Final (?) foot animation

This commit is contained in:
Pecusx
2025-05-26 18:14:09 +02:00
parent 8da6d449ae
commit d90f35cbb8
2 changed files with 18 additions and 11 deletions
+18 -11
View File
@@ -27,7 +27,6 @@ display = $a000
.zpvar VBItemp .word
.zpvar tempbyte .byte
.zpvar SyncByte .byte
.zpvar AnimTimer .byte
.zpvar NTSCCounter .byte
.zpvar StateFlag .byte ; 0 - menu, 1 - game screen, 2 RIP screen, 5 - game over screen, etc.
.zpvar PowerValue .byte ; power: 0 - 48
@@ -597,7 +596,7 @@ no_next_credit
;--------------------------------------------------
lda RTCLOK+2
and #%00000011 ; for slower animation
bne no_timber_animation
jne no_timber_animation
inc AnimTimer
; animations
; check if animation in progress
@@ -654,7 +653,7 @@ no_eyes_animation
beq no_foot ; eyes up (no animation)
; continue foot animation
inx
cpx #9 ; after last phase of foot animation
cpx #13 ; after last phase of foot animation
bne not_end_f
ldx #0 ; set to mo animation phase
not_end_f
@@ -663,12 +662,17 @@ not_end_f
jmp no_timber_animation
no_foot
; no animation in progress let's make new
lda RANDOM
and #%00011111
bne no_timber_animation ; 0 - animation
ldx #1 ; start foot animation
lda RTCLOK+2
and #%00000111 ; for slower animation
bne no_timber_animation
dec FootTimer
bne no_timber_animation
; start foot animation
ldx #1
stx FootPhase
jsr MenuFootSet
randomize 15 35
sta FootTimer
no_timber_animation
rts
.endp
@@ -1089,6 +1093,7 @@ gameOver
;--------------------------------------------------
.proc StartScreen
;--------------------------------------------------
mva #200 FootTimer ; set delay for first foot animation
jsr MakeDarkScreen
jsr MenuAnimationsReset
jsr HidePM
@@ -2256,6 +2261,10 @@ EyesPhase
.ds 1
FootPhase
.ds 1
AnimTimer
.ds 1
FootTimer
.ds 1
;--------------------------------------------------
.proc MenuAnimationsReset
;--------------------------------------------------
@@ -2272,8 +2281,7 @@ FootPhase
;--------------------------------------------------
.proc MenuEyesSet
;--------------------------------------------------
; set eyes to phase in EyesPhase register
; ldx EyesPhase
; set eyes to phase in X register
lda title_anime_tableL,x
sta timber_eyes_addr
lda title_anime_tableH,x
@@ -2283,8 +2291,7 @@ FootPhase
;--------------------------------------------------
.proc MenuFootSet
;--------------------------------------------------
; set eyes to phase in FootPhase register
; ldx FootPhase
; set eyes to phase in X register
txa
lsr ; two times lower animation speed
and #%00000001
BIN
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