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-rw-r--r--main.info11
1 files changed, 8 insertions, 3 deletions
diff --git a/main.info b/main.info
index a89fe77..c8fa389 100644
--- a/main.info
+++ b/main.info
@@ -55,9 +55,12 @@ label { name "spellbound_got_all"; addr $AF5E; comment "got all the bombs"; };
label { name "bonus_250_pts"; addr $AF96; comment "per letter"; };
label { name "epyx_jumpman"; addr $AEAF; comment "letters for level08, spellbound (not ASCII or screencodes though)"; };
+label { name "init_level"; addr $9682; comment "call start subroutine for current level"; };
+label { name "set_level_colors"; addr $9691; comment "set color regs from level descriptor (COLOR4 always $00, black)"; };
label { name "jump_frame"; addr $06EB; comment "0 if not jumping, or frames since start of jump (range 1 to 21)"; };
range { name "code_99f7"; start $99F7; end $9A1B; type code; };
-range { name "data_8406"; start $8406; end $840c; type bytetable; };
+range { name "map_draw_1_blank"; start $8406; end $840c; type bytetable; comment "copied to $06d9 by code at copy_blank_1_map, possibly so it can be modified"; };
+label { name "copy_blank_1_map"; addr $83F0; comment "stub => map_draw_1_blank-1"; };
range { name "jump_delta_x_table"; start $9a1c; end $9A5B; type bytetable; comment "used by continue_jump, the amount of X movement per frame of jumping (for either direction, left or right)"; };
label { name "jump_delta_y_table"; addr $9A32; comment "used by continue_jump, amount of Y movement per frame ($FE is -2, or 2 scanlines up, $02 is 2 scanlines down)"; };
label { name "zero_filler_9a48"; addr $9a48; };
@@ -224,6 +227,8 @@ label { name "sfx_slot_freq"; addr $0647; size 1; };
range { name "sfx00"; start $BDF2; end $BE24; type bytetable; };
range { name "sfx01"; start $BE25; end $BE78; type bytetable; };
+label { name "sfx_walk"; addr $be73; comment "horizontal movement"; };
+label { name "play_sfx_walk"; addr $98C1; comment "horizontal movement"; };
range { name "sfx_extra_life"; start $BE79; end $BE8C; type bytetable; };
range { name "sfx02"; start $BE8D; end $BEAE; type bytetable; comment "end of game tune, melody"; };
range { name "sfx03"; start $BEAF; end $BED4; type bytetable; comment "end of game tune, bass"; };
@@ -640,9 +645,9 @@ label { name "dm_obj_to_screen"; addr $80BD; size 1; comment "actually write the
label { name "unused_vecs"; addr $803F; size 1; comment "3 unused jump vectors, all pointed to the same RTS"; };
label { name "unused_vec_rts"; addr $8048; size 1; comment "unused jump vectors point here"; };
label { name "sfx_bounce_1"; addr $8A4B; size 1; comment "used when jumpman is falling?"; };
-range { name "sfx_bounce_2"; start $8a97; end $8abf; type bytetable; comment "used when jumpman is falling?"; };
+range { name "sfx_climb"; start $8a97; end $8abf; type bytetable; comment "climbing up/down a ladder (not ropes)"; };
label { name "sfx_death"; addr $8a60; comment "jumpman hit by bullet or started falling"; };
-label { name "play_sfx_bounce_2"; addr $8A80; };
+label { name "play_sfx_climb"; addr $8A80; };
label { name "play_sfx_bounce_1"; addr $899A; };
label { name "falling_bounce"; addr $8983; comment "this looks like it hurts..."; };
label { name "afterlife"; addr $9600; comment "multiple code paths jump here. replay level, load next level, or go back to ask_num_players"; };