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-rw-r--r--main.info40
1 files changed, 20 insertions, 20 deletions
diff --git a/main.info b/main.info
index 1537639..d93f34a 100644
--- a/main.info
+++ b/main.info
@@ -50,10 +50,10 @@ label { name "update_score_display"; addr $8CBC; comment "also adds extra life e
label { name "update_score_display_jv"; addr $800C; comment "also adds extra life every 7500 points"; };
label { name "score_mod_1m"; addr $B7C0; comment "roll over the score if it's >= 1 million"; };
label { name "score_below_1m"; addr $B7EE; };
-label { name "level07_letters"; addr $AF58; comment "called at end of Spellbound, adds up letter bonus"; };
-label { name "l07_got_all"; addr $AF5E; comment "got all the bombs"; };
+label { name "level08_letters"; addr $AF58; comment "called at end of Spellbound, adds up letter bonus"; };
+label { name "l08_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 level07, spellbound (not ASCII or screencodes though)"; };
+label { name "epyx_jumpman"; addr $AEAF; comment "letters for level08, spellbound (not ASCII or screencodes though)"; };
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; };
@@ -128,7 +128,7 @@ label { name "bomb_found"; addr $87E0; size 1; };
label { name "bombloc"; addr $B6; size 1; comment "bomb_pickup: position of the bomb Jumpman just touched, on 8x8 coarse grid"; };
label { name "mul_y"; addr $87EA; size 1; comment "multiply Y by 1.5 (only works because Y will always be even at this point)"; };
label { name "store_bomb_coords"; addr $87F2; size 1; comment "store actual bomb coordinates (not the coarse ones) for bomb subs to use"; };
-label { name "change_map"; addr $881B; size 1; comment "some bombs redraw parts of the level (e.g. disappearing platforms on level00)"; };
+label { name "change_map"; addr $881B; size 1; comment "some bombs redraw parts of the level (e.g. disappearing platforms on level01)"; };
label { name "check_ind_sub"; addr $8831; size 1; comment "see if this bomb calls an indirect sub (none of them do in this game, this is useless code)"; };
label { name "blistptr"; addr $B4; size 2; comment "bomb_pickup: points to current level's bomblist"; };
range { name "gr7_or_masks"; start $8143; end $8152; type bytetable; };
@@ -295,39 +295,39 @@ label { name "sfx_hellstone"; addr $a90d; };
range { name "total_score_msg"; start $bdd2; end $bdf1; type bytetable; comment "screen codes, displayed by well_done_screen"; };
range { name "zero_filler_8588"; start $B588; end $B58f; type bytetable; };
range { name "data_b590"; start $B590; end $B690; type bytetable; };
-range { name "wind_table_1"; start $B76B; end $b7bf; type bytetable; comment "used in level11"; };
+range { name "wind_table_1"; start $B76B; end $b7bf; type bytetable; comment "used in level12"; };
label { name "wind_table_2"; addr $b771; };
label { name "electrocution_bomb_pickup"; addr $A498; comment "not sure what this actually does"; };
label { name "electrocution_done"; addr $A4DD; comment "turn off electrocution effect (?)"; };
label { name "electrocute"; addr $A509; comment "electrocution effect"; };
-label { name "level02_collisions"; addr $A53D; comment "skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted"; };
+label { name "level03_collisions"; addr $A53D; comment "skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted"; };
label { name "start_jump"; addr $99A0; comment "start jumping, play sfx_jump"; };
-range { name "l00_map"; start $A300; end $a365; type bytetable; comment "level map data starts here"; };
+range { name "l01_map"; start $A300; end $a365; type bytetable; comment "level map data starts here"; };
-range { name "l00_map_bombs"; start $A366; end $A38A; type bytetable; comment "gfx_draw instructions for bombs, used by bomb_pickup to get bomb coords. $ff terminated"; };
-range { name "l00_bombs"; start $A38B; end $a3a2; type bytetable; comment "2 bytes per entry, terminated by $FF. 1st byte is coarse grid coords (top nybble = X, bottom = Y), 2nd byte is index into map_changes"; };
-range { name "l00_bombs_term"; start $a3a3; end $a3a3; type bytetable; comment "terminator for l00_bombs"; };
-range { name "l00_map_changes"; start $A3A4; end $a3ad; type addrtable; comment "0000 = no change"; };
-range { name "l00_map_change_0"; start $A3AE; end $a3d5; type bytetable; };
