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tfv: add bird sprites
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1cf33eeea9
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@ -48,6 +48,96 @@ unsigned char tfv_led_sword[]={
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/* Bird Sprites */
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/* Bird Sprites */
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unsigned char bird_stand_right[] = {
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0x6,0x7,
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0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0xdd,0x90,
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0x00,0x00,0x00,0x00,0xdd,0x00,
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0x0d,0xdd,0xdd,0xdd,0xdd,0x00,
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0x00,0x00,0x0d,0xdd,0x0d,0x00,
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0x00,0x00,0x00,0x99,0x00,0x00,
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0x00,0x00,0x00,0x99,0x90,0x00,
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};
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unsigned char bird_stand_left[] = {
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0x6,0x7,
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0x00,0x00,0x00,0x00,0x00,0x00,
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0x90,0xdd,0x00,0x00,0x00,0x00,
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0x00,0xdd,0x00,0x00,0x00,0x00,
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0x00,0xdd,0xdd,0xdd,0xdd,0x0d,
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0x00,0x0d,0xdd,0x0d,0x00,0x00,
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0x00,0x00,0x99,0x00,0x00,0x00,
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0x00,0x90,0x99,0x00,0x00,0x00,
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};
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unsigned char bird_walk_right[] = {
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0x6,0x7,
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0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0xdd,0x90,
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0x00,0x00,0x00,0x00,0xdd,0x00,
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0x0d,0xdd,0xdd,0xdd,0xdd,0x00,
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0x00,0x00,0x0d,0xdd,0x0d,0x00,
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0x00,0x00,0x00,0x99,0x00,0x00,
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0x00,0x00,0x99,0x00,0x99,0x00,
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};
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unsigned char bird_walk_left[] = {
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0x6,0x7,
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0x00,0x00,0x00,0x00,0x00,0x00,
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0x90,0xdd,0x00,0x00,0x00,0x00,
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0x00,0xdd,0x00,0x00,0x00,0x00,
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0x00,0xdd,0xdd,0xdd,0xdd,0x0d,
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0x00,0x0d,0xdd,0x0d,0x00,0x00,
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0x00,0x00,0x99,0x00,0x00,0x00,
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0x00,0x99,0x00,0x99,0x00,0x00,
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};
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/* with rider */
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unsigned char bird_rider_stand_right[] = {
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0x6,0x7,
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0x00,0xdd,0xbd,0x00,0x00,0x00,
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0x00,0xdd,0xdb,0x00,0xdd,0x90,
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0x00,0x00,0x22,0x02,0xdd,0x00,
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0x0d,0xdd,0xd2,0x22,0xdd,0x00,
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0x00,0x00,0x0d,0x82,0x8d,0x00,
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0x00,0x00,0x00,0x99,0x00,0x00,
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0x00,0x00,0x00,0x99,0x90,0x00,
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};
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unsigned char bird_rider_walk_right[] = {
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0x6,0x7,
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0x00,0xdd,0xbd,0x00,0x00,0x00,
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0x00,0xdd,0xdb,0x00,0xdd,0x90,
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0x00,0x00,0x22,0x02,0xdd,0x00,
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0x0d,0xdd,0xd2,0x22,0xdd,0x00,
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0x00,0x00,0x0d,0x82,0x8d,0x00,
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0x00,0x00,0x00,0x99,0x00,0x00,
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0x00,0x00,0x99,0x00,0x99,0x00,
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};
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unsigned char bird_rider_stand_left[] = {
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0x6,0x7,
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0x00,0x00,0x00,0xbd,0xdd,0x00,
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0x90,0xdd,0x00,0xdb,0xdd,0x00,
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0x00,0xdd,0x02,0x22,0x00,0x00,
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0x00,0xdd,0x22,0xd2,0xdd,0x0d,
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0x00,0x8d,0x82,0x0d,0x00,0x00,
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0x00,0x00,0x99,0x00,0x00,0x00,
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0x00,0x90,0x99,0x00,0x00,0x00,
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};
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unsigned char bird_rider_walk_left[] = {
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0x6,0x7,
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0x00,0x00,0x00,0xbd,0xdd,0x00,
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0x90,0xdd,0x00,0xdb,0xdd,0x00,
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0x00,0xdd,0x02,0x22,0x00,0x00,
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0x00,0xdd,0x22,0xd2,0xdd,0x0d,
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0x00,0x8d,0x82,0x0d,0x00,0x00,
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0x00,0x00,0x99,0x00,0x00,0x00,
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0x00,0x99,0x00,0x99,0x00,0x00,
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};
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@ -4,6 +4,16 @@ extern unsigned char tfv_stand_left[];
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extern unsigned char tfv_walk_left[];
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extern unsigned char tfv_walk_left[];
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extern unsigned char tfv_led_sword[];
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extern unsigned char tfv_led_sword[];
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extern unsigned char bird_stand_right[];
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extern unsigned char bird_walk_right[];
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extern unsigned char bird_stand_left[];
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extern unsigned char bird_walk_left[];
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extern unsigned char bird_rider_stand_right[];
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extern unsigned char bird_rider_walk_right[];
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extern unsigned char bird_rider_stand_left[];
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extern unsigned char bird_rider_walk_left[];
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extern unsigned char ship_forward[];
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extern unsigned char ship_forward[];
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extern unsigned char ship_right[];
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extern unsigned char ship_right[];
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extern unsigned char ship_left[];
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extern unsigned char ship_left[];
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@ -187,6 +187,7 @@ int world_map(void) {
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direction=1;
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direction=1;
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int odd=0;
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int odd=0;
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int refresh=1;
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int refresh=1;
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int on_bird=1;
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while(1) {
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while(1) {
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moved=0;
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moved=0;
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@ -304,18 +305,25 @@ int world_map(void) {
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}
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}
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}
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}
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if (on_bird) {
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if (direction==-1) {
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if (odd) grsim_put_sprite(bird_rider_walk_left,tfv_x,tfv_y);
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else grsim_put_sprite(bird_rider_stand_left,tfv_x,tfv_y);
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}
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if (direction==-1) {
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if (direction==1) {
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if (odd) grsim_put_sprite(tfv_walk_left,tfv_x,tfv_y);
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if (odd) grsim_put_sprite(bird_rider_walk_right,tfv_x,tfv_y);
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else grsim_put_sprite(tfv_stand_left,tfv_x,tfv_y);
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else grsim_put_sprite(bird_rider_stand_right,tfv_x,tfv_y);
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}
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}
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}
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if (direction==1) {
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else {
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if (odd) grsim_put_sprite(tfv_walk_right,tfv_x,tfv_y);
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if (direction==-1) {
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else grsim_put_sprite(tfv_stand_right,tfv_x,tfv_y);
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if (odd) grsim_put_sprite(tfv_walk_left,tfv_x,tfv_y);
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else grsim_put_sprite(tfv_stand_left,tfv_x,tfv_y);
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}
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if (direction==1) {
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if (odd) grsim_put_sprite(tfv_walk_right,tfv_x,tfv_y);
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else grsim_put_sprite(tfv_stand_right,tfv_x,tfv_y);
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}
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}
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}
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/* Draw Below Ground Scatter */
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/* Draw Below Ground Scatter */
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@ -1,3 +1,5 @@
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Add horizontal-flipped sprite mode to save sprite table space?
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Could make VLIN faster by writing in chunks of two
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Could make VLIN faster by writing in chunks of two
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6502 assembly woes:
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6502 assembly woes:
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BIN
tfv/sprites.png
BIN
tfv/sprites.png
Binary file not shown.
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
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