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_arsionist.asm
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/
_arsionist.asm
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////////////////////////////////////////////////////////////////////////////////
//
// Project : ForestSaver - https://github.com/intoinside/ForestSaver
// Target : Commodore 64
// Author : Raffaele Intorcia - raffaele.intorcia@gmail.com
//
// Handler for enemy type 2 (arsionist)
//
////////////////////////////////////////////////////////////////////////////////
#importonce
.macro CallUpdateArsionistFrame(arsionistFrame) {
lda #$ff
sta Arsionist.UpdateFrame.DirectionX
lda arsionistFrame
sta Arsionist.UpdateFrame.ArsionistFrame
jsr Arsionist.UpdateFrame
lda Arsionist.UpdateFrame.ArsionistFrame
sta arsionistFrame
}
.macro CallUpdateArsionistFrameReverse(arsionistFrame) {
lda #1
sta Arsionist.UpdateFrame.DirectionX
lda arsionistFrame
sta Arsionist.UpdateFrame.ArsionistFrame
jsr Arsionist.UpdateFrame
lda Arsionist.UpdateFrame.ArsionistFrame
sta arsionistFrame
}
.macro CallUseTheFlameThrower(flameFrame, frameReference) {
lda flameFrame
sta Arsionist.UseTheFlame.FlameFrame
lda #frameReference
sta Arsionist.UseTheFlame.FrameReference
jsr Arsionist.UseTheFlame
lda Arsionist.UseTheFlame.FlameFrame
sta flameFrame
}
.filenamespace Arsionist
* = * "Arsionist Init"
Init: {
clc
lda ScreenMemoryAddress
adc #$03
sta ScreenMemoryAddress
// Self modify code to use current screen memory address, update hibyte
sta UpdateFrame.LoadSprite1 + 2
sta UpdateFrame.LoadSprite2 + 2
sta UpdateFrame.StoreSprite1 + 2
sta UpdateFrame.StoreSprite2 + 2
sta UseTheFlame.LoadSprite1 + 2
sta UseTheFlame.StoreSprite1 + 2
rts
}
* = * "Arsionist UpdateFrame"
UpdateFrame: {
lda ScreenMemoryAddress + 1
sta UpdateFrame.LoadSprite1 + 1
sta UpdateFrame.LoadSprite2 + 1
sta UpdateFrame.StoreSprite1 + 1
sta UpdateFrame.StoreSprite2 + 1
inc ArsionistFrame
lda ArsionistFrame
lsr
lsr
lsr
lsr
bcc NoMove
lda #0
sta ArsionistFrame
LoadDirection:
lda DirectionX
cmp #$ff
beq Left
Right:
ldx #SPRITES.ARSIONIST_STANDING
LoadSprite1:
lda SPRITE_PTR
cmp #SPRITES.ARSIONIST_STANDING + 1
beq RightUpdate
inx
jsr Sfx.Walkstep
RightUpdate:
// If right frame edit occours, no other frame switch will be performed
StoreSprite1:
stx SPRITE_PTR
jmp NoMove
Left:
ldx #SPRITES.ARSIONIST_STANDING + 2
LoadSprite2:
lda SPRITE_PTR
cmp #SPRITES.ARSIONIST_STANDING + 3
beq LeftUpdate
inx
jsr Sfx.Walkstep
LeftUpdate:
// If left frame edit occours, no other frame switch will be performed
StoreSprite2:
stx SPRITE_PTR
NoMove:
rts
ArsionistFrame: .byte $00
DirectionX: .byte $00
DirectionY: .byte $00
}
* = * "Arsionist UseTheFlame"
UseTheFlame: {
ldx ScreenMemoryAddress + 1
inx
stx UseTheFlame.LoadSprite1 + 1
stx UseTheFlame.StoreSprite1 + 1
inc FlameFrame
lda FlameFrame
lsr
lsr
lsr
lsr
bcc NoChange
lda #$00
sta FlameFrame
ldx #SPRITES.FLAME_1
LoadSprite1:
lda SPRITE_PTR
cmp #SPRITES.FLAME_3
beq RightUpdate
tax
inx
RightUpdate:
// If right frame edit occours, no other frame switch will be performed
StoreSprite1:
stx SPRITE_PTR
NoChange:
rts
FrameReference: .byte $00
FlameFrame: .byte $00
}
ScreenMemoryAddress: .word $be00
.label SPRITE_PTR = $beef
#import "_label.asm"
#import "_sounds.asm"