ootw: working on sequnce

This commit is contained in:
Vince Weaver 2020-03-02 02:23:08 -05:00
parent 26ad24bc4a
commit acdb0d9168
2 changed files with 27 additions and 0 deletions

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@ -135,6 +135,11 @@ BEHAVIOR DIFFERENCES:
in the original in the original
* Bath: guards shooting eventually wear away the column * Bath: guards shooting eventually wear away the column
* shots: wall damage not remembered if you return? * shots: wall damage not remembered if you return?
* falling/grab: the falling after being kicked off the edge
is actually slightly different than the fall/grab animation
(both background and the animation). We reuse stuff to
save space
FUTURE WORK: FUTURE WORK:
============ ============

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@ -1426,3 +1426,25 @@ bridge_sequence:
.word lshot5_rle ; 10 .word lshot5_rle ; 10
.word lshot6_rle ; 12 .word lshot6_rle ; 12
; grab sequence
; note, in the actual game both the background and the falling is not
; 100% the same as the fall sequence, but it's close enough to not
; really be worth the trouble/space to do them separately
; grab52 -> fall01
; grab53 -> fall02 shifted right by 2?
; grab54 -> fall03 shifted right by 4?
; grab55 -> fall04 shifted right by 4?
; grab56 -> fall05 shifted right by 4?
; grab57 -> fall06 shifted right by 4?
; grab58 -> fall07 shifted right by 4?
; grab59 -> fall08 shifted right by 4?
; grab60 -> fall09 shifted right by 4?
; grab61 -> fall10 shifted right by 4?
; grab62 -> fall11 shifted right by 4?
; grab63 -> fall12 shifted right by 4?
; grab64 -> fall13 shifted right by 4?
; grab65 -> fall14 shifted right by 4?
; grab66 -> fall15 shifted right by 4?