tfv: rotozoom into battle

involved more re-arranging of the zero page than one might want
This commit is contained in:
Vince Weaver 2021-01-19 11:02:56 -05:00
parent 039bd80bc7
commit 1033f0b6e8
9 changed files with 761 additions and 89 deletions

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@ -80,7 +80,7 @@ tfv_world.o: tfv_world.s zp.inc \
tfv_battle.s tfv_battle_menu.s tfv_battle_limit.s tfv_battle_summons.s \
tfv_battle_magic.s tfv_battle_enemy.s tfv_battle_draw_hero.s \
tfv_battle_boss.s tfv_battle_attack.s \
help_overworld.s rotate_intro.s \
help_overworld.s rotate_intro.s rotozoom.s \
sound_effects.s speaker_tone.s \
graphics_map/tfv_backgrounds.inc \
tfv_sprites.inc battle_sprites.inc

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@ -0,0 +1,16 @@
common_offsets_l:
.byte <$c00,<$c80,<$d00,<$d80,<$e00,<$e80,<$f00,<$f80
.byte <$c28,<$ca8,<$d28,<$da8,<$e28,<$ea8,<$f28,<$fa8
.byte <$c50,<$cd0,<$d50,<$dd0,<$e50,<$ed0,<$f50,<$fd0
scrn_c00_offsets_h:
.byte >$c00,>$c80,>$d00,>$d80,>$e00,>$e80,>$f00,>$f80
.byte >$c28,>$ca8,>$d28,>$da8,>$e28,>$ea8,>$f28,>$fa8
.byte >$c50,>$cd0,>$d50,>$dd0,>$e50,>$ed0,>$f50,>$fd0
gr_400_offsets_h:
.byte >$400,>$480,>$500,>$580,>$600,>$680,>$700,>$780
.byte >$428,>$4a8,>$528,>$5a8,>$628,>$6a8,>$728,>$7a8
.byte >$450,>$4d0,>$550,>$5d0,>$650,>$6d0,>$750,>$7d0

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@ -4,51 +4,50 @@
rotate_intro:
; init the multiply routines
jsr init_multiply_tables
; first copy current screen to background
jsr gr_copy_current_to_offscreen_40x40
; int xx,yy,color,x2,y2;
; double h,theta,dx,dy,theta2,thetadiff,nx,ny;
; int i;
lda #0
sta ANGLE
sta SCALE_F
sta FRAMEL
; gr_copy(0x400,0xc00);
lda #1
sta SCALE_I
; gr_copy_to_current(0xc00);
; page_flip();
; gr_copy_to_current(0xc00);
; page_flip();
rotate_loop:
; thetadiff=0;
jsr rotozoom
jsr page_flip
; for(i=0;i<8;i++) {
; zoom out
; for(yy=0;yy<40;yy++) {
; for(xx=0;xx<40;xx++) {
; dx=(xx-20);
; dy=(yy-20);
; h=sqrt((dx*dx)+(dy*dy));
; theta=atan2(dy,dx);
;
; theta2=theta+thetadiff;
; nx=h*cos(theta2);
; ny=h*sin(theta2);
;
; x2=nx+20;
; y2=ny+20;
; if ((x2<0) || (x2>39)) color=0;
; else if ((y2<0) || (y2>39)) color=0;
; else color=scrn_page(x2,y2,PAGE2);
sec
lda SCALE_F
sbc #$10
sta SCALE_F
lda SCALE_I
sbc #$00
sta SCALE_I
; color_equals(color);
; plot(xx,yy);
; }
; }
; thetadiff+=(6.28/16.0);
; page_flip();
dec ANGLE
lda ANGLE
and #$1f
sta ANGLE
; usleep(100000);
; }
; rotate counter-clockwise
cmp #16
beq done_rotate
jmp rotate_loop
done_rotate:
rts

624
games/tfv/rotozoom.s Normal file
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@ -0,0 +1,624 @@
; rotozoomer!
