From 88b6b337fda4946c6ba5f1c41cdc5388a7d9bdb2 Mon Sep 17 00:00:00 2001 From: Vince Weaver Date: Wed, 2 Oct 2019 00:38:01 -0400 Subject: [PATCH] ds: no longer a physicist, now an astronaut --- demosplash/Makefile | 1 + demosplash/graphics/sprites/alien.inc | 600 ++++++++++++++ demosplash/graphics/sprites/astronaut.inc | 741 ++++++++++++++++++ demosplash/keyboard.s | 34 +- demosplash/starbase.s | 6 +- demosplash/starbase_action.s | 86 +- demosplash/starbase_alien.s | 4 +- ...rbase_physicist.s => starbase_astronaut.s} | 224 +++--- demosplash/starbase_blast.s | 12 +- demosplash/starbase_collision.s | 30 +- demosplash/starbase_doors.s | 8 +- demosplash/starbase_gun.s | 8 +- demosplash/starbase_laser.s | 16 +- demosplash/starbase_shield.s | 6 +- demosplash/zp.inc | 6 +- 15 files changed, 1561 insertions(+), 221 deletions(-) create mode 100644 demosplash/graphics/sprites/alien.inc create mode 100644 demosplash/graphics/sprites/astronaut.inc rename demosplash/{starbase_physicist.s => starbase_astronaut.s} (70%) diff --git a/demosplash/Makefile b/demosplash/Makefile index 5969b84e..d8ca6cf3 100644 --- a/demosplash/Makefile +++ b/demosplash/Makefile @@ -32,6 +32,7 @@ demosplash.o: demosplash.s \ pt3_lib_init.s pt3_lib_core.s pt3_lib_mockingboard.s \ interrupt_handler.s \ starbase.s starbase_action.s \ + graphics/sprites/alien.inc graphics/sprites/astronaut.inc \ dya_space_demo.pt3 appleII_40_96.inc ca65 -o demosplash.o demosplash.s -l demosplash.lst diff --git a/demosplash/graphics/sprites/alien.inc b/demosplash/graphics/sprites/alien.inc new file mode 100644 index 00000000..a7283e73 --- /dev/null +++ b/demosplash/graphics/sprites/alien.inc @@ -0,0 +1,600 @@ +; note, for some reason these are all facing left + +;===================== +;===================== +; STANDING +;===================== +;===================== + + ;==================== + ; Going Left + +alien_stand: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$10,$77,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$a5,$5a + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$0a,$00,$0a,$00 + + + +;===================== +;===================== +; WALKING +;===================== +;===================== + +alien_walk_progression: + .word alien_walk_left1 + .word alien_walk_left2 + .word alien_walk_left3 + .word alien_walk_left4 + .word alien_walk_left5 + .word alien_walk_left6 + .word alien_walk_left7 + .word alien_walk_left8 + + + + +alien_walk_left1: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$5a,$00,$77,$aa + .byte $aa,$55,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$77,$a5,$5a + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$a0,$00,$0a,$00 + +alien_walk_left2: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$5a,$77,$17,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$0a,$00,$00,$a0 + +alien_walk_left3: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$00,$0a + .byte $aa,$0a,$00,$aa,$a0 + +alien_walk_left4: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$05,$aa + .byte $aa,$0a,$00,$00,$aa + +alien_walk_left5: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$5a,$55,$77,$aa + .byte $aa,$00,$a7,$07,$aa + .byte $a0,$a0,$0a,$00,$aa + +alien_walk_left6: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$17,$5a + .byte $aa,$aa,$07,$00,$a5 + .byte $aa,$5a,$55,$77,$7a + .byte $aa,$05,$aa,$aa,$07 + .byte $a0,$a0,$aa,$0a,$00 + +alien_walk_left7: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$57,$77,$aa + .byte $aa,$aa,$05,$a7,$07 + .byte $aa,$0a,$00,$00,$a0 + +alien_walk_left8: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$5a,$10,$77,$7a + .byte $aa,$a5,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$aa,$00,$00,$aa + + +;===================== +;===================== +; WALKING with gun +;===================== +;===================== + +alien_walk_gun_progression: + .word alien_walk_gun_left1 + .word alien_walk_gun_left2 + .word alien_walk_gun_left3 + .word alien_walk_gun_left4 + .word alien_walk_gun_left5 + .word alien_walk_gun_left6 + .word alien_walk_gun_left7 + .word alien_walk_gun_left8 + + +alien_walk_gun_left1: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $a0,$5a,$00,$77,$aa + .byte $aa,$aa,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$77,$a5,$5a + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$a0,$00,$0a,$00 + +alien_walk_gun_left2: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$5a,$77,$17,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$0a,$00,$00,$a0 + +alien_walk_gun_left3: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a5,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$00,$0a + .byte $aa,$0a,$00,$aa,$a0 + +alien_walk_gun_left4: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$a5,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$05,$aa + .byte $aa,$0a,$00,$00,$aa + +alien_walk_gun_left5: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $a0,$5a,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$5a,$55,$77,$aa + .byte $aa,$00,$a7,$07,$aa + .byte $a0,$a0,$0a,$00,$aa + +alien_walk_gun_left6: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $a0,$5a,$00,$77,$aa + .byte $aa,$aa,$77,$17,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$5a,$55,$77,$7a + .byte $aa,$05,$aa,$aa,$07 + .byte $a0,$a0,$aa,$0a,$00 + +alien_walk_gun_left7: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$a5,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$57,$77,$aa + .byte $aa,$aa,$05,$a7,$07 + .byte $aa,$0a,$00,$00,$a0 + +alien_walk_gun_left8: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$a5,$10,$77,$7a + .byte $aa,$aa,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$aa,$00,$00,$aa + + +;===================== +;===================== +; RUNNING +;===================== +;===================== + +alien_run_progression: + .word alien_run_left1 + .word alien_run_left2 + .word alien_run_left3 + .word alien_run_left4 + .word alien_run_left5 + .word alien_run_left6 + .word alien_run_left7 + .word alien_run_left8 + +alien_run_left1: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$5a,$00,$77,$aa + .byte $aa,$55,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$77,$a5,$5a + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$a0,$00,$0a,$00 + +alien_run_left2: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$5a,$77,$17,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$0a,$00,$00,$a0 + +alien_run_left3: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$aa,$07,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$00,$0a + .byte $aa,$0a,$00,$aa,$a0 + +alien_run_left4: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$aa,$77,$55,$aa + .byte $aa,$aa,$07,$05,$aa + .byte $aa,$0a,$00,$00,$aa + +alien_run_left5: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$10,$aa + .byte $aa,$a7,$00,$00,$aa + .byte $aa,$5a,$55,$77,$aa + .byte $aa,$00,$a7,$07,$aa + .byte $a0,$a0,$0a,$00,$aa + +alien_run_left6: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$77,$17,$5a + .byte $aa,$aa,$07,$00,$a5 + .byte $aa,$5a,$55,$77,$7a + .byte $aa,$05,$aa,$aa,$07 + .byte $a0,$a0,$aa,$0a,$00 + +alien_run_left7: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$aa,$10,$77,$aa + .byte $aa,$aa,$00,$07,$aa + .byte $aa,$aa,$57,$77,$aa + .byte $aa,$aa,$05,$a7,$07 + .byte $aa,$0a,$00,$00,$a0 + +alien_run_left8: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $aa,$aa,$00,$77,$aa + .byte $aa,$5a,$10,$77,$7a + .byte $aa,$a5,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$aa,$00,$00,$aa + +;===================== +;===================== +; JUMPING +;===================== +;===================== + +;===================== +;===================== +; CROUCHING +;===================== +;===================== + +alien_crouch_progression: + .word alien_crouch1 + .word alien_crouch2 + +alien_crouch1: + .byte $5,$8 + .byte $AA,$AA,$AA,$AA,$AA + .byte $AA,$7A,$f7,$7f,$aa + .byte $AA,$77,$07,$00,$aa + .byte $AA,$AA,$00,$77,$aa + .byte $AA,$A7,$17,$07,$aa + .byte $AA,$AA,$70,$70,$aa + .byte $AA,$AA,$07,$05,$0a + .byte $AA,$0A,$00,$AA,$00 + + +alien_crouch2: + .byte $5,$8 + .byte $AA,$AA,$AA,$AA,$AA + .byte $AA,$AA,$7A,$fA,$aa + .byte $AA,$77,$7f,$07,$aa + .byte $AA,$A7,$00,$70,$aa + .byte $AA,$7A,$70,$07,$aa + .byte $AA,$AA,$70,$70,$aa + .byte $AA,$AA,$07,$55,$0a + .byte $AA,$0A,$00,$0A,$00 + +;===================== +;===================== +; TURNING +;===================== +;===================== +alien_turning_sprite: + .byte $5,$8 + .byte $aa,$57,$77,$aa,$aa + .byte $0a,$05,$00,$0a,$aa + .byte $77,$00,$00,$55,$aa + .byte $77,$00,$00,$55,$aa + .byte $aa,$00,$00,$a5,$aa + .byte $aa,$77,$55,$aa,$aa + .byte $07,$aa,$05,$aa,$aa + .byte $00,$aa,$00,$aa,$aa + + +;===================== +;===================== +; YELLING +;===================== +;===================== + +alien_yell_progression: + .word alien_yelling_1 + .word alien_yelling_2 + +alien_yelling_1: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $0a,$a7,$07,$00,$aa + .byte $00,$aa,$00,$77,$aa + .byte $aa,$55,$10,$77,$7a + .byte $aa,$aa,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$0a,$00,$00,$aa + +alien_yelling_2: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $00,$77,$07,$00,$aa + .byte $0a,$5a,$00,$77,$aa + .byte $aa,$a5,$10,$77,$7a + .byte $aa,$aa,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$0a,$00,$00,$aa + + +;===================== +;===================== +; SHOOTING UPWARD +;===================== +;===================== + +alien_shoot_up_progression: + .word alien_shooting_up_sprite + .word alien_shooting_up_sprite + .word alien_yelling_1 + .word alien_yelling_2 + +alien_shooting_up_sprite: + .byte $5,$8 + .byte $00,$7a,$f7,$7f,$aa + .byte $00,$77,$07,$00,$aa + .byte $55,$aa,$00,$77,$aa + .byte $aa,$55,$10,$77,$7a + .byte $aa,$aa,$00,$00,$a7 + .byte $aa,$aa,$55,$77,$aa + .byte $aa,$aa,$a5,$07,$aa + .byte $aa,$0a,$00,$00,$aa + + + + +;===================== +;===================== +; DISINTEGRATING +;===================== +;===================== + +alien_disintegrating_progression: + .word alien_disintegrating_2 ; 0 + .word alien_disintegrating_3 ; 1 + .word alien_disintegrating_4 ; 2 + .word alien_disintegrating_4 ; 3 + .word alien_disintegrating_4 ; 4 + .word alien_disintegrating_4 ; 5 + .word alien_disintegrating_3 ; 6 + .word alien_disintegrating_9 ; 7 + .word alien_disintegrating_10 ; 8 + .word alien_disintegrating_11 ; 9 + .word alien_disintegrating_12 ; 10 + .word alien_disintegrating_13 ; 11 + .word alien_disintegrating_14 ; 12 + .word alien_disintegrating_14 ; 13 + + +alien_disintegrating_2: ; 0 + .byte $5,$8 + .byte $aa,$ea,$ea,$ea,$aa + .byte $fe,$ff,$ff,$ee,$ea + .byte $ef,$ff,$ff,$ff,$ee + .byte $aa,$ff,$ff,$ff,$ee + .byte $fe,$fe,$ff,$ff,$ee + .byte $ef,$ff,$ff,$ff,$ee + .byte $ee,$ff,$ff,$ff,$ff + .byte $fe,$ff,$ff,$ee,$ff + +alien_disintegrating_3: ; 1 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$ff,$ff,$aa,$aa + .byte $af,$af,$fa,$ff,$aa + .byte $af,$af,$fa,$ff,$aa + .byte $fa,$fa,$aa,$ff,$aa + .byte $af,$ff,$ff,$ff,$aa + .byte $aa,$ff,$ff,$fa,$fa + .byte $fa,$ff,$aa,$aa,$ff + +alien_disintegrating_4: ; 2 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $0a,$00,$00,$aa,$aa + .byte $a0,$a0,$0a,$00,$aa + .byte $a0,$a0,$0a,$00,$aa + .byte $0a,$0a,$aa,$00,$aa + .byte $a0,$00,$00,$00,$aa + .byte $aa,$00,$00,$0a,$0a + .byte $0a,$00,$aa,$aa,$00 + +alien_disintegrating_9: ; 3 + .byte $5,$8 + .byte $aa,$aa,$aa,$fa,$aa + .byte $5a,$aa,$aa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$0a + .byte $a7,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$af,$aa + .byte $aa,$7a,$aa,$aa,$7a + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$aa,$aa,$aa,$aa + +alien_disintegrating_10: ; 4 + .byte $5,$8 + .byte $5a,$aa,$aa,$aa,$fa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$fa,$a0 + .byte $a7,$aa,$aa,$fa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$7a + .byte $a7,$aa,$aa,$aa,$a7 + .byte $fa,$aa,$aa,$aa,$aa + +alien_disintegrating_11: ; 5 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$5a,$aa,$fa,$aa + .byte $aa,$aa,$aa,$aa,$fa + .byte $a7,$aa,$aa,$aa,$0a + .byte $a7,$aa,$aa,$aa,$fa + .byte $aa,$aa,$aa,$aa,$7a + .byte $aa,$aa,$aa,$aa,$7a + .byte $fa,$aa,$aa,$aa,$aa + +alien_disintegrating_12: ; 6 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$a5,$aa,$fa,$aa + .byte $aa,$aa,$aa,$0a,$aa + .byte $7a,$aa,$aa,$aa,$af + .byte $7a,$aa,$aa,$aa,$af + .byte $fa,$aa,$aa,$aa,$5a + +alien_disintegrating_13: ; 7 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$fa,$aa + .byte $aa,$a5,$aa,$0a,$aa + .byte $5a,$a7,$aa,$aa,$fa + +alien_disintegrating_14: ; 8 + .byte $5,$8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $7a,$5a,$fa,$0a,$fa + + + + + +;===================== +;===================== +; SHOOTING +;===================== +;===================== + +alien_shoot_sprite: + .byte $5,$8 + .byte $aa,$7a,$f7,$7f,$aa + .byte $aa,$77,$07,$00,$aa + .byte $0a,$aa,$00,$77,$aa + .byte $aa,$a7,$17,$10,$aa + .byte $aa,$aa,$00,$00,$aa + .byte $aa,$aa,$77,$a5,$5a + .byte $aa,$aa,$07,$aa,$05 + .byte $aa,$0a,$00,$0a,$00 + diff --git a/demosplash/graphics/sprites/astronaut.inc b/demosplash/graphics/sprites/astronaut.inc new file mode 100644 index 00000000..c33cc183 --- /dev/null +++ b/demosplash/graphics/sprites/astronaut.inc @@ -0,0 +1,741 @@ +; these are all facing left + +;===================== +;===================== +; STANDING +;===================== +;===================== + + ;==================== + ; Going Left + +astro_stand: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$fa,$f4,$aa,$aa + + +;===================== +;===================== +; WALKING +;===================== +;===================== + +astro_walk_progression: + .word astro_walk_left1 + .word astro_walk_left2 + .word astro_walk_left3 + .word astro_walk_left4 + .word astro_walk_left5 + .word astro_walk_left6 + .word astro_walk_left7 + .word astro_walk_left8 + .word astro_walk_left9 + .word astro_walk_left10 + + + +astro_walk_left1: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ab,$bb,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$a4,$cc,$aa + .byte $af,$af,$7a,$7c,$aa + +astro_walk_left2: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$bb,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$a4,$cc,$aa + .byte $af,$f4,$7a,$7c,$aa + +astro_walk_left3: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$a4,$cc,$aa + .byte $fa,$f4,$7a,$7c,$aa + +astro_walk_left4: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$a4,$ca,$aa + .byte $fa,$f4,$aa,$7c,$a7 + +astro_walk_left5: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$bb,$00,$aa,$aa + .byte $7a,$aa,$44,$aa,$aa + .byte $aa,$cc,$44,$aa,$aa + .byte $aa,$f7,$f4,$aa,$aa + +astro_walk_left6: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $7a,$cc,$a4,$4a,$aa + .byte $aa,$a7,$fa,$f4,$aa + +astro_walk_left7: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $aa,$cc,$a4,$4a,$aa + .byte $a7,$7c,$fa,$f4,$aa + +astro_walk_left8: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $aa,$cc,$a4,$44,$aa + .byte $7a,$7c,$aa,$fa,$af + +astro_walk_left9: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$aa,$c4,$a4,$fa + .byte $aa,$7a,$7c,$af,$aa + +astro_walk_left10: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$bb,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$fa,$7f,$7c,$aa + + +;===================== +;===================== +; RUNNING +;===================== +;===================== + +astro_run_progression: + .word astro_run_left1 + .word astro_run_left2 + .word astro_run_left3 + .word astro_run_left4 + .word astro_run_left5 + .word astro_run_left6 + .word astro_run_left7 + .word astro_run_left8 + .word astro_run_left9 + .word astro_run_left9 + +astro_run_left1: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$aa,$44,$ac,$77 + .byte $aa,$fa,$f4,$aa,$aa + +astro_run_left2: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $ba,$ab,$00,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $aa,$ac,$44,$4a,$aa + .byte $aa,$aa,$fa,$f4,$aa + +astro_run_left3: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $ab,$ab,$00,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $aa,$cc,$a4,$4a,$aa + .byte $a7,$a7,$fa,$af,$aa + +astro_run_left4: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $ba,$ba,$0b,$aa,$aa + .byte $aa,$ab,$00,$aa,$aa + .byte $aa,$ca,$44,$aa,$aa + .byte $aa,$cc,$aa,$44,$aa + .byte $7a,$a7,$aa,$fa,$af + +astro_run_left5: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ab,$0b,$aa,$aa + .byte $aa,$aa,$44,$4a,$fa + .byte $aa,$cc,$aa,$aa,$af + .byte $7a,$7c,$aa,$aa,$aa + +astro_run_left6: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ab,$00,$aa,$aa + .byte $aa,$aa,$44,$4a,$fa + .byte $aa,$aa,$cc,$aa,$af + .byte $aa,$7a,$7c,$aa,$aa + +astro_run_left7: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ab,$0b,$aa,$aa + .byte $aa,$4a,$44,$aa,$aa + .byte $aa,$a4,$c4,$ff,$aa + .byte $aa,$7a,$7c,$aa,$aa + +astro_run_left8: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$ba,$bb,$aa,$aa + .byte $aa,$aa,$0b,$ba,$aa + .byte $aa,$4a,$44,$aa,$aa + .byte $aa,$44,$ac,$ca,$aa + .byte $af,$af,$7a,$7c,$aa + +astro_run_left9: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$ba,$0b,$bb,$aa + .byte $aa,$aa,$00,$bb,$aa + .byte $aa,$aa,$44,$ca,$aa + .byte $aa,$44,$aa,$cc,$aa + .byte $fa,$f4,$aa,$7a,$7c + + +;===================== +;===================== +; JUMPING +;===================== +;===================== + +;===================== +;===================== +; KICKING +;===================== +;===================== + +; note: he needs to be facing left by default +kick1: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $bb,$ab,$00,$ba,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$a4,$ca,$aa + .byte $af,$f4,$5a,$5c,$aa + +;===================== +;===================== +; SHOOTING +;===================== +;===================== + +shooting1: + .byte 5,8 + .byte $AA,$AA,$9A,$9A,$AA + .byte $AA,$AA,$bb,$99,$AA + .byte $0A,$0A,$AA,$0B,$AA + .byte $AA,$A0,$AB,$B0,$AA + .byte $AA,$AA,$AA,$00,$AA + .byte $AA,$AA,$AA,$44,$AA + .byte $AA,$AA,$44,$c4,$AA + .byte $AA,$fA,$f4,$7A,$7C + + +;===================== +;===================== +; FALLING +;===================== +;===================== + +; note: he falls into a crouch + +astro_falling: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$9a,$9a,$aa + .byte $aa,$aa,$bb,$99,$aa + .byte $ab,$ba,$ba,$b0,$0b + .byte $aa,$aa,$aa,$00,$00 + .byte $aa,$aa,$aa,$44,$44 + .byte $ca,$4c,$44,$a4,$aa + .byte $f5,$f4,$aa,$aa,$aa + + + +;===================== +;===================== +; CROUCHING +;===================== +;===================== + +crouch_progression: + .word crouch1 + .word crouch2 + +crouch1: + .byte 3,8 + .byte $aa,$aa,$aa + .byte $9a,$9a,$aa + .byte $bb,$99,$aa + .byte $aa,$0b,$aa + .byte $aa,$bb,$aa + .byte $aa,$bb,$aa + .byte $44,$44,$aa + .byte $5a,$fc,$f4 + +crouch2: + .byte 5,8 + .byte $AA,$aa,$aa,$aa,$AA + .byte $AA,$aa,$aa,$aa,$AA + .byte $AA,$9a,$9a,$aa,$AA + .byte $AA,$bb,$99,$aa,$AA + .byte $AA,$aa,$0b,$0a,$AA + .byte $AA,$aa,$bb,$00,$AA + .byte $AA,$ba,$4b,$aa,$AA + .byte $AA,$54,$f4,$f4,$AA + + +;===================== +;===================== +; SWIMMING +;===================== +;===================== + +; see physicist_l1_swim.inc + +;===================== +;===================== +; COLLAPSING +;===================== +;===================== + + ;======================= + ; I've got a match + ; your embrace, and my collapse + +collapse_progression: + .word collapse1 ; 00 + .word collapse2 ; 02 + .word collapse3 ; 04 + .word collapse4 ; 06 + .word collapse5 ; 08 + .word collapse5 ; 10 + .word collapse5 ; 12 + .word collapse5 ; 14 + .word collapse5 ; 16 + +collapse1: + .byte 4,8 + .byte $9a,$9a,$aa,$aa + .byte $ab,$99,$aa,$aa + .byte $aa,$0b,$aa,$aa + .byte $aa,$bb,$aa,$aa + .byte $aa,$bb,$aa,$aa + .byte $aa,$44,$aa,$aa + .byte $aa,$a4,$4a,$aa + .byte $aa,$fa,$f4,$aa + + +collapse2: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $b9,$99,$aa,$aa,$aa + .byte $ab,$b9,$aa,$aa,$aa + .byte $aa,$b0,$aa,$aa,$aa + .byte $aa,$bb,$00,$aa,$aa + .byte $aa,$bb,$44,$4a,$aa + .byte $aa,$ab,$aa,$a4,$4a + .byte $aa,$aa,$aa,$fa,$f4 + + + +collapse3: + .byte 6,8 + .byte $aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa + .byte $9a,$9a,$aa,$aa,$aa,$aa + .byte $bb,$99,$aa,$aa,$aa,$aa + .byte $aa,$0b,$0a,$aa,$aa,$aa + .byte $aa,$bb,$00,$4a,$aa,$aa + .byte $aa,$bb,$a0,$44,$44,$fa + .byte $aa,$ab,$aa,$aa,$a4,$ff + +collapse4: + .byte 7,8 + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $9a,$9a,$aa,$aa,$aa,$aa,$aa + .byte $99,$bb,$00,$0a,$aa,$aa,$aa + .byte $aa,$aa,$bb,$00,$44,$4a,$fa + .byte $aa,$aa,$aa,$bb,$aa,$a4,$ff + + +collapse5: + .byte 8,8 + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa,$aa,$aa,$aa + .byte $99,$b9,$00,$b0,$00,$bb,$4a,$aa + .byte $a9,$ab,$aa,$aa,$bb,$b4,$44,$ff + + + +;===================== +;===================== +; JUMPING +;===================== +;===================== + + +astro_jump_progression: + .word jump1 + .word jump2 + .word jump3 + .word jump4 + .word jump5 + .word jump6 + .word jump7 + .word jump8 + + +jump1: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$aa,$bb,$aa,$aa + .byte $aa,$ba,$0b,$aa,$aa + .byte $aa,$aa,$44,$aa,$aa + .byte $aa,$44,$cc,$aa,$aa + .byte $fa,$f4,$5c,$aa,$aa + +jump2: + .byte 5,8 + .byte $9a,$9a,$aa,$aa,$aa + .byte $bb,$99,$aa,$aa,$aa + .byte $aa,$0b,$00,$aa,$aa + .byte $aa,$00,$bb,$aa,$aa + .byte $aa,$a0,$bb,$aa,$aa + .byte $aa,$44,$cb,$aa,$aa + .byte $aa,$44,$cc,$aa,$aa + .byte $fa,$f4,$5c,$aa,$aa + +jump3: + .byte 5,8 + .byte $9a,$9a,$aa,$aa,$aa + .byte $bb,$99,$aa,$aa,$aa + .byte $aa,$0b,$00,$aa,$aa + .byte $aa,$00,$bb,$aa,$aa + .byte $aa,$a0,$bb,$aa,$aa + .byte $44,$c4,$cb,$aa,$aa + .byte $a4,$4c,$cc,$cc,$aa + .byte $fa,$f4,$5a,$a5,$aa + +jump4: + .byte 5,8 + .byte $9a,$9a,$aa,$aa,$aa + .byte $bb,$99,$aa,$aa,$aa + .byte $aa,$0b,$00,$aa,$aa + .byte $aa,$00,$bb,$aa,$aa + .byte $aa,$a0,$bb,$aa,$aa + .byte $aa,$4b,$c4,$ca,$5a + .byte $aa,$44,$4c,$ac,$55 + .byte $aa,$aa,$f4,$f4,$aa + +jump5: + .byte 5,8 + .byte $b9,$99,$aa,$aa,$aa + .byte $ab,$b9,$aa,$aa,$aa + .byte $ba,$b0,$0b,$aa,$aa + .byte $aa,$aa,$00,$aa,$aa + .byte $aa,$aa,$00,$aa,$aa + .byte $aa,$cc,$44,$4a,$aa + .byte $5a,$5c,$a4,$44,$fa + .byte $aa,$aa,$aa,$aa,$af + +jump6: + .byte 5,8 + .byte $aa,$b9,$99,$aa,$aa + .byte $aa,$ab,$b9,$aa,$aa + .byte $ab,$ba,$b0,$aa,$aa + .byte $aa,$aa,$00,$aa,$aa + .byte $aa,$aa,$40,$aa,$aa + .byte $aa,$cc,$44,$4a,$fa + .byte $aa,$cc,$a4,$a4,$ff + .byte $a5,$a5,$aa,$aa,$aa + +jump7: + .byte 5,8 + .byte $aa,$b9,$99,$aa,$aa + .byte $aa,$ab,$b9,$aa,$aa + .byte $aa,$aa,$b0,$aa,$aa + .byte $ab,$ab,$00,$aa,$aa + .byte $aa,$aa,$40,$aa,$aa + .byte $aa,$cc,$44,$4a,$fa + .byte $aa,$cc,$a4,$a4,$ff + .byte $a5,$a5,$aa,$aa,$aa + +jump8: + .byte 5,8 + .byte $aa,$9a,$9a,$aa,$aa + .byte $aa,$bb,$99,$aa,$aa + .byte $aa,$aa,$0b,$aa,$aa + .byte $aa,$b0,$bb,$aa,$aa + .byte $aa,$aa,$40,$aa,$aa + .byte $aa,$4a,$44,$aa,$aa + .byte $aa,$44,$c4,$ca,$aa + .byte $fa,$f4,$5a,$5c,$aa + + +;==================== +;==================== +; On Spike +;==================== +;==================== + +; 9x40 +astronaut_spike_sprite: + .byte 3,4 + .byte $AA,$11,$AA + .byte $0A,$90,$0A + .byte $BB,$A9,$BB + .byte $BB,$AA,$BB + + + +;===================== +;===================== +; CROUCH SHOOTING +;===================== +;===================== + +crouch_shooting: + .byte 5,8 + .byte $AA,$AA,$aa,$aa,$aa + .byte $AA,$AA,$aa,$aa,$aa + .byte $AA,$AA,$9a,$9a,$aa + .byte $AA,$AA,$bb,$99,$aa + .byte $0A,$0A,$aa,$0b,$0a + .byte $AA,$A0,$ba,$bb,$00 + .byte $AA,$AA,$4a,$4b,$aa + .byte $AA,$AA,$54,$f4,$f4 + +;===================== +;===================== +; CROUCH KICKING +;===================== +;===================== + +crouch_kicking: + .byte 5,8 + .byte $AA,$AA,$aa,$aa,$aa + .byte $AA,$AA,$aa,$aa,$aa + .byte $AA,$AA,$9a,$9a,$aa + .byte $AA,$AA,$bb,$99,$aa + .byte $AA,$AA,$aa,$0b,$0a + .byte $AA,$AA,$aa,$bb,$00 + .byte $AA,$AA,$4a,$bb,$a0 + .byte $5A,$5C,$A4,$f4,$f4 + + + + +;===================== +;===================== +; DISINTEGRATING +;===================== +;===================== + +disintegrate_progression: + .word disintegrating_2 ; 0 + .word disintegrating_3 ; 1 + .word disintegrating_4 ; 2 + .word disintegrating_4 ; 3 + .word disintegrating_4 ; 4 + .word disintegrating_4 ; 5 + .word disintegrating_3 ; 6 + .word disintegrating_9 ; 7 + .word disintegrating_10 ; 8 + .word disintegrating_11 ; 9 + .word disintegrating_12 ; 10 + .word disintegrating_13 ; 11 + .word disintegrating_14 ; 12 + .word disintegrating_14 ; 13 + +disintegrating_2: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $ee,$fe,$fe,$ee,$aa + .byte $ee,$ff,$ff,$ee,$aa + .byte $aa,$ee,$ff,$ee,$aa + .byte $ae,$ef,$ff,$ee,$aa + .byte $aa,$ee,$ff,$ee,$aa + .byte $aa,$ee,$ff,$ee,$aa + .byte $ff,$fe,$ff,$ee,$aa + +disintegrating_3: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$fa,$fa,$aa,$aa + .byte $aa,$ff,$ff,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + .byte $aa,$af,$fa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + .byte $aa,$aa,$ff,$aa,$aa + .byte $aa,$fa,$ff,$aa,$aa + +disintegrating_4: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$0a,$0a,$aa,$aa + .byte $aa,$00,$00,$aa,$aa + .byte $aa,$aa,$0a,$aa,$aa + .byte $aa,$a0,$0a,$aa,$aa + .byte $aa,$aa,$0a,$aa,$aa + .byte $aa,$aa,$00,$aa,$aa + .byte $aa,$0a,$00,$aa,$aa + +disintegrating_9: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$aa,$af,$aa,$aa + .byte $aa,$5a,$aa,$af,$aa + .byte $aa,$aa,$aa,$0a,$aa + .byte $af,$aa,$0a,$aa,$aa + .byte $aa,$aa,$aa,$fa,$aa + .byte $af,$aa,$aa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + +disintegrating_10: + .byte 5,8 + .byte $fa,$aa,$af,$aa,$aa + .byte $aa,$5a,$aa,$aa,$fa + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$aa,$aa,$aa,$a0 + .byte $aa,$aa,$aa,$0a,$aa + .byte $aa,$aa,$aa,$aa,$5a + .byte $fa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + +disintegrating_11: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + .byte $af,$aa,$aa,$aa,$af + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$aa,$aa,$aa,$a0 + .byte $aa,$aa,$aa,$0a,$fa + .byte $aa,$aa,$aa,$aa,$aa + .byte $af,$aa,$fa,$aa,$aa + +disintegrating_12: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$fa,$aa,$aa + .byte $aa,$af,$aa,$aa,$fa + .byte $fa,$a5,$aa,$0a,$aa + .byte $aa,$aa,$aa,$aa,$a0 + .byte $fa,$aa,$fa,$aa,$aa + +disintegrating_13: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$af,$aa,$aa + .byte $aa,$4a,$aa,$0a,$a0 + .byte $fa,$aa,$5a,$aa,$af + +disintegrating_14: + .byte 5,8 + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $aa,$aa,$aa,$aa,$aa + .byte $fa,$5a,$5a,$0a,$fa + + + diff --git a/demosplash/keyboard.s b/demosplash/keyboard.s index b2d9483a..73ee8779 100644 --- a/demosplash/keyboard.s +++ b/demosplash/keyboard.s @@ -27,7 +27,7 @@ handle_keypress: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE bmi no_keypress ; ignore keypress if dying/action lda KEYPRESS ; 4 @@ -79,7 +79,7 @@ left_pressed: bne left_going_right left_going_left: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_STANDING beq walk_left cmp #P_SHOOTING @@ -94,7 +94,7 @@ left_going_left: jmp done_keypress left_going_right: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_RUNNING beq walk_right cmp #P_WALKING @@ -133,7 +133,7 @@ right_pressed: right_going_right: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_STANDING beq walk_right cmp #P_SHOOTING @@ -148,7 +148,7 @@ right_going_right: jmp done_keypress right_going_left: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_RUNNING beq walk_left cmp #P_WALKING @@ -203,7 +203,7 @@ run_right: bne update_state update_state: - sta PHYSICIST_STATE + sta ASTRONAUT_STATE jmp done_keypress @@ -224,7 +224,7 @@ up: ;============================= ;============================= - lda PHYSICIST_STATE ; shoot if charging + lda ASTRONAUT_STATE ; shoot if charging cmp #P_CROUCH_SHOOTING beq up_no_fire @@ -240,7 +240,7 @@ up_on_elevator: up_not_elevator: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_CROUCHING beq stand_up cmp #P_CROUCH_SHOOTING @@ -279,7 +279,7 @@ check_down: ;========================== down: - lda PHYSICIST_STATE ; shoot if charging + lda ASTRONAUT_STATE ; shoot if charging cmp #P_SHOOTING beq down_no_fire @@ -294,7 +294,7 @@ down_on_elevator: jmp change_state_clear_gait down_not_elevator: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_SHOOTING bne start_crouch @@ -310,7 +310,7 @@ start_crouch: ldx #4 ; slide a bit stx GAIT ora #P_CROUCHING - sta PHYSICIST_STATE + sta ASTRONAUT_STATE jmp done_keypress start_crouch_norun: @@ -342,7 +342,7 @@ not_already_firing: inc GUN_STATE - lda PHYSICIST_STATE + lda ASTRONAUT_STATE and #STATE_CROUCHING beq crouch_charge ldy #P_CROUCH_SHOOTING @@ -350,7 +350,7 @@ not_already_firing: crouch_charge: ldy #P_SHOOTING crouch_charge_go: - sty PHYSICIST_STATE + sty ASTRONAUT_STATE jmp shoot @@ -372,7 +372,7 @@ space: inc GUN_FIRE ; if charging, shoot shoot: - lda PHYSICIST_STATE ; if in stance, then shoot + lda ASTRONAUT_STATE ; if in stance, then shoot cmp #P_SHOOTING beq in_position cmp #P_CROUCH_SHOOTING @@ -396,7 +396,7 @@ stand_stance: jmp change_state_clear_gait kick: - bit PHYSICIST_STATE ; crouching state in V now + bit ASTRONAUT_STATE ; crouching state in V now bvc kick_standing lda #P_CROUCH_KICKING @@ -405,7 +405,7 @@ kick: kick_standing: lda #P_KICKING kick_final: - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #15 sta GAIT unknown: @@ -416,7 +416,7 @@ done_keypress: change_state_clear_gait: - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #0 sta GAIT jmp done_keypress diff --git a/demosplash/starbase.s b/demosplash/starbase.s index 47c4833c..db51cc81 100644 --- a/demosplash/starbase.s +++ b/demosplash/starbase.s @@ -70,7 +70,7 @@ wait_loop: ;.include "gr_offsets.s" .include "keyboard.s" -.include "starbase_physicist.s" +.include "starbase_astronaut.s" .include "starbase_alien.s" .include "starbase_doors.s" @@ -83,12 +83,10 @@ wait_loop: .include "starbase_friend.s" .include "starbase_alien_laser.s" -;.include "ootw_c4_action.s" - ; room backgrounds .include "graphics/starbase/ootw_c4_city.inc" ; sprites -.include "graphics/sprites/physicist.inc" +.include "graphics/sprites/astronaut.inc" .include "graphics/sprites/alien.inc" diff --git a/demosplash/starbase_action.s b/demosplash/starbase_action.s index d37b3286..b2aa2964 100644 --- a/demosplash/starbase_action.s +++ b/demosplash/starbase_action.s @@ -59,9 +59,9 @@ starbase_init: sta HAVE_GUN lda #19 - sta PHYSICIST_X + sta ASTRONAUT_X lda #230 ; start offscreen - sta PHYSICIST_Y + sta ASTRONAUT_Y lda #28 sta fall_down_destination_smc+1 @@ -70,7 +70,7 @@ starbase_init: sta fall_sideways_destination_smc+1 lda #P_FALLING_DOWN ; fall into level - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #$2c sta falling_stop_smc @@ -143,12 +143,12 @@ room0: lda #0 sta cel_smc+1 - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_FALLING_DOWN beq room0_falling lda #28 - sta PHYSICIST_Y + sta ASTRONAUT_Y room0_falling: ; load background @@ -178,7 +178,7 @@ room1: sta cel_smc+1 lda #8 - sta PHYSICIST_Y + sta ASTRONAUT_Y ; load background lda #>(hallway_rle) @@ -207,7 +207,7 @@ room2: sta cel_smc+1 lda #18 - sta PHYSICIST_Y + sta ASTRONAUT_Y ; load background lda #>(causeway1_rle) @@ -243,7 +243,7 @@ room3: sta cel_smc+1 lda #18 - sta PHYSICIST_Y + sta ASTRONAUT_Y ; load top high lda #>(causeway2_rle) @@ -292,17 +292,17 @@ room4: lda #5 sta cer_smc+1 - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_IMPALED beq r4_impaled cmp #P_FALLING_DOWN beq r4_impaled lda #8 - sta PHYSICIST_Y + sta ASTRONAUT_Y lda #P_CROUCHING - sta PHYSICIST_STATE + sta ASTRONAUT_STATE r4_impaled: ; load background @@ -410,7 +410,7 @@ no_scroll: check_falling: ; only fall if falling sideways/down - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_FALLING_SIDEWAYS beq falling_sideways cmp #P_FALLING_DOWN @@ -429,11 +429,11 @@ falling_sideways: and #$3 bne no_fall_undo - dec PHYSICIST_X - dec PHYSICIST_Y - dec PHYSICIST_Y - dec PHYSICIST_Y - dec PHYSICIST_Y + dec ASTRONAUT_X + dec ASTRONAUT_Y + dec ASTRONAUT_Y + dec ASTRONAUT_Y + dec ASTRONAUT_Y no_fall_undo: jmp scroll_check before: @@ -442,28 +442,28 @@ before: and #$1 bne extra_boost - inc PHYSICIST_X + inc ASTRONAUT_X extra_boost: jmp scroll_check falling_down: ; if falling down, and Y>=32, then impale - lda PHYSICIST_Y + lda ASTRONAUT_Y cmp #32 bcc scroll_check ; blt lda #9 - sta PHYSICIST_X + sta ASTRONAUT_X lda #38 - sta PHYSICIST_Y + sta ASTRONAUT_Y lda #0 sta GAIT lda #P_IMPALED - sta PHYSICIST_STATE + sta ASTRONAUT_STATE jmp not_falling @@ -477,7 +477,7 @@ scroll_check: scroll_bg_check22: - lda PHYSICIST_Y ; once Y=22, stop falling (scroll instead) + lda ASTRONAUT_Y ; once Y=22, stop falling (scroll instead) cmp #22 bcc not_far_enough ; blt @@ -553,12 +553,12 @@ c4_no_bg_action: ; move physicist ;=============================== - jsr move_physicist + jsr move_astronaut ;=================== ; check room limits ;=================== - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_FALLING_DOWN beq done_room_limits cmp #P_IMPALED @@ -580,7 +580,7 @@ done_room_limits: bne regular_room ; don't start fall if impaled or already falling - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_IMPALED beq regular_room cmp #P_FALLING_DOWN @@ -590,24 +590,24 @@ done_room_limits: ; only start falling if y>=18 - lda PHYSICIST_Y + lda ASTRONAUT_Y cmp #18 bcc regular_room ; blt ; only start falling if x>=7 and positive - lda PHYSICIST_X + lda ASTRONAUT_X bmi regular_room cmp #7 bcc regular_room ; blt - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_JUMPING beq fall_sideways ; if not jumping then fall down lda #P_FALLING_DOWN - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #2 sta BG_SCROLL @@ -617,7 +617,7 @@ done_room_limits: fall_sideways: lda #P_FALLING_SIDEWAYS - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #2 sta BG_SCROLL @@ -630,26 +630,26 @@ regular_room: ; if in charger, draw that lda WHICH_ROOM ; charger only room0 - bne just_draw_physicist + bne just_draw_astronaut - lda PHYSICIST_X + lda ASTRONAUT_X cmp #10 - bne just_draw_physicist + bne just_draw_astronaut lda GUN_CHARGE cmp #200 - bcs just_draw_physicist ; bge + bcs just_draw_astronaut ; bge lda #P_STANDING - sta PHYSICIST_STATE + sta ASTRONAUT_STATE jsr draw_charger - jmp after_draw_physicist + jmp after_draw_astronaut -just_draw_physicist: - jsr draw_physicist -after_draw_physicist: +just_draw_astronaut: + jsr draw_astronaut +after_draw_astronaut: ;=============== ; draw alien @@ -775,7 +775,7 @@ city_frame_no_oflo: cmp #4 bne regular_exit_check - lda PHYSICIST_X + lda ASTRONAUT_X cmp #32 bcc regular_exit_check ; blt @@ -807,7 +807,7 @@ regular_exit_check: city_right_yes_exit: lda #0 - sta PHYSICIST_X + sta ASTRONAUT_X cer_smc: lda #$0 ; smc+1 = exit location sta WHICH_CAVE @@ -819,7 +819,7 @@ cer_smc: city_exit_left: lda #37 - sta PHYSICIST_X + sta ASTRONAUT_X cel_smc: lda #0 ; smc+1 sta WHICH_CAVE diff --git a/demosplash/starbase_alien.s b/demosplash/starbase_alien.s index d210e85c..749eb3c6 100644 --- a/demosplash/starbase_alien.s +++ b/demosplash/starbase_alien.s @@ -140,7 +140,7 @@ alien_no_move_run: move_alien_standing: ; turn to face physicist if on same level - lda PHYSICIST_Y + lda ASTRONAUT_Y cmp alien_y,X bne done_move_alien_standing @@ -151,7 +151,7 @@ move_alien_standing: and #$3f bne done_move_alien_standing - lda PHYSICIST_X + lda ASTRONAUT_X cmp alien_x,X bcs alien_face_right diff --git a/demosplash/starbase_physicist.s b/demosplash/starbase_astronaut.s similarity index 70% rename from demosplash/starbase_physicist.s rename to demosplash/starbase_astronaut.s index a868b734..23427b7d 100644 --- a/demosplash/starbase_physicist.s +++ b/demosplash/starbase_astronaut.s @@ -1,19 +1,19 @@ ;======================================= - ; Move