collapseHeight now a byte-skip

This commit is contained in:
StewBC 2021-04-30 14:15:28 -07:00
parent de25a4cfb2
commit 91d2db486b
1 changed files with 3 additions and 2 deletions

View File

@ -225,7 +225,7 @@ levelsH:
; the level. The switch looks the same in both kong levels (only place it
; is present) so it doesn't need/get an entry. The door "tile" isn't seen,
; so isn't rendered. It's below the door sprite for collision purposes only.
;
;
; floor1, floor2, conveyor, wall, bush, rock, collapse, key - door & switch not here
levelTiles:
.byte $31, $00, $1C, $1F, $0D, $28, $27, $09 ; Level 1
@ -278,8 +278,9 @@ levelMasks:
.byte $01, $02, $00, $02, $01, $02, $04, $00 ; Level 19
.byte $02, $02, $04, $01, $00, $02, $04, $00 ; Level 20
; The number of bytes to skip when calling a tileDrawP*R* routine for a collapsing platform
collapseHeight:
.byte 8, 7, 6, 5, 4, 3, 2, 1
.byte 12*0, 12*1, 12*2, 12*3, 12*4, 12*5, 12*6, 12*7
conveyorDirections:
.byte 2, 1, 2, 1, 2, 2, 2, 1, 1, 2, 2, 1, 1, 2