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-rw-r--r--jumpmanjr.dasm76
1 files changed, 38 insertions, 38 deletions
diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm
index 4213a44..b23694f 100644
--- a/jumpmanjr.dasm
+++ b/jumpmanjr.dasm
@@ -1,5 +1,5 @@
; da65 V2.15 - Git 104f898
-; Created: 2016-09-06 16:39:32
+; Created: 2016-09-06 17:48:30
; Input file: jumpmanjr.rom
; Page: 1
@@ -68,12 +68,12 @@ joystick_state := $0633 ; last PORTA read (bottom 4 bits
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_tempo := $063E ; tempo of this sfx
+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_tempo_tmp := $0661 ; ??
+sfx_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)
@@ -249,7 +249,7 @@ draw_map_jv:
jmp draw_map ; 8000 4C 49 80 LI.
; ----------------------------------------------------------------------------
-; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A
+; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_priority, sfx_lock), priority A
cue_sfx_lowprior_jv:
jmp cue_sfx_lowprior ; 8003 4C 40 82 L@.
@@ -566,7 +566,7 @@ next_sfx_slot:
dex ; 815F CA .
dex ; 8160 CA .
beq sfx_exit ; 8161 F0 FB ..
- lda sfx_slot_tempo,x ; 8163 BD 3E 06 .>.
+ lda sfx_slot_priority,x ; 8163 BD 3E 06 .>.
beq next_sfx_slot ; 8166 F0 F7 ..
; skip it, if slot is inactive
is_slot_active:
@@ -678,7 +678,7 @@ cpos_hi_ok:
; done playing this sfx, free up the slot, X-indexed
sfx_finished:
lda #$00 ; 8226 A9 00 ..
- sta sfx_slot_tempo,x ; 8228 9D 3E 06 .>.
+ sta sfx_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_.
@@ -695,7 +695,7 @@ inc_done:
rts ; 823F 60 `
; ----------------------------------------------------------------------------
-; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A
+; 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 .=.
@@ -705,20 +705,20 @@ cue_ok: beq lp_ok ; 8244 F0 02
; ----------------------------------------------------------------------------
; copy to sfx_ptr, fall thru to cue_sfx
-lp_ok: lda sfx_slot_tempo ; 8248 AD 3E 06 .>.
+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 .=.
pla ; 8254 68 h
-; setup to play sfx at *sfx_ptr, tempo (?) A
-cue_sfx:sta sfx_tempo_tmp ; 8255 8D 61 06 .a.
+; 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 ./.
ldx #$0A ; 825B A2 0A ..
next_slot:
dex ; 825D CA .
dex ; 825E CA .
beq bump_slot ; 825F F0 20 .
- lda sfx_slot_tempo,x ; 8261 BD 3E 06 .>.
+ lda sfx_slot_priority,x ; 8261 BD 3E 06 .>.
bne next_slot ; 8264 D0 F7 ..
; found a free slot, use it
load_slot:
@@ -726,8 +726,8 @@ load_slot:
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_tempo_tmp ; 8272 AD 61 06 .a.
- sta sfx_slot_tempo,x ; 8275 9D 3E 06 .>.
+ lda sfx_priority_tmp ; 8272 AD 61 06 .a.
+ sta sfx_slot_priority,x ; 8275 9D 3E 06 .>.
cue_done:
lda #$00 ; 8278 A9 00 ..
sta sfx_ptr+1 ; 827A 8D 3D 06 .=.
@@ -745,8 +745,8 @@ 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_tempo,x ; 8287 BD 3E 06 .>.
- cmp sfx_tempo_tmp ; 828A CD 61 06 .a.
+ lda sfx_slot_priority,x ; 8287 BD 3E 06 .>.
+ cmp sfx_priority_tmp ; 828A CD 61 06 .a.
bcc load_slot ; 828D 90 D7 ..
jmp bump_try_next ; 828F 4C 83 82 L..
@@ -1695,7 +1695,7 @@ L8910: lda $06EE ; 8910 AD EE 06
inc $0688 ; 8933 EE 88 06 ...
play_sfx_death:
lda #$60 ; 8936 A9 60 .`
- sta sfx_slot_tempo ; 8938 8D 3E 06 .>.
+ sta sfx_slot_priority ; 8938 8D 3E 06 .>.
lda #$8A ; 893B A9 8A ..
sta sfx_slot_timer ; 893D 8D 3F 06 .?.
lda #$07 ; 8940 A9 07 ..
@@ -1741,7 +1741,7 @@ falling_bounce:
sta game_display_list ; 8997 8D 81 08 ...
play_sfx_bounce_1:
lda #$4B ; 899A A9 4B .K
- sta sfx_slot_tempo ; 899C 8D 3E 06 .>.