physicist based on current state + ; Move astronaut based on current state ; -move_physicist: - lda PHYSICIST_STATE +move_astronaut: + lda ASTRONAUT_STATE cmp #P_WALKING - beq move_physicist_walking + beq move_astronaut_walking cmp #P_RUNNING - beq move_physicist_running + beq move_astronaut_running rts ;====================== ; walking -move_physicist_walking: +move_astronaut_walking: inc GAIT ; cycle through animation lda GAIT @@ -24,16 +24,16 @@ move_physicist_walking: lda DIRECTION beq p_walk_left - inc PHYSICIST_X ; walk right + inc ASTRONAUT_X ; walk right rts p_walk_left: - dec PHYSICIST_X ; walk left + dec ASTRONAUT_X ; walk left no_move_walk: rts ;====================== ; running -move_physicist_running: +move_astronaut_running: ; inc GAIT ; cycle through animation inc GAIT ; cycle through animation @@ -45,59 +45,59 @@ move_physicist_running: lda DIRECTION beq p_run_left - inc PHYSICIST_X ; run right + inc ASTRONAUT_X ; run right rts p_run_left: - dec PHYSICIST_X ; run left + dec ASTRONAUT_X ; run left no_move_run: rts ;====================== ; standing -move_physicist_standing: +move_astronaut_standing: pstate_table_lo: - .byte physicist_standing - .byte >physicist_walking - .byte >physicist_running - .byte >physicist_crouching - .byte >physicist_kicking - .byte >physicist_jumping - .byte >physicist_collapsing - .byte >physicist_falling_sideways - .byte >physicist_standing ; 08 swinging - .byte >physicist_standing ; 09 elevator up - .byte >physicist_standing ; 0A elevator down - .byte >physicist_shooting ; 0B - .byte >physicist_falling_down ; 0C - .byte >physicist_impaled ; 0D - .byte >physicist_crouch_shooting; 0E - .byte >physicist_crouch_kicking ; 0F - .byte >physicist_disintegrating ; 10 + .byte >astronaut_standing + .byte >astronaut_walking + .byte >astronaut_running + .byte >astronaut_crouching + .byte >astronaut_kicking + .byte >astronaut_jumping + .byte >astronaut_collapsing + .byte >astronaut_falling_sideways + .byte >astronaut_standing ; 08 swinging + .byte >astronaut_standing ; 09 elevator up + .byte >astronaut_standing ; 0A elevator down + .byte >astronaut_shooting ; 0B + .byte >astronaut_falling_down ; 0C + .byte >astronaut_impaled ; 0D + .byte >astronaut_crouch_shooting; 0E + .byte >astronaut_crouch_kicking ; 0F + .byte >astronaut_disintegrating ; 10 ; Urgh, make sure this doesn't end up at $FF or you hit the ; NMOS 6502 bug @@ -110,12 +110,12 @@ pjump: .align 1 ;====================================== -; draw physicist +; draw astronaut ;====================================== -draw_physicist: +draw_astronaut: - lda PHYSICIST_STATE + lda ASTRONAUT_STATE and #$1f ; mask off high state bits tax lda pstate_table_lo,x @@ -129,12 +129,12 @@ draw_physicist: ; STANDING ;================================== -physicist_standing: +astronaut_standing: - lda #phys_stand + lda #>astro_stand sta INH jmp finally_draw_him @@ -143,7 +143,7 @@ physicist_standing: ; SHOOTING ;================================== -physicist_shooting: +astronaut_shooting: lda #phys_falling + lda #>astro_falling sta INH jmp finally_draw_him @@ -495,7 +495,7 @@ still_falling: ; FALLING DOWN ;================================== -physicist_falling_down: +astronaut_falling_down: falling_stop_smc: ; $2C to fall, $4C for not bit still_falling_down @@ -504,27 +504,27 @@ falling_stop_smc: ; $2C to fall, $4C for not and #$1 bne no_fall_down_progress - inc PHYSICIST_Y ; must be mul of 2 - inc PHYSICIST_Y + inc ASTRONAUT_Y ; must be mul of 2 + inc ASTRONAUT_Y no_fall_down_progress: - lda PHYSICIST_Y + lda ASTRONAUT_Y fall_down_destination_smc: cmp #22 bne still_falling_down done_falling_down: lda #P_CROUCHING - sta PHYSICIST_STATE - jmp physicist_crouching + sta ASTRONAUT_STATE + jmp astronaut_crouching still_falling_down: - lda #phys_stand + lda #>astro_stand sta INH jmp finally_draw_him @@ -535,7 +535,7 @@ still_falling_down: ; IMPALED ;================================== -physicist_impaled: +astronaut_impaled: lda GAIT cmp #$80 @@ -550,16 +550,16 @@ impale_not_done: cmp #2 ; slide down one more bne impale_enough - inc PHYSICIST_Y - inc PHYSICIST_Y + inc ASTRONAUT_Y + inc ASTRONAUT_Y impale_enough: inc GAIT - lda #physicist_spike_sprite + lda #>astronaut_spike_sprite sta INH jmp finally_draw_him @@ -570,10 +570,10 @@ impale_enough: finally_draw_him: - lda PHYSICIST_X + lda ASTRONAUT_X sta XPOS - lda PHYSICIST_Y + lda ASTRONAUT_Y sec sbc EARTH_OFFSET ; adjust for earthquakes sta YPOS @@ -600,7 +600,7 @@ facing_right: check_screen_limit: clc - lda PHYSICIST_X + lda ASTRONAUT_X adc #$80 cmp LEFT_WALK_LIMIT bcs just_fine_left ; (bge==bcs) @@ -608,7 +608,7 @@ check_screen_limit: left_on_screen: ; if limit was -4, means we are off screen - ; otherwise, stop physicist at limit + ; otherwise, stop astronaut at limit lda LEFT_WALK_LIMIT cmp #($80 - 4) @@ -616,12 +616,12 @@ left_on_screen: left_stop_at_barrier: lda #0 - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda LEFT_WALK_LIMIT sec sbc #$7f - sta PHYSICIST_X + sta ASTRONAUT_X rts @@ -634,7 +634,7 @@ just_fine_left: ; Check right edge of screen -; lda PHYSICIST_X +; lda ASTRONAUT_X cmp RIGHT_WALK_LIMIT bcc just_fine_right ; blt @@ -642,7 +642,7 @@ just_fine_left: right_on_screen: ; if limit was 39, means we are off screen - ; otherwise, stop physicist at limit + ; otherwise, stop astronaut at limit lda RIGHT_WALK_LIMIT cmp #($80 + 39) @@ -650,12 +650,12 @@ right_on_screen: right_stop_at_barrier: lda #0 - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda RIGHT_WALK_LIMIT clc adc #$7f - sta PHYSICIST_X + sta ASTRONAUT_X rts too_far_right: diff --git a/demosplash/starbase_blast.s b/demosplash/starbase_blast.s index 1787cb96..e5a4e285 100644 --- a/demosplash/starbase_blast.s +++ b/demosplash/starbase_blast.s @@ -16,9 +16,9 @@ fire_blast: lda blast0_out bne done_fire_blast - lda PHYSICIST_X + lda ASTRONAUT_X sta COLLISION_X - lda PHYSICIST_Y + lda ASTRONAUT_Y sta COLLISION_Y ; activate blast slot @@ -39,11 +39,11 @@ fire_blast: ; set y - lda PHYSICIST_Y + lda ASTRONAUT_Y clc adc #4 - ldx PHYSICIST_STATE + ldx ASTRONAUT_STATE cpx #P_CROUCH_SHOOTING bne blast_ypos_done @@ -67,7 +67,7 @@ blast_ypos_done: blast_left: jsr calc_gun_left_collision - ldx PHYSICIST_X + ldx ASTRONAUT_X dex stx blast0_end @@ -81,7 +81,7 @@ blast_left: blast_right: jsr calc_gun_right_collision - lda PHYSICIST_X + lda ASTRONAUT_X clc adc #5 sta blast0_start diff --git a/demosplash/starbase_collision.s b/demosplash/starbase_collision.s index c4b06271..a633df57 100644 --- a/demosplash/starbase_collision.s +++ b/demosplash/starbase_collision.s @@ -3,7 +3,7 @@ TARGET_DOOR = $10 TARGET_SHIELD = $20 TARGET_FRIEND = $30 TARGET_ALIEN = $40 -TARGET_PHYSICIST= $80 +TARGET_ASTRONAUT= $80 ;============================= ;============================= @@ -33,7 +33,7 @@ recalc_walk_left: dey recalc_walk_left_loop: - lda PHYSICIST_X + lda ASTRONAUT_X cmp (DOOR_X),Y bcc recalc_walk_left_continue ; blt @@ -41,7 +41,7 @@ recalc_walk_left_loop: lda (DOOR_Y),Y clc adc #4 - cmp PHYSICIST_Y + cmp ASTRONAUT_Y bne recalc_walk_left_continue ; only if closer than previous found @@ -75,10 +75,10 @@ recalc_walk_right_loop: lda (DOOR_Y),Y clc adc #4 - cmp PHYSICIST_Y + cmp ASTRONAUT_Y bne recalc_walk_right_continue - lda PHYSICIST_X + lda ASTRONAUT_X cmp (DOOR_X),Y bcs recalc_walk_right_continue ; bge @@ -273,25 +273,25 @@ done_calc_gun_right_friend_collision: calc_gun_right_physicist: lda COLLISION_X - cmp PHYSICIST_X + cmp ASTRONAUT_X bcs calc_gun_right_physicist_continue ; bge ; only if closer than previous found lda RIGHT_SHOOT_LIMIT - cmp PHYSICIST_X + cmp ASTRONAUT_X bcc calc_gun_right_physicist_continue ; blt - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_DISINTEGRATING beq calc_gun_right_physicist_continue calc_gun_right_physicist_there: - lda PHYSICIST_X + lda ASTRONAUT_X sta RIGHT_SHOOT_LIMIT ; set target if hit - lda #TARGET_PHYSICIST + lda #TARGET_ASTRONAUT sta RIGHT_SHOOT_TARGET calc_gun_right_physicist_continue: @@ -517,25 +517,25 @@ done_calc_gun_left_friend_collision: calc_gun_left_physicist: lda COLLISION_X - cmp PHYSICIST_X + cmp ASTRONAUT_X beq calc_gun_left_physicist_continue ; ble (not w self) bcc calc_gun_left_physicist_continue ; blt ; only if closer than previous found lda LEFT_SHOOT_LIMIT - cmp PHYSICIST_X + cmp ASTRONAUT_X bcs calc_gun_left_physicist_continue ; bge - lda PHYSICIST_STATE + lda ASTRONAUT_STATE cmp #P_DISINTEGRATING beq calc_gun_left_physicist_continue calc_gun_left_physicist_there: - lda PHYSICIST_X + lda ASTRONAUT_X sta LEFT_SHOOT_LIMIT ; set target if hit - lda #TARGET_PHYSICIST + lda #TARGET_ASTRONAUT sta LEFT_SHOOT_TARGET calc_gun_left_physicist_continue: diff --git a/demosplash/starbase_doors.s b/demosplash/starbase_doors.s index c44b074c..e92622bb 100644 --- a/demosplash/starbase_doors.s +++ b/demosplash/starbase_doors.s @@ -149,10 +149,10 @@ handle_doors_open: lda (DOOR_Y),Y clc adc #4 - cmp PHYSICIST_Y + cmp ASTRONAUT_Y bne close_door - lda PHYSICIST_X + lda ASTRONAUT_X cmp (DOOR_XMAX),Y bcs close_door ; bge @@ -175,10 +175,10 @@ handle_doors_closed: lda (DOOR_Y),Y clc adc #4 - cmp PHYSICIST_Y + cmp ASTRONAUT_Y bne handle_doors_continue - lda PHYSICIST_X + lda ASTRONAUT_X cmp (DOOR_XMAX),Y bcs handle_doors_continue diff --git a/demosplash/starbase_gun.s b/demosplash/starbase_gun.s index 38b8a304..56bb55ad 100644 --- a/demosplash/starbase_gun.s +++ b/demosplash/starbase_gun.s @@ -152,7 +152,7 @@ draw_gun_charging: zap_left: - ldx PHYSICIST_X + ldx ASTRONAUT_X dex dex stx XPOS @@ -161,17 +161,17 @@ zap_left: zap_right: - lda PHYSICIST_X + lda ASTRONAUT_X clc adc #5 sta XPOS done_zap: - lda PHYSICIST_Y + lda ASTRONAUT_Y clc adc #4 - ldy PHYSICIST_STATE + ldy ASTRONAUT_STATE cpy #P_CROUCH_SHOOTING bne done_zap_ypos clc diff --git a/demosplash/starbase_laser.s b/demosplash/starbase_laser.s index f514e981..08388aeb 100644 --- a/demosplash/starbase_laser.s +++ b/demosplash/starbase_laser.s @@ -44,9 +44,9 @@ laser1_count: .byte $0 ;========================= fire_laser: - lda PHYSICIST_X + lda ASTRONAUT_X sta COLLISION_X - lda PHYSICIST_Y + lda ASTRONAUT_Y sta COLLISION_Y lda laser0_out @@ -63,11 +63,11 @@ fire_laser: ; set y - lda PHYSICIST_Y + lda ASTRONAUT_Y clc adc #4 - ldx PHYSICIST_STATE + ldx ASTRONAUT_STATE cpx #P_CROUCH_SHOOTING bne laser_crouch_done laser_crouch: @@ -90,7 +90,7 @@ laser_left: jsr calc_gun_left_collision - ldx PHYSICIST_X + ldx ASTRONAUT_X dex stx laser0_end @@ -105,7 +105,7 @@ laser_right: jsr calc_gun_right_collision - lda PHYSICIST_X + lda ASTRONAUT_X clc adc #5 sta laser0_start @@ -304,7 +304,7 @@ hit_something_common: cmp #TARGET_FRIEND beq laser_hit_friend - cmp #TARGET_PHYSICIST + cmp #TARGET_ASTRONAUT beq laser_hit_physicist ; FIXME: reduce shields if hit them? @@ -341,7 +341,7 @@ laser_hit_friend: laser_hit_physicist: lda #P_DISINTEGRATING - sta PHYSICIST_STATE + sta ASTRONAUT_STATE lda #0 sta GAIT diff --git a/demosplash/starbase_shield.s b/demosplash/starbase_shield.s index 5037035a..40aec8bf 100644 --- a/demosplash/starbase_shield.s +++ b/demosplash/starbase_shield.s @@ -59,7 +59,7 @@ found_shield_slot: ; set y - lda PHYSICIST_Y + lda ASTRONAUT_Y sta shield_y,X ; set x @@ -68,7 +68,7 @@ found_shield_slot: shield_left: - ldy PHYSICIST_X + ldy ASTRONAUT_X dey tya sta shield_x,X @@ -77,7 +77,7 @@ shield_left: shield_right: - lda PHYSICIST_X + lda ASTRONAUT_X clc adc #5 sta shield_x,X diff --git a/demosplash/zp.inc b/demosplash/zp.inc index c28a385f..226ad656 100644 --- a/demosplash/zp.inc +++ b/demosplash/zp.inc @@ -195,7 +195,7 @@ STATE_NO_KEYPRESS = $80 STATE_CROUCHING = $40 STATE_RUNNING = $20 -PHYSICIST_STATE = $EA +ASTRONAUT_STATE = $EA P_STANDING = $00 P_WALKING = $01 P_RUNNING = $02 | STATE_RUNNING @@ -225,10 +225,10 @@ DRAW_PAGE = $EE ; ALL OFFSET = $EF INTRO_LOOPL = $F0 ; INTRO -PHYSICIST_X = $F0 ; ALL +ASTRONAUT_X = $F0 ; ALL INTRO_LOOPH = $F1 ; INTRO -PHYSICIST_Y = $F1 ; ALL +ASTRONAUT_Y = $F1 ; ALL SPRITETEMP = $F2 ; ALL XPOS = $F3 ; ALL