diff options
Diffstat (limited to 'jumpmanjr.dasm')
-rw-r--r-- | jumpmanjr.dasm | 184 |
1 files changed, 105 insertions, 79 deletions
diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm index f686f93..143048e 100644 --- a/jumpmanjr.dasm +++ b/jumpmanjr.dasm @@ -1,5 +1,5 @@ ; da65 V2.15 - Git 104f898 -; Created: 2016-08-29 22:55:55 +; Created: 2016-08-30 01:18:47 ; Input file: jumpmanjr.rom ; Page: 1 @@ -73,6 +73,7 @@ L06DF := $06DF L06E0 := $06E0 L06E3 := $06E3 L06E6 := $06E6 +jump_frame := $06EB ; 0 if not jumping, or frames since start of jump (range 1 to 21) randomizer_mode := $06F3 ; only after beating levels 1-12 in order number_of_players:= $06F4 ; 0 for single-player game, otherwise range 1-3 (2 to 4 players) level := $06F6 @@ -100,7 +101,7 @@ work_level_map2 := $079A ; map data work_level_unkn_table1:= $079C ; unknown, pointer to a ROM table or $0000 work_level_offs_30:= $079E ; always $0000 work_level_sub_bomb:= $07A0 ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine -work_level_sub5 := $07A2 ; $06E6 for some levels, or else a ROM subroutine +work_level_sub_start:= $07A2 ; called at start of level, $06E6 for some levels, or else a ROM subroutine work_level_sub6 := $07A4 ; always $9740 aka game_main_loop work_level_sub_eol:= $07A6 ; called at end of level (all bombs picked up). $06E6 for all but level07 work_level_offs_40:= $07A8 ; all zeroes @@ -128,7 +129,7 @@ cur_level_map2 := $07DA ; map data cur_level_unkn_table1:= $07DC ; unknown, pointer to a ROM table or $0000 cur_level_offs_30:= $07DE ; always $0000 cur_level_sub_bomb:= $07E0 ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine -cur_level_sub5 := $07E2 ; $06E6 for some levels, or else a ROM subroutine +cur_level_sub_start:= $07E2 ; called at start of level, $06E6 for some levels, or else a ROM subroutine cur_level_sub6 := $07E4 ; always $9740 aka game_main_loop cur_level_sub_eol:= $07E6 ; called at end of level (all bombs picked up). $06E6 for all but level07 cur_level_offs_40:= $07E8 ; all zeroes @@ -193,7 +194,9 @@ draw_map_jv: jmp draw_map ; 8000 4C 49 80 LI. ; ---------------------------------------------------------------------------- -L8003: jmp cue_sfx_lowprior ; 8003 4C 40 82 L@. +; if cue_sfx not already in progress, setup to play sfx at (sfx_slot_tempo, sfx_lock) tempo (?) A +cue_sfx_lowprior_jv: + jmp cue_sfx_lowprior ; 8003 4C 40 82 L@. ; ---------------------------------------------------------------------------- ; setup to play sfx @@ -517,7 +520,7 @@ sfx_next_note: cmp #$01 ; 818F C9 01 .. beq sfx_change_tempo ; 8191 F0 1B .. cmp #$02 ; 8193 C9 02 .. - beq sfx_jump ; 8195 F0 31 .1 + beq sfx_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&. @@ -550,7 +553,7 @@ sfx_change_tempo: ; ---------------------------------------------------------------------------- ; I *think* this jumps to a different sfx address... -sfx_jump: +sfx_jump_opcode: iny ; 81C8 C8 . lda (zp_temp1),y ; 81C9 B1 CB .. sta sfx_slot_curpos,x ; 81CB 9D 4E 06 .N. @@ -1555,7 +1558,7 @@ L8910: lda $06EE ; 8910 AD EE 06 lda #$8A ; 893B A9 8A .. sta sfx_slot_timer ; 893D 8D 3F 06 .?. lda #$07 ; 8940 A9 07 .. - jsr L8003 ; 8942 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8942 20 03 80 .. L8945: lda $0683 ; 8945 AD 83 06 ... cmp #$C6 ; 8948 C9 C6 .. bcc L895D ; 894A 90 11 .. @@ -1601,7 +1604,7 @@ play_sfx_bounce_1: lda #$8A ; 899F A9 8A .. sta sfx_slot_timer ; 89A1 8D 3F 06 .?. lda #$04 ; 89A4 A9 04 .. - jsr L8003 ; 89A6 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 89A6 20 03 80 .. L89A9: ldx $06EA ; 89A9 AE EA 06 ... cpx #$09 ; 89AC E0 09 .. bne L89B8 ; 89AE D0 08 .. @@ -1702,7 +1705,7 @@ play_sfx_bounce_2: lda #$8A ; 8A8A A9 8A .. sta sfx_slot_timer ; 8A8C 8D 3F 06 .?. lda #$02 ; 8A8F A9 02 .. - jsr L8003 ; 8A91 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8A91 20 03 80 .. L8A94: jmp L9925 ; 8A94 4C 25 99 L%. ; ---------------------------------------------------------------------------- @@ -2218,7 +2221,7 @@ bonus_lt_256: lda #$8D ; 8DEF A9 8D .. sta sfx_slot_timer ; 8DF1 8D 3F 06 .?. lda #$07 ; 8DF4 A9 07 .. - jsr L8003 ; 8DF6 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8DF6 20 03 80 .. dec_done: rts ; 8DF9 60 ` @@ -2351,7 +2354,7 @@ L8EEF: lda L8F51,y ; 8EEF B9 51 8F txa ; 8F05 8A . pha ; 8F06 48 H lda #$02 ; 8F07 A9 02 .. - jsr L8003 ; 8F09 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 8F09 20 03 80 .. pla ; 8F0C 68 h tax ; 8F0D AA . inc $0756,x ; 8F0E FE 56 07 .V. @@ -2445,7 +2448,7 @@ mus00_len_or_tempo: .byte $10 ; 8FC7 10 . ; ---------------------------------------------------------------------------- mus01_addr1: - .addr sfx12 ; 8FC8 BE BF .. + .addr sfx_jump ; 8FC8 BE BF .. mus01_addr2: .addr empty_music_entry ; 8FCA FF 8F .. ; ---------------------------------------------------------------------------- @@ -3174,9 +3177,9 @@ copy_level_desc_2: inx ; 967D E8 . cpx #$40 ; 967E E0 40 .@ bne copy_level_desc_2 ; 9680 D0 F5 .. - lda work_level_sub5 ; 9682 AD A2 07 ... + lda work_level_sub_start ; 9682 AD A2 07 ... sta $06E1 ; 9685 8D E1 06 ... - lda work_level_sub5+1 ; 9688 AD A3 07 ... + lda work_level_sub_start+1 ; 9688 AD A3 07 ... sta $06E2 ; 968B 8D E2 06 ... jsr L06E0 ; 968E 20 E0 06 .. lda #$00 ; 9691 A9 00 .. @@ -3308,7 +3311,7 @@ mj_clear_loop: sta $0755,x ; 9782 9D 55 07 .U. sta $069A,x ; 9785 9D 9A 06 ... sta $06EA,x ; 9788 9D EA 06 ... - sta $06EB,x ; 978B 9D EB 06 ... + sta jump_frame,x ; 978B 9D EB 06 ... dex ; 978E CA . bne mj_clear_loop ; 978F D0 F1 .. sta $0697 ; 9791 8D 97 06 ... @@ -3387,9 +3390,9 @@ L9806: lda $0623 ; 9806 AD 23 06 lda $0683 ; 980B AD 83 06 ... cmp #$C6 ; 980E C9 C6 .. bcs L982E ; 9810 B0 1C .. - lda $06EB ; 9812 AD EB 06 ... + lda jump_frame ; 9812 AD EB 06 ... beq check_collisions_2 ; 9815 F0 03 .. - jmp L99A8 ; 9817 4C A8 99 L.. + jmp mid_jump ; 9817 4C A8 99 L.. ; ---------------------------------------------------------------------------- ; did player 0 or 1 hit the playfield... @@ -3406,7 +3409,7 @@ L982E: inc $0623 ; 982E EE 23 06 rts ; 9831 60 ` ; ---------------------------------------------------------------------------- -; did player 0 or 1 hit the playfield... +; movement/jumping only allowed if player's touching the playfield