mirror of
https://github.com/Pecusx/Young-lumberjack.git
synced 2026-05-21 21:34:35 +02:00
Final (?) foot animation
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+18
-11
@@ -27,7 +27,6 @@ display = $a000
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.zpvar VBItemp .word
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.zpvar tempbyte .byte
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.zpvar SyncByte .byte
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.zpvar AnimTimer .byte
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.zpvar NTSCCounter .byte
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.zpvar StateFlag .byte ; 0 - menu, 1 - game screen, 2 RIP screen, 5 - game over screen, etc.
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.zpvar PowerValue .byte ; power: 0 - 48
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@@ -597,7 +596,7 @@ no_next_credit
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;--------------------------------------------------
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lda RTCLOK+2
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and #%00000011 ; for slower animation
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bne no_timber_animation
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jne no_timber_animation
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inc AnimTimer
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; animations
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; check if animation in progress
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@@ -654,7 +653,7 @@ no_eyes_animation
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beq no_foot ; eyes up (no animation)
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; continue foot animation
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inx
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cpx #9 ; after last phase of foot animation
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cpx #13 ; after last phase of foot animation
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bne not_end_f
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ldx #0 ; set to mo animation phase
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not_end_f
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@@ -663,12 +662,17 @@ not_end_f
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jmp no_timber_animation
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no_foot
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; no animation in progress let's make new
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lda RANDOM
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and #%00011111
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bne no_timber_animation ; 0 - animation
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ldx #1 ; start foot animation
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lda RTCLOK+2
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and #%00000111 ; for slower animation
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bne no_timber_animation
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dec FootTimer
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bne no_timber_animation
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; start foot animation
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ldx #1
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stx FootPhase
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jsr MenuFootSet
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randomize 15 35
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sta FootTimer
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no_timber_animation
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rts
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.endp
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@@ -1089,6 +1093,7 @@ gameOver
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;--------------------------------------------------
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.proc StartScreen
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;--------------------------------------------------
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mva #200 FootTimer ; set delay for first foot animation
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jsr MakeDarkScreen
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jsr MenuAnimationsReset
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jsr HidePM
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@@ -2256,6 +2261,10 @@ EyesPhase
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.ds 1
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FootPhase
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.ds 1
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AnimTimer
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.ds 1
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FootTimer
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.ds 1
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;--------------------------------------------------
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.proc MenuAnimationsReset
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;--------------------------------------------------
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@@ -2272,8 +2281,7 @@ FootPhase
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;--------------------------------------------------
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.proc MenuEyesSet
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;--------------------------------------------------
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; set eyes to phase in EyesPhase register
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; ldx EyesPhase
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; set eyes to phase in X register
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lda title_anime_tableL,x
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sta timber_eyes_addr
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lda title_anime_tableH,x
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@@ -2283,8 +2291,7 @@ FootPhase
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;--------------------------------------------------
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.proc MenuFootSet
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;--------------------------------------------------
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; set eyes to phase in FootPhase register
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; ldx FootPhase
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; set eyes to phase in X register
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txa
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lsr ; two times lower animation speed
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and #%00000001
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