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authorB. Watson <yalhcru@gmail.com>2016-09-07 16:39:51 -0400
committerB. Watson <yalhcru@gmail.com>2016-09-07 16:39:51 -0400
commitf8c58266609faf0bcf1cf1d8e85af3c01bc2de52 (patch)
tree74846896810a12d332da39a9d51c25df798655ff /jumpmanjr.dasm
parentc0bfd7a041b5c2b4f6fa1aee1580cdff52e7988f (diff)
downloadjumpmanjr-f8c58266609faf0bcf1cf1d8e85af3c01bc2de52.tar.gz
spellbound letters, s/sfx_/snd_/ for code labels, now all sfx_ labels are actual sfx data.
Diffstat (limited to 'jumpmanjr.dasm')
-rw-r--r--jumpmanjr.dasm379
1 files changed, 194 insertions, 185 deletions
diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm
index b23694f..433cb6f 100644
--- a/jumpmanjr.dasm
+++ b/jumpmanjr.dasm
@@ -1,5 +1,5 @@
; da65 V2.15 - Git 104f898
-; Created: 2016-09-06 17:48:30
+; Created: 2016-09-07 15:56:49
; Input file: jumpmanjr.rom
; Page: 1
@@ -16,6 +16,10 @@ zp_temp2 := $00AE ; used for (zp,y) addressing, al
bomb_idx := $00B2 ; bomb that was just picked up (times 2, suitable for index into a table of words)
blistptr := $00B4 ; bomb_pickup: points to current level's bomblist
bombloc := $00B6 ; bomb_pickup: position of the bomb Jumpman just touched, on 8x8 coarse grid
+zp_temp3 := $00B7
+zp_temp4 := $00B8 ; number of players, used by ask_num_players and option_key_handler. used as a temp elsewhere.
+zp_temp5 := $00B9 ; among other things, used for jumpman's dance on title screen
+zp_temp6 := $00BA ; used for audio freq counter in materialize_jumpman. also used when setting number of players and player speeds.
sa_tmp_1 := $00BD ; used by calc_screen_addr
dm_count := $00BE ; graphics object definition is this long
dm_length := $00BF ; see draw_map and level_maps.txt
@@ -60,20 +64,21 @@ current_speed := $0624 ; can be modified, e.g. set to $
initial_speed := $0625 ; current user's chosen speed, set at game start
bonus_jiffy_timer:= $0626 ; gets incremented every frame when playing a level, bonus-=100 when this wraps around to 0
playing_level := $0627 ; 0 = not playing, non-0 = playing
-sfx_lock := $062F ; lets other code know cue_sfx is still running? not 100% sure
+rot_color := $062A ; see comment at rotating_colors
+snd_lock := $062F ; lets other code know cue_sfx is still running? not 100% sure
player_delta_x := $0630 ; amount to move jumpman this frame (1 or $FF aka -1)
player_delta_y := $0631 ; amount to move jumpman this frame (1 or $FF aka -1)
joystick_disabled:= $0632 ; nonzero = jumpman can't move (title screen or materialization, etc)
joystick_state := $0633 ; last PORTA read (bottom 4 bits), or 0 if joystick_disabled
trigger_disabled:= $0634 ; nonzero = jumpman can't jump (he's already jumping, or title screen or materialization, etc)
trigger_state := $0635 ; last TRIG0 read (0 = pressed)
-sfx_ptr := $063C
-sfx_slot_priority:= $063E ; priority of this sfx
-sfx_slot_timer := $063F
-sfx_slot_duration:= $0646
-sfx_slot_audc := $0647
-sfx_slot_curpos := $064E ; address we've got to so far, playing this sfx
-sfx_priority_tmp:= $0661 ; ??
+snd_ptr := $063C
+snd_slot_priority:= $063E ; priority of this sfx
+snd_slot_timer := $063F
+snd_slot_duration:= $0646
+snd_slot_audc := $0647
+snd_slot_curpos := $064E ; address we've got to so far, playing this sfx
+snd_priority_tmp:= $0661 ; ??
num_tmp := $0665 ; temp used by print_number
player_x_pos := $067E ; stored in HPOSP0
player_y_pos := $0683 ; $C6 is the bottom of the level (where you end up when you die)
@@ -554,94 +559,94 @@ gr7_and_masks:
.byte $3F,$CF,$F3,$FC ; 8153 3F CF F3 FC ?...
; ----------------------------------------------------------------------------
; we have 4 slots (because POKEY has 4 voices), X counts down by 2 from 10 to 2 (at 0, the loop exits)
-sfx_player_entry:
+snd_player_entry:
ldx #$0A ; 8157 A2 0A ..
- lda sfx_lock ; 8159 AD 2F 06 ./.
- beq next_sfx_slot ; 815C F0 01 ..
-sfx_exit:
+ lda snd_lock ; 8159 AD 2F 06 ./.
+ beq next_snd_slot ; 815C F0 01 ..
+snd_exit:
rts ; 815E 60 `
; ----------------------------------------------------------------------------
-next_sfx_slot:
+next_snd_slot:
dex ; 815F CA .
dex ; 8160 CA .
- beq sfx_exit ; 8161 F0 FB ..
- lda sfx_slot_priority,x ; 8163 BD 3E 06 .>.
- beq next_sfx_slot ; 8166 F0 F7 ..
+ beq snd_exit ; 8161 F0 FB ..
+ lda snd_slot_priority,x ; 8163 BD 3E 06 .>.
+ beq next_snd_slot ; 8166 F0 F7 ..
; skip it, if slot is inactive
is_slot_active:
- lda sfx_slot_timer,x ; 8168 BD 3F 06 .?.
- beq sfx_next_note ; 816B F0 10 ..
- dec sfx_slot_timer,x ; 816D DE 3F 06 .?.
- cmp sfx_slot_duration,x ; 8170 DD 46 06 .F.
- bne next_sfx_slot ; 8173 D0 EA ..
+ lda snd_slot_timer,x ; 8168 BD 3F 06 .?.
+ beq snd_next_note ; 816B F0 10 ..
+ dec snd_slot_timer,x ; 816D DE 3F 06 .?.
+ cmp snd_slot_duration,x ; 8170 DD 46 06 .F.
+ bne next_snd_slot ; 8173 D0 EA ..
lda #$00 ; 8175 A9 00 ..
sta AUDC1_minus_two,x ; 8177 9D FF D1 ...
- jmp next_sfx_slot ; 817A 4C 5F 81 L_.
+ jmp next_snd_slot ; 817A 4C 5F 81 L_.
; ----------------------------------------------------------------------------
-sfx_next_note:
- lda sfx_slot_curpos,x ; 817D BD 4E 06 .N.
+snd_next_note:
+ lda snd_slot_curpos,x ; 817D BD 4E 06 .N.
sta zp_temp1 ; 8180 85 CB ..
- lda sfx_slot_curpos+1,x ; 8182 BD 4F 06 .O.
+ lda snd_slot_curpos+1,x ; 8182 BD 4F 06 .O.
sta zp_temp1+1 ; 8185 85 CC ..
ldy #$00 ; 8187 A0 00 ..
lda (zp_temp1),y ; 8189 B1 CB ..
cmp #$04 ; 818B C9 04 ..
- bcs sfx_play_note ; 818D B0 77 .w
+ bcs snd_play_note ; 818D B0 77 .w
cmp #$01 ; 818F C9 01 ..
- beq sfx_set_audc ; 8191 F0 1B ..
+ beq snd_set_audc ; 8191 F0 1B ..
cmp #$02 ; 8193 C9 02 ..
- beq sfx_jump_opcode ; 8195 F0 31 .1
+ beq snd_jump_opcode ; 8195 F0 31 .1
cmp #$03 ; 8197 C9 03 ..
- beq sfx_play_rest ; 8199 F0 03 ..
- jmp sfx_finished ; 819B 4C 26 82 L&.
+ beq snd_play_rest ; 8199 F0 03 ..
+ jmp snd_finished ; 819B 4C 26 82 L&.
; ----------------------------------------------------------------------------
; y==0 on entry
-sfx_play_rest:
+snd_play_rest:
tya ; 819E 98 .
sta AUDC1_minus_two,x ; 819F 9D FF D1 ...
iny ; 81A2 C8 .
lda (zp_temp1),y ; 81A3 B1 CB ..
- sta sfx_slot_timer,x ; 81A5 9D 3F 06 .?.
- jsr inc_sfx_pos ; 81A8 20 31 82 1.
+ sta snd_slot_timer,x ; 81A5 9D 3F 06 .?.
+ jsr inc_snd_pos ; 81A8 20 31 82 1.
jmp is_slot_active ; 81AB 4C 68 81 Lh.
; ----------------------------------------------------------------------------
; y==0 on entry
-sfx_set_audc:
+snd_set_audc:
iny ; 81AE C8 .
lda (zp_temp1),y ; 81AF B1 CB ..
- sta sfx_slot_audc,x ; 81B1 9D 47 06 .G.
+ sta snd_slot_audc,x ; 81B1 9D 47 06 .G.
iny ; 81B4 C8 .
lda (zp_temp1),y ; 81B5 B1 CB ..
- sta sfx_slot_duration,x ; 81B7 9D 46 06 .F.
- jsr inc_sfx_pos ; 81BA 20 31 82 1.
- inc sfx_slot_curpos,x ; 81BD FE 4E 06 .N.
+ sta snd_slot_duration,x ; 81B7 9D 46 06 .F.
+ jsr inc_snd_pos ; 81BA 20 31 82 1.
+ inc snd_slot_curpos,x ; 81BD FE 4E 06 .N.
bne is_slot_active ; 81C0 D0 A6 ..
- inc sfx_slot_curpos+1,x ; 81C2 FE 4F 06 .O.
+ inc snd_slot_curpos+1,x ; 81C2 FE 4F 06 .O.
jmp is_slot_active ; 81C5 4C 68 81 Lh.
; ----------------------------------------------------------------------------
; I *think* this jumps to a different sfx address...
-sfx_jump_opcode:
+snd_jump_opcode:
iny ; 81C8 C8 .
lda (zp_temp1),y ; 81C9 B1 CB ..
- sta sfx_slot_curpos,x ; 81CB 9D 4E 06 .N.
+ sta snd_slot_curpos,x ; 81CB 9D 4E 06 .N.
iny ; 81CE C8 .
lda (zp_temp1),y ; 81CF B1 CB ..
- sta sfx_slot_curpos+1,x ; 81D1 9D 4F 06 .O.
+ sta snd_slot_curpos+1,x ; 81D1 9D 4F 06 .O.
iny ; 81D4 C8 .
lda $065E,x ; 81D5 BD 5E 06 .^.
beq L81EE ; 81D8 F0 14 ..
dec $065E,x ; 81DA DE 5E 06 .^.
- bne sfx_next_note ; 81DD D0 9E ..
+ bne snd_next_note ; 81DD D0 9E ..
lda $0656,x ; 81DF BD 56 06 .V.
- sta sfx_slot_curpos,x ; 81E2 9D 4E 06 .N.
+ sta snd_slot_curpos,x ; 81E2 9D 4E 06 .N.
lda $0657,x ; 81E5 BD 57 06 .W.
- sta sfx_slot_curpos+1,x ; 81E8 9D 4F 06 .O.
- jmp sfx_next_note ; 81EB 4C 7D 81 L}.
+ sta snd_slot_curpos+1,x ; 81E8 9D 4F 06 .O.
+ jmp snd_next_note ; 81EB 4C 7D 81 L}.
; ----------------------------------------------------------------------------
L81EE: nop ; 81EE EA .
@@ -654,43 +659,43 @@ L81EE: nop ; 81EE EA
lda zp_temp1+1 ; 81FC A5 CC ..
adc #$00 ; 81FE 69 00 i.
sta $0657,x ; 8200 9D 57 06 .W.
- jmp sfx_next_note ; 8203 4C 7D 81 L}.
+ jmp snd_next_note ; 8203 4C 7D 81 L}.
; ----------------------------------------------------------------------------
; y==0, a>=4 on entry
-sfx_play_note:
+snd_play_note:
sta AUDF1_minus_two,x ; 8206 9D FE D1 ...
iny ; 8209 C8 .
lda (zp_temp1),y ; 820A B1 CB ..
- sta sfx_slot_timer,x ; 820C 9D 3F 06 .?.
- lda sfx_slot_audc,x ; 820F BD 47 06 .G.
+ sta snd_slot_timer,x ; 820C 9D 3F 06 .?.
+ lda snd_slot_audc,x ; 820F BD 47 06 .G.
sta AUDC1_minus_two,x ; 8212 9D FF D1 ...
clc ; 8215 18 .
- lda sfx_slot_curpos,x ; 8216 BD 4E 06 .N.
+ lda snd_slot_curpos,x ; 8216 BD 4E 06 .N.
adc #$02 ; 8219 69 02 i.
- sta sfx_slot_curpos,x ; 821B 9D 4E 06 .N.
+ sta snd_slot_curpos,x ; 821B 9D 4E 06 .N.
bcc cpos_hi_ok ; 821E 90 03 ..
- inc sfx_slot_curpos+1,x ; 8220 FE 4F 06 .O.
+ inc snd_slot_curpos+1,x ; 8220 FE 4F 06 .O.
cpos_hi_ok:
jmp is_slot_active ; 8223 4C 68 81 Lh.
; ----------------------------------------------------------------------------
; done playing this sfx, free up the slot, X-indexed
-sfx_finished:
+snd_finished:
lda #$00 ; 8226 A9 00 ..
- sta sfx_slot_priority,x ; 8228 9D 3E 06 .>.
+ sta snd_slot_priority,x ; 8228 9D 3E 06 .>.
sta AUDC1_minus_two,x ; 822B 9D FF D1 ...
- jmp next_sfx_slot ; 822E 4C 5F 81 L_.
+ jmp next_snd_slot ; 822E 4C 5F 81 L_.
; ----------------------------------------------------------------------------
; point to next byte in current sfx slot indexed by X
-inc_sfx_pos:
+inc_snd_pos:
clc ; 8231 18 .
- lda sfx_slot_curpos,x ; 8232 BD 4E 06 .N.
+ lda snd_slot_curpos,x ; 8232 BD 4E 06 .N.
adc #$02 ; 8235 69 02 i.
- sta sfx_slot_curpos,x ; 8237 9D 4E 06 .N.
+ sta snd_slot_curpos,x ; 8237 9D 4E 06 .N.
bcc inc_done ; 823A 90 03 ..
- inc sfx_slot_curpos+1,x ; 823C FE 4F 06 .O.
+ inc snd_slot_curpos+1,x ; 823C FE 4F 06 .O.
inc_done:
rts ; 823F 60 `
@@ -698,40 +703,40 @@ inc_done:
; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_priority, sfx_lock), priority A
cue_sfx_lowprior:
pha ; 8240 48 H
- lda sfx_ptr+1 ; 8241 AD 3D 06 .=.
+ lda snd_ptr+1 ; 8241 AD 3D 06 .=.
cue_ok: beq lp_ok ; 8244 F0 02 ..
pla ; 8246 68 h
rts ; 8247 60 `
; ----------------------------------------------------------------------------
; copy to sfx_ptr, fall thru to cue_sfx
-lp_ok: lda sfx_slot_priority ; 8248 AD 3E 06 .>.
- sta sfx_ptr ; 824B 8D 3C 06 .<.
- lda sfx_slot_timer ; 824E AD 3F 06 .?.
- sta sfx_ptr+1 ; 8251 8D 3D 06 .=.
+lp_ok: lda snd_slot_priority ; 8248 AD 3E 06 .>.
+ sta snd_ptr ; 824B 8D 3C 06 .<.
+ lda snd_slot_timer ; 824E AD 3F 06 .?.
+ sta snd_ptr+1 ; 8251 8D 3D 06 .=.
pla ; 8254 68 h
; setup to play sfx at *sfx_ptr, priority in A
-cue_sfx:sta sfx_priority_tmp ; 8255 8D 61 06 .a.
- inc sfx_lock ; 8258 EE 2F 06 ./.
+cue_sfx:sta snd_priority_tmp ; 8255 8D 61 06 .a.
+ inc snd_lock ; 8258 EE 2F 06 ./.
ldx #$0A ; 825B A2 0A ..
next_slot:
dex ; 825D CA .
dex ; 825E CA .
beq bump_slot ; 825F F0 20 .
- lda sfx_slot_priority,x ; 8261 BD 3E 06 .>.
+ lda snd_slot_priority,x ; 8261 BD 3E 06 .>.
bne next_slot ; 8264 D0 F7 ..
; found a free slot, use it
load_slot:
- lda sfx_ptr ; 8266 AD 3C 06 .<.
- sta sfx_slot_curpos,x ; 8269 9D 4E 06 .N.
- lda sfx_ptr+1 ; 826C AD 3D 06 .=.
- sta sfx_slot_curpos+1,x ; 826F 9D 4F 06 .O.
- lda sfx_priority_tmp ; 8272 AD 61 06 .a.
- sta sfx_slot_priority,x ; 8275 9D 3E 06 .>.
+ lda snd_ptr ; 8266 AD 3C 06 .<.
+ sta snd_slot_curpos,x ; 8269 9D 4E 06 .N.
+ lda snd_ptr+1 ; 826C AD 3D 06 .=.
+ sta snd_slot_curpos+1,x ; 826F 9D 4F 06 .O.
+ lda snd_priority_tmp ; 8272 AD 61 06 .a.
+ sta snd_slot_priority,x ; 8275 9D 3E 06 .>.
cue_done:
lda #$00 ; 8278 A9 00 ..
- sta sfx_ptr+1 ; 827A 8D 3D 06 .=.
- dec sfx_lock ; 827D CE 2F 06 ./.
+ sta snd_ptr+1 ; 827A 8D 3D 06 .=.
+ dec snd_lock ; 827D CE 2F 06 ./.
rts ; 8280 60 `
; ----------------------------------------------------------------------------
@@ -745,8 +750,8 @@ bump_try_next:
; branch to cue_done (give up) if all slots are in use with higher priority than this sfx (which means it won't be heard)
bump_fail:
beq cue_done ; 8285 F0 F1 ..
- lda sfx_slot_priority,x ; 8287 BD 3E 06 .>.
- cmp sfx_priority_tmp ; 828A CD 61 06 .a.
+ lda snd_slot_priority,x ; 8287 BD 3E 06 .>.
+ cmp snd_priority_tmp ; 828A CD 61 06 .a.
bcc load_slot ; 828D 90 D7 ..
jmp bump_try_next ; 828F 4C 83 82 L..
@@ -1028,8 +1033,8 @@ no_dec_bonus:
and #$07 ; 8498 29 07 ).
sta $0628 ; 849A 8D 28 06 .(.
tax ; 849D AA .
- lda data_table_85b6,x ; 849E BD B6 85 ...
- sta $062A ; 84A1 8D 2A 06 .*.
+ lda rotating_colors,x ; 849E BD B6 85 ...
+ sta rot_color ; 84A1 8D 2A 06 .*.
; read the joystick if not disabled
check_joystick_enabled:
lda joystick_disabled ; 84A4 AD 32 06 .2.
@@ -1083,7 +1088,7 @@ skip_vec:
lda $0640 ; 84F2 AD 40 06 .@.
ora $0642 ; 84F5 0D 42 06 .B.
ora $0644 ; 84F8 0D 44 06 .D.
- ora sfx_slot_duration ; 84FB 0D 46 06 .F.
+ ora snd_slot_duration ; 84FB 0D 46 06 .F.
sta $0663 ; 84FE 8D 63 06 .c.
ldx #$10 ; 8501 A2 10 ..
; save contents of GTIA collision regs (X ranges 1 to $10, dli_vec_shadow_hi should read collision_save-1)
@@ -1196,8 +1201,8 @@ L859C: inc $0618 ; 859C EE 18 06
jmp no_consol_pressed ; 85B3 4C 8D 85 L..
; ----------------------------------------------------------------------------
-; used in vblank_imm_isr, not sure for what yet
-data_table_85b6:
+; used for color-shifting objects like electrocution, walls, and the bonus counter. every frame, the next one of these is stored in rot_color.
+rotating_colors:
.byte $1A,$96,$28,$66,$C6,$56,$0E,$F6 ; 85B6 1A 96 28 66 C6 56 0E F6 ..(f.V..
; ----------------------------------------------------------------------------
; X/Y movement, indexed by joystick_state << 1, each entry is XXYY, $FF is -1
@@ -1223,7 +1228,7 @@ page6_initial_vectors:
.addr position_missiles ; 85EE 93 82 ..
.addr bullet_logic ; 85F0 69 8E i.
.addr check_falling_2 ; 85F2 00 89 ..
- .addr sfx_player_entry ; 85F4 57 81 W.
+ .addr snd_player_entry ; 85F4 57 81 W.
; ----------------------------------------------------------------------------
zero_filler_85f6:
.byte $00,$00,$00,$00,$00,$00,$00,$00 ; 85F6 00 00 00 00 00 00 00 00 ........
@@ -1404,15 +1409,15 @@ L8736: sta $0681,x ; 8736 9D 81 06
dex ; 8742 CA .
bne L8736 ; 8743 D0 F1 ..
lda #$2B ; 8745 A9 2B .+
- sta $B8 ; 8747 85 B8 ..
+ sta zp_temp4 ; 8747 85 B8 ..
lda #$00 ; 8749 A9 00 ..
- sta $B7 ; 874B 85 B7 ..
+ sta zp_temp3 ; 874B 85 B7 ..
tay ; 874D A8 .
ldx #$05 ; 874E A2 05 ..
-L8750: sta ($B7),y ; 8750 91 B7 ..
+L8750: sta (zp_temp3),y ; 8750 91 B7 ..
iny ; 8752 C8 .
bne L8750 ; 8753 D0 FB ..
- inc $B8 ; 8755 E6 B8 ..
+ inc zp_temp4 ; 8755 E6 B8 ..
dex ; 8757 CA .
bne L8750 ; 8758 D0 F6 ..
rts ; 875A 60 `
@@ -1445,7 +1450,7 @@ ej_loop:lda #$E6 ; 8777 A9 E6
dex ; 8782 CA .
bne ej_loop ; 8783 D0 F2 ..
stx joystick_disabled ; 8785 8E 32 06 .2.
- stx sfx_lock ; 8788 8E 2F 06 ./.
+ stx snd_lock ; 8788 8E 2F 06 ./.
stx work_level_bullet_max ; 878B 8E 8B 07 ...
jsr prepare_level ; 878E 20 2A 87 *.
jsr silence_audio ; 8791 20 5B 87 [.
@@ -1525,9 +1530,9 @@ store_bomb_coords:
lda ($B0),y ; 87F8 B1 B0 ..
sta $06DD ; 87FA 8D DD 06 ...
lda #$92 ; 87FD A9 92 ..
- sta sfx_ptr ; 87FF 8D 3C 06 .<.
+ sta snd_ptr ; 87FF 8D 3C 06 .<.
lda #$88 ; 8802 A9 88 ..
- sta sfx_ptr+1 ; 8804 8D 3D 06 .=.
+ sta snd_ptr+1 ; 8804 8D 3D 06 .=.
lda #$08 ; 8807 A9 08 ..
jsr cue_sfx_jv ; 8809 20 06 80 ..
ldy bomb_idx ; 880C A4 B2 ..
@@ -1695,9 +1700,9 @@ L8910: lda $06EE ; 8910 AD EE 06
inc $0688 ; 8933 EE 88 06 ...
play_sfx_death:
lda #$60 ; 8936 A9 60 .`
- sta sfx_slot_priority ; 8938 8D 3E 06 .>.
+ sta snd_slot_priority ; 8938 8D 3E 06 .>.
lda #$8A ; 893B A9 8A ..
- sta sfx_slot_timer ; 893D 8D 3F 06 .?.
+ sta snd_slot_timer ; 893D 8D 3F 06 .?.
lda #$07 ; 8940 A9 07 ..
jsr cue_sfx_lowprior_jv ; 8942 20 03 80 ..
L8945: lda player_y_pos ; 8945 AD 83 06 ...
@@ -1741,9 +1746,9 @@ falling_bounce:
sta game_display_list ; 8997 8D 81 08 ...
play_sfx_bounce_1:
lda #$4B ; 899A A9 4B .K
- sta sfx_slot_priority ; 899C 8D 3E 06 .>.
+ sta snd_slot_priority ; 899C 8D 3E 06 .>.
lda #$8A ; 899F A9 8A ..
- sta sfx_slot_timer ; 89A1 8D 3F 06 .?.
+ sta snd_slot_timer ; 89A1 8D 3F 06 .?.
lda #$04 ; 89A4 A9 04 ..
jsr cue_sfx_lowprior_jv ; 89A6 20 03 80 ..
L89A9: ldx $06EA ; 89A9 AE EA 06 ...
@@ -1843,9 +1848,9 @@ play_sfx_climb:
lda $061F ; 8A80 AD 1F 06 ...
bne L8A94 ; 8A83 D0 0F ..
lda #$97 ; 8A85 A9 97 ..
- sta sfx_slot_priority ; 8A87 8D 3E 06 .>.
+ sta snd_slot_priority ; 8A87 8D 3E 06 .>.
lda #$8A ; 8A8A A9 8A ..
- sta sfx_slot_timer ; 8A8C 8D 3F 06 .?.
+ sta snd_slot_timer ; 8A8C 8D 3F 06 .?.
lda #$02 ; 8A8F A9 02 ..
jsr cue_sfx_lowprior_jv ; 8A91 20 03 80 ..
L8A94: jmp L9925 ; 8A94 4C 25 99 L%.
@@ -2077,7 +2082,7 @@ what_are_we_waiting_for:
lda $0640 ; 8C39 AD 40 06 .@.
ora $0642 ; 8C3C 0D 42 06 .B.
ora $0644 ; 8C3F 0D 44 06 .D.
- ora sfx_slot_duration ; 8C42 0D 46 06 .F.
+ ora snd_slot_duration ; 8C42 0D 46 06 .F.
bne what_are_we_waiting_for ; 8C45 D0 F2 ..
sta jiffy_timer_1 ; 8C47 8D 1A 06 ...
; wait 192 jiffies: 3.2 sec (ntsc), 3.84 sec (pal)
@@ -2125,7 +2130,7 @@ score_screen_dli_sr:
sta WSYNC ; 8C94 8D 0A D4 ...
cmp $AB ; 8C97 C5 AB ..
bne L8CA4 ; 8C99 D0 09 ..
- lda $062A ; 8C9B AD 2A 06 .*.
+ lda rot_color ; 8C9B AD 2A 06 .*.
sta COLPF0 ; 8C9E 8D 16 D0 ...
jmp L8CAA ; 8CA1 4C AA 8C L..
@@ -2182,9 +2187,9 @@ inc_lives:
plp ; 8CE4 28 (
inc lives ; 8CE5 EE 0A 07 ...
lda #$79 ; 8CE8 A9 79 .y
- sta sfx_ptr ; 8CEA 8D 3C 06 .<.
+ sta snd_ptr ; 8CEA 8D 3C 06 .<.
lda #$BE ; 8CED A9 BE ..
- sta sfx_ptr+1 ; 8CEF 8D 3D 06 .=.
+ sta snd_ptr+1 ; 8CEF 8D 3D 06 .=.
lda #$0C ; 8CF2 A9 0C ..
jsr cue_sfx_jv ; 8CF4 20 06 80 ..
jsr show_lives_icons ; 8CF7 20 BB 86 ..
@@ -2337,9 +2342,9 @@ check_bonus_0:
bonus_lt_256:
jsr print_bonus_jv ; 8DE7 20 0F 80 ..
lda #$FA ; 8DEA A9 FA ..
- sta sfx_slot_priority ; 8DEC 8D 3E 06 .>.
+ sta snd_slot_priority ; 8DEC 8D 3E 06 .>.
lda #$8D ; 8DEF A9 8D ..
- sta sfx_slot_timer ; 8DF1 8D 3F 06 .?.
+ sta snd_slot_timer ; 8DF1 8D 3F 06 .?.
lda #$07 ; 8DF4 A9 07 ..
jsr cue_sfx_lowprior_jv ; 8DF6 20 03 80 ..
dec_done:
@@ -2390,7 +2395,7 @@ pick_random_music:
L8E4C: lda $0640 ; 8E4C AD 40 06 .@.
ora $0642 ; 8E4F 0D 42 06 .B.
ora $0644 ; 8E52 0D 44 06 .D.
- ora sfx_slot_duration ; 8E55 0D 46 06 .F.
+ ora snd_slot_duration ; 8E55 0D 46 06 .F.
bne L8E4C ; 8E58 D0 F2 ..
sta jiffy_timer_1 ; 8E5A 8D 1A 06 ...
L8E5D: lda jiffy_timer_1 ; 8E5D AD 1A 06 ...
@@ -2491,9 +2496,9 @@ fire_bullet:
; let player hear report
play_sfx_bullet:
lda #$59 ; 8EFB A9 59 .Y
- sta sfx_slot_priority ; 8EFD 8D 3E 06 .>.
+ sta snd_slot_priority ; 8EFD 8D 3E 06 .>.
lda #$8F ; 8F00 A9 8F ..
- sta sfx_slot_timer ; 8F02 8D 3F 06 .?.
+ sta snd_slot_timer ; 8F02 8D 3F 06 .?.
txa ; 8F05 8A .
pha ; 8F06 48 H
lda #$02 ; 8F07 A9 02 ..
@@ -2575,16 +2580,16 @@ cue_music:
; y = a * 5; // offset into mus_struct_table
set_y: tay ; 8F9B A8 .
lda mus00_addr1,y ; 8F9C B9 C3 8F ...
- sta sfx_ptr ; 8F9F 8D 3C 06 .<.
+ sta snd_ptr ; 8F9F 8D 3C 06 .<.
lda mus00_addr1+1,y ; 8FA2 B9 C4 8F ...
- sta sfx_ptr+1 ; 8FA5 8D 3D 06 .=.
+ sta snd_ptr+1 ; 8FA5 8D 3D 06 .=.
lda mus00_priority,y ; 8FA8 B9 C7 8F ...
jsr cue_sfx_jv ; 8FAB 20 06 80 ..
ldy $D6 ; 8FAE A4 D6 ..
lda mus00_addr2,y ; 8FB0 B9 C5 8F ...
- sta sfx_ptr ; 8FB3 8D 3C 06 .<.
+ sta snd_ptr ; 8FB3 8D 3C 06 .<.
lda mus00_addr2+1,y ; 8FB6 B9 C6 8F ...
- sta sfx_ptr+1 ; 8FB9 8D 3D 06 .=.
+ sta snd_ptr+1 ; 8FB9 8D 3D 06 .=.
lda mus00_priority,y ; 8FBC B9 C7 8F ...
jsr cue_sfx_jv ; 8FBF 20 06 80 ..
rts ; 8FC2 60 `
@@ -2761,30 +2766,30 @@ wait_letters_done:
lda #$06 ; 9079 A9 06 ..
sta work_level_sub0+1 ; 907B 8D 83 07 ...
lda #$00 ; 907E A9 00 ..
- sta sfx_ptr ; 9080 8D 3C 06 .<.
+ sta snd_ptr ; 9080 8D 3C 06 .<.
lda #$93 ; 9083 A9 93 ..
- sta sfx_ptr+1 ; 9085 8D 3D 06 .=.
+ sta snd_ptr+1 ; 9085 8D 3D 06 .=.
jsr cue_sfx_jv ; 9088 20 06 80 ..
lda #$51 ; 908B A9 51 .Q
- sta sfx_ptr ; 908D 8D 3C 06 .<.
+ sta snd_ptr ; 908D 8D 3C 06 .<.
lda #$93 ; 9090 A9 93 ..
- sta sfx_ptr+1 ; 9092 8D 3D 06 .=.
+ sta snd_ptr+1 ; 9092 8D 3D 06 .=.
jsr cue_sfx_jv ; 9095 20 06 80 ..
lda #$9C ; 9098 A9 9C ..
- sta sfx_ptr ; 909A 8D 3C 06 .<.
+ sta snd_ptr ; 909A 8D 3C 06 .<.
lda #$93 ; 909D A9 93 ..
- sta sfx_ptr+1 ; 909F 8D 3D 06 .=.
+ sta snd_ptr+1 ; 909F 8D 3D 06 .=.
jsr cue_sfx_jv ; 90A2 20 06 80 ..
lda #$D7 ; 90A5 A9 D7 ..
- sta sfx_ptr ; 90A7 8D 3C 06 .<.
+ sta snd_ptr ; 90A7 8D 3C 06 .<.
lda #$93 ; 90AA A9 93 ..
- sta sfx_ptr+1 ; 90AC 8D 3D 06 .=.
+ sta snd_ptr+1 ; 90AC 8D 3D 06 .=.
jsr cue_sfx_jv ; 90AF 20 06 80 ..
lda #$00 ; 90B2 A9 00 ..
sta $9C ; 90B4 85 9C ..
sta $9D ; 90B6 85 9D ..
lda #$07 ; 90B8 A9 07 ..
- sta $B9 ; 90BA 85 B9 ..
+ sta zp_temp5 ; 90BA 85 B9 ..
; set _sub0 to title_dancing
start_dancing:
lda #$72 ; 90BC A9 72 .r
@@ -2855,7 +2860,7 @@ replacement_block_char:
; ----------------------------------------------------------------------------
; rotate colors and play the descending tone as each letter appears on the title screen. called once per frame, uses $9c to keep track of letter. caller stops this routine being called when $9c holds $0e (meaning the last letter is done).
fade_in_letters:
- lda $062A ; 913C AD 2A 06 .*.
+ lda rot_color ; 913C AD 2A 06 .*.
sta COLOR0 ; 913F 8D C4 02 ...
ldy $9C ; 9142 A4 9C ..
; don't 'fade-in' the space in the title (offset 7)
@@ -2895,7 +2900,7 @@ turn_letter_white:
; ----------------------------------------------------------------------------
; make jumpmen dance on title screen, called once/frame
title_dancing:
- lda $062A ; 9172 AD 2A 06 .*.
+ lda rot_color ; 9172 AD 2A 06 .*.
sta COLOR0 ; 9175 8D C4 02 ...
lda $9C ; 9178 A5 9C ..
cmp #$04 ; 917A C9 04 ..
@@ -2906,10 +2911,10 @@ L917E: rts ; 917E 60
L917F: lda $0649 ; 917F AD 49 06 .I.
and #$0F ; 9182 29 0F ).
bne L917E ; 9184 D0 F8 ..
- inc $B9 ; 9186 E6 B9 ..
- lda $B9 ; 9188 A5 B9 ..
+ inc zp_temp5 ; 9186 E6 B9 ..
+ lda zp_temp5 ; 9188 A5 B9 ..
and #$0F ; 918A 29 0F ).
- sta $B9 ; 918C 85 B9 ..
+ sta zp_temp5 ; 918C 85 B9 ..
bne L917E ; 918E D0 EE ..
ldx $9D ; 9190 A6 9D ..
ldy #$FF ; 9192 A0 FF ..