; takes a lores-formatted image in $c00 and rotozooms it
; by ANGLE and SCALE_I/SCALE_F and draws it to the
; lo-res page in DRAW_PAGE
; ANGLE in our case is 0..31
; SCALE_I/SCALE_F is 8.8 fixed point scale multiplier
; optimization (cycles measured at ANGLE=0)
; $6BD76=441,718=2.26fps initial code with external plot and scrn
; $62776=403,318=2.48fps inline plot
; $597b6=366,518=2.73fps inline scrn
; $4F496=324,758=3.08fps move plot line calc outside of inner loop
; $49d16=302,358=3.31fps do color*17 ourselves
; $4645e=287,838=3.47fps move XX into X
; $3ef7e=257,918=3.87fps optimize plot
; $3c9fe=248,318=4.03fps optimize scrn
; $39e3e=237,118=4.22fps add scrn address lookup table
; $39fdf=237,535 add two scale multiplies
; $39e17=237,079=4.22fps change the init to also use multiply
; $39dc9=237,001= change to use common lookup table (outside inner loop)
; $3399f=211,359=4.73fps unroll the Y loop by one
; $2BA83=178,819=5.59fps optimize unrolled loop
CAL = $C0
CAH = $C1
SAL = $C2
SAH = $C3
YPL = $C4
YPH = $C5
XPL = $C6
XPH = $C7
CCAL = $C8
CCAH = $C9
CSAL = $CA
CSAH = $CB
YCAL = $CC
YCAH = $CD
YSAL = $CE
YSAH = $CF
rotozoom:
; setup scale for multiply
lda SCALE_I ; 3
sta NUM1H ; 3
lda SCALE_F ; 3
sta NUM1L ; 3
; ca = cos(theta)*scale;
; (we use equiv ca=fixed_sin[(theta+8)&0xf] )
lda ANGLE ; 3
clc ; 2
adc #8 ; 2
and #$1f ; 2
asl ; 2
tay ; 2
lda fixed_sin,Y ; load integer half ; 4
sta NUM2H ; 3
lda fixed_sin+1,Y ; load float half ; 4
sta NUM2L ; 3
;===========
; 27
sec ; reload NUM1H/NUM1L ; 2
jsr multiply ; 6+???
stx CAH ; 3
sta CAL ; 3
; sa = sin(theta)*scale;
lda ANGLE ; 3
asl ; 2
tay ; 2
lda fixed_sin,Y ; load integer half ; 4
sta NUM2H ; 3
lda fixed_sin+1,Y ; load integer half ; 4
sta NUM2L ; 3
;==========
; 21
clc ; NUM1H/NUM1L same as last time ; 2
jsr multiply ; 6+???
stx SAH ; 3
sta SAL ; 3
; cca = -20*ca;
lda #-20 ; 2
sta NUM1H ; 3
lda #0 ; 2
sta NUM1L ; 3
lda CAL ; 3
sta NUM2L ; 3
lda CAH ; 3
sta NUM2H ; 3
sec ; reload NUM1H/NUM1L ; 2
jsr multiply ; 6+???
stx CCAH ; 3
sta CCAL ; 3
; csa = -20*sa;
lda SAL ; 3
sta NUM2L ; 3
lda SAH ; 3
sta NUM2H ; 3
clc ; same NUM1H/NUM1L as las time ; 2
jsr multiply ; 6+???
stx CSAH ; 3
sta CSAL ; 3
; yca=cca+ycenter;
lda CCAL ; 3
sta YCAL ; 3
clc ; 2
lda CCAH ; 3
adc #20 ; 2
sta YCAH ; 3
;===========
; 16
; ysa=csa+xcenter;
lda CSAL ; 3
sta YSAL ; 3
clc ; 2
lda CSAH ; 3
adc #20 ; 2
sta YSAH ; 3
;===========
; 16
; yloop, unrolled once
;===================================================================
; for(yy=0;yy<40;yy++) {
;===================================================================
ldy #0 ; 2
sty YY ; 3
rotozoom_yloop:
; setup self-modifying code for plot
; YY already in Y from end of loop
; ldy YY ; 3
lda common_offsets_l,Y ; lookup low-res memory address ; 4
sta rplot2_smc+1 ; 4
sta rplot12_smc+1 ; 4
sta rplot22_smc+1 ; 4
clc ; 2
lda gr_400_offsets_h,Y ; 4
adc DRAW_PAGE ; add in draw page offset ; 3
sta rplot2_smc+2 ; 4
sta rplot12_smc+2 ; 4
sta rplot22_smc+2 ; 4
;=====================
; unroll 0, even line
;=====================
; xp=cca+ysa; 8.8 fixed point
clc ; 2
lda YSAL ; 3
adc CCAL ; 3
sta XPL ; 3
lda YSAH ; 3
adc CCAH ; 3
sta XPH ; 3
;==========
; 20
; yp=yca-csa; 8.8 fixed point
sec ; 2
lda YCAL ; 3
sbc CSAL ; 3
sta YPL ; 3
lda YCAH ; 3
sbc CSAH ; 3
sta YPH ; 3
;===========
; 20
; for(xx=0;xx<40;xx++) {
ldx #0 ; 2
rotozoom_xloop:
;===================================================================
;===================================================================
; note: every cycle saved below here
; saves 1600 cycles
;===================================================================
;===================================================================
; if ((xp<0) || (xp>39)) color=0;
; else if ((yp<0) || (yp>39)) color=0;
; else color=scrn_page(xp,yp,PAGE2);
; we know it's never going to go *that* far out of bounds
; so we could avoid the Y check by just having "0"
; on the edges of the screen? Tricky due to Apple II
; interlacing
roto_color_even_smc:
lda #0 ; default color ; 2
ldy XPH ; 3
bmi rplot ; 2nt/3
cpy #40 ; 2
bcs rplot ; 2nt/3
ldy YPH ; 3
bmi rplot ; 2nt/3
cpy #40 ; 2
bcs rplot ; 2nt/3
;==================================================
; scrn(xp,yp)
tya ; YPH ; 2
lsr ; divide to get index, also low bit in carry ; 2
tay ; 2
; TODO: put these in zero page?
