2017-07-19 22:29:05 +00:00
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*= $800
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2017-07-20 02:35:59 +00:00
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actor_col .ds MAX_ACTORS ; # current tile column
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2017-07-25 21:06:51 +00:00
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actor_x .ds MAX_ACTORS ; pixel position (calculated from col & xpixel)
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2017-07-20 02:35:59 +00:00
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actor_xpixel .ds MAX_ACTORS ; # current pixel offset in col
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actor_xfrac .ds MAX_ACTORS ; # current fractional pixel
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2017-07-22 03:57:25 +00:00
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actor_xspeed_l .ds MAX_ACTORS ; # current speed (affects fractional)
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actor_xspeed_h .ds MAX_ACTORS ; # current speed (affects pixel)
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2017-08-02 18:29:07 +00:00
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actor_row .ds MAX_ACTORS ; # current tile row
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actor_y .ds MAX_ACTORS ; pixel position (calculated from row & ypixel)
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2017-07-20 02:35:59 +00:00
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actor_ypixel .ds MAX_ACTORS ; # current pixel offset in row
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actor_yfrac .ds MAX_ACTORS ; # current fractional pixel
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2017-07-22 03:57:25 +00:00
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actor_yspeed_l .ds MAX_ACTORS ; # current speed (affects fractional)
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actor_yspeed_h .ds MAX_ACTORS ; # current speed (affects pixel)
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2017-07-20 02:35:59 +00:00
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actor_updown .ds MAX_ACTORS ; # preferred direction
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actor_dir .ds MAX_ACTORS ; # actual direction
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actor_target_col .ds MAX_ACTORS ; # target column at bot or top T
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actor_status .ds MAX_ACTORS ; # alive, exploding, dead, regenerating, invulnerable, ???
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actor_frame_counter .ds MAX_ACTORS ; # frame counter for sprite changes
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actor_input_dir .ds MAX_ACTORS ; # current joystick input direction
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2017-07-20 22:09:45 +00:00
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actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
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2017-07-25 21:06:51 +00:00
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actor_l .ds MAX_ACTORS ; address (low byte) of compiled sprite
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actor_h .ds MAX_ACTORS ; address (high byte)
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2017-07-22 19:02:45 +00:00
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actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone:
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2017-07-20 02:35:59 +00:00
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2017-07-25 21:06:51 +00:00
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player_score .ds MAX_PLAYERS
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player_next_target_score .ds MAX_PLAYERS
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player_lives .ds MAX_PLAYERS ; # lives remaining
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2017-07-20 22:09:45 +00:00
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amidar_start_col .ds VPATH_NUM
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round_robin_up .ds VPATH_NUM
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round_robin_down .ds VPATH_NUM
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2017-07-21 18:53:23 +00:00
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2017-07-25 21:06:51 +00:00
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; after player completes a box, this data is used to fill it in subsequent
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; frames. This list tracks the left column (right is always a fixed distance
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; away) and starting and ending rows
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2017-07-25 02:52:57 +00:00
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box_painting_c .ds MAX_BOX_PAINTING
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box_painting_r1 .ds MAX_BOX_PAINTING
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box_painting_r2 .ds MAX_BOX_PAINTING
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box_painting_actor .ds MAX_BOX_PAINTING
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