mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
643965b9db
uninitialized vars
957 lines
13 KiB
ArmAsm
957 lines
13 KiB
ArmAsm
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;=======================
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;=======================
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; starbase_init
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;=======================
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;=======================
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; call once before entering starbase for first time
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starbase_init:
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lda #0
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sta WHICH_ROOM
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sta BG_SCROLL
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sta CART_OUT
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sta LASER_OUT
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sta BLAST_OUT
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sta GUN_STATE
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sta GUN_FIRE
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sta NUM_DOORS
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sta ACTION_TRIGGERED
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sta ACTION_COUNT
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lda #1
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sta DIRECTION ; right
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lda #100
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sta GUN_CHARGE
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lda #$40
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sta CART_X
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;====================
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; reset doors
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lda #DOOR_STATUS_LOCKED
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sta c4_r0_door0_status
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;===============
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; set up aliens
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jsr clear_aliens
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lda #1
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sta ALIEN_OUT
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lda #1
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sta alien0_room
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lda #20
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sta alien0_x
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lda #30
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sta alien0_y
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lda #A_STANDING
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sta alien0_state
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lda #0
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sta alien0_direction
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; set up physicist
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lda #1
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sta HAVE_GUN
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lda #0
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sta ASTRONAUT_X
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lda #10
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sta ASTRONAUT_Y
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lda #P_STANDING
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sta ASTRONAUT_STATE
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rts
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;===========================
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;===========================
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; enter new room in jail
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;===========================
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;===========================
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starbase_setup_room:
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;=================================
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; setup vars
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lda #0
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sta GAIT
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sta GAME_OVER
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sta NUM_DOORS
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;============================
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; init shields
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jsr init_shields
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; jsr alien_room_init
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lda #0
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sta FRAMEL ; reset frame count for action timer
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sta FRAMEH
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sta ACTION_COUNT ; cancel if we leave room mid-action
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;==============================
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; setup per-room variables
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;==============================
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lda WHICH_ROOM
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bne room1
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;======================
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; Room0 with ramp
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room0:
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; set up doors
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lda #2
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sta NUM_DOORS
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lda #<door_c4_r0
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sta setup_door_table_loop_smc+1
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lda #>door_c4_r0
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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; set up room limits
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lda #(-3+128) ; stop at wall
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set left exit
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lda #0
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sta cel_smc+1
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; set right exit
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lda #1
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sta cer_smc+1
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lda #10
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sta ASTRONAUT_Y
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; load background
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lda #>(jail_rle)
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sta GBASH
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lda #<(jail_rle)
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jmp room_setup_done
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;===========================
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; hallway with weird ceiling
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room1:
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cmp #1
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bne room2
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; set up doors
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lda #3
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sta NUM_DOORS
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lda #<door_c4_r1
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sta setup_door_table_loop_smc+1
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lda #>door_c4_r1
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; pretend a battle was underway
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first_shield:
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lda #0
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; sta FIRST_SHIELD
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sta shield_count
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lda #1
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sta shield_out
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lda #16
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sta shield_x
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lda #30
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sta shield_y
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inc SHIELD_OUT
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; set right exit
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lda #2
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sta cer_smc+1
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; set left exit
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lda #0
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sta cel_smc+1
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lda #30
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sta ASTRONAUT_Y
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; load background
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lda #>(hallway_rle)
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sta GBASH
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lda #<(hallway_rle)
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jmp room_setup_done
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;=====================
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; room with big window
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room2:
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cmp #2
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bne room3
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #3
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sta cer_smc+1
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; set left exit
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lda #1
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sta cel_smc+1
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lda #30
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sta ASTRONAUT_Y
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; load background
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lda #>(window_rle)
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sta GBASH
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lda #<(window_rle)
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jmp room_setup_done
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;=======================
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;room with ship
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room3:
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cmp #3
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beq do_room3
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jmp end_sequence
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do_room3:
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lda #1
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sta NUM_DOORS
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lda #<door_c4_r3
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sta setup_door_table_loop_smc+1
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lda #>door_c4_r3
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sta setup_door_table_loop_smc+2
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jsr setup_door_table
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lda #(-4+128)
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sta LEFT_LIMIT
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lda #(39+128)
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sta RIGHT_LIMIT
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; set right exit
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lda #4
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sta cer_smc+1
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; set left exit
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lda #2
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sta cel_smc+1
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lda #30
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sta ASTRONAUT_Y
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; load background
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lda #>(ship_rle)
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sta GBASH
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lda #<(ship_rle)
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; fall through
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room_setup_done:
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; load bg image
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sta GBASL
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lda #$c ; load to page $c00
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jsr load_rle_gr
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; setup walk collision
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jsr recalc_walk_collision
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ootw_room_already_set:
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;===========================
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; Enable graphics
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bit LORES
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bit SET_GR
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bit FULLGR
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;============================================
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; Setup pages (is this necessary?)