; also we can share low bytes with other lookup
lda common_offsets_l,Y ; lookup low-res memory address ; 4
sta BASL ; 3
lda scrn_c00_offsets_h,Y ; 4
sta BASH ; 3
ldy XPH ; 3
lda (BASL),Y ; top/bottom color ; 5+
; carry was set a bit before to low bit of YPH
; hopefully nothing has cleared it
bcs rscrn_adjust_odd ; 2nt/3
rscrn_adjust_even:
; YP was even so want bottom nibble
and #$f ; 2
jmp rscrn_done ; 3
rscrn_adjust_odd:
; YP was odd so want top nibble
lsr ; 2
lsr ; 2
lsr ; 2
lsr ; 2
rscrn_done:
;=============================================
; always even, want A in bottom of nibble
; so we are all set
rotozoom_set_color:
; want same color in top and bottom nibbles
;==========
; 0
;=================================================
rplot:
; plot(xx,yy); (color is in A)
; we are in loop unroll0 so always even line here
; meaning we want to load old color, save top nibble, and over-write
; bottom nibble with our value
; but! we don't need to save old as we are re-drawing whole screen!
rplot_even:
rplot2_smc:
sta $400,X ; 5
;============
; 5
;=======================
; xp=xp+ca; fixed point 8.8
clc ; 2
lda CAL ; 3
adc XPL ; 3
sta XPL ; 3
lda CAH ; 3
adc XPH ; 3
sta XPH ; 3
; yp=yp-sa; fixed point 8.8
sec ; 2
lda YPL ; 3
sbc SAL ; 3
sta YPL ; 3
lda YPH ; 3
sbc SAH ; 3
sta YPH ; 3
rotozoom_end_xloop:
inx ; 2
cpx #40 ; 2
bne rotozoom_xloop ; 2nt/3
rotozoom_xloop_done:
; yca+=ca; 8.8 fixed point
clc ; 2
lda YCAL ; 3
adc CAL ; 3
sta YCAL ; 3
lda YCAH ; 3
adc CAH ; 3
sta YCAH ; 3
;===========
; 20
; ysa+=sa; 8.8 fixed point
clc ; 2
lda YSAL ; 3
adc SAL ; 3
sta YSAL ; 3
lda YSAH ; 3
adc SAH ; 3
sta YSAH ; 3
;==========
; 20
;===============
; loop unroll 1
;===============
;rotozoom_yloop:
; xp=cca+ysa; 8.8 fixed point
clc ; 2
lda YSAL ; 3
adc CCAL ; 3
sta XPL ; 3
lda YSAH ; 3
adc CCAH ; 3
sta XPH ; 3
;==========
; 20
; yp=yca-csa; 8.8 fixed point
sec ; 2
lda YCAL ; 3
sbc CSAL ; 3
sta YPL ; 3
lda YCAH ; 3
sbc CSAH ; 3
sta YPH ; 3
;===========
; 20
; for(xx=0;xx<40;xx++) {
ldx #0 ; 2
rotozoom_xloop2:
;===================================================================
;===================================================================
; note: every cycle saved below here
; saves 1600 cycles
;===================================================================
;===================================================================
; if ((xp<0) || (xp>39)) color=0;
; else if ((yp<0) || (yp>39)) color=0;
; else color=scrn_page(xp,yp,PAGE2);
; we know it's never going to go *that* far out of bounds
; so we could avoid the Y check by just having "0"
; on the edges of the screen? Tricky due to Apple II
; interlacing
roto_color_odd_smc:
lda #0 ; default color ; 2
ldy XPH ; 3
bmi rplot2 ; 2nt/3
cpy #40 ; 2
bcs rplot2 ; 2nt/3
ldy YPH ; 3
bmi rplot2 ; 2nt/3
cpy #40 ; 2
bcs rplot2 ; 2nt/3
;==================================================
; scrn(xp,yp)
tya ; YPH ; 2
lsr ; divide to get index, also low bit in carry ; 2
tay ; 2
; TODO: put these in zero page?
