ootw: rename some files to make things more consistent

This commit is contained in:
Vince Weaver 2019-07-11 11:43:16 -04:00
parent 1996ad5f90
commit 6b2ae05aaa
8 changed files with 62 additions and 77 deletions

View File

@ -18,16 +18,16 @@ ootw.dsk: HELLO LOADER INTRO OOTW OOTW_C2 #COMPRESS-TEST
####
OOTW: ootw.o
ld65 -o OOTW ootw.o -C ../linker_scripts/apple2_1700.inc
OOTW: ootw_c1.o
ld65 -o OOTW ootw_c1.o -C ../linker_scripts/apple2_1700.inc
ootw.o: ootw.s \
ootw_c1.o: ootw_c1.s \
gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
gr_make_quake.s gr_overlay.s zp.inc keyboard.s \
ootw_sluggy.s ootw_beast.s \
ootw_rope.s earthquake.s ootw_mesa.s \
ootw_pool.s ootw_cavern.s physicist.s random16.s \
ootw_c1_rope.s earthquake.s ootw_c1_mesa.s \
ootw_c1_pool.s ootw_c1_cavern.s physicist.s random16.s \
ootw_cut_slug.s ootw_cut_beast.s \
ootw_graphics/pool/ootw_pool.inc \
ootw_graphics/underwater/ootw_underwater.inc \
@ -44,7 +44,7 @@ ootw.o: ootw.s \
ootw_graphics/end_scenes/ootw_beast_end.inc \
ootw_graphics/end_scenes/ootw_beast_intro.inc \
ootw_graphics/end_scenes/ootw_slug_end.inc
ca65 -o ootw.o ootw.s -l ootw.lst
ca65 -o ootw_c1.o ootw_c1.s -l ootw_c1.lst
####

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@ -17,6 +17,7 @@ ootw:
sta PHYSICIST_STATE
sta WHICH_CAVE
sta BEAST_OUT
sta ON_ELEVATOR
lda #1
sta BEFORE_SWING
@ -90,10 +91,10 @@ end_message:
.byte 8,10,"PRESS RETURN TO CONTINUE",0
.byte 11,20,"ACCESS CODE: IH8S",0
.include "ootw_rope.s"
.include "ootw_pool.s"
.include "ootw_cavern.s"
.include "ootw_mesa.s"
.include "ootw_c1_rope.s"
.include "ootw_c1_pool.s"
.include "ootw_c1_cavern.s"
.include "ootw_c1_mesa.s"
.include "physicist.s"
.include "ootw_sluggy.s"
.include "ootw_beast.s"

View File

@ -14,6 +14,7 @@ ootw_c2:
lda #0
sta GAME_OVER
sta PHYSICIST_STATE
sta ON_ELEVATOR
lda #22
sta PHYSICIST_Y