-label { name "l00_map_change_1"; addr $a3b8; };
-label { name "l00_map_change_2"; addr $a3c2; };
-label { name "l00_map_change_3"; addr $a3cc; };
+range { name "l01_map_bombs"; start $A366; end $A38A; type bytetable; comment "gfx_draw instructions for bombs, used by bomb_pickup to get bomb coords. $ff terminated"; };
+range { name "l01_bombs"; start $A38B; end $a3a2; type bytetable; comment "2 bytes per entry, terminated by $FF. 1st byte is coarse grid coords (top nybble = X, bottom = Y), 2nd byte is index into map_changes"; };
+range { name "l01_bombs_term"; start $a3a3; end $a3a3; type bytetable; comment "terminator for l01_bombs"; };
+range { name "l01_map_changes"; start $A3A4; end $a3ad; type addrtable; comment "0000 = no change"; };
+range { name "l01_map_change_0"; start $A3AE; end $a3d5; type bytetable; };
+label { name "l01_map_change_1"; addr $a3b8; };
+label { name "l01_map_change_2"; addr $a3c2; };
+label { name "l01_map_change_3"; addr $a3cc; };
range { name "zero_filler_a3d6"; start $a3d6; end $a3df; type bytetable; comment "probably just filler"; };
-range { name "l01_map"; start $A3e0; end $a497; type bytetable; comment "level map data starts here"; };
+range { name "l02_map"; start $A3e0; end $a497; type bytetable; comment "level map data starts here"; };
range { name "sfx_electrocution"; start $A52D; end $A53C; type bytetable; };
range { name "data_a542"; start $A542; end $A68B; type bytetable; comment "dunno, referenced by electrocution_bomb_pickup"; };
-range { name "dumbwaiter_player"; start $a782; end $A826; type bytetable; comment "the dumbwaiters from level02. stored upside-down."; };
-label { name "dw_platform_player"; addr $A685; comment "horizontally moving platforms from level02"; };
+range { name "dumbwaiter_player"; start $a782; end $A826; type bytetable; comment "the dumbwaiters from level03. stored upside-down."; };
+label { name "dw_platform_player"; addr $A685; comment "horizontally moving platforms from level03"; };
range { name "data_table_a8fd"; start $a8fd; end $A9C5; type bytetable; comment "dunno, referenced by routine at $A8D4"; };
range { name "map_aa90"; start $aa90; end $aabb; type bytetable; comment "dunno what this is for yet"; };
range { name "map_aac8"; start $aac8; end $AD67; type bytetable; comment "dunno what this is for yet"; };
label { name "map_aaa6"; addr $aaa6; comment "referenced by routine at $AA82"; };
range { name "data_table_adc7"; start $adc7; end $AE9A; type bytetable; comment "dunno, referenced by routines at $AD9E and $ADB5"; };
range { name "data_table_aea4"; start $aea4; end $af0f; type bytetable; comment "dunno"; };
-range { name "sfx_letter_bonus"; start $AFCB; end $b0c3; type bytetable; comment "played once per correct letter at end of level07 (spellbound)"; };
+range { name "sfx_letter_bonus"; start $AFCB; end $b0c3; type bytetable; comment "played once per correct letter at end of level08 (spellbound)"; };
label { name "cue_letter_sfx"; addr $AFB9; comment "play sfx_letter_bonus"; };
label { name "map_b000"; addr $b000; comment "referenced by routine at $B0C4"; };
label { name "stub"; addr $8405; comment "just an RTS"; };
@@ -576,7 +576,7 @@ label { name "xxx_level_something"; addr $8600; comment "gets called after the l
label { name "xxx_level_something_jv"; addr $8009; comment "gets called after the level is drawn & the intro music stops, and also during the level (?)"; };
label { name "draw_map"; addr $8049; comment "the entry point for parsing the level map and drawing graphics from it. see level_maps.txt. caller must set $C0/$C1 to the address of the map data. modders beware: bogus map data can & will cause infinite loops."; };
label { name "draw_map_jv"; addr $8000; comment "the entry point for parsing the level map and drawing graphics from it. see level_maps.txt."; };
-label { name "dm_get_opcode"; addr $804B; comment "$C0/$C1 points to $A300 (level00_desc) on the first call"; };
+label { name "dm_get_opcode"; addr $804B; comment "$C0/$C1 points to $A300 (level01_desc) on the first call"; };
label { name "dm_switch_opcode"; addr $804D; comment "map opcodes: $FC = jump, $FF = end, $FD = set drawing direction, $FE = select graphics object"; };
label { name "dm_draw_gfx"; addr $8090; comment "handle gfx_draw opcode"; };
label { name "dm_jump"; addr $805C; comment "handle gfx_jump opcode"; };