; also we can share low bytes with other lookup
lda common_offsets_l,Y ; lookup low-res memory address ; 4
sta BASL ; 3
lda scrn_c00_offsets_h,Y ; 4
sta BASH ; 3
ldy XPH ; 3
lda (BASL),Y ; top/bottom color ; 5+
; carry was set a bit before to low bit of YPH
; hopefully nothing has cleared it
bcs rscrn_adjust_odd2 ; 3
rscrn_adjust_even2:
; want bottom color, but put it in top of A
asl ; 2
asl ; 2
asl ; 2
asl ; 2
jmp rscrn_done2 ; 3
rscrn_adjust_odd2:
; want top color alone
and #$f0 ; 2
rscrn_done2:
;=============================================
rotozoom_set_color2:
; always odd
; want color in top, which it is from above
;==========
; 0
;=================================================
rplot2:
; plot(xx,yy); (color is in A)
; always odd, so place color in top
; note! since we are drawing whole screen, we know the top of
; the value is already clear from loop=0 so we don't have to mask
rplot_odd:
rplot12_smc:
ora $400,X ; 4
rplot22_smc:
sta $400,X ; 5
;============
; 9
;=======================
; xp=xp+ca; 8.8 fixed point
clc ; 2
lda CAL ; 3
adc XPL ; 3
sta XPL ; 3
lda CAH ; 3
adc XPH ; 3
sta XPH ; 3
; yp=yp-sa; 8.8 fixed point
sec ; 2
lda YPL ; 3
sbc SAL ; 3
sta YPL ; 3
lda YPH ; 3
sbc SAH ; 3
sta YPH ; 3
rotozoom_end_xloop2:
inx ; 2
cpx #40 ; 2
bne rotozoom_xloop2 ; 3
rotozoom_xloop_done2:
; yca+=ca; 8.8 fixed point
clc ; 2
lda YCAL ; 3
adc CAL ; 3
sta YCAL ; 3
lda YCAH ; 3
adc CAH ; 3
sta YCAH ; 3
;===========
; 20
; ysa+=sa; 8.8 fixed point
clc ; 2
lda YSAL ; 3
adc SAL ; 3
sta YSAL ; 3
lda YSAH ; 3
adc SAH ; 3
sta YSAH ; 3
;==========
; 20
rotozoom_end_yloop:
inc YY ; 5
ldy YY ; 3
cpy #20 ; 2
beq done_rotozoom ; 2nt/3
jmp rotozoom_yloop ; too far ; 3
done_rotozoom:
rts ; 6
fixed_sin:
; .byte $00,$00 ; 0.000000=00.00
; .byte $00,$61 ; 0.382683=00.61
; .byte $00,$b5 ; 0.707107=00.b5
; .byte $00,$ec ; 0.923880=00.ec
; .byte $01,$00 ; 1.000000=01.00
; .byte $00,$ec ; 0.923880=00.ec
; .byte $00,$b5 ; 0.707107=00.b5
; .byte $00,$61 ; 0.382683=00.61
; .byte $00,$00 ; 0.000000=00.00
; .byte $ff,$9f ; -0.382683=ff.9f
; .byte $ff,$4b ; -0.707107=ff.4b
; .byte $ff,$14 ; -0.923880=ff.14
; .byte $ff,$00 ; -1.000000=ff.00
; .byte $ff,$14 ; -0.923880=ff.14
; .byte $ff,$4b ; -0.707107=ff.4b
; .byte $ff,$9f ; -0.382683=ff.9f
.byte $00,$00 ; 0.000000
.byte $00,$31 ; 0.195090
.byte $00,$61 ; 0.382683
.byte $00,$8E ; 0.555570
.byte $00,$B5 ; 0.707107
.byte $00,$D4 ; 0.831470
.byte $00,$EC ; 0.923880
.byte $00,$FB ; 0.980785
.byte $01,$00 ; 1.000000
.byte $00,$FB ; 0.980785
.byte $00,$EC ; 0.923880
.byte $00,$D4 ; 0.831470
.byte $00,$B5 ; 0.707107
.byte $00,$8E ; 0.555570
.byte $00,$61 ; 0.382683
.byte $00,$31 ; 0.195090
.byte $00,$00 ; 0.000000
.byte $FF,$CF ; -0.195090
.byte $FF,$9F ; -0.382683
.byte $FF,$72 ; -0.555570
.byte $FF,$4B ; -0.707107
.byte $FF,$2C ; -0.831470
.byte $FF,$14 ; -0.923880
.byte $FF,$05 ; -0.980785
.byte $FF,$00 ; -1.000000
.byte $FF,$05 ; -0.980785
.byte $FF,$14 ; -0.923880
