diff --git a/tb1_snes/level_1.s b/tb1_snes/level_1.s index 641ab33..fefa83a 100644 --- a/tb1_snes/level_1.s +++ b/tb1_snes/level_1.s @@ -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