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Add Items
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2
Makefile
2
Makefile
@ -1,5 +1,5 @@
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APPLE2_CL := C:\Users\bslat\Downloads\cc65-snapshot-win32\bin\cl65
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APPLE2_SRC := src\main.asm src\display.asm src\tiles.asm src\world.asm
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APPLE2_SRC := src\main.asm src\display.asm src\tiles.asm src\world.asm
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APPLE2_MAP := factory.map
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APPLE2_LIST := factory.list
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APPLE2_CFLAGS := -Oirs -v -t apple2 -vm --cpu 6502
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106
src/display.asm
106
src/display.asm
@ -12,8 +12,11 @@
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.include "world.inc"
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.export draw
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.export itemdraw
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.import World
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.import ItemLoc
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.import ItemRot
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.CODE
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@ -25,7 +28,7 @@
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.define ADDR_1 $19 ; First block line address
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.define ADDR_2 $1B ; Second block line address
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.define TILE2D $abc ; non-zeropage placeholder for tile adderss.
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.define TILE2D $abc ; This gets LDA into Absolute mode
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draw: ldx TILENUM ; This section gets the type of tile to draw.
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lda TILES, X ; It then loads the address of the tile to draw
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@ -115,6 +118,107 @@ patch_8:
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bne lin916 ; Do that till the end, then you're done.
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rts
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itemdraw:
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ldx TILENUM
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lda ITEMS,X
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sta Ipatch_1+1 ; and changes all references to the placeholder
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sta Ipatch_2+1 ; address to the address of the tile to draw.
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sta Ipatch_3+1
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sta Ipatch_4+1 ; this first part gets the low byte
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sta Ipatch_5+1
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sta Ipatch_6+1
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sta Ipatch_7+1
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sta Ipatch_8+1
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lda ITEMS+1, X ; and this second part gets the high byte.
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sta Ipatch_1+2
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sta Ipatch_2+2
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sta Ipatch_3+2
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sta Ipatch_4+2
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sta Ipatch_5+2
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sta Ipatch_6+2
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sta Ipatch_7+2
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sta Ipatch_8+2
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ldx #00 ; Start x, the counter, to 0.
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ldy TILECD ; Set y to the coordinate to draw to.
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lda HGR_GRID,Y ; Load the screen address for that coordinate
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sta ADDR_1 ; Store that to address 1
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clc
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adc #$80 ; Add $80 to get the block below that
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sta ADDR_2 ; Store that to address 2
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lda HGR_GRID+1,Y ; Get the high bytes for those two, which will be the
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sta ADDR_1+1 ; same since the tiles never cross the interleaving pattern.
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sta ADDR_2+1
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.define ITER3 #$20 ; $20 means the first block is done.
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Ilin1t8: ldy #00
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Ipatch_1: ; Loop through the first 8 lines, drawing the value from the tile
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lda TILE2D,X ; data to the screen memory
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beq Iskip1
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sta (ADDR_1),Y
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Iskip1: inx
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iny
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Ipatch_2:
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lda TILE2D,X
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beq Iskip2
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sta (ADDR_1),Y
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Iskip2: inx
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iny
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Ipatch_3:
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lda TILE2D,X
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beq Iskip3
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sta (ADDR_1),Y
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Iskip3: inx
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iny
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Ipatch_4:
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lda TILE2D,X
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beq Iskip4
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sta (ADDR_1),Y
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Iskip4: inx
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iny
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lda ADDR_1+1
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adc #$04
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sta ADDR_1+1
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cpx ITER3
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bne Ilin1t8 ; Once that is over, go down to the next 8 lines.
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clc
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.define ITER4 #$40 ; The x counter keeps going to access the rest of the tile data
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Ilin916: ldy #00 ; Y resets to go back to the beginning of screen memory offset
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Ipatch_5:
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lda TILE2D,X
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beq Iskip5
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sta (ADDR_2),Y
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Iskip5: inx
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iny
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Ipatch_6:
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lda TILE2D,X
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beq Iskip6
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sta (ADDR_2),Y
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Iskip6: inx
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iny
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Ipatch_7:
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lda TILE2D,X
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beq Iskip7
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sta (ADDR_2),Y
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Iskip7: inx
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iny
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Ipatch_8:
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lda TILE2D,X
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beq Iskip8
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sta (ADDR_2),Y
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Iskip8: inx
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iny
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lda ADDR_2+1
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adc #$04
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sta ADDR_2+1
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cpx ITER4
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bne Ilin916 ; Do that till the end, then you're done.
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rts
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.DATA
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; The HGR grid is every location that a tile can be drawn.
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HGR_GRID: ; It is a 10x10 grid.
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@ -2,3 +2,6 @@
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.define TILECD $1D
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.define TILENUM $1E
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.define ITEMCD $ED
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.define ITEMNUM $EE
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179
src/main.asm
179
src/main.asm
@ -4,6 +4,11 @@
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.import draw
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.import World
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.import ItemLoc
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.import itemRot
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.define UPDATEPT $6
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.define UPDATERT $8
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.CODE
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@ -14,21 +19,45 @@ loop: jsr update ; update runs the "game logic" (more to come)
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jmp loop ; to every tile, which animates belts and assemblers
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update: ldx #00 ; This loop just updates any animated tiles, like conveyors.
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update1:lda World,x ; Load every world coordinate
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ckconv: cmp #00
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update1:lda World,x
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cktile: cmp #00
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beq view
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cmp #02 ; Check if it is one of the three conveyor positions
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beq upconv ; Jump if it is
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beq rtconvJ ; Jump if it is
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cmp #04
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beq upconv
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beq rtconvJ
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cmp #06
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beq upconv2 ; Jump if it needs to be reset
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ckasmb: cmp #14
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beq upassm
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beq rtconv2J ; Jump if it needs to be reset
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cmp #08
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beq lfconvJ
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cmp #10
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beq lfconvJ
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cmp #12
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beq lfconv2J
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cmp #14
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beq upassmJ
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cmp #16
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beq upassm
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beq upassmJ
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cmp #18
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beq upassm2
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beq upassm2J
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jmp ckitem
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rtconvJ: jmp rtconv
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rtconv2J:jmp rtconv2
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lfconvJ: jmp lfconv
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lfconv2J:jmp lfconv2
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upassmJ: jmp upassm
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upassm2J:jmp upassm2
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ckitem: lda World,x
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cmp #14
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bcs upitem
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jmp view
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upitem: lda ItemLoc,x
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cmp #02
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beq orecalc1
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cmp #04
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beq orecalc2
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cmp #06
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beq orecalc3
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view: lda World,x
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sta TILENUM
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txa
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@ -38,28 +67,111 @@ view: lda World,x
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lda TILECD
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lsr
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tax
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lda ItemLoc,x
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sta TILENUM
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txa
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asl
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sta TILECD
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jsr itemdraw
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lda TILECD
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lsr
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tax
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footer: inx
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cpx #100
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bne update1
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rts
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upconv: clc ; Add 2 to the tile type, moving it forward 1.
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adc #02
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sta World,x
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orecalc1:
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lda ItemRot,x
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cmp #00
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beq orecalc10
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cmp #02
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beq orecalc12
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jmp view
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upconv2:lda #02 ; Set the tile type back to 2, reseting it.
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sta World,x
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orecalc10:
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lda #04
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sta ItemLoc,x
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jmp view
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orecalc12:
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lda #00
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sta ItemLoc,x
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lda #06
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dex
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sta ItemLoc,x
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jmp view
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orecalc2:
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lda ItemRot,x
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cmp #00
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beq orecalc20
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cmp #02
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beq orecalc22
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jmp view
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orecalc20:
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lda #06
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sta ItemLoc,x
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jmp view
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orecalc22:
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lda #02
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sta ItemLoc,x
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jmp view
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orecalc3:
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lda ItemRot,x
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cmp #00
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beq orecalc30
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cmp #02
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beq orecalc32
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jmp view
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orecalc30:
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lda #00
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sta ItemLoc,x
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lda #02
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inx
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sta ItemLoc,x
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jmp view
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orecalc32:
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lda #04
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sta ItemLoc,x
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jmp view
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rtconv: clc ; Add 2 to the tile type, moving it forward 1.
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adc #02
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sta World,x
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jmp ckitem
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rtconv2:lda #02 ; Set the tile type back to 2, reseting it.
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sta World,x
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jmp ckitem
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lfconv: clc ; Add 2 to the tile type, moving it forward 1.
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adc #02
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sta World,x
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jmp ckitem
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lfconv2:lda #08 ; Set the tile type back to 2, reseting it.