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; FIXME: use code from c3 which clears better
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lda #0
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sta DRAW_PAGE
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lda #1
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sta DISP_PAGE
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;============================
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;============================
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; starbase Loop
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;============================
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;============================
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starbase_loop:
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;================================
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;================================
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; copy background to current page
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;================================
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;================================
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jsr gr_copy_to_current
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;==================================
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; draw background action
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;==================================
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lda WHICH_JAIL
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beq bg_room0
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cmp #3
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beq bg_room3
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bne c4_no_bg_action
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bg_room0:
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; Room #0, draw pulsing recharger
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lda FRAMEL
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and #$c
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lsr
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tay
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lda #0
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sta XPOS
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lda #26
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sta YPOS
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lda recharge_bg_progression,Y
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sta INL
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lda recharge_bg_progression+1,Y
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sta INH
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jsr put_sprite
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lda FRAMEL
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and #$18
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lsr
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lsr
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tay
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jmp c4_no_bg_action
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bg_room3:
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; Room #3, draw clamp if applicable
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lda c4_r3_door0_status ; door status
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cmp #DOOR_STATUS_EXPLODED
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beq bg3_blink
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; draw clamp at 22,5
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lda #22
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sta XPOS
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lda #4
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sta YPOS
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lda #<clamp_sprite
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sta INL
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lda #>clamp_sprite
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sta INH
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jsr put_sprite
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jmp c4_no_bg_action
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bg3_blink:
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lda FRAMEL
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and #$20
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beq bg3_blink_off
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; 9x16
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bg3_blink_on:
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lda #$56
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bne bg3_blink_done
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bg3_blink_off:
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lda #$52
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bg3_blink_done:
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sta $c28+9
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c4_no_bg_action:
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;===============================
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; check keyboard
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;===============================
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jsr handle_keypress
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;===============================
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; move astronaut
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;===============================
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jsr move_astronaut
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;===================
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; check room limits
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;===================
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lda ASTRONAUT_STATE
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cmp #P_FALLING_DOWN
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beq done_room_limits
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cmp #P_IMPALED
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beq done_room_limits
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jsr check_screen_limit
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done_room_limits:
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;===============
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; draw astronaut
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;===============
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; only have slope in room0
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lda WHICH_ROOM
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bne just_draw_astronaut
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; adjust y for slope
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lda ASTRONAUT_X
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cmp #11
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bcc asstr_above ; blt
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cmp #22
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bcs asstr_below ; bge
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sec
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sbc #11
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and #$fe ; our sprite code only draws even y