check_collisions_3: lda #$00 ; 9832 A9 00 .. sta $06ED ; 9834 8D ED 06 ... @@ -3493,7 +3496,7 @@ L98AD: clc ; 98AD 18 lda #$BE ; 98C6 A9 BE .. sta sfx_slot_timer ; 98C8 8D 3F 06 .?. lda #$01 ; 98CB A9 01 .. - jsr L8003 ; 98CD 20 03 80 .. + jsr cue_sfx_lowprior_jv ; 98CD 20 03 80 .. L98D0: lda collision_save+4 ; 98D0 AD B4 06 ... ora collision_save+5 ; 98D3 0D B5 06 ... and #$02 ; 98D6 29 02 ). @@ -3593,37 +3596,47 @@ L9983: sec ; 9983 38 rts ; 9984 60 ` ; ---------------------------------------------------------------------------- -; handle trigger presses (maybe start a jump) +; handle trigger presses, maybe start a jump, if player is moving up, left, or right trigger_handler: ldx #$04 ; 9985 A2 04 .. lda joystick_state ; 9987 AD 33 06 .3. cmp #$0E ; 998A C9 0E .. - beq L99A0 ; 998C F0 12 .. + beq start_jump ; 998C F0 12 .. ldx #$10 ; 998E A2 10 .. lda player_delta_x ; 9990 AD 30 06 .0. cmp #$01 ; 9993 C9 01 .. - beq L99A0 ; 9995 F0 09 .. + beq start_jump ; 9995 F0 09 .. ldx #$11 ; 9997 A2 11 .. cmp #$FF ; 9999 C9 FF .. - beq L99A0 ; 999B F0 03 .. + beq start_jump ; 999B F0 03 .. jmp check_up_down ; 999D 4C 55 98 LU. ; ---------------------------------------------------------------------------- -L99A0: stx $0688 ; 99A0 8E 88 06 ... +; start jumping, play sfx_jump +start_jump: + stx $0688 ; 99A0 8E 88 06 ... lda #$01 ; 99A3 A9 01 .. jsr cue_music_jv ; 99A5 20 18 80 .. -L99A8: inc $06EB ; 99A8 EE EB 06 ... - lda $06EB ; 99AB AD EB 06 ... +; check & see if we're done jumping +mid_jump: + inc jump_frame ; 99A8 EE EB 06 ... + lda jump_frame ; 99AB AD EB 06 ... +; $15 aka 21 frames? +is_jump_done: cmp #$16 ; 99AE C9 16 .. - bne L99BD ; 99B0 D0 0B .. -L99B2: lda #$00 ; 99B2 A9 00 .. - sta $06EB ; 99B4 8D EB 06 ... + bne continue_jump ; 99B0 D0 0B .. +; we hit a girder/rope/ladder in mid-jump, or else the jump finished without hitting anything(?). this does not (?) include the bottom of the level +end_jump: + lda #$00 ; 99B2 A9 00 .. + sta jump_frame ; 99B4 8D EB 06 ... sta $06ED ; 99B7 8D ED 06 ... jmp check_collisions_2 ; 99BA 4C 1A 98 L.. ; ---------------------------------------------------------------------------- -L99BD: ldx $06EB ; 99BD AE EB 06 ... - lda L9A1B,x ; 99C0 BD 1B 9A ... +; we're in mid-jump and didn't hit anything, keep going +continue_jump: + ldx jump_frame ; 99BD AE EB 06 ... + lda jump_delta_x_table_minus_one,x ; 99C0 BD 1B 9A ... tay ; 99C3 A8 . lda $0688 ; 99C4 AD 88 06 ... cmp #$10 ; 99C7 C9 10 .. @@ -3644,7 +3657,7 @@ L99DD: clc ; 99DD 18 tya ; 99DE 98 . adc $067E ; 99DF 6D 7E 06 m~. sta $067E ; 99E2 8D 7E 06 .~. - lda L9A31,x ; 99E5 BD 31 9A .1. + lda jump_delta_y_table_minus_one,x ; 99E5 BD 31 9A .1. clc ; 99E8 18 . adc $0683 ; 99E9 6D 83 06 m.. sta $0683 ; 99EC 8D 83 06 ... @@ -3658,33 +3671,40 @@ code_99f7: lda collision_save+4 ; 99F7 AD B4 06 ... ora collision_save+5 ; 99FA 0D B5 06 ... lsr a ; 99FD 4A J - bcs L99B2 ; 99FE B0 B2 .. + bcs end_jump ; 99FE B0 B2 .. lsr a ; 9A00 4A J bcc L9A19 ; 9A01 90 16 .. lda $0688 ; 9A03 AD 88 06 ... cmp #$04 ; 9A06 C9 04 .. beq L9A19 ; 9A08 F0 0F .. jsr L9971 ; 9A0A 20 71 99 q. - bcs L99B2 ; 9A0D B0 A3 .. + bcs end_jump ; 9A0D B0 A3 .. jsr check_up_down_2 ; 9A0F 20 3B 99 ;. bcc L9A19 ; 9A12 90 05 .. cmp $067E ; 9A14 CD 7E 06 .~. - beq L99B2 ; 9A17 F0 99 .. + beq end_jump ; 9A17 F0 99 .. L9A19: -L9A1B := * + 2 +jump_delta_x_table_minus_one:= * + 2 ; 1-indexed... jmp L9925 ; 9A19 4C 25 99 L%. ; ---------------------------------------------------------------------------- -data_9a1c: +; used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right) +jump_delta_x_table: .byte $02,$00,$02,$00,$02,$02,$02,$02 ; 9A1C 02 00 02 00 02 02 02 02 ........ .byte $02,$02,$02,$00,$02,$00,$02,$00 ; 9A24 02 02 02 00 02 00 02 00 ........ .byte $00,$02,$00,$00,$00 ; 9A2C 00 02 00 00 00 ..... -L9A31: .byte $02,$FE,$FE,$FE,$FE,$FE,$FE,$00 ; 9A31 02 FE FE FE FE FE FE 00 ........ - .byte $00,$00,$02,$02,$02,$02,$02,$02 ; 9A39 00 00 02 02 02 02 02 02 ........ - .byte $02,$02,$02,$02,$02,$02,$00,$00 ; 9A41 02 02 02 02 02 02 00 00 ........ - .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A49 00 00 00 00 00 00 00 00 ........ - .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A51 00 00 00 00 00 00 00 00 ........ - .byte $00,$00,$00 ; 9A59 00 00 00 ... +; 1-indexed... +jump_delta_y_table_minus_one: + .byte $02 ; 9A31 02 . +; used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down) +jump_delta_y_table: + .byte $FE,$FE,$FE,$FE,$FE,$FE,$00,$00 ; 9A32 FE FE FE FE FE FE 00 00 ........ + .byte $00,$02,$02,$02,$02,$02,$02,$02 ; 9A3A 00 02 02 02 02 02 02 02 ........ + .byte $02,$02,$02,$02,$02,$00 ; 9A42 02 02 02 02 02 00 ...... +zero_filler_9a48: + .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A48 00 00 00 00 00 00 00 00 ........ + .byte $00,$00,$00,$00,$00,$00,$00,$00 ; 9A50 00 00 00 00 00 00 00 00 ........ + .byte $00,$00,$00,$00 ; 9A58 00 00 00 00 .... ; ---------------------------------------------------------------------------- init_page_7: ldy #$00 ; 9A5C A0 00 .. @@ -4182,8 +4202,8 @@ level00_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level00_sub_bomb: .addr L06E6 ; A020 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level00_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level00_sub_start: .addr L06E6 ; A022 E6 06 .. ; always $9740 aka game_main_loop level00_sub6: @@ -4214,16 +4234,16 @@ level01_desc: ; ---------------------------------------------------------------------------- ; a subroutine level01_sub0: - .addr LA4DD ; A042 DD A4 .. + .addr electrocution_done ; A042 DD A4 .. ; a subroutine level01_sub1: - .addr LA509 ; A044 09 A5 .. + .addr electrocute ; A044 09 A5 .. ; a subroutine level01_sub2: .addr L0000 ; A046 00 00 .. ; a subroutine level01_sub3: - .addr LA53D ; A048 3D A5 =. + .addr level02_collisions ; A048 3D A5 =. ; ---------------------------------------------------------------------------- ; number of bombs to pick up on this level level01_num_bombs: @@ -4275,8 +4295,8 @@ level01_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level01_sub_bomb: .addr LA498 ; A060 98 A4 .. -; $06E6 for some levels, or else a ROM subroutine -level01_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level01_sub_start: .addr L8036 ; A062 36 80 6. ; always $9740 aka game_main_loop level01_sub6: @@ -4368,8 +4388,8 @@ level02_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level02_sub_bomb: .addr L06E6 ; A0A0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level02_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level02_sub_start: .addr LA68C ; A0A2 8C A6 .. ; always $9740 aka game_main_loop level02_sub6: @@ -4461,8 +4481,8 @@ level03_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level03_sub_bomb: .addr L06E6 ; A0E0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level03_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level03_sub_start: .addr L8036 ; A0E2 36 80 6. ; always $9740 aka game_main_loop level03_sub6: @@ -4554,8 +4574,8 @@ level04_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level04_sub_bomb: .addr L06E6 ; A120 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level04_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level04_sub_start: .addr L06E6 ; A122 E6 06 .. ; always $9740 aka game_main_loop level04_sub6: @@ -4647,8 +4667,8 @@ level05_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level05_sub_bomb: .addr LAA73 ; A160 73 AA s. -; $06E6 for some levels, or else a ROM subroutine -level05_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level05_sub_start: .addr LA9C6 ; A162 C6 A9 .. ; always $9740 aka game_main_loop level05_sub6: @@ -4740,8 +4760,8 @@ level06_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level06_sub_bomb: .addr L06E6 ; A1A0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level06_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level06_sub_start: .addr L8036 ; A1A2 36 80 6. ; always $9740 aka game_main_loop level06_sub6: @@ -4833,8 +4853,8 @@ level07_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level07_sub_bomb: .addr LAF23 ; A1E0 23 AF #. -; $06E6 for some levels, or else a ROM subroutine -level07_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level07_sub_start: .addr LAE9B ; A1E2 9B AE .. ; always $9740 aka game_main_loop level07_sub6: @@ -4926,8 +4946,8 @@ level08_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level08_sub_bomb: .addr LB121 ; A220 21 B1 !. -; $06E6 for some levels, or else a ROM subroutine -level08_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level08_sub_start: .addr LB0C4 ; A222 C4 B0 .. ; always $9740 aka game_main_loop level08_sub6: @@ -5019,8 +5039,8 @@ level09_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level09_sub_bomb: .addr LB2FD ; A260 FD B2 .. -; $06E6 for some levels, or else a ROM subroutine -level09_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level09_sub_start: .addr L8036 ; A262 36 80 6. ; always $9740 aka game_main_loop level09_sub6: @@ -5112,8 +5132,8 @@ level10_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level10_sub_bomb: .addr LB44C ; A2A0 4C B4 L. -; $06E6 for some levels, or else a ROM subroutine -level10_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level10_sub_start: .addr L8036 ; A2A2 36 80 6. ; always $9740 aka game_main_loop level10_sub6: @@ -5205,8 +5225,8 @@ level11_offs_30: ; called when a bomb is picked up. $06E6 for most levels (just an RTS), or else a ROM subroutine level11_sub_bomb: .addr L06E6 ; A2E0 E6 06 .. -; $06E6 for some levels, or else a ROM subroutine -level11_sub5: +; called at start of level, $06E6 for some levels, or else a ROM subroutine +level11_sub_start: .addr L8036 ; A2E2 36 80 6. ; always $9740 aka game_main_loop level11_sub6: @@ -5319,7 +5339,9 @@ LA498: ldy $B2 ; A498 A4 B2 rts ; A4DC 60 ` ; ---------------------------------------------------------------------------- -LA4DD: lda $0623 ; A4DD AD 23 06 .#. +; turn off electrocution effect (?) +electrocution_done: + lda $0623 ; A4DD AD 23 06 .#. bne LA4FF ; A4E0 D0 1D .. lda $0621 ; A4E2 AD 21 06 .!. bne LA4E8 ; A4E5 D0 01 .. @@ -5345,7 +5367,9 @@ LA505: stx $0770 ; A505 8E 70 07 rts ; A508 60 ` ; ---------------------------------------------------------------------------- -LA509: ldx $0770 ; A509 AE 70 07 .p. +; electrocution effect +electrocute: + ldx $0770 ; A509 AE 70 07 .p. bne LA50F ; A50C D0 01 .. rts ; A50E 60 ` @@ -5360,16 +5384,17 @@ LA50F: lda RANDOM ; A50F AD 0A D2 lda #$A5 ; A522 A9 A5 .. sta sfx_slot_timer ; A524 8D 3F 06 .?. lda #$01 ; A527 A9 01 .. - jsr L8003 ; A529 20 03 80 .. + jsr cue_sfx_lowprior_jv ; A529 20 03 80 .. rts ; A52C 60 ` ; ---------------------------------------------------------------------------- -; dunno, referenced by routine at $A50F -sfx_a52d: +sfx_electrocution: .byte $01,$81,$00,$0A,$02,$01,$81,$00 ; A52D 01 81 00 0A 02 01 81 00 ........ .byte $32,$02,$01,$81,$00,$1E,$02,$00 ; A535 32 02 01 81 00 1E 02 00 2....... ; ---------------------------------------------------------------------------- -LA53D: lda #$00 ; A53D A9 00 .. +; skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted +level02_collisions: + lda #$00 ; A53D A9 00 .. jmp L8F79 ; A53F 4C 79 8F Ly. ; ---------------------------------------------------------------------------- @@ -5626,7 +5651,7 @@ LA882: tya ; A882 98 lda #$A9 ; A892 A9 A9 .. sta sfx_slot_timer ; A894 8D 3F 06 .?. lda #$03 ; A897 A9 03 .. - jsr L8003 ; A899 20 03 80 .. + jsr cue_sfx_lowprior_jv ; A899 20 03 80 .. pla ; A89C 68 h tax ; A89D AA . LA89E: lda $0763,x ; A89E BD 63 07 .c. @@ -6532,7 +6557,7 @@ cue_woop_sound: lda #$B5 ; B4D8 A9 B5 .. sta sfx_slot_timer ; B4DA 8D 3F 06 .?. lda #$03 ; B4DD A9 03 .. - jsr L8003 ; B4DF 20 03 80 .. + jsr cue_sfx_lowprior_jv ; B4DF 20 03 80 .. LB4E2: ldy #$01 ; B4E2 A0 01 .. lda $0681 ; B4E4 AD 81 06 ... cmp $067E ; B4E7 CD 7E 06 .~. @@ -7356,7 +7381,8 @@ sfx11: .byte $01,$A6,$02,$79,$20,$B6,$30,$99 ; BFA6 01 A6 02 79 20 B6 30 99 .byte $20,$88,$09,$99,$20,$E6,$30,$99 ; BFAE 20 88 09 99 20 E6 30 99 ... .0. .byte $20,$88,$09,$99,$20,$B6,$3A,$00 ; BFB6 20 88 09 99 20 B6 3A 00 ... .:. ; jumping sound -sfx12: .byte $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51 ...y.`.Q +sfx_jump: + .byte $01,$A5,$00,$79,$04,$60,$04,$51 ; BFBE 01 A5 00 79 04 60 04 51 ...y.`.Q .byte $04,$3C,$04,$51,$04,$60,$04,$79 ; BFC6 04 3C 04 51 04 60 04 79 .<.Q.`.y .byte $04,$00 ; BFCE 04 00 .. ; funeral march melody |