y ; xadd
; iny
; sta (ENEMY_PL),Y ; yadd
; lda #$2
; iny
; sta (ENEMY_PL),Y ; xmin
; iny
; lda #$24
; sta (ENEMY_PL),Y ; ymin
lda #$24
sta extra_sprite,X ; ymin
inx
; dey ; xmin
; dey ; yadd
; dey ; xadd
sta extra_sprite,X ; xmin
inx
stz extra_sprite,X ; yadd
lda #$2
inx
stz extra_sprite,X ; xadd
;===========================================
@ -882,15 +880,15 @@ enemy_type_1:
; diagonal, no wait
; movement proportional to level
; lda LEVEL ; xadd = level
; sta (ENEMY_PL),Y
lda LEVEL ; xadd = level
sta extra_sprite,X
; iny
inx ; point to yadd
; lsr A
; ora #$1
; sta (ENEMY_PL),Y ; yadd = level/2
; jmp move_enemies
lsr A
ora #$1
sta extra_sprite,X ; yadd = level/2
jmp move_enemies
enemy_type_2:
;=====================
@ -2619,8 +2617,7 @@ outside:
.bss
start_bss:
missile_0: .res NUM_MISSILES*3
enemy_0: .res NUM_ENEMIES*9
extra_sprite: .res 256
end_bss: