;================ ; update bubbles river animate_river: ; 5,166 ; 9,154 ; 7,160 ; bubble 1 lda FRAME and #3 asl tax lda bubble_progress_r,X sta INL inx lda bubble_progress_r,X sta INH lda #5 sta CURSOR_X lda #166 sta CURSOR_Y jsr hgr_draw_sprite ;_1x5 ; bubble 2 lda FRAME adc #3 and #3 asl tax lda bubble_progress_r,X sta INL inx lda bubble_progress_r,X sta INH lda #9 sta CURSOR_X lda #154 sta CURSOR_Y jsr hgr_draw_sprite ;_1x5 ; bubble 3 lda FRAME adc #5 and #3 asl tax lda bubble_progress_r,X sta INL inx lda bubble_progress_r,X sta INH lda #7 sta CURSOR_X lda #160 sta CURSOR_Y jsr hgr_draw_sprite ;_1x5 rts bubble_progress_r: .word bubble_r_sprite0 .word bubble_r_sprite0 .word bubble_r_sprite1 .word bubble_r_sprite1 .include "sprites/river_bubble_sprites.inc" .if 0 bubble_r_sprite0: .byte 1,5 .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB .byte $FF ; 1111 1111 1 11 11 11 WWWWWWW .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB .byte $FF ; 1111 1111 1 11 11 11 WWWWWWW .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB bubble_r_sprite1: .byte 1,5 .byte $FF ; 1111 1111 1 11 11 11 WWWWWWW .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB .byte $AA ; 1010 1010 0 10 10 10 BBBBBBB .byte $FF ; 1111 1111 1 11 11 11 WWWWWWW .endif