View File

@ -31,6 +31,7 @@ COLOR = $30
SEEDL = $4e
SEEDH = $4f
XMAX = $50
BEAST_X = $51
BEAST_GAIT = $52
BEAST_COUNT = $53
@ -43,20 +44,6 @@ BEAST_DIRECTION = $55
;INVFLG = $32
; dos33 zero page = 26-2f, 35-38, 3e 3f 40-4d
; overlap applesoft 67-6a,6f,70,af,b0,ca-cd,d8
; DOS33: Confirmed kills $68
RWTSL = $60
RWTSH = $61
DOSBUFL = $62
DOSBUFH = $63
FILEML = $64
FILEMH = $65
FRAMEL = $60
FRAMEH = $61
WAITING = $62
@ -68,19 +55,7 @@ LETTERD = $67
LETTER = $68
BLARGH = $69
;FACTOR_I = $66
;FACTOR_F = $67
;DX_I = $68
;DX_F = $69
;SPACEX_I = $6A
;SPACEX_F = $6B
;CX_I = $6C
;CX_F = $6D
;DY_I = $6E
;DY_F = $6F
INTRO_REPEAT = $7E
INTRO_REPEAT = $7E ; INTRO
ZPOS = $78
REGISTER_DUMP = $70
@ -143,27 +118,34 @@ CURSOR = $9D
; More zero-page addresses
; we try not to conflict with anything DOS, MONITOR or BASIC related
LEFT_LIMIT = $E0
RIGHT_LIMIT = $E1
WHICH_SLUG = $E2
WHICH_CAVE = $E3
WHICH_JAIL = $E3
BEAST_OUT = $E4
GAME_OVER = $E5
EQUAKE_PROGRESS = $E6
EARTH_OFFSET = $E7
ON_ELEVATOR = $DF ; ALL
DNA_OUT = $E5
DNA_PROGRESS = $E6
DNA_COUNT = $E7
CURSOR_COUNT = $E7
PARTICLE_COUNT = $E7
MESSAGE_CURRENT = $E5
TIME_COUNT = $E6
MESSAGE_COUNT = $E7
LEFT_LIMIT = $E0 ; ALL
RIGHT_LIMIT = $E1 ; ALL
WHICH_SLUG = $E2 ; C1
WHICH_CAVE = $E3 ; C1
WHICH_JAIL = $E3 ; C2
BEAST_OUT = $E4 ; C1
GAME_OVER = $E5 ; ALL
DNA_OUT = $E5 ; INTRO
MESSAGE_CURRENT = $E5 ; INTRO
EQUAKE_PROGRESS = $E6 ; C1
DNA_PROGRESS = $E6 ; INTRO
TIME_COUNT = $E6 ; INTRO
EARTH_OFFSET = $E7 ; ALL??
DNA_COUNT = $E7 ; INTRO
CURSOR_COUNT = $E7 ; INTRO
PARTICLE_COUNT = $E7 ; INTRO
MESSAGE_COUNT = $E7 ; INTRO
BOULDER_X = $E8 ; C1
BOULDER_Y = $E9 ; C1
BOULDER_X = $E8
BOULDER_Y = $E9
PHYSICIST_STATE = $EA
P_STANDING = $00
P_WALKING = $01
@ -176,33 +158,35 @@ PHYSICIST_STATE = $EA
P_SWINGING = $08 ; no keypress
BEFORE_SWING = $EB
CUTFRAME = $EC
DISP_PAGE = $ED
DRAW_PAGE = $EE
OFFSET = $EF
BEFORE_SWING = $EB
CUTFRAME = $EC
DISP_PAGE = $ED
DRAW_PAGE = $EE
OFFSET = $EF
INTRO_LOOPL = $F0
INTRO_LOOPH = $F1
INTRO_LOOPER = $F7
STATIC_LOOPER = $F8
INTRO_LOOPL = $F0 ; INTRO
PHYSICIST_X = $F0 ; ALL
INTRO_LOOPH = $F1 ; INTRO
PHYSICIST_Y = $F1 ; ALL
PHYSICIST_X = $F0
PHYSICIST_Y = $F1
SPRITETEMP = $F2
XPOS = $F3
YPOS = $F4
DIRECTION = $F5
GAIT = $F6
TENTACLE_X = $F7
DIRECTION = $F5 ; ALL
GAIT = $F6 ; ALL
LEVELEND_PROGRESS = $F8
SWING_PROGRESS = $F8
TENTACLE_PROGRESS = $F8
ELEVATOR_CYCLE = $F8
INTRO_LOOPER = $F7 ; INTRO
TENTACLE_X = $F7 ; C1
TENTACLE_GRAB = $F9
ELEVATOR_COUNT = $F9
LEVELEND_PROGRESS = $F8 ; C1
SWING_PROGRESS = $F8 ; C1
TENTACLE_PROGRESS = $F8 ; C1
ELEVATOR_CYCLE = $F8 ; INTRO
STATIC_LOOPER = $F8 ; INTRO
TENTACLE_GRAB = $F9 ; C1
ELEVATOR_COUNT = $F9 ; INTRO
TEMP = $FA
TEMPY = $FB
@ -210,4 +194,3 @@ INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF