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-rw-r--r--jumpmanjr.dasm37
1 files changed, 19 insertions, 18 deletions
diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm
index a403754..af4e7ba 100644
--- a/jumpmanjr.dasm
+++ b/jumpmanjr.dasm
@@ -1,5 +1,5 @@
; da65 V2.15 - Git 104f898
-; Created: 2016-09-05 05:47:25
+; Created: 2016-09-05 16:35:55
; Input file: jumpmanjr.rom
; Page: 1
@@ -31,7 +31,8 @@ zp_temp1 := $00CB ; used for (zp,y) addressing, al
num_in := $00D0 ; print_number input. 3-byte number (LSB first as usual) to be printed
num_out := $00D3 ; area of (screen) memory where print_number stores its output
num_color := $00D5 ; print_number adds this to numeric screencode output. normally 0, set to $80 on the end-of-game screen.
-FR1 := $00E0
+demo_map_ptr := $00E0 ; points to level_desc of each map in turn, during the 'show all levels' demo
+demo_name_offset:= $00E2 ; offset from level_names to the name of each level in turn, during the 'show all levels' demo
VDSLST := $0200
VKEYBD := $0208
VKEYBD_hi := $0209
@@ -7413,7 +7414,7 @@ demo_wait:
cmp #$60 ; B973 C9 60 .`
bne demo_wait ; B975 D0 F9 ..
lda #$00 ; B977 A9 00 ..
- sta FR1 ; B979 85 E0 ..
+ sta demo_map_ptr ; B979 85 E0 ..
lda #$00 ; B97B A9 00 ..
sta $06AB ; B97D 8D AB 06 ...
sta $067D ; B980 8D 7D 06 .}.
@@ -7421,23 +7422,23 @@ demo_wait:
sta player_x_pos ; B986 8D 7E 06 .~.
sta $0680 ; B989 8D 80 06 ...
lda #$A0 ; B98C A9 A0 ..
- sta FR1+1 ; B98E 85 E1 ..
+ sta demo_map_ptr+1 ; B98E 85 E1 ..
lda #$00 ; B990 A9 00 ..
- sta FR1+2 ; B992 85 E2 ..
+ sta demo_name_offset ; B992 85 E2 ..
jsr clear_screen_mem_jv ; B994 20 1E 80 ..
jsr setup_gameboard_dlist_jv ; B997 20 15 80 ..
nop ; B99A EA .
nop ; B99B EA .
nop ; B99C EA .
-; initially, FR1 points to $A000 (start of level descriptions), Y is $16, or offset to _map0 within level desc.
+; initially, demo_map_ptr points to $A000 (start of level descriptions), Y is $16, or offset to _map0 within level desc.
demo_show_map:
ldy #$16 ; B99D A0 16 ..
- lda (FR1),y ; B99F B1 E0 ..
+ lda (demo_map_ptr),y ; B99F B1 E0 ..
sta dm_progctr ; B9A1 85 C0 ..
iny ; B9A3 C8 .
- lda (FR1),y ; B9A4 B1 E0 ..
+ lda (demo_map_ptr),y ; B9A4 B1 E0 ..
sta dm_progctr+1 ; B9A6 85 C1 ..
- ldy FR1+2 ; B9A8 A4 E2 ..
+ ldy demo_name_offset ; B9A8 A4 E2 ..
ldx #$00 ; B9AA A2 00 ..
demo_show_name:
lda level_names,y ; B9AC B9 00 BB ...
@@ -7459,9 +7460,9 @@ demo_wait_1:
bne demo_wait_1 ; B9CB D0 F9 ..
jsr clear_screen_mem_jv ; B9CD 20 1E 80 ..
clc ; B9D0 18 .
- lda FR1+2 ; B9D1 A5 E2 ..
+ lda demo_name_offset ; B9D1 A5 E2 ..
adc #$14 ; B9D3 69 14 i.
- sta FR1+2 ; B9D5 85 E2 ..
+ sta demo_name_offset ; B9D5 85 E2 ..
cmp #$F0 ; B9D7 C9 F0 ..
bne demo_next_map ; B9D9 D0 03 ..
jmp reinit_game ; B9DB 4C 0C 90 L..
@@ -7469,24 +7470,24 @@ demo_wait_1:
; ----------------------------------------------------------------------------
demo_next_map:
clc ; B9DE 18 .
- lda FR1 ; B9DF A5 E0 ..
+ lda demo_map_ptr ; B9DF A5 E0 ..
adc #$40 ; B9E1 69 40 i@
- sta FR1 ; B9E3 85 E0 ..
+ sta demo_map_ptr ; B9E3 85 E0 ..
bcc demo_show_map ; B9E5 90 B6 ..
- inc FR1+1 ; B9E7 E6 E1 ..
+ inc demo_map_ptr+1 ; B9E7 E6 E1 ..
jmp demo_show_map ; B9E9 4C 9D B9 L..
; ----------------------------------------------------------------------------
-; FR1 points to levelXX_desc
+; demo_map_ptr points to levelXX_desc
demo_set_colors:
ldy #$2F ; B9EC A0 2F ./
- lda (FR1),y ; B9EE B1 E0 ..
+ lda (demo_map_ptr),y ; B9EE B1 E0 ..
sta COLOR0 ; B9F0 8D C4 02 ...
iny ; B9F3 C8 .
- lda (FR1),y ; B9F4 B1 E0 ..
+ lda (demo_map_ptr),y ; B9F4 B1 E0 ..
sta COLOR1 ; B9F6 8D C5 02 ...
iny ; B9F9 C8 .
- lda (FR1),y ; B9FA B1 E0 ..
+ lda (demo_map_ptr),y ; B9FA B1 E0 ..
sta COLOR2 ; B9FC 8D C6 02 ...
rts ; B9FF 60 `