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adc #11
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jmp asstr_adjust_y
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asstr_below:
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lda #22
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jmp asstr_adjust_y
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asstr_above:
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lda #10
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asstr_adjust_y:
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and #$fe
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sta ASTRONAUT_Y
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jsr recalc_walk_collision
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just_draw_astronaut:
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jsr draw_astronaut
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after_draw_astronaut:
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;===============
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; draw alien
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;===============
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lda ALIEN_OUT
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beq no_draw_alien
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jsr move_alien
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jsr draw_alien
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no_draw_alien:
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;================
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; handle gun
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;================
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jsr handle_gun
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;================
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; handle doors
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;================
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jsr handle_doors
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;================
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; draw doors
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;================
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jsr draw_doors
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;========================
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; draw foreground cover
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;========================
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lda WHICH_ROOM
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beq c4_room0_cover
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cmp #2
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beq room2_robot
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jmp c4_no_fg_cover
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c4_room0_cover:
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lda #0
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sta XPOS
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lda #6
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sta YPOS
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lda #<causeway_door_cover
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sta INL
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lda #>causeway_door_cover
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sta INH
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jsr put_sprite
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jmp c4_no_fg_cover
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room2_robot:
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; 0 is never seen, 2 is all done
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lda CART_OUT
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cmp #1
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bne c4_no_fg_cover
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c2_draw_cart:
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lda CART_X
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sta XPOS
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lda #42
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sta YPOS
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lda #<robot_sprite
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sta INL
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lda #>robot_sprite
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sta INH
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jsr put_sprite_crop
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c4_no_fg_cover:
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;========================
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; activate fg actions
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;========================
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lda WHICH_ROOM
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cmp #2
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bne no_fg_action
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lda CART_OUT
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bne no_fg_action ; if 0 activate
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inc CART_OUT
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no_fg_action:
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;================
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; move fg objects
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;================
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move_fg_objects:
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lda CART_OUT
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cmp #1
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bne cart_not_out
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; move cart
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lda FRAMEL
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and #$3
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bne cart_not_out
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dec CART_X
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dec CART_X
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lda CART_X
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cmp #$fc
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bne cart_not_out
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inc CART_OUT
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cart_not_out:
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;===============
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; page flip
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;===============
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jsr page_flip
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;================
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; inc frame count
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inc FRAMEL
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bne city_frame_no_oflo
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inc FRAMEH
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city_frame_no_oflo:
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;=========================
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; exit hack
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;=========================
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lda WHICH_ROOM
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cmp #4
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bne regular_exit_check
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lda ASTRONAUT_X
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cmp #32
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bcc regular_exit_check ; blt
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lda #5
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sta WHICH_ROOM
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rts
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regular_exit_check:
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;==========================
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; check if done this level
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;==========================
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lda GAME_OVER
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beq still_in_city
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cmp #$ff ; if $ff, we died
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beq done_city
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;===============================
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; check if exited room to right
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cmp #1
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beq city_exit_left
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;=================
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; exit to right
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city_right_yes_exit:
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lda #0
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sta ASTRONAUT_X
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cer_smc:
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lda #$0 ; smc+1 = exit location
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sta WHICH_CAVE
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jmp done_city
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;=====================
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; exit to left
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city_exit_left:
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lda #37
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sta ASTRONAUT_X
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cel_smc:
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lda #0 ; smc+1
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sta WHICH_CAVE
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jmp done_city
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; loop forever
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still_in_city:
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lda #0
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sta GAME_OVER
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jmp starbase_loop
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done_city:
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rts
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recharge_bg_progression:
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.word recharge_bg1
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.word recharge_bg2
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.word recharge_bg3
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.word recharge_bg4
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recharge_bg1:
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.byte 2,10
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.byte $6A,$FA
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.byte $27,$f6
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.byte $ff,$7f
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.byte $6f,$7f
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.byte $ff,$5f
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.byte $f5,$5f
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.byte $62,$f2
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.byte $72,$65
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.byte $5f,$7f
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.byte $A2,$a5
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recharge_bg2:
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.byte 2,10
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.byte $2A,$6A
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.byte $76,$65
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.byte $5f,$f5
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.byte $ff,$77
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.byte $22,$f2
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.byte $5f,$f6
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.byte $2f,$75
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.byte $52,$f5
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.byte $f2,$52
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.byte $A6,$a2
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recharge_bg3:
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.byte 2,10
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.byte $fA,$7A
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.byte $f5,$27
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.byte $5f,$ff
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.byte $2f,$5f
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.byte $77,$ff
|
|
.byte $f5,$f6
|
|
.byte $25,$52
|
|
.byte $5f,$52
|
|
.byte $5f,$2f
|
|
.byte $A7,$a2
|
|
|
|
recharge_bg4:
|
|
.byte 2,10
|
|
.byte $5A,$2A
|
|
.byte $55,$76
|
|
.byte $f5,$5f
|
|
.byte $77,$ff
|
|
.byte $75,$22
|
|
.byte $f2,$5f
|
|
.byte $27,$22
|
|
.byte $7f,$5f
|
|
.byte $6f,$f5
|
|
.byte $A7,$a2
|
|
|
|
|
|
|
|
; 0x18
|
|
causeway_door_cover:
|
|
.byte 6,10
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$11,$00,$00,$00
|
|
.byte $00,$00,$11,$11,$00,$00
|
|
.byte $00,$00,$00,$11,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
.byte $00,$00,$00,$00,$00,$00
|
|
|
|
; 3x3
|
|
|
|
clamp_sprite:
|
|
.byte 3,3
|
|
.byte $AA,$1A,$9A
|
|
.byte $00,$00,$00
|
|
.byte $AA,$A9,$A1
|
|
|
|
|
|
; Room 0 doors
|
|
|
|
door_c4_r0:
|
|
.word door_c4_r0_status
|
|
.word door_c4_r0_x
|
|
.word door_c4_r0_y
|
|
.word door_c4_r0_xmin
|
|
.word door_c4_r0_xmax
|
|
|
|
door_c4_r0_status:
|
|
c4_r0_door0_status: .byte DOOR_STATUS_LOCKED
|
|
c4_r0_door1_status: .byte DOOR_STATUS_LOCKED
|
|
|
|
door_c4_r0_x:
|
|
c4_r0_door0_x: .byte 6
|
|
c4_r0_door1_x: .byte 37
|
|
|
|
door_c4_r0_y:
|
|
c4_r0_door0_y: .byte 6
|
|
c4_r0_door1_y: .byte 18
|
|
|
|
door_c4_r0_xmin:
|
|
c4_r0_door0_xmin: .byte 0 ; 37-4-5
|
|
c4_r0_door1_xmin: .byte 28 ; 37-4-5
|
|
|
|
|
|
door_c4_r0_xmax:
|
|
c4_r0_door0_xmax: .byte 4 ; ??
|
|
c4_r0_door1_xmax: .byte 39 ; ??
|
|
|
|
; Room 1 doors
|
|
|
|
door_c4_r1:
|
|
.word door_c4_r1_status
|
|
.word door_c4_r1_x
|
|
.word door_c4_r1_y
|
|
.word door_c4_r1_xmin
|
|
.word door_c4_r1_xmax
|
|
|
|
door_c4_r1_status:
|
|
c4_r1_door0_status: .byte DOOR_STATUS_CLOSED
|
|
c4_r1_door1_status: .byte DOOR_STATUS_CLOSED
|
|
c4_r1_door2_status: .byte DOOR_STATUS_CLOSED
|
|
|
|
door_c4_r1_x:
|
|
c4_r1_door0_x: .byte 31
|
|
c4_r1_door1_x: .byte 34
|
|
c4_r1_door2_x: .byte 37
|
|
|
|
door_c4_r1_y:
|
|
c4_r1_door0_y: .byte 26
|
|
c4_r1_door1_y: .byte 26
|
|
c4_r1_door2_y: .byte 26
|
|
|
|
door_c4_r1_xmin:
|
|
c4_r1_door0_xmin: .byte 22 ; 31-4-5
|
|
c4_r1_door1_xmin: .byte 25 ; 34-4-5
|
|
c4_r1_door2_xmin: .byte 28 ; 37-4-5
|
|
|
|
door_c4_r1_xmax:
|
|
c4_r1_door0_xmax: .byte 39 ; ??
|
|
c4_r1_door1_xmax: .byte 39 ; ??
|
|
c4_r1_door2_xmax: .byte 39 ; ??
|
|
|
|
|
|
|
|
|
|
|
|
door_c4_r3:
|
|
.word door_c4_r3_status
|
|
.word door_c4_r3_x
|
|
.word door_c4_r3_y
|
|
.word door_c4_r3_xmin
|
|
.word door_c4_r3_xmax
|
|
|
|
door_c4_r3_status:
|
|
c4_r3_door0_status: .byte DOOR_STATUS_CLOSED
|
|
|
|
door_c4_r3_x:
|
|
c4_r3_door0_x: .byte 12
|
|
|
|
door_c4_r3_xmin: .byte 39
|
|
door_c4_r3_xmax: .byte 39
|
|
door_c4_r3_y:
|
|
c4_r3_door0_y: .byte 26
|
|
|
|
|
|
;============================
|
|
; end_sequence
|
|
;============================
|
|
;
|
|
; fire engines, star-wipe
|
|
end_sequence:
|
|
|
|
;=========================
|
|
; set up bg
|
|
|
|
; lda #>(ship_rle)
|
|
; sta GBASH
|
|
; lda #<(ship_rle)
|
|
; sta GBASL
|
|
; lda #$0c ; load image off-screen $c00
|
|
; jsr load_rle_gr
|
|
|
|
|
|
lda #<flame_sequence
|
|
sta INTRO_LOOPL
|
|
lda #>flame_sequence
|
|
sta INTRO_LOOPH
|
|
|
|
jsr run_sequence
|
|
|
|
lda #<star_sequence
|
|
sta INTRO_LOOPL
|
|
lda #>star_sequence
|
|
sta INTRO_LOOPH
|
|
|
|
jsr run_sequence
|
|
|
|
|
|
; bit KEYRESET
|
|
|
|
; jsr wait_until_keypressed
|
|
|
|
; trigger end
|
|
lda #5
|
|
sta WHICH_ROOM
|
|
|
|
rts
|
|
|
|
FLAME_FRAMERATE = 10
|
|
|
|
flame_sequence:
|
|
.byte 255
|
|
.word ship_rle
|
|
.byte 1
|
|
.word ship_rle
|
|
.byte 50
|
|
.word ship_flame0_rle
|
|
.byte 40
|
|
.word ship_flame1_rle
|
|
.byte 40
|
|
.word ship_flame2_rle
|
|
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame3_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame4_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame5_rle
|
|
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame3_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame4_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame5_rle
|
|
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame3_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame4_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame5_rle
|
|
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame3_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame4_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame5_rle
|
|
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame3_rle
|
|
.byte FLAME_FRAMERATE
|
|
.word ship_flame4_rle
|
|
.byte 255
|
|
.word ship_flame5_rle
|
|
|
|
.byte 0
|
|
|
|
STAR_SPEED = 16
|
|
|
|
star_sequence:
|
|
.byte STAR_SPEED
|
|
.word star_wipe1_rle
|
|
.byte STAR_SPEED
|
|
.word star_wipe2_rle
|
|
.byte STAR_SPEED
|
|
.word star_wipe3_rle
|
|
.byte STAR_SPEED
|
|
.word star_wipe4_rle
|
|
.byte STAR_SPEED
|
|
.word star_wipe5_rle
|
|
.byte STAR_SPEED
|
|
.word empty_rle
|
|
.byte STAR_SPEED
|
|
.word empty_rle
|
|
.byte 0
|
|
|
|
robot_sprite:
|
|
.byte 5,3
|
|
.byte $aa,$0a,$00,$0a,$aa
|
|
.byte $0a,$90,$00,$00,$aa
|
|
.byte $00,$00,$00,$00,$00
|