snes: finish init enemies

in theory they are all set up now.
Next to get them moving
This commit is contained in:
Vince Weaver 2013-02-05 16:48:29 -05:00
parent 5d0d665f1f
commit b99f48b7d5
2 changed files with 25 additions and 28 deletions

View File

@ -1,2 +1,2 @@
.word $9af ; Complement of checksum .word $190 ; Complement of checksum
.word $f650 ; Unsigned 16-bit sum of ROM .word $fe6f ; Unsigned 16-bit sum of ROM

View File

@ -428,8 +428,8 @@ do_new_game:
; ldx #.LOWORD(missile_0) ; setup missle struct pointer ; ldx #.LOWORD(missile_0) ; setup missle struct pointer
; stx MISSILE_PL ; stx MISSILE_PL
ldx #.LOWORD(enemy_0) ; setup enemy struct pointer ; ldx #.LOWORD(enemy_0) ; setup enemy struct pointer
stx ENEMY_PL ; stx ENEMY_PL
;; Clear BSS ;; Clear BSS
@ -828,7 +828,6 @@ store_enemy_kind:
asl asl
store_init_x: store_init_x:
; sta (ENEMY_PL),Y
sta $200,X ; store x value at $200+(Y*4) sta $200,X ; store x value at $200+(Y*4)
@ -847,22 +846,21 @@ store_init_x:
inx inx
sta $200,X ; store paramaters to $203+(Y*4) sta $200,X ; store paramaters to $203+(Y*4)
; X = (Y*4)+3
; lda #$0 lda #$24
; iny sta extra_sprite,X ; ymin
; sta (ENEMY_PL),Y ; xadd inx
; iny
; sta (ENEMY_PL),Y ; yadd
; lda #$2
; iny
; sta (ENEMY_PL),Y ; xmin
; iny
; lda #$24
; sta (ENEMY_PL),Y ; ymin
; dey ; xmin sta extra_sprite,X ; xmin
; dey ; yadd inx
; dey ; xadd
stz extra_sprite,X ; yadd
lda #$2
inx
stz extra_sprite,X ; xadd
;=========================================== ;===========================================
@ -882,15 +880,15 @@ enemy_type_1:
; diagonal, no wait ; diagonal, no wait
; movement proportional to level ; movement proportional to level
; lda LEVEL ; xadd = level lda LEVEL ; xadd = level
; sta (ENEMY_PL),Y sta extra_sprite,X
; iny inx ; point to yadd
; lsr A lsr A
; ora #$1 ora #$1
; sta (ENEMY_PL),Y ; yadd = level/2 sta extra_sprite,X ; yadd = level/2
; jmp move_enemies jmp move_enemies
enemy_type_2: enemy_type_2:
;===================== ;=====================
@ -2619,8 +2617,7 @@ outside:
.bss .bss
start_bss: start_bss:
missile_0: .res NUM_MISSILES*3 extra_sprite: .res 256
enemy_0: .res NUM_ENEMIES*9
end_bss: end_bss: