diff options
Diffstat (limited to 'jumpmanjr.dasm')
-rw-r--r-- | jumpmanjr.dasm | 76 |
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 .. |