2017-07-19 15:29:05 -07:00
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*= $800
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2017-07-19 19:35:59 -07:00
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actor_col .ds MAX_ACTORS ; # current tile column
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2017-07-20 15:09:45 -07:00
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actor_x .ds MAX_ACTORS
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actor_row .ds MAX_ACTORS ; # current tile row
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actor_y .ds MAX_ACTORS
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2017-07-19 19:35:59 -07:00
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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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2017-07-21 20:57:25 -07:00
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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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2017-07-19 19:35:59 -07:00
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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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2017-07-21 20:57:25 -07:00
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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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2017-07-19 19:35:59 -07:00
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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 15:09:45 -07:00
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actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
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actor_l .ds MAX_ACTORS
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actor_h .ds MAX_ACTORS
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2017-07-22 12:02:45 -07:00
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actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone:
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2017-07-19 19:35:59 -07:00
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player_score .ds 4
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player_next_target_score .ds 4
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player_lives .ds 4 ; # lives remaining
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2017-07-20 15:09:45 -07:00
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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 11:53:23 -07:00
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box_painting .ds MAX_BOX_PAINTING
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