+ sta sfx_slot_priority ; 899C 8D 3E 06 .>.
lda #$8A ; 899F A9 8A ..
sta sfx_slot_timer ; 89A1 8D 3F 06 .?.
lda #$04 ; 89A4 A9 04 ..
@@ -1843,7 +1843,7 @@ play_sfx_climb:
lda $061F ; 8A80 AD 1F 06 ...
bne L8A94 ; 8A83 D0 0F ..
lda #$97 ; 8A85 A9 97 ..
- sta sfx_slot_tempo ; 8A87 8D 3E 06 .>.
+ sta sfx_slot_priority ; 8A87 8D 3E 06 .>.
lda #$8A ; 8A8A A9 8A ..
sta sfx_slot_timer ; 8A8C 8D 3F 06 .?.
lda #$02 ; 8A8F A9 02 ..
@@ -2337,7 +2337,7 @@ check_bonus_0:
bonus_lt_256:
jsr print_bonus_jv ; 8DE7 20 0F 80 ..
lda #$FA ; 8DEA A9 FA ..
- sta sfx_slot_tempo ; 8DEC 8D 3E 06 .>.
+ sta sfx_slot_priority ; 8DEC 8D 3E 06 .>.
lda #$8D ; 8DEF A9 8D ..
sta sfx_slot_timer ; 8DF1 8D 3F 06 .?.
lda #$07 ; 8DF4 A9 07 ..
@@ -2491,7 +2491,7 @@ fire_bullet:
; let player hear report
play_sfx_bullet:
lda #$59 ; 8EFB A9 59 .Y
- sta sfx_slot_tempo ; 8EFD 8D 3E 06 .>.
+ sta sfx_slot_priority ; 8EFD 8D 3E 06 .>.
lda #$8F ; 8F00 A9 8F ..
sta sfx_slot_timer ; 8F02 8D 3F 06 .?.
txa ; 8F05 8A .
@@ -2578,14 +2578,14 @@ set_y: tay ; 8F9B A8
sta sfx_ptr ; 8F9F 8D 3C 06 .<.
lda mus00_addr1+1,y ; 8FA2 B9 C4 8F ...
sta sfx_ptr+1 ; 8FA5 8D 3D 06 .=.
- lda mus00_len_or_tempo,y ; 8FA8 B9 C7 8F ...
+ 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 .<.
lda mus00_addr2+1,y ; 8FB6 B9 C6 8F ...
sta sfx_ptr+1 ; 8FB9 8D 3D 06 .=.
- lda mus00_len_or_tempo,y ; 8FBC B9 C7 8F ...
+ lda mus00_priority,y ; 8FBC B9 C7 8F ...
jsr cue_sfx_jv ; 8FBF 20 06 80 ..
rts ; 8FC2 60 `
@@ -2596,7 +2596,7 @@ mus00_addr1:
mus00_addr2:
.addr sfx14 ; 8FC5 EA BF ..
; ----------------------------------------------------------------------------
-mus00_len_or_tempo:
+mus00_priority:
.byte $10 ; 8FC7 10 .
; ----------------------------------------------------------------------------
mus01_addr1:
@@ -2604,7 +2604,7 @@ mus01_addr1:
mus01_addr2:
.addr empty_music_entry ; 8FCA FF 8F ..
; ----------------------------------------------------------------------------
-mus01_len_or_tempo:
+mus01_priority:
.byte $07 ; 8FCC 07 .
; ----------------------------------------------------------------------------
; end of game tune
@@ -2613,7 +2613,7 @@ mus02_addr1:
mus02_addr2:
.addr sfx03 ; 8FCF AF BE ..
; ----------------------------------------------------------------------------
-mus02_len_or_tempo:
+mus02_priority:
.byte $10 ; 8FD1 10 .
; ----------------------------------------------------------------------------
mus03_addr1:
@@ -2621,7 +2621,7 @@ mus03_addr1:
mus03_addr2:
.addr sfx00 ; 8FD4 F2 BD ..
; ----------------------------------------------------------------------------
-mus03_len_or_tempo:
+mus03_priority:
.byte $10 ; 8FD6 10 .
; ----------------------------------------------------------------------------
mus04_addr1:
@@ -2629,7 +2629,7 @@ mus04_addr1:
mus04_addr2:
.addr sfx05 ; 8FD9 ED BE ..
; ----------------------------------------------------------------------------
-mus04_len_or_tempo:
+mus04_priority:
.byte $10 ; 8FDB 10 .
; ----------------------------------------------------------------------------
mus05_addr1:
@@ -2637,7 +2637,7 @@ mus05_addr1:
mus05_addr2:
.addr sfx07 ; 8FDE 30 BF 0.
; ----------------------------------------------------------------------------
-mus05_len_or_tempo:
+mus05_priority:
.byte $10 ; 8FE0 10 .
; ----------------------------------------------------------------------------
mus06_addr1:
@@ -2645,7 +2645,7 @@ mus06_addr1:
mus06_addr2:
.addr sfx09 ; 8FE3 60 BF `.
; ----------------------------------------------------------------------------
-mus06_len_or_tempo:
+mus06_priority:
.byte $10 ; 8FE5 10 .
; ----------------------------------------------------------------------------
mus07_addr1:
@@ -2653,7 +2653,7 @@ mus07_addr1:
mus07_addr2:
.addr sfx11 ; 8FE8 A6 BF ..
; ----------------------------------------------------------------------------
-mus07_len_or_tempo:
+mus07_priority:
.byte $10 ; 8FEA 10 .
; ----------------------------------------------------------------------------
; tune that plays while level is being drawn
@@ -2662,7 +2662,7 @@ mus08_addr1:
mus08_addr2:
.addr sfx16 ; 8FED EA BA ..
; ----------------------------------------------------------------------------
-mus08_len_or_tempo:
+mus08_priority:
.byte $10 ; 8FEF 10 .
; ----------------------------------------------------------------------------
mus09_addr1:
@@ -2670,7 +2670,7 @@ mus09_addr1:
mus09_addr2:
.addr empty_music_entry ; 8FF2 FF 8F ..
; ----------------------------------------------------------------------------
-mus09_len_or_tempo:
+mus09_priority:
.byte $01 ; 8FF4 01 .
; ----------------------------------------------------------------------------
mus10_addr1:
@@ -2678,7 +2678,7 @@ mus10_addr1:
mus10_addr2:
.addr empty_music_entry ; 8FF7 FF 8F ..
; ----------------------------------------------------------------------------
-mus10_len_or_tempo:
+mus10_priority:
.byte $01 ; 8FF9 01 .
; ----------------------------------------------------------------------------
mus11_addr1:
@@ -2686,7 +2686,7 @@ mus11_addr1:
mus11_addr2:
.addr empty_music_entry ; 8FFC FF 8F ..
; ----------------------------------------------------------------------------
-mus11_len_or_tempo:
+mus11_priority:
.byte $01 ; 8FFE 01 .
; empty music table entries point here
empty_music_entry:
@@ -3664,7 +3664,7 @@ L98AD: clc ; 98AD 18
; horizontal movement
play_sfx_walk:
lda #$73 ; 98C1 A9 73 .s
- sta sfx_slot_tempo ; 98C3 8D 3E 06 .>.
+ sta sfx_slot_priority ; 98C3 8D 3E 06 .>.
lda #$BE ; 98C6 A9 BE ..
sta sfx_slot_timer ; 98C8 8D 3F 06 .?.
lda #$01 ; 98CB A9 01 ..
@@ -5776,7 +5776,7 @@ LA50F: lda RANDOM ; A50F AD 0A D2
lda #$08 ; A518 A9 08 ..
sta current_speed ; A51A 8D 24 06 .$.
lda #$2D ; A51D A9 2D .-
- sta sfx_slot_tempo ; A51F 8D 3E 06 .>.
+ sta sfx_slot_priority ; A51F 8D 3E 06 .>.
lda #$A5 ; A522 A9 A5 ..
sta sfx_slot_timer ; A524 8D 3F 06 .?.
lda #$01 ; A527 A9 01 ..
@@ -6061,7 +6061,7 @@ LA882: tya ; A882 98
pha ; A88C 48 H
play_hellstone_sfx:
lda #$0D ; A88D A9 0D ..
- sta sfx_slot_tempo ; A88F 8D 3E 06 .>.
+ sta sfx_slot_priority ; A88F 8D 3E 06 .>.
lda #$A9 ; A892 A9 A9 ..
sta sfx_slot_timer ; A894 8D 3F 06 .?.
lda #$03 ; A897 A9 03 ..
@@ -7045,7 +7045,7 @@ LB4C1: lda $068B ; B4C1 AD 8B 06
bne LB4E2 ; B4D1 D0 0F ..
cue_woop_sound:
lda #$64 ; B4D3 A9 64 .d
- sta sfx_slot_tempo ; B4D5 8D 3E 06 .>.
+ sta sfx_slot_priority ; B4D5 8D 3E 06 .>.
lda #$B5 ; B4D8 A9 B5 ..
sta sfx_slot_timer ; B4DA 8D 3F 06 .?.
lda #$03 ; B4DD A9 03 ..