peasant: animate guy in boat
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5dce011cc1
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@ -15,6 +15,7 @@ Common parser:
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4c2 - 156e = 10ac 4268 bytes
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peasant3 18554 -> 22442
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peasant2 18302
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18043 (decompress fast moved)
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@ -76,19 +77,19 @@ $08-$0B Text/GR page 2. $08=boot, $09-$0A = qboot stage2
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$0B-$1F QLOAD disk routines and HGR drawing routines (5120 bytes)
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$20-$3F HGR Page 1
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$40-$5f HGR Page 2
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$60-$AF Programs (roughly 22k available?) (we max at 20k on disk)
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$60-$AF Programs (we limit to 20k, 20480 bytes, $50 pages)
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$B0-$??
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$B8-$BB Hi-res lookup tables
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$BC temp area for load/save files
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$BD-$BE temp area when saving game
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$BF verb table
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$C0-$CF I/O
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$D0-$DF (Language Card BANK1) ?????
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$D0-$DF (Language Card BANK2) Mockingboard music/PT3-routines
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$E0-$FF (Language Card) ?????
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$D0-$DF (bank2) inventory
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Language card (high 16k)
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$D0-$ED (bank1) per-levelstrings
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$EE-$FF common parser code (4.5k = 4608 bytes)
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$D0-$DF (bank2) inventory (3122 bytes)
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$EE-$FF common parser code (4.5k = 4608 bytes [4332 currently])
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Disk1 Map (disk has 35 tracks, each 4k in size)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -99,7 +100,7 @@ T 4 = VID_LOGO 7574 bytes 30S = 1T14S
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T 6 = TITLE 8950 bytes 35S = 2T3S
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T 9 = INTRO 13467 bytes 52S = 3T4S
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T 14 = INVENTORY 3121 bytes 13S = 0T13S
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T 15 = PEASANT1 17007 bytes 67S = 4T3S ; 88 is max?
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T 15 = PEASANT1 17007 bytes 67S = 4T3S ; 80 is max
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T 20 = PEASANT2 17941 bytes 71S = 4T7S ; 79 = 20224
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T 25 = PEASANT3 18154 bytes 71S = 4T7S
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T 30 = PEASANT4 15806 bytes 62S = 3T14S
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@ -68,9 +68,7 @@ animate_bubbles_e:
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lda #130
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sta CURSOR_Y
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jsr hgr_draw_sprite ;_1x5
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rts
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jmp hgr_draw_sprite ;_1x5
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bubble_progress_e:
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@ -71,8 +71,8 @@ graphics_peasant3.inc: \
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echo "jhonka_lzsa: .incbin \"jhonka.lzsa\"" > graphics_peasant3.inc
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echo "cottage_lzsa: .incbin \"cottage.lzsa\"" >> graphics_peasant3.inc
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echo "lake_w_lzsa: .incbin \"lake_w.lzsa\"" >> graphics_peasant3.inc
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# echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics_peasant3.inc
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echo "lake_e_lzsa: .incbin \"lake_e_boat.lzsa\"" >> graphics_peasant3.inc
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echo "lake_e_lzsa: .incbin \"lake_e.lzsa\"" >> graphics_peasant3.inc
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# echo "lake_e_lzsa: .incbin \"lake_e_boat.lzsa\"" >> graphics_peasant3.inc
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# echo "lake_e_boat_lzsa: .incbin \"lake_e_boat.lzsa\"" >> graphics_peasant3.inc
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echo "inn_lzsa: .incbin \"inn.lzsa\"" >> graphics_peasant3.inc
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@ -257,6 +257,40 @@ game_loop:
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at_lake_east:
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jsr animate_bubbles_e
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; draw dude
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lda GAME_STATE_1
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and #FISH_FED
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bne done_dude
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lda FRAME
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and #$8
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beq draw_boat1
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draw_boat0:
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lda #<boat0
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sta INL
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lda #>boat0
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jmp done_choose_boat
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draw_boat1:
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lda #<boat1
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sta INL
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lda #>boat1
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done_choose_boat:
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sta INH
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lda #1
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sta CURSOR_X
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lda #70
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sta CURSOR_Y
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jsr hgr_draw_sprite
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done_dude:
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jmp skip_level_specific
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at_lake_west:
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@ -303,7 +337,7 @@ level_over:
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.include "graphics_peasantry/graphics_peasant3.inc"
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;.include "sprites/boat_sprites.inc"
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.include "sprites/boat_sprites.inc"
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map_backgrounds_low:
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.byte <jhonka_lzsa ; 10 -- jhonka
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@ -1,7 +1,7 @@
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HGR_SPRITE = ../../../utils/hgr-utils/hgr_make_sprite
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all: inventory_sprites.inc ending_sprites.inc trogdor_sprites.inc \
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boat_sprites.inc peasant_sprites.inc ned_sprites.inc \
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boat_sprites.inc boat_sprites_fish.inc peasant_sprites.inc ned_sprites.inc \
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peasant_robe_sprites.inc kerrek_sprites.inc \
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waterfall_sprites.inc bubble_sprites_w.inc bubble_sprites_e.inc \
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river_bubble_sprites.inc gary_sprites.inc
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@ -46,14 +46,18 @@ peasant_robe_sprites.inc: peasant_sprites.png
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boat_sprites.inc: boat_sprites.png
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$(HGR_SPRITE) -s -l boat0 boat_sprites.png 7 1 81 45 > boat_sprites.inc
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$(HGR_SPRITE) -s -l boat1 boat_sprites.png 7 47 81 91 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat2 boat_sprites.png 7 93 81 137 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat3 boat_sprites.png 7 139 81 183 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat4 boat_sprites.png 91 1 165 45 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat5 boat_sprites.png 91 47 165 91 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat6 boat_sprites.png 91 93 165 137 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat7 boat_sprites.png 91 139 165 183 >> boat_sprites.inc
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# $(HGR_SPRITE) -s -l boat0 boat_sprites.png 7 1 81 45 > boat_sprites.inc
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# $(HGR_SPRITE) -s -l boat1 boat_sprites.png 7 47 81 91 >> boat_sprites.inc
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$(HGR_SPRITE) -s -l boat0 boat_sprites.png 7 19 62 45 > boat_sprites.inc
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$(HGR_SPRITE) -s -l boat1 boat_sprites.png 7 65 62 90 >> boat_sprites.inc
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boat_sprites_fish.inc: boat_sprites.png
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$(HGR_SPRITE) -s -l boat2 boat_sprites.png 7 93 81 137 > boat_sprites_fish.inc
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$(HGR_SPRITE) -s -l boat3 boat_sprites.png 7 139 81 183 >> boat_sprites_fish.inc
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$(HGR_SPRITE) -s -l boat4 boat_sprites.png 91 1 165 45 >> boat_sprites_fish.inc
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$(HGR_SPRITE) -s -l boat5 boat_sprites.png 91 47 165 91 >> boat_sprites_fish.inc
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$(HGR_SPRITE) -s -l boat6 boat_sprites.png 91 93 165 137 >> boat_sprites_fish.inc
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$(HGR_SPRITE) -s -l boat7 boat_sprites.png 91 139 165 183 >> boat_sprites_fish.inc
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ned_sprites.inc: ned_sprites.png
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$(HGR_SPRITE) -s -l rock_moved_sprite ned_sprites.png 7 1 27 12 > ned_sprites.inc
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