Credits init added

This commit is contained in:
Pecusx
2025-05-09 10:48:29 +02:00
parent 543ef94391
commit 03af59f95a
2 changed files with 65 additions and 63 deletions
+65 -63
View File
@@ -503,6 +503,68 @@ no_clouds_change
rts
.endp
;--------------------------------------------------
.proc CreditsClear
;--------------------------------------------------
ldx #80
lda #0
@ sta credits_lines,x
dex
bpl @-
sta credit_nr
sta credits_anim_counter
rts
.endp
;--------------------------------------------------
.proc CreditsAnimate
;--------------------------------------------------
lda credits_anim_counter
cmp #40
bcs static_display
; lets animate
; first move existing characters
ldx #38
@ lda credits_lines,x
sta credits_lines+1,x
lda credits_lines+40,x
sta credits_lines+41,x
dex
bpl @-
; and now write new characters to screen
; credit text addres calculate
mwa #credits_texts VBItemp
ldx credit_nr
beq write_chars
@ adw VBItemp #80
dex
bne @-
write_chars
lda #39
sec
sbc credits_anim_counter
tay
lda (VBItemp),y
sta credits_lines
adw VBItemp #40
lda (VBItemp),y
sta credits_lines+40
static_display
inc credits_anim_counter
lda credits_anim_counter
cmp #200
bne no_next_credit
next_credit
inc credit_nr
lda credit_nr
cmp #number_of_credits
bne no_credits_loop
mva #0 credit_nr
no_credits_loop
mva #0 credits_anim_counter
no_next_credit
rts
.endp
;--------------------------------------------------
.proc NoDLI
;--------------------------------------------------
rti
@@ -819,6 +881,7 @@ gameOver
jsr MakeDarkScreen
jsr HidePM
jsr PrepareTitlePM
jsr CreditsClear
mva #0 StateFlag
mva #>font_logo CHBAS
mwa #dl_title dlptrs
@@ -1179,7 +1242,8 @@ no_branch_l
sta sfx_effect
JSR AudioInit
jsr CreditsClear
mva #$00 birds_order ; standard birds order
jsr LevelReset
jsr InitBranches
@@ -1929,68 +1993,6 @@ ScoreReady
rts
.endp
;--------------------------------------------------
.proc CreditsClear
;--------------------------------------------------
ldx #80
lda #0
@ sta credits_lines,x
dex
bpl @-
sta credit_nr
sta credits_anim_counter
rts
.endp
;--------------------------------------------------
.proc CreditsAnimate
;--------------------------------------------------
lda credits_anim_counter
cmp #40
bcs static_display
; lets animate
; first move existing characters
ldx #38
@ lda credits_lines,x
sta credits_lines+1,x
lda credits_lines+40,x
sta credits_lines+41,x
dex
bpl @-
; and now write new characters to screen
; credit text addres calculate
mwa #credits_texts VBItemp
ldx credit_nr
beq write_chars
@ adw VBItemp #80
dex
bne @-
write_chars
lda #39
sec
sbc credits_anim_counter
tay
lda (VBItemp),y
sta credits_lines
adw VBItemp #40
lda (VBItemp),y
sta credits_lines+40
static_display
inc credits_anim_counter
lda credits_anim_counter
cmp #200
bne no_next_credit
next_credit
inc credit_nr
lda credit_nr
cmp #number_of_credits
bne no_credits_loop
mva #0 credit_nr
no_credits_loop
mva #0 credits_anim_counter
no_next_credit
rts
.endp
;--------------------------------------------------
.proc ScoreClear
;--------------------------------------------------
lda #"0"
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