snes: work on enemies some more

in theory now we are selecting one of 8 types
This commit is contained in:
Vince Weaver 2013-02-05 15:25:32 -05:00
parent ef8a171a8b
commit 0711e7fffd
1 changed files with 9 additions and 44 deletions

View File

@ -472,35 +472,12 @@ new_level:
sta ENEMY_WAIT ; ???
stz BETWEEN_DELAY
stz SHIPXADD ; clear shipxadd
stz SHIPXADD ; clear shipxadd
stz ENEMY_WAVE
stz TOTAL_ENEMIES_OUT
stz ENEMIES_SPAWNED
stz ENEMY_TYPE
;=======================
; Print "LEVEL X"
;=======================
; jsr set_page0_text
; jsr HOME
;===================
; set level to level
;===================
; lda #>(level_string+9)
; sta STRINGH
; lda #<(level_string+9)
; sta STRINGL
; lda #0
; sta BCD_BYTEH
; lda LEVEL
; sta BCD_BYTE
; jsr print_bcd_byte
;======================
; Print level on screen
;======================
@ -514,7 +491,7 @@ new_level:
; ldx #20
; jsr wait_X_100msec ; pause for 3 seconds
; bit KEYRESET ; clear keyboard
; bit KEYRESET ; clear keyboard
;/========================\
@ -664,11 +641,6 @@ prepare_for_boss:
; HANDLE BONUSES
;===============
; Set text mode
; jsr set_page0_text
; jsr HOME
; Print "BONUS POINTS"
; lda #>bonus_string
@ -804,29 +776,22 @@ setup_enemy_defaults:
inc ENEMIES_SPAWNED
inc TOTAL_ENEMIES_OUT
; lda #$1
; sta (ENEMY_PL),Y ; enemy[i].out=1
jsr activate_sprite
jsr activate_sprite ; enemy[i].out=1
; lda #$0
; iny ; exploding
; sta (ENEMY_PL),Y ; enemy[i].exploding=0
; iny ; kind
lda CURRENT_ENEMY_KIND ; if kind <0 then random
bpl store_enemy_kind
; lda CURRENT_ENEMY_KIND ; if kind <0 then random
; bpl store_enemy_kind
; jsr random_number
; and #$38
; jmp store_enemy_kind
jsr random_number
and #$8
store_enemy_kind:
; sta (ENEMY_PL),Y
lda #$60 ; temp use missile
clc
adc #$60 ; Use pal2 enemies for now
sta $282 ; $200 + $20*4 + 2
; Xxxxxxxxx yyyyyyy cccccccc vhoo pppN