From 91d2db486baab3b5d261681f0cdf32107deccedc Mon Sep 17 00:00:00 2001 From: StewBC Date: Fri, 30 Apr 2021 14:15:28 -0700 Subject: [PATCH] collapseHeight now a byte-skip --- src/apple2/rolevels.inc | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/apple2/rolevels.inc b/src/apple2/rolevels.inc index 4b19efb..81eb0fa 100644 --- a/src/apple2/rolevels.inc +++ b/src/apple2/rolevels.inc @@ -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