.byte $FF,$2C ; -0.831470
.byte $FF,$4B ; -0.707107
.byte $FF,$72 ; -0.555570
.byte $FF,$9F ; -0.382683
.byte $FF,$CF ; -0.195090

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@ -8,6 +8,12 @@
do_battle:
;========================
; rotate intro
; this happens first as it stomps on zero page
jsr rotate_intro
; set start position
lda #34
sta HERO_X
@ -16,7 +22,7 @@ do_battle:
; reset state
lda #0
sta HERO_STATE
sta BATTLE_STATE
sta MENU_STATE
sta MENU_POSITION
sta ENEMY_DEAD
@ -36,10 +42,7 @@ do_battle:
jsr update_hero_hp
jsr update_hero_mp
;========================
; rotate intro
jsr rotate_intro
;========================
; zoom to battlefield
@ -131,8 +134,8 @@ main_battle_loop:
; not dead, so draw running or standing
hero_not_dead:
lda HERO_STATE
and #HERO_STATE_RUNNING
lda BATTLE_STATE
and #BATTLE_STATE_RUNNING
bne battle_draw_hero_running
jmp battle_draw_normal_hero
@ -270,8 +273,8 @@ update_battle_counter:
; If running, escape
; TODO: randomly fail at running?
lda HERO_STATE
and #HERO_STATE_RUNNING
lda BATTLE_STATE
and #BATTLE_STATE_RUNNING
beq battle_open_menu
; we bravely ran away

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@ -766,9 +766,9 @@ keypress_main_summon:
rts
keypress_main_escape:
lda #HERO_STATE_RUNNING
ora HERO_STATE
sta HERO_STATE
lda #BATTLE_STATE_RUNNING
ora BATTLE_STATE
sta BATTLE_STATE
jsr done_attack
rts

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@ -29,12 +29,10 @@ handle_overworld:
; Init Variables
;===============
lda #$0
sta ODD
sta ON_BIRD
lda #HERO_DIRECTION ; have us face right (1)
sta HERO_STATE
lda #$1
sta DIRECTION
sta REFRESH
lda #5
@ -52,7 +50,7 @@ handle_overworld:
worldmap_loop:
lda #$0
sta MOVED
sta HERO_MOVED
lda TFV_X
sta NEWX
lda TFV_Y
@ -74,7 +72,8 @@ worldmap_handle_up:
dec NEWY
dec NEWY
inc MOVED
inc HERO_MOVED
jmp worldmap_done_keyboard
worldmap_handle_down:
@ -83,25 +82,27 @@ worldmap_handle_down:
inc NEWY
inc NEWY
inc MOVED
inc HERO_MOVED
jmp worldmap_done_keyboard
worldmap_handle_left:
cmp #'A'
bne worldmap_handle_right
lda DIRECTION ; 0=left, 1=right
lda HERO_STATE
and #HERO_DIRECTION ; 0=left, 1=right
beq go_left ; if (0) already left, keep going
left_turn:
lda #0 ; change direction to left
sta DIRECTION
sta ODD ; stand (not walk) if changing
beq done_handle_left ; bra skip ahead
lda HERO_STATE
and #~HERO_DIRECTION ; change direction to left (0)
and #~HERO_ODD ; stand (not walk) if changing
sta HERO_STATE
jmp done_handle_left ; skip ahead
go_left:
dec NEWX ; decrement x
inc MOVED ; we moved
inc HERO_MOVED ; we moved
done_handle_left:
jmp worldmap_done_keyboard
@ -109,19 +110,20 @@ worldmap_handle_right:
cmp #('D')
bne worldmap_handle_enter
lda DIRECTION ; 0=left, 1=right
lda HERO_STATE
and #HERO_DIRECTION ; 0=left, 1=right
bne go_right ; if (1) already right, keep going
right_turn:
lda #1 ; change direction to right
sta DIRECTION
lda #0 ; change to standing
sta ODD
beq done_handle_right ; bra skip ahead
