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-rw-r--r--level_maps.txt22
1 files changed, 11 insertions, 11 deletions
diff --git a/level_maps.txt b/level_maps.txt
index cfbda56..e2acd71 100644
--- a/level_maps.txt
+++ b/level_maps.txt
@@ -7,7 +7,7 @@ of the map during the level (e.g. the disappearing girders on level 1).
Here's the map for the first level, as a disassembly:
-level00_map:
+level01_map:
.byte $FE,$33,$9C,$FD,$04,$00,$44,$05 ; A300 FE 33 9C FD 04 00 44 05 .3....D.
.byte $06,$04,$15,$0A,$74,$15,$0A,$24 ; A308 06 04 15 0A 74 15 0A 24 ....t..$
.byte $22,$02,$74,$22,$02,$24,$25,$16 ; A310 22 02 74 22 02 24 25 16 ".t".$%.
@@ -21,7 +21,7 @@ level00_map:
.byte $15,$FE,$C9,$9C,$06,$18,$0A,$99 ; A350 15 FE C9 9C 06 18 0A 99 ........
.byte $18,$0A,$FE,$DA,$9C,$1D,$38,$06 ; A358 18 0A FE DA 9C 1D 38 06 ......8.
.byte $81,$38,$06,$FE,$B3,$9C ; A360 81 38 06 FE B3 9C .8....
-level00_map_bombs:
+level01_map_bombs:
.byte $04,$12,$01,$38,$02,$01,$64,$02 ; A366 04 12 01 38 02 01 64 02 ...8..d.
.byte $01,$98,$12,$01,$44,$22,$01,$58 ; A36E 01 98 12 01 44 22 01 58 ....D".X
.byte $22,$01,$04,$42,$01,$98,$42,$01 ; A376 22 01 04 42 01 98 42 01 "..B..B.
@@ -51,7 +51,7 @@ A33C: $FE,$5F,$9C selects a different shape (ladders). There are more
$FE's to select ladders, up/down ropes, and bombs...
The bombs *must* come last! They have their own label here,
-level00_map_bombs. This is because the level_desc structure has a 2nd
+level01_map_bombs. This is because the level_desc structure has a 2nd
map data pointer to the bombs, used by bomb_pickup for determining the
location of the bomb that was just picked up. Most levels don't even
use the position, but it's always stored at $06DC/$06DD for use by the
@@ -78,9 +78,9 @@ Anything else - gfx_draw (opcode is X start, next 2 bytes are Y and length)
All the opcodes other than gfx_end are 3 bytes. Write macros for ca65 and a
disassembler in perl.
-Hand disassembly of level00_map:
+Hand disassembly of level01_map:
-level00_map:
+level01_map:
gfx_shape sh_girder
gfx_delta $04,$00 ; draw left to right (or to the east), 4 pixel steps
gfx_draw $44,$05,$06 ; these are all horizontal platforms
@@ -114,7 +114,7 @@ level00_map:
gfx_draw $1D,$38,$06 ; again, no gfx_delta needed
gfx_draw $81,$38,$06
gfx_shape sh_bomb
-level00_map_bombs: ; always need a label at the start of the bombs
+level01_map_bombs: ; always need a label at the start of the bombs
gfx_draw $04,$12,$01 ; no gfx_delta, wouldn't matter as length is 1 for these.
gfx_draw $38,$02,$01
gfx_draw $64,$02,$01
@@ -129,28 +129,28 @@ level00_map_bombs: ; always need a label at the start of the bombs
gfx_draw $98,$52,$01
gfx_end ; that's all, folks!
-level00 also has 4 sets of map_change instructions, triggered when various
+level01 also has 4 sets of map_change instructions, triggered when various
bombs are picked up:
-l00_map_change_0:
+l01_map_change_0:
gfx_shape $9C49 ; sh_blank_4x4
gfx_delta $04,$01
gfx_draw $64,$08,$02
gfx_end
-l00_map_change_1:
+l01_map_change_1:
gfx_shape $9C49 ; sh_blank_4x4
gfx_delta $04,$FF
gfx_draw $34,$09,$02
gfx_end
-l00_map_change_2:
+l01_map_change_2:
gfx_shape $9C49 ; sh_blank_4x4
gfx_delta $04,$00
gfx_draw $2C,$25,$05
gfx_end
-l00_map_change_3:
+l01_map_change_3:
gfx_shape $9C49 ; sh_blank_4x4
gfx_delta $04,$00
gfx_draw $60,$25,$05