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Fix a few more abs addr locations
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@ -3699,16 +3699,31 @@ NoKillE dex ;do this until all slots are checked
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FrenzyIDData
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FrenzyIDData
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db FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, Stop_Frenzy
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db FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, Stop_Frenzy
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AreaFrenzy ldx $00 ;use area object identifier bit as offset
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;AreaFrenzy ldx $00 ;use area object identifier bit as offset
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lda FrenzyIDData-8,x ;note that it starts at 8, thus weird address here
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; lda FrenzyIDData-8,x ;note that it starts at 8, thus weird address here
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ldy #$05
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; ldy #$05
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FreCompLoop dey ;check regular slots of enemy object buffer
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;:FreCompLoop dey ;check regular slots of enemy object buffer
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bmi ExitAFrenzy ;if all slots checked and enemy object not found, branch to store
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; bmi :ExitAFrenzy ;if all slots checked and enemy object not found, branch to store
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cmp Enemy_ID,y ;check for enemy object in buffer versus frenzy object
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; cmp Enemy_ID,y ;check for enemy object in buffer versus frenzy object
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bne FreCompLoop
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; bne :FreCompLoop
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lda #$00 ;if enemy object already present, nullify queue and leave
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; lda #$00 ;if enemy object already present, nullify queue and leave
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ExitAFrenzy sta EnemyFrenzyQueue ;store enemy into frenzy queue
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;:ExitAFrenzy sta EnemyFrenzyQueue ;store enemy into frenzy queue
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rts
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; rts
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AreaFrenzy ldy $00 ;use area object identifier bit as offset
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lda FrenzyIDData-8,y ;note that it starts at 8, thus weird address here
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ldx #$05
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:FreCompLoop dex ;check regular slots of enemy object buffer
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bmi :ExitAFrenzy ;if all slots checked and enemy object not found, branch to store
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cmp Enemy_ID,x ;check for enemy object in buffer versus frenzy object
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bne :FreCompLoop
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lda #$00 ;if enemy object already present, nullify queue and leave
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:ExitAFrenzy sta EnemyFrenzyQueue ;store enemy into frenzy queue
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txa
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tyx
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tay
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lda EnemyFrenzyQueue
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rts
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;--------------------------------
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;--------------------------------
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;$06 - used by MushroomLedge to store length
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;$06 - used by MushroomLedge to store length
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@ -6774,16 +6789,34 @@ Setup_Vine
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sta Enemy_ID,x ;store in buffer
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sta Enemy_ID,x ;store in buffer
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lda #$01
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lda #$01
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sta Enemy_Flag,x ;set flag for enemy object buffer
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sta Enemy_Flag,x ;set flag for enemy object buffer
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lda Block_PageLoc,y
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sta Enemy_PageLoc,x ;copy page location from previous object
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; lda Block_PageLoc,y
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lda Block_X_Position,y
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; sta Enemy_PageLoc,x ;copy page location from previous object
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sta Enemy_X_Position,x ;copy horizontal coordinate from previous object
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; lda Block_X_Position,y
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lda Block_Y_Position,y
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; sta Enemy_X_Position,x ;copy horizontal coordinate from previous object
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sta Enemy_Y_Position,x ;copy vertical coordinate from previous object
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; lda Block_Y_Position,y
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; sta Enemy_Y_Position,x ;copy vertical coordinate from previous object
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stx GTE_TMP
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tyx
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lda Block_PageLoc,x ; FIXME
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pha
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lda Block_X_Position,x ; FIXME
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pha
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lda Block_Y_Position,x ; FIXME
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ldx GTE_TMP
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sta Enemy_Y_Position,x ;copy vertical coordinate from previous object
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pla
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sta Enemy_X_Position,x ;copy horizontal coordinate from previous object
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pla
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sta Enemy_PageLoc,x ;copy page location from previous object
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lda Enemy_Y_Position,x ; GTE: reload into accumulator
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ldy VineFlagOffset ;load vine flag/offset to next available vine slot
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ldy VineFlagOffset ;load vine flag/offset to next available vine slot
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bne NextVO ;if set at all, don't bother to store vertical
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bne NextVO ;if set at all, don't bother to store vertical
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sta VineStart_Y_Position ;otherwise store vertical coordinate here
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sta VineStart_Y_Position ;otherwise store vertical coordinate here
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NextVO txa ;store object offset to next available vine slot
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NextVO txa ;store object offset to next available vine slot
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sta VineObjOffset,y ;using vine flag as offset
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sta VineObjOffset,y ;using vine flag as offset
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inc VineFlagOffset ;increment vine flag offset
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inc VineFlagOffset ;increment vine flag offset
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lda #Sfx_GrowVine
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lda #Sfx_GrowVine
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