NUM_ENEMIES = 4 ;======================= ; move enemy ;======================= ; which one is in Y move_enemy: lda enemy_data+ENEMY_DATA_TYPE,Y and #$fc cmp #ENEMY_CAMERA beq aim_camera ; FIXME: actually move them move_bot: move_crawler: lda FRAMEL and #$f bne done_move_enemy lda enemy_data+ENEMY_DATA_TYPE,Y eor #$2 sta enemy_data+ENEMY_DATA_TYPE,Y jmp done_move_enemy aim_camera: lda DUKE_X lsr clc adc TILEMAP_X cmp enemy_data+ENEMY_DATA_TILEX,Y bcc aim_camera_left aim_camera_right: lda #2 sta enemy_data+ENEMY_DATA_TYPE,Y jmp done_move_enemy aim_camera_left: lda #0 sta enemy_data+ENEMY_DATA_TYPE,Y done_move_enemy: rts ;======================= ; draw and move enemies ;======================= draw_enemies: ldy #0 draw_enemies_loop: ; see if out lda enemy_data+ENEMY_DATA_OUT,Y beq done_draw_enemy ; check if on screen lda TILEMAP_X cmp enemy_data+ENEMY_DATA_TILEX,Y bcs done_draw_enemy clc adc #14 cmp enemy_data+ENEMY_DATA_TILEX,Y bcc done_draw_enemy lda TILEMAP_Y cmp enemy_data+ENEMY_DATA_TILEY,Y bcs done_draw_enemy clc adc #10 cmp enemy_data+ENEMY_DATA_TILEY,Y bcc done_draw_enemy ; set X and Y value ; convert tile values to X,Y ; X = (ENEMY_TILE_X-TILEX)*2 + 6 lda enemy_data+ENEMY_DATA_TILEX,Y sec sbc TILEMAP_X asl clc adc #4 sta XPOS ; Y = (ENEMY_TILE_Y-TILEY)*4 lda enemy_data+ENEMY_DATA_TILEY,Y sec sbc TILEMAP_Y asl asl sta YPOS ; see if exploding ; otherwise draw proper sprite lda enemy_data+ENEMY_DATA_TYPE,Y tax lda enemy_sprites,X sta INL lda enemy_sprites+1,X sta INH tya pha jsr put_sprite_crop pla tay jsr move_enemy done_draw_enemy: tya clc adc #8 tay cpy #(NUM_ENEMIES*8) bne draw_enemies_loop rts enemy_sprites: .word enemy_camera_sprite1 .word enemy_camera_sprite2 .word enemy_crawler_sprite1 .word enemy_crawler_sprite2 .word enemy_bot_sprite1 .word enemy_bot_sprite2 enemy_bot_sprite1: .byte 2,2 .byte $Ae,$e3 .byte $6e,$0e enemy_bot_sprite2: .byte 2,2 .byte $e3,$Ae .byte $0e,$6e enemy_crawler_sprite1: .byte 2,2 .byte $f5,$cA .byte $f5,$Ac enemy_crawler_sprite2: .byte 2,2 .byte $5f,$cA .byte $5f,$Ac enemy_camera_sprite1: .byte 2,2 .byte $AA,$76 .byte $f7,$A5 enemy_camera_sprite2: .byte 2,2 .byte $76,$AA .byte $A5,$f7 enemy_explosion_sprite1: .byte 2,2 .byte $d9,$d9 .byte $9d,$9d enemy_explosion_sprite2: .byte 2,2 .byte $9A,$9A .byte $A9,$A9 enemy_explosion_sprite3: .byte 2,2 .byte $7A,$5A .byte $A5,$A7 ENEMY_CAMERA = 0 ENEMY_CRAWLER = 4 ENEMY_BOT = 8 ENEMY_DATA_OUT = 0 ENEMY_DATA_EXPLODING = 1 ENEMY_DATA_TYPE = 2 ENEMY_DATA_DIRECTION = 3 ENEMY_DATA_TILEX = 4 ENEMY_DATA_TILEY = 5 ENEMY_DATA_X = 6 ENEMY_DATA_Y = 7 enemy_data: enemy0: ; 156,92 (-80,-12) -> 76,80 -> (/4,/4) -> 19,20 .byte 1 ; out .byte 0 ; exploding .byte ENEMY_CAMERA ; type .byte $ff ; direction .byte 19,20 ; tilex,tiley .byte 0,0 ; x,y enemy1: ; 272,92 (-80,-12) -> 192,80 -> (/4,/4) -> 48,20 .byte 1 ; out .byte 0 ; exploding .byte ENEMY_CAMERA ; type .byte $ff ; direction .byte 48,20 ; tilex,tiley .byte 0,0 ; x,y enemy2: ; 156,112 (-80,-12) -> 76,100 -> (/4,/4) -> 19,25 .byte 1 ; out .byte 0 ; exploding .byte ENEMY_CRAWLER ; type .byte $ff ; direction .byte 19,25 ; tilex,tiley .byte 0,0 ; x,y enemy3: ; 184,116 (-80,-12) -> 104,104 -> (/4,/4) -> 26,26 .byte 1 ; out .byte 0 ; exploding .byte ENEMY_BOT ; type .byte $ff ; direction .byte 26,26 ; tilex,tiley .byte 0,0 ; x,y