lda HERO_STATE
ora #HERO_DIRECTION ; change direction to right (1)
and #~HERO_ODD ; change to standing
sta HERO_STATE
jmp done_handle_right ; skip ahead
go_right:
inc NEWX ; increment X
inc MOVED
inc HERO_MOVED
done_handle_right:
jmp worldmap_done_keyboard
@ -172,11 +174,14 @@ worldmap_done_keyboard:
; Handle Movement
;===========================
lda MOVED
lda HERO_MOVED
beq worldmap_refresh_screen
inc ODD
inc STEPS
lda HERO_STATE ; toggle ODD
eor #HERO_ODD
sta HERO_STATE
inc HERO_STEPS
; Handle Collision Detection
@ -420,12 +425,14 @@ back_no_forest:
clc
lda #1
bit ODD
; check if standing
lda HERO_STATE
and #HERO_ODD
bne standing
walking:
lda DIRECTION ; 0=left, 1=right
lda HERO_STATE
and #HERO_DIRECTION ; 0=left, 1=right
bne walking_right ; if(!0) walk right
walking_left:
@ -443,7 +450,8 @@ walking_right:
bcc done_walking
standing:
lda DIRECTION
lda HERO_STATE
and #HERO_DIRECTION
bne standing_right
standing_left:
lda #>tfv_stand_left_sprite
@ -709,7 +717,7 @@ fore_no_forest:
cmp #3
bne no_lightning
lda STEPS
lda HERO_STEPS
and #$f
bne no_lightning

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@ -70,6 +70,9 @@
.include "tfv_battle_draw_hero.s"
.include "rotate_intro.s"
.include "rotozoom.s"
.include "multiply_fast.s"
.include "c00_scrn_offsets.s"
;===============================================
; Graphics

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@ -67,20 +67,13 @@ LAST_SPACEY_I = $88
LAST_MAP_COLOR = $89
COLOR_MASK = $8A
;; World Map Only
;; rotozoom (can overlap with flying routine?)
SCALE_I = $64 ; scale of rotozoom
SCALE_F = $65 ;
ODD = $7B
DIRECTION = $7C
REFRESH = $7D
ON_BIRD = $7E
MOVED = $7F
STEPS = $80
TFV_X = $81
TFV_Y = $82
NEWX = $83
NEWY = $84
MAP_X = $85
GROUND_COLOR = $86
;==================GLOBAL STATE, STORED IN SAVE GAME==========
WHICH_LOAD = $90 ; current level
@ -100,6 +93,24 @@ HERO_NAME3 = $9D ; 7 chars
HERO_NAME4 = $9E ; 7 chars
HERO_NAME5 = $9F ; 7 chars
HERO_NAME6 = $A0 ; 7 chars
HERO_STATE = $A1 ; state of hero
HERO_ON_BIRD = $01
HERO_ODD = $02 ; stand/walk position
HERO_DIRECTION = $04 ; 0=left, 1=right
HERO_STEPS = $A2 ; number of steps
TFV_X = $A3 ; location on screen
TFV_Y = $A4 ; location on screen
MAP_X = $A5 ; which map region we're on
;; World Map Only
;ODD = $7B
;DIRECTION = $7C
;MOVED = $7F
;STEPS = $80
;==================GAME STATE (not in save game)==============
@ -117,8 +128,8 @@ ANIMATE_LOOP = $B7
HERO_X = $C0 ; used in battle
HERO_Y = $C1 ; used in battle
HERO_STATE = $C2 ; used in battle
HERO_STATE_RUNNING = $01 ; running from battle
BATTLE_STATE = $C2 ; used in battle
BATTLE_STATE_RUNNING = $01 ; running from battle
BATTLE_COUNT = $C3 ; battle counter
ENEMY_TYPE = $C4 ; used in battle
ENEMY_HP_LO = $C5 ; enemy hitpoints
@ -165,6 +176,14 @@ FINGER_DIRECTION= $D3
ENEMY_DEAD = $D4
MAGIC_COST = $D5
ENEMY_ATTACKING = $D6
HERO_MOVED = $D7
; worldmap
REFRESH = $D8
NEWX = $D9
NEWY = $DA
GROUND_COLOR = $DB
COLOR1 = $E0
COLOR2 = $E1