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sta World,x
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jmp ckitem
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insert: jmp ckitem
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insert2:jmp ckitem
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upassm: clc
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adc #02
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sta World,x
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jmp view
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jmp ckitem
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upassm2:lda #14
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sta World,x
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jmp view
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jmp ckitem
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_delay: ; Delay loop just adds a bunch of numbers
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lda #00 ; together to waste time.
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@ -71,3 +183,38 @@ _delay1:adc #01
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cpx #$ff
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bne _delay1
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rts
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; This routine is a routine which calculates the corrent place to jump based
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; off of the data loaded from the world. This has the advantage of taking the
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; same time no matter which of the 128 possible tiles are loaded, but takes much
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; longer. More common tiles like grass, conveyors, or assemblers would be earlier
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; in the list so it wouldn't matter as much. There might be a way to speed this up
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; more, but I think the chain of cmp/beq will actually be faster and easier to use.
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; If there are a ton of subroutines, it might be too much for the break instructions,
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; whereass the jump instructions would not have this problem.
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;
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; This loop is 39 cycles always, the chan loop is 4 cycles for each false, and 5 for true.
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slow: ldx #00 ; This loop just updates any animated tiles, like conveyors.
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slow1: lda #>updates
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sta UPDATEPT+1
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lda World,x ; Load every world coordinate
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tay
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adc #<updates
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sta UPDATEPT
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lda (UPDATEPT),Y
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sta UPDATERT
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iny
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lda (UPDATEPT),Y
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sta UPDATERT+1
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lda World,x
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jmp (UPDATERT)
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updates:
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.word view ; If the tile is grass (0), do nothing
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.word rtconv, rtconv, rtconv2 ; 02, 04, 06
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.word lfconv, lfconv, lfconv2 ; 08, 10, 12
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.word insert, insert, insert2 ; 14, 16, 18
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.word upassm, upassm, upassm2 ; 20, 22, 24
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139
src/tiles.asm
139
src/tiles.asm
@ -7,6 +7,7 @@
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; Currently items are not implemented yet so it is only tiles right now.
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.export TILES
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.export ITEMS
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; This is the tile section. Each tile is 14x16, which translates to 4 bytes x 16 lines.
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; Most of these were generated with a processing program I wrote which allows you to
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@ -15,9 +16,11 @@
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; referenced to in the world array and drawn in the drawing loop.
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TILES: ; A list of all of them is in the .inc file.
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.word GRASS, CONVEYOR1_1, CONVEYOR1_2, CONVEYOR1_3
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.word INSERTER1_1, INSERTER1_2, INSERTER1_3,ASSEMBLER1_1
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.word ASSEMBLER1_2, ASSEMBLER1_3
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.word GRASS
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.word INSERTER1_1, INSERTER1_2, INSERTER1_3
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.word ASSEMBLER1_1, ASSEMBLER1_2, ASSEMBLER1_3
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.word CONVEYOR1_1, CONVEYOR1_2, CONVEYOR1_3
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.word CONVEYOR2_1, CONVEYOR2_2, CONVEYOR2_3
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GRASS:
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@ -92,6 +95,60 @@ CONVEYOR1_3:
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.byte $aa, $c1, $aa, $c1
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.byte $aa, $d5, $aa, $d5
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CONVEYOR2_1:
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $aa, $d5, $aa, $d5
