fujirun/vars.s

35 lines
1.4 KiB
ArmAsm

*= $800
actor_col .ds MAX_ACTORS ; # current tile column
actor_x .ds MAX_ACTORS
actor_row .ds MAX_ACTORS ; # current tile row
actor_y .ds MAX_ACTORS
actor_xpixel .ds MAX_ACTORS ; # current pixel offset in col
actor_xfrac .ds MAX_ACTORS ; # current fractional pixel
actor_xspeed_l .ds MAX_ACTORS ; # current speed (affects fractional)
actor_xspeed_h .ds MAX_ACTORS ; # current speed (affects pixel)
actor_ypixel .ds MAX_ACTORS ; # current pixel offset in row
actor_yfrac .ds MAX_ACTORS ; # current fractional pixel
actor_yspeed_l .ds MAX_ACTORS ; # current speed (affects fractional)
actor_yspeed_h .ds MAX_ACTORS ; # current speed (affects pixel)
actor_updown .ds MAX_ACTORS ; # preferred direction
actor_dir .ds MAX_ACTORS ; # actual direction
actor_target_col .ds MAX_ACTORS ; # target column at bot or top T
actor_status .ds MAX_ACTORS ; # alive, exploding, dead, regenerating, invulnerable, ???
actor_frame_counter .ds MAX_ACTORS ; # frame counter for sprite changes
actor_input_dir .ds MAX_ACTORS ; # current joystick input direction
actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
actor_l .ds MAX_ACTORS
actor_h .ds MAX_ACTORS
actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone:
player_score .ds 4
player_next_target_score .ds 4
player_lives .ds 4 ; # lives remaining
amidar_start_col .ds VPATH_NUM
round_robin_up .ds VPATH_NUM
round_robin_down .ds VPATH_NUM
box_painting .ds MAX_BOX_PAINTING