diff --git a/games/tfv/TODO b/games/tfv/TODO index e79a9334..b1de33dd 100644 --- a/games/tfv/TODO +++ b/games/tfv/TODO @@ -1,18 +1,15 @@ short-term: + Finish mockingboard music (victory and battle) -+ Get credits hooked up + Get battle finished - - all menu options - - properly sync hp/mp with title - hook up name - - sound effects (bleep on menu, clicks/tones during battles) + - sound effects (during battle? magic specifically) - rotate intro - animated fly in - - enemy glow pink before dying - - healing, display numbers in aqua - if not enough magic points, grey out? somehow the ones we can't cast - adjust color of fight background based on ground color + - enemy can attack + - get limit timer working properly + load game support diff --git a/games/tfv/tfv_battle_draw_hero.s b/games/tfv/tfv_battle_draw_hero.s index f7a140d7..2699700e 100644 --- a/games/tfv/tfv_battle_draw_hero.s +++ b/games/tfv/tfv_battle_draw_hero.s @@ -78,7 +78,7 @@ draw_hero_walk_and_sword: jsr put_sprite_crop - jmp draw_hero_sword + jmp draw_sword ;============================ ; draw hero and sword @@ -87,6 +87,18 @@ draw_hero_walk_and_sword: draw_hero_and_sword: + jsr draw_hero + jmp draw_sword + + + + ;========== + ; draw hero + ;========== + ; draws at HERO_X,HERO_Y + +draw_hero: + lda HERO_X sta XPOS lda HERO_Y @@ -97,9 +109,15 @@ draw_hero_and_sword: lda #>tfv_stand_left_sprite sta INH - jsr put_sprite_crop + jmp put_sprite_crop -draw_hero_sword: + + ;=========== + ; draw sword + ;=========== + ; draws at HERO_X,HERO_Y + +draw_sword: ; grsim_put_sprite(tfv_led_sword,ax-5,20); lda HERO_X sec diff --git a/games/tfv/tfv_battle_magic.s b/games/tfv/tfv_battle_magic.s index bfa2992b..a78be811 100644 --- a/games/tfv/tfv_battle_magic.s +++ b/games/tfv/tfv_battle_magic.s @@ -136,12 +136,12 @@ magic_happens_loop: sta YPOS jsr draw_enemy - ; draw hero + ; draw hero (no sword while casting) lda #34 sta HERO_X lda #20 sta HERO_Y - jsr draw_hero_and_sword + jsr draw_hero lda ANIMATE_LOOP and #$1 @@ -194,7 +194,8 @@ magic_happens_loop: sta HERO_X lda #20 sta HERO_Y - jsr draw_hero_and_sword + jsr draw_hero +; jsr draw_hero_and_sword ; draw enemy lda ENEMY_X