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.byte $aa, $85, $aa, $85
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.byte $aa, $c1, $aa, $c1
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.byte $aa, $d0, $aa, $d0
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.byte $aa, $c1, $aa, $c1
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.byte $aa, $85, $aa, $85
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.byte $aa, $d5, $aa, $d5
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CONVEYOR2_2:
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $aa, $d5, $aa, $d5
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.byte $aa, $d0, $aa, $d0
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.byte $8a, $d4, $8a, $d4
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.byte $82, $d5, $82, $d5
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.byte $8a, $d4, $8a, $d4
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.byte $aa, $d0, $aa, $d0
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.byte $aa, $d5, $aa, $d5
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CONVEYOR2_3:
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $80, $80, $80, $80
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||||
.byte $aa, $d5, $aa, $d5
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||||
.byte $82, $d5, $82, $d5
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.byte $a0, $d5, $a0, $d5
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.byte $a8, $95, $a8, $95
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.byte $a0, $d5, $a0, $d5
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.byte $82, $d5, $82, $d5
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.byte $aa, $d5, $aa, $d5
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INSERTER1_1:
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.byte $80, $84, $a0, $80
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.byte $80, $84, $a0, $80
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@ -199,3 +256,79 @@ ASSEMBLER1_3:
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.byte $f5, $ff, $ff, $af
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.byte $d5, $aa, $d5, $aa
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.byte $d5, $aa, $d5, $aa
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ITEMS:
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.word BLANK
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.word GREEN_ORE_1, GREEN_ORE_2, GREEN_ORE_3
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BLANK:
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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||||
.byte $0, $0, $0, $0
|
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.byte $0, $0, $0, $0
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||||
.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
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.byte $0, $0, $0, $0
|
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.byte $0, $0, $0, $0
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||||
.byte $0, $0, $0, $0
|
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.byte $0, $0, $0, $0
|
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.byte $0, $0, $0, $0
|
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.byte $0, $0, $0, $0
|
||||
|
||||
GREEN_ORE_1:
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $28, $1, $0, $0
|
||||
.byte $3e, $1, $0, $0
|
||||
.byte $7a, $5, $0, $0
|
||||
.byte $6e, $5, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
|
||||
GREEN_ORE_2:
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $40, $a, $0
|
||||
.byte $0, $70, $b, $0
|
||||
.byte $0, $50, $2f, $0
|
||||
.byte $0, $70, $2e, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
|
||||
GREEN_ORE_3:
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $15
|
||||
.byte $0, $0, $60, $17
|
||||
.byte $0, $0, $20, $5f
|
||||
.byte $0, $0, $60, $5d
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
||||
.byte $0, $0, $0, $0
|
@ -1,14 +1,26 @@
|
||||
.import TILES
|
||||
.import ITEMS
|
||||
|
||||
; TILES listing
|
||||
;
|
||||
; 00 - Grass
|
||||
; 02 - Conveyor 1 1
|
||||
; 04 - Conveyor 1 2
|
||||
; 06 - Conveyor 1 3
|
||||
; 08 - Inserter 1 1
|
||||
; 10 - Inserter 1 2
|
||||
; 12 - Inserter 1 3
|
||||
; 14 - Assembler1 1
|
||||
; 16 - Assembler1 2
|
||||
; 18 - Assembler1 3
|
||||
; 02 - Inserter 1 1
|
||||
; 04 - Inserter 1 2
|
||||
; 06 - Inserter 1 3
|
||||
; 08 - Assembler1 1
|
||||
; 10 - Assembler1 2
|
||||
; 12 - Assembler1 3 ---- This is the mark between itemable tiles
|
||||
; 14 - Conveyor 1 1
|
||||
; 16 - Conveyor 1 2
|
||||
; 18 - Conveyor 1 3
|
||||
; 20 - Conveyor 2 1
|
||||
; 22 - Conveyor 2 2
|
||||
; 24 - Conveyor 2 3
|
||||
;
|
||||
;
|
||||
;
|
||||
; ITEMS listing
|
||||
; 00 - Blank
|
||||
; 02 - Green Ore 1
|
||||
; 04 - Green Ore 2
|
||||
; 06 - Green Ore 3
|
@ -9,12 +9,40 @@
|
||||
; world.
|
||||
|
||||
.export World
|
||||
.export ItemLoc
|
||||
.export ItemRot
|
||||
|
||||
World: ; This is the array which stores all of the world data.
|
||||
; Right now this is just 10x10, so no other methods are needed.
|
||||
.byte 02, 02, 02, 02, 02, 02, 02, 20, 00, 00
|
||||
.byte 00, 08, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 02, 08, 02, 00, 08, 08, 08, 00, 00
|
||||
.byte 00, 00, 00, 08, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 08, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 08, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 08, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 08, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 08, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 08
|
||||
|
||||
ItemLoc:
|
||||
.byte 02, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 02, 02, 02, 14, 02, 02, 02, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
|
||||
|
||||
; Item's rotation. 0 is to the right, 1 is up, 2 is left, 3 is down.
|
||||
ItemRot:
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
.byte 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
|
||||
|
@ -1 +1,3 @@
|
||||
.import World
|
||||
.import ItemLoc
|
||||
.import ItemRot
|
Loading…
Reference in New Issue
Block a user