ds: remove unneeded zp things

This commit is contained in:
Vince Weaver 2019-11-14 22:23:26 -05:00
parent 9f4cf33a7f
commit def7a58301
2 changed files with 5 additions and 81 deletions

View File

@ -9,16 +9,13 @@
starbase_init:
lda #0
sta WHICH_ROOM
sta BG_SCROLL
sta CART_OUT
sta LASER_OUT
sta BLAST_OUT
sta GUN_STATE
sta GUN_FIRE
sta NUM_DOORS
sta ACTION_TRIGGERED
sta ACTION_COUNT
sta ON_ELEVATOR
lda #1
sta DIRECTION ; right
@ -96,7 +93,6 @@ starbase_setup_room:
lda #0
sta FRAMEL ; reset frame count for action timer
sta FRAMEH
sta ACTION_COUNT ; cancel if we leave room mid-action
;==============================
; setup per-room variables
@ -321,7 +317,7 @@ starbase_loop:
; draw background action
;==================================
lda WHICH_JAIL
lda WHICH_ROOM
beq bg_room0
cmp #3
beq bg_room3
@ -641,7 +637,7 @@ city_right_yes_exit:
sta ASTRONAUT_X
cer_smc:
lda #$0 ; smc+1 = exit location
sta WHICH_CAVE
sta WHICH_ROOM
jmp done_city
;=====================
@ -653,7 +649,7 @@ city_exit_left:
sta ASTRONAUT_X
cel_smc:
lda #0 ; smc+1
sta WHICH_CAVE
sta WHICH_ROOM
jmp done_city
; loop forever

View File

@ -116,7 +116,6 @@ DOOR_XMAX = $B8
DOOR_XMAX_H = $B9
HAVE_GUN = $BC ; C2 jail+
FIRST_SHIELD = $BD
COLLISION_X = $BE
COLLISION_Y = $BF
@ -126,35 +125,26 @@ GREEN2 = $C2
GREEN3 = $C3
GREEN4 = $C4
ZERO = $C5
WASTE_CYCLES = $C6
FOREVER_OFFSET = $C7
FRAME_OFFSET = $C8
FRAME_PAGE = $C9
AY_WRITE_TEMP = $CA
AY_WRITE_TEMP2 = $CB
ASTRONAUT_X = $CC
ASTRONAUT_Y = $CD
LASER_TEMP = $CE ; 2+
LEFT_SHOOT_TARGET = $CF ; ALL
RIGHT_SHOOT_TARGET = $D0 ; ALL
LEFT_WALK_LIMIT = $D1 ; ALL
RIGHT_WALK_LIMIT= $D2 ; ALL
LEFT_SHOOT_LIMIT= $D3 ; ALL
RIGHT_SHOOT_LIMIT=$D4 ; ALL
NUM_DOORS = $D5 ; 2+
GUN_FIRE = $D6 ; 2+
GUN_STATE = $D7 ; 2+
BLAST_OUT = $D8 ; 2+
SHIELD_OUT = $D9 ; 2+
ALIEN_OUT = $DA ; 2+
@ -166,12 +156,7 @@ RASTER_X = $DB ; rasters
GUN_CHARGE = $DC ; 2+
CREDITS_POINTERL= $DC ; credits
MONSTER_AI = $DD ; C1 underwater
ACTION_COUNT = $DD ; C4
CREDITS_POINTERH= $DD ; credits
BG_BEAST = $DE ; C1
ACTION_TRIGGERED= $DE ; C4
CREDITS_X = $DE ; credits
ON_ELEVATOR = $DF ; ALL
@ -180,43 +165,14 @@ CREDITS_Y = $DF ; credits
LEFT_LIMIT = $E0 ; ALL
RIGHT_LIMIT = $E1 ; ALL
CONSOLE_Y = $E2 ; C1 underwater
EXIT_COUNT = $E2 ; C1 pool
WHICH_SLUG = $E2 ; C1
TELEPORTING = $E2 ; C2 jail
WHICH_CAVE = $E3 ; C1,C5
WHICH_JAIL = $E3 ; C2
WHICH_ROOM = $E3 ; C4
MONSTER_GRAB = $E4 ; C1 underwater
BEAST_OUT = $E4 ; C1
GAME_OVER = $E5 ; ALL
DNA_OUT = $E5 ; INTRO
MESSAGE_CURRENT = $E5 ; INTRO
DNA_PROGRESS = $E6 ; INTRO
TIME_COUNT = $E6 ; INTRO
EQUAKE_PROGRESS = $E6 ; C1
DUDE_OUT = $E6 ; C2
FALLING = $E6 ; C3
CHARGER_COUNT = $E6 ; C4
EARTH_OFFSET = $E7 ; ALL??
DNA_COUNT = $E7 ; INTRO
CURSOR_COUNT = $E7 ; INTRO
PARTICLE_COUNT = $E7 ; INTRO
MESSAGE_COUNT = $E7 ; INTRO
MONSTER_WHICH = $E8 ; C1 underwater
BOULDER_X = $E8 ; C1
LITTLEGUY_OUT = $E8 ; C2 cage
CART_X = $E8 ; C2 jail
FALLING_Y = $E8 ; C3
BOULDER_Y = $E9 ; C1
SHOOTING_TOP = $E9 ; C1 cage
DUDE_X = $E9 ; C2 jail
@ -243,48 +199,20 @@ ASTRONAUT_STATE = $EA
P_CROUCH_KICKING = $0F | STATE_CROUCHING
P_DISINTEGRATING = $10 | STATE_NO_KEYPRESS
BUBBLES_Y = $EB ; C1 underwater
BEFORE_SWING = $EB ; C1
SHOOTING_BOTTOM = $EB ; C2 cage
CART_OUT = $EB ; C2 jail
CUTFRAME = $EC
DISP_PAGE = $ED ; ALL
DRAW_PAGE = $EE ; ALL
OFFSET = $EF
INTRO_LOOPL = $F0 ; INTRO
;ASTRONAUT_X = $F0 ; ALL
INTRO_LOOPH = $F1 ; INTRO
;ASTRONAUT_Y = $F1 ; ALL
SPRITETEMP = $F2 ; ALL
XPOS = $F3 ; ALL
YPOS = $F4 ; ALL
DIRECTION = $F5 ; ALL
GAIT = $F6 ; ALL
INTRO_LOOPER = $F7 ; INTRO
TENTACLE_X = $F7 ; C1
CAGE_GUARD = $F7 ; C2 cage
CITY_MOVIE_SEEN = $F7 ; C2 jail
ELEVATOR_CYCLE = $F8 ; INTRO
STATIC_LOOPER = $F8 ; INTRO
LEVELEND_PROGRESS = $F8 ; C1
SWING_PROGRESS = $F8 ; C1
TENTACLE_PROGRESS = $F8 ; C1
CAGE_OFFSET = $F8 ; C2 cage
JAIL_POWER_ON = $F8 ; C2 jail
VENT_END_COUNT = $F8 ; C3
ELEVATOR_COUNT = $F9 ; INTRO
TENTACLE_GRAB = $F9 ; C1
CAGE_AMPLITUDE = $F9 ; C2 cage
ELEVATOR_OFFSET = $F9 ; C2 jail
VENT_DEATH = $F9 ; C3
BG_SCROLL = $F9 ; C4
TEMP = $FA
TEMPY = $FB