@@ -3044,8 +3049,8 @@ anp_copy_loop:
bne anp_copy_loop ; 941F D0 F7 ..
; X is now 0
anp_loop_done:
- stx $B7 ; 9421 86 B7 ..
- stx $B8 ; 9423 86 B8 ..
+ stx zp_temp3 ; 9421 86 B7 ..
+ stx zp_temp4 ; 9423 86 B8 ..
stx randomizer_mode ; 9425 8E F3 06 ...
stx COLOR4 ; 9428 8E C8 02 ...
lda #$04 ; 942B A9 04 ..
@@ -3086,13 +3091,13 @@ setup_start_key_vec:
; play sfx_select_key at $95f1
play_select_key_sfx:
lda #$F1 ; 946F A9 F1 ..
- sta sfx_ptr ; 9471 8D 3C 06 .<.
+ sta snd_ptr ; 9471 8D 3C 06 .<.
lda #$95 ; 9474 A9 95 ..
- sta sfx_ptr+1 ; 9476 8D 3D 06 .=.
+ sta snd_ptr+1 ; 9476 8D 3D 06 .=.
jsr cue_sfx_jv ; 9479 20 06 80 ..
; wait for sound to finish playing
wait_sfx:
- lda sfx_slot_duration ; 947C AD 46 06 .F.
+ lda snd_slot_duration ; 947C AD 46 06 .F.
bne wait_sfx ; 947F D0 FB ..
lda #$01 ; 9481 A9 01 ..
sta start_key_enabled ; 9483 8D C8 06 ...
@@ -3105,11 +3110,11 @@ hang_main_thread:
option_key_handler:
lda #$00 ; 9489 A9 00 ..
sta option_key_enabled ; 948B 8D C6 06 ...
- lda $B8 ; 948E A5 B8 ..
+ lda zp_temp4 ; 948E A5 B8 ..
clc ; 9490 18 .
adc #$01 ; 9491 69 01 i.
and #$03 ; 9493 29 03 ).
- sta $B8 ; 9495 85 B8 ..
+ sta zp_temp4 ; 9495 85 B8 ..
tay ; 9497 A8 .
lda number_names_0,y ; 9498 B9 DD 95 ...
sta $381D ; 949B 8D 1D 38 ..8
@@ -3125,9 +3130,9 @@ option_key_handler:
sta HSCROL ; 94B9 8D 04 D4 ...
play_opt_key_sfx:
lda #$B0 ; 94BC A9 B0 ..
- sta sfx_ptr ; 94BE 8D 3C 06 .<.
+ sta snd_ptr ; 94BE 8D 3C 06 .<.
lda #$8A ; 94C1 A9 8A ..
- sta sfx_ptr+1 ; 94C3 8D 3D 06 .=.
+ sta snd_ptr+1 ; 94C3 8D 3D 06 .=.
jsr cue_sfx_jv ; 94C6 20 06 80 ..
lda #$00 ; 94C9 A9 00 ..
sta jiffy_timer_1 ; 94CB 8D 1A 06 ...
@@ -3143,19 +3148,19 @@ wait_opt_key_sfx:
; ----------------------------------------------------------------------------
; loop up to 4 times, ask PLAYER #n SPEED? and wait for number key press
get_player_speeds:
- lda $B8 ; 94DE A5 B8 ..
- sta $B9 ; 94E0 85 B9 ..
+ lda zp_temp4 ; 94DE A5 B8 ..
+ sta zp_temp5 ; 94E0 85 B9 ..
sta number_of_users ; 94E2 8D FF 06 ...
sta users_still_alive ; 94E5 8D F4 06 ...
lda #$00 ; 94E8 A9 00 ..
- sta $B8 ; 94EA 85 B8 ..
+ sta zp_temp4 ; 94EA 85 B8 ..
; disable start and option keys
disable_start_opt:
sta option_key_enabled ; 94EC 8D C6 06 ...
sta start_key_enabled ; 94EF 8D C8 06 ...
- sta $BA ; 94F2 85 BA ..
- inc $B9 ; 94F4 E6 B9 ..
- inc $BA ; 94F6 E6 BA ..
+ sta zp_temp6 ; 94F2 85 BA ..
+ inc zp_temp5 ; 94F4 E6 B9 ..
+ inc zp_temp6 ; 94F6 E6 BA ..
tay ; 94F8 A8 .
; copy PLAYER #n SPEED? to screen RAM
show_player_speed_prompt:
@@ -3167,12 +3172,12 @@ psprompt_loop:
iny ; 9502 C8 .
cpx #$14 ; 9503 E0 14 ..
bne psprompt_loop ; 9505 D0 F4 ..
- lda $BA ; 9507 A5 BA ..
+ lda zp_temp6 ; 9507 A5 BA ..
sta current_user ; 9509 8D FE 06 ...
ora #$90 ; 950C 09 90 ..
- inc $BA ; 950E E6 BA ..
+ inc zp_temp6 ; 950E E6 BA ..
sta $3821,y ; 9510 99 21 38 .!8
- dec $B9 ; 9513 C6 B9 ..
+ dec zp_temp5 ; 9513 C6 B9 ..
bne show_player_speed_prompt ; 9515 D0 E2 ..
; set select key vector to ask_num_players at $9400, enable select key
setup_select_key_vec_again:
@@ -3181,7 +3186,7 @@ setup_select_key_vec_again:
lda #$94 ; 951C A9 94 ..
sta select_key_vec+1 ; 951E 8D C3 06 ...
sta select_key_enabled ; 9521 8D C7 06 ...
- dec $BA ; 9524 C6 BA ..
+ dec zp_temp6 ; 9524 C6 BA ..
ldy #$12 ; 9526 A0 12 ..
ldx #$00 ; 9528 A2 00 ..
; initialize speed to -1
@@ -3212,8 +3217,8 @@ display_speed:
clc ; 9546 18 .
adc #$14 ; 9547 69 14 i.
tay ; 9549 A8 .
- inc $B8 ; 954A E6 B8 ..
- dec $BA ; 954C C6 BA ..
+ inc zp_temp4 ; 954A E6 B8 ..
+ dec zp_temp6 ; 954C C6 BA ..
bne init_speed ; 954E D0 DA ..
inc number_of_users ; 9550 EE FF 06 ...
lda number_of_users ; 9553 AD FF 06 ...
@@ -3232,16 +3237,16 @@ numplayer_display_list:
; DLI service routine, changes COLPF2, address gets stored in $6ae/$6af by code at $944e
num_players_dli_service:
pha ; 9578 48 H
- lda $B7 ; 9579 A5 B7 ..
- cmp $B8 ; 957B C5 B8 ..
+ lda zp_temp3 ; 9579 A5 B7 ..
+ cmp zp_temp4 ; 957B C5 B8 ..
sta WSYNC ; 957D 8D 0A D4 ...
bne L9592 ; 9580 D0 10 ..
- lda $062A ; 9582 AD 2A 06 .*.
+ lda rot_color ; 9582 AD 2A 06 .*.
sta COLPF2 ; 9585 8D 18 D0 ...
-L9588: inc $B7 ; 9588 E6 B7 ..
- lda $B7 ; 958A A5 B7 ..
+L9588: inc zp_temp3 ; 9588 E6 B7 ..
+ lda zp_temp3 ; 958A A5 B7 ..
and #$03 ; 958C 29 03 ).
- sta $B7 ; 958E 85 B7 ..
+ sta zp_temp3 ; 958E 85 B7 ..
pla ; 9590 68 h
rti ; 9591 40 @
@@ -3286,7 +3291,10 @@ number_names_4:
; played when select key pressed, 4 notes, descending
sfx_select_key:
.byte $01,$A4,$00,$1D,$08,$3C,$08,$79 ; 95F1 01 A4 00 1D 08 3C 08 79 .....<.y
- .byte $08,$F3,$08,$00,$3C,$02,$00 ; 95F9 08 F3 08 00 3C 02 00 ....<..
+ .byte $08,$F3,$08,$00 ; 95F9 08 F3 08 00 ....
+; not sure what (if anything) reads this, it might be filler. it isn't valid 6502 code.
+unknown_95fd:
+ .byte $3C,$02,$00 ; 95FD 3C 02 00 <..
; ----------------------------------------------------------------------------
; multiple code paths jump here. replay level, load next level, or go back to ask_num_players
afterlife:
@@ -3322,7 +3330,7 @@ L9632: lda L9713,y ; 9632 B9 13 97
ora #$10 ; 963E 09 10 ..
sta $074A ; 9640 8D 4A 07 .J.
lda #$00 ; 9643 A9 00 ..
- sta $B9 ; 9645 85 B9 ..
+ sta zp_temp5 ; 9645 85 B9 ..
sta jiffy_timer_2 ; 9647 8D 1B 06 ...
; 06ac/06ad gets address of get_ready_dlist (why not SDLSTL/H?)
setup_get_ready_dl:
@@ -3497,7 +3505,7 @@ mj_clear_loop:
sta $0697 ; 9791 8D 97 06 ...
sta $0698 ; 9794 8D 98 06 ...
sta PCOLR0 ; 9797 8D C0 02 ...
- sta $BA ; 979A 85 BA ..
+ sta zp_temp6 ; 979A 85 BA ..
sta AUDF4 ; 979C 8D 06 D2 ...
lda work_level_y_start ; 979F AD 8C 07 ...
sta player_y_pos ; 97A2 8D 83 06 ...
@@ -3510,9 +3518,9 @@ mj_clear_loop:
inc $066A ; 97B5 EE 6A 06 .j.
inc $066B ; 97B8 EE 6B 06 .k.
mj_set_freq_and_color:
- inc $BA ; 97BB E6 BA ..
+ inc zp_temp6 ; 97BB E6 BA ..
beq mj_done ; 97BD F0 1C ..
- lda $BA ; 97BF A5 BA ..
+ lda zp_temp6 ; 97BF A5 BA ..
sta AUDF4 ; 97C1 8D 06 D2 ...
lsr a ; 97C4 4A J
lsr a ; 97C5 4A J
@@ -3664,9 +3672,9 @@ L98AD: clc ; 98AD 18
; horizontal movement
play_sfx_walk:
lda #$73 ; 98C1 A9 73 .s
- sta sfx_slot_priority ; 98C3 8D 3E 06 .>.
+ sta snd_slot_priority ; 98C3 8D 3E 06 .>.
lda #$BE ; 98C6 A9 BE ..
- sta sfx_slot_timer ; 98C8 8D 3F 06 .?.
+ sta snd_slot_timer ; 98C8 8D 3F 06 .?.
lda #$01 ; 98CB A9 01 ..
jsr cue_sfx_lowprior_jv ; 98CD 20 03 80 ..
L98D0: lda sav_p0pf ; 98D0 AD B4 06 ...
@@ -4072,7 +4080,7 @@ dli_chained_2:
lda #$00 ; 9B88 A9 00 ..
sta WSYNC ; 9B8A 8D 0A D4 ...
sta COLBK ; 9B8D 8D 1A D0 ...
- lda $062A ; 9B90 AD 2A 06 .*.
+ lda rot_color ; 9B90 AD 2A 06 .*.
sta COLPF0 ; 9B93 8D 16 D0 ...
lda #$28 ; 9B96 A9 28 .(
sta COLPF1 ; 9B98 8D 17 D0 ...
@@ -5776,9 +5784,9 @@ LA50F: lda RANDOM ; A50F AD 0A D2
lda #$08 ; A518 A9 08 ..
sta current_speed ; A51A 8D 24 06 .$.
lda #$2D ; A51D A9 2D .-
- sta sfx_slot_priority ; A51F 8D 3E 06 .>.
+ sta snd_slot_priority ; A51F 8D 3E 06 .>.
lda #$A5 ; A522 A9 A5 ..
- sta sfx_slot_timer ; A524 8D 3F 06 .?.
+ sta snd_slot_timer ; A524 8D 3F 06 .?.
lda #$01 ; A527 A9 01 ..
jsr cue_sfx_lowprior_jv ; A529 20 03 80 ..
rts ; A52C 60 `
@@ -6061,9 +6069,9 @@ LA882: tya ; A882 98
pha ; A88C 48 H
play_hellstone_sfx:
lda #$0D ; A88D A9 0D ..
- sta sfx_slot_priority ; A88F 8D 3E 06 .>.
+ sta snd_slot_priority ; A88F 8D 3E 06 .>.
lda #$A9 ; A892 A9 A9 ..
- sta sfx_slot_timer ; A894 8D 3F 06 .?.
+ sta snd_slot_timer ; A894 8D 3F 06 .?.
lda #$03 ; A897 A9 03 ..
jsr cue_sfx_lowprior_jv ; A899 20 03 80 ..
pla ; A89C 68 h
@@ -6279,7 +6287,7 @@ walls_up_rope:
.byte $C9,$9C,$50,$08,$0A,$FF ; AAB6 C9 9C 50 08 0A FF ..P...
; ----------------------------------------------------------------------------
walls_sub3:
- lda $062A ; AABC AD 2A 06 .*.
+ lda rot_color ; AABC AD 2A 06 .*.
sta COLOR3 ; AABF 8D C7 02 ...
rts ; AAC2 60 `
@@ -6495,7 +6503,9 @@ spellbound_table:
epyx_jumpman:
.byte $40,$29,$21,$11,$19,$11,$09,$01 ; AEAF 40 29 21 11 19 11 09 01 @)!.....
.byte $49,$41,$39,$19,$31 ; AEB7 49 41 39 19 31 IA9.1
-LAEBC: .byte $03,$03,$03,$03,$03,$C3,$C3,$7E ; AEBC 03 03 03 03 03 C3 C3 7E .......~
+; player graphics for letters. each letter is 8x8 (8 bytes, 8px/byte), takes up the whole 8x8 cell (no blanks at edges like a normal font would have). no duplicate letters, so this spells 'JUMPANEYX ' (space at the end)
+letter_bitmap:
+ .byte $03,$03,$03,$03,$03,$C3,$C3,$7E ; AEBC 03 03 03 03 03 C3 C3 7E .......~
.byte $C3,$C3,$C3,$C3,$C3,$C3,$C3,$7E ; AEC4 C3 C3 C3 C3 C3 C3 C3 7E .......~
.byte $C3,$C3,$E7,$FF,$DB,$C3,$C3,$C3 ; AECC C3 C3 E7 FF DB C3 C3 C3 ........
