junglejourney
changeset 136:8e976229a16f
Added explosion images, adjusting the emerge/explode data format.
| author | David Boddie <david@boddie.org.uk> |
|---|---|
| date | Sat Sep 10 23:41:25 2011 +0200 |
| parents | 3767d031e6b5 |
| children | 7b695a054073 |
| files | build.py mapcode.oph |
| diffstat | 2 files changed, 10 insertions(+), 10 deletions(-) [+] |
line diff
1.1 --- a/build.py Sat Sep 10 23:40:31 2011 +0200 1.2 +++ b/build.py Sat Sep 10 23:41:25 2011 +0200 1.3 @@ -84,7 +84,7 @@ 1.4 # bit 0 is animation 1.5 # enemy: bits 2,3 are direction, bits 1,0 are animation 1.6 # emerging, explosion: bits 4,5,6 are enemy type for emerging, 1.7 - # bit 3 is type 0=emerge,1=explode, 1.8 + # bit 2 is type 0=emerge,1=explode, 1.9 # bits 0,1 are animation 1.10 # item: bits 0,1,2,3 are type, bit 2 is weapon/treasure 1.11 # 0-3 weapons, 4 key, 5-8 treasure)
2.1 --- a/mapcode.oph Sat Sep 10 23:40:31 2011 +0200 2.2 +++ b/mapcode.oph Sat Sep 10 23:41:25 2011 +0200 2.3 @@ -1325,7 +1325,7 @@ 2.4 enemy_direction_chars_low: .byte $c0,$00,$40,$80,$c0,$00,$40,$80 2.5 enemy_direction_chars_high: .byte $41,$42,$42,$42,$42,$43,$43,$43 2.6 2.7 -emerge_explode_chars_low: .byte $c0,$00,$40,$80,$c0,$00,$00,$00 2.8 +emerge_explode_chars_low: .byte $c0,$00,$40,$80,$c0,$00,$40,$80 2.9 emerge_explode_chars_high: .byte $4b,$4c,$4c,$4c,$4c,$4d,$4d,$4d 2.10 2.11 item_chars_low: .byte $c0,$00,$40,$80,$c0,$00,$40,$80,$c0 2.12 @@ -1491,7 +1491,7 @@ 2.13 ; Select the sprites to use. 2.14 2.15 lda $80 2.16 - and #3 ; only keep the bits required to find the correct sprite 2.17 + and #7 ; only keep the bits required to find the correct sprite 2.18 clc 2.19 tax 2.20 lda emerge_explode_chars_low,x 2.21 @@ -2308,7 +2308,7 @@ 2.22 bne move_characters_explosion_not_finished 2.23 2.24 txa 2.25 - and #8 2.26 + and #4 2.27 bne move_characters_remove_character 2.28 2.29 ; For emerges, convert into an enemy. 2.30 @@ -2335,7 +2335,7 @@ 2.31 2.32 move_characters_explosion_not_finished: 2.33 txa 2.34 - and #$f8 2.35 + and #$fc 2.36 ora $80 2.37 2.38 ldy #1 2.39 @@ -2795,7 +2795,7 @@ 2.40 2.41 lda #3 2.42 sta $52a4 2.43 - lda #8 2.44 + lda #4 2.45 sta $52a5 2.46 txa 2.47 sta $52a6 2.48 @@ -3362,7 +3362,7 @@ 2.49 ldy #0 2.50 sta ($74),y 2.51 2.52 - lda #8 2.53 + lda #4 2.54 ldy #1 2.55 sta ($74),y 2.56 2.57 @@ -3592,7 +3592,7 @@ 2.58 ldy #0 2.59 sta ($74),y 2.60 2.61 - lda #8 2.62 + lda #4 2.63 ldy #1 2.64 sta ($74),y 2.65 2.66 @@ -3816,7 +3816,7 @@ 2.67 sta ($74),y 2.68 2.69 iny 2.70 - lda #8 ; explosion 2.71 + lda #4 ; explosion 2.72 sta ($74),y 2.73 2.74 jsr plot_character 2.75 @@ -3830,7 +3830,7 @@ 2.76 2.77 iny ; whether emerging or exploding, ensure that the enemy 2.78 lda ($74),y ; is now exploding 2.79 - ora #8 2.80 + ora #4 2.81 sta ($74),y 2.82 2.83 jsr plot_character