.byte $FE,$C3,$C3,$C3,$FE,$C0,$C0,$C0 ; AED4 FE C3 C3 C3 FE C0 C0 C0 ........
@@ -6505,13 +6515,12 @@ LAEBC: .byte $03,$03,$03,$03,$03,$C3,$C3,$7E ; AEBC 03 03 03 03 03 C3 C3 7E
.byte $C3,$66,$3C,$18,$18,$18,$18,$18 ; AEF4 C3 66 3C 18 18 18 18 18 .f<.....
.byte $C3,$C3,$66,$3C,$3C,$66,$C3,$C3 ; AEFC C3 C3 66 3C 3C 66 C3 C3 ..f<<f..
.byte $00,$00,$00,$00,$00,$00,$00,$00 ; AF04 00 00 00 00 00 00 00 00 ........
- .byte $40,$A0,$20,$40 ; AF0C 40 A0 20 40 @. @
-; looks almost like code but it's bogus
-data_af10:
- .byte $E0,$00,$38,$20,$30,$08,$30,$04 ; AF10 E0 00 38 20 30 08 30 04 ..8 0.0.
- .byte $0A,$0A,$0A,$04 ; AF18 0A 0A 0A 04 ....
+; the little 250 that gets displayed at end of level, for each letter
+bonus_250:
+ .byte $40,$A0,$20,$40,$E0,$00,$38,$20 ; AF0C 40 A0 20 40 E0 00 38 20 @. @..8
+ .byte $30,$08,$30,$04,$0A,$0A,$0A,$04 ; AF14 30 08 30 04 0A 0A 0A 04 0.0.....
; ----------------------------------------------------------------------------
-LAF1C: lda $062A ; AF1C AD 2A 06 .*.
+LAF1C: lda rot_color ; AF1C AD 2A 06 .*.
sta PCOLR2 ; AF1F 8D C2 02 ...
rts ; AF22 60 `
@@ -6529,7 +6538,7 @@ spellbound_bomb_sub:
ldx $0770 ; AF33 AE 70 07 .p.
lda #$08 ; AF36 A9 08 ..
sta $0772 ; AF38 8D 72 07 .r.
-LAF3B: lda LAEBC,y ; AF3B B9 BC AE ...
+LAF3B: lda letter_bitmap,y ; AF3B B9 BC AE ...
sta $2E00,x ; AF3E 9D 00 2E ...
inx ; AF41 E8 .
iny ; AF42 C8 .
@@ -6607,9 +6616,9 @@ b250_hi_ok:
; play sfx_letter_bonus
cue_letter_sfx:
lda #$CB ; AFB9 A9 CB ..
- sta sfx_ptr ; AFBB 8D 3C 06 .<.
+ sta snd_ptr ; AFBB 8D 3C 06 .<.
lda #$AF ; AFBE A9 AF ..
- sta sfx_ptr+1 ; AFC0 8D 3D 06 .=.
+ sta snd_ptr+1 ; AFC0 8D 3D 06 .=.
jsr cue_sfx_jv ; AFC3 20 06 80 ..
pla ; AFC6 68 h
tax ; AFC7 AA .
@@ -6908,7 +6917,7 @@ herethere_sub3:
and #$03 ; B2EA 29 03 ).
sta $068A ; B2EC 8D 8A 06 ...
inc $068A ; B2EF EE 8A 06 ...
-LB2F2: lda $062A ; B2F2 AD 2A 06 .*.
+LB2F2: lda rot_color ; B2F2 AD 2A 06 .*.
sta PCOLR2 ; B2F5 8D C2 02 ...
lda #$00 ; B2F8 A9 00 ..
jmp check_pl_coll_no_pl ; B2FA 4C 79 8F Ly.
@@ -6920,9 +6929,9 @@ herethere_bomb_sub:
lda $0685 ; B303 AD 85 06 ...
sta player_y_pos ; B306 8D 83 06 ...
lda #$19 ; B309 A9 19 ..
- sta sfx_ptr ; B30B 8D 3C 06 .<.
+ sta snd_ptr ; B30B 8D 3C 06 .<.
lda #$B3 ; B30E A9 B3 ..
- sta sfx_ptr+1 ; B310 8D 3D 06 .=.
+ sta snd_ptr+1 ; B310 8D 3D 06 .=.
lda #$07 ; B313 A9 07 ..
jsr cue_sfx_jv ; B315 20 06 80 ..
rts ; B318 60 `
@@ -7045,9 +7054,9 @@ LB4C1: lda $068B ; B4C1 AD 8B 06
bne LB4E2 ; B4D1 D0 0F ..
cue_woop_sound:
lda #$64 ; B4D3 A9 64 .d
- sta sfx_slot_priority ; B4D5 8D 3E 06 .>.
+ sta snd_slot_priority ; B4D5 8D 3E 06 .>.
lda #$B5 ; B4D8 A9 B5 ..
- sta sfx_slot_timer ; B4DA 8D 3F 06 .?.
+ sta snd_slot_timer ; B4DA 8D 3F 06 .?.
lda #$03 ; B4DD A9 03 ..
jsr cue_sfx_lowprior_jv ; B4DF 20 03 80 ..
LB4E2: ldy #$01 ; B4E2 A0 01 ..
@@ -7096,7 +7105,7 @@ hatch_sub3:
; ----------------------------------------------------------------------------
hatch_sub1:
- lda $062A ; B581 AD 2A 06 .*.
+ lda rot_color ; B581 AD 2A 06 .*.
sta PCOLR3 ; B584 8D C3 02 ...
rts ; B587 60 `
@@ -7350,13 +7359,13 @@ el_hi_ok:
; play once per life
play_life_bonus_sfx:
lda #$96 ; B868 A9 96 ..
- sta sfx_ptr ; B86A 8D 3C 06 .<.
+ sta snd_ptr ; B86A 8D 3C 06 .<.
lda #$B8 ; B86D A9 B8 ..
- sta sfx_ptr+1 ; B86F 8D 3D 06 .=.
+ sta snd_ptr+1 ; B86F 8D 3D 06 .=.
jsr cue_sfx_jv ; B872 20 06 80 ..
; wait for sfx to finish
el_wait_sfx:
- lda sfx_slot_duration ; B875 AD 46 06 .F.
+ lda snd_slot_duration ; B875 AD 46 06 .F.
ora $0644 ; B878 0D 44 06 .D.
bne el_wait_sfx ; B87B D0 F8 ..
dec $A6 ; B87D C6 A6 ..
@@ -7742,7 +7751,7 @@ wd_wait_music:
; ----------------------------------------------------------------------------
; used in work_level_sub0 slot during well_doneused in work_level_sub1 slot during well_done
well_done_sub0:
- lda $062A ; BCCD AD 2A 06 .*.
+ lda rot_color ; BCCD AD 2A 06 .*.
sta COLOR2 ; BCD0 8D C6 02 ...
lda #$02 ; BCD3 A9 02 ..
sta sav_p0pf ; BCD5 8D B4 06 ...