From 400f7bd79c910b3d66c1f83c85cb48e6058fffcf Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Mon, 5 Sep 2016 19:03:46 -0400 Subject: regenerate jumpmanjr.html --- jumpmanjr.html | 29 ++++++++++++++++++----------- 1 file changed, 18 insertions(+), 11 deletions(-) diff --git a/jumpmanjr.html b/jumpmanjr.html index 3bf588a..26b5be4 100644 --- a/jumpmanjr.html +++ b/jumpmanjr.html @@ -7,7 +7,7 @@
 ; da65 V2.15 - Git 104f898
-; Created:    2016-09-05 16:41:33
+; Created:    2016-09-05 19:02:35
 ; Input file: jumpmanjr.rom
 ; Page:       1
 
@@ -1233,7 +1233,6 @@
         .addr   check_falling_2                 ; 85F2 00 89                    ..
         .addr   sfx_player_entry                ; 85F4 57 81                    W.
 ; ----------------------------------------------------------------------------
-; probably just filler
 zero_filler_85f6:
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 85F6 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00                         ; 85FE 00 00                    ..
@@ -2209,17 +2208,24 @@
 crumble_gameboard:
         jsr     enable_joystick_jv              ; 8D00 20 1B 80                  ..
         lda     #$86                            ; 8D03 A9 86                    ..
+; $86 = distortion 8, volume 6
+cgb_audc:
         sta     AUDC1                           ; 8D05 8D 01 D2                 ...
-L8D08:  lda     RANDOM                          ; 8D08 AD 0A D2                 ...
+; store random N-blank-lines instruction at head of display list
+shake_screen:
+        lda     RANDOM                          ; 8D08 AD 0A D2                 ...
         and     #$70                            ; 8D0B 29 70                    )p
         sta     $0801                           ; 8D0D 8D 01 08                 ...
         sta     game_display_list               ; 8D10 8D 81 08                 ...
         lda     RANDOM                          ; 8D13 AD 0A D2                 ...
+; random frequency
+crumble_sound:
         sta     AUDF1                           ; 8D16 8D 00 D2                 ...
-L8D19:  lda     RANDOM                          ; 8D19 AD 0A D2                 ...
+; get random number 0 to 12
+rand_0c:lda     RANDOM                          ; 8D19 AD 0A D2                 ...
         and     #$1F                            ; 8D1C 29 1F                    ).
         cmp     #$0D                            ; 8D1E C9 0D                    ..
-        bcs     L8D19                           ; 8D20 B0 F7                    ..
+        bcs     rand_0c                         ; 8D20 B0 F7                    ..
         sta     $AA                             ; 8D22 85 AA                    ..
         asl     a                               ; 8D24 0A                       .
         clc                                     ; 8D25 18                       .
@@ -2243,7 +2249,7 @@
         cpy     #$28                            ; 8D4A C0 28                    .(
         bne     L8D43                           ; 8D4C D0 F5                    ..
         cmp     #$00                            ; 8D4E C9 00                    ..
-        bne     L8D08                           ; 8D50 D0 B6                    ..
+        bne     shake_screen                    ; 8D50 D0 B6                    ..
 ; well_done_screen jumps here via work_level_sub1
 well_done_scores:
         lda     #$00                            ; 8D52 A9 00                    ..
@@ -3346,13 +3352,13 @@
         cmp     #$F2                            ; 9671 C9 F2                    ..
         bne     L966E                           ; 9673 D0 F9                    ..
 L9675:  ldx     #$00                            ; 9675 A2 00                    ..
-; copy level descriptor to $0780
-copy_level_desc_2:
+; copy cur_level_desc to work_level_desc. done in between players, in a multiplayer game (so each player starts out with a fresh level)
+copy_work_level_desc:
         lda     cur_level_desc,x                ; 9677 BD C0 07                 ...
         sta     work_level_desc,x               ; 967A 9D 80 07                 ...
         inx                                     ; 967D E8                       .
         cpx     #$40                            ; 967E E0 40                    .@
-        bne     copy_level_desc_2               ; 9680 D0 F5                    ..
+        bne     copy_work_level_desc            ; 9680 D0 F5                    ..
 ; call start subroutine for current level
 init_level:
         lda     work_level_init                 ; 9682 AD A2 07                 ...
@@ -3391,7 +3397,7 @@
         jmp     ask_num_players                 ; 96CB 4C 00 94                 L..
 
 ; ----------------------------------------------------------------------------
-; copy level descriptor from levelXX_desc at $A000+(level*$40) to $07c0-$07ff
+; copy level descriptor from levelXX_desc at $A000+(level*$40) to cur_level_desc at $07c0-$07ff
 copy_level_desc:
         lsr     a                               ; 96CE 4A                       J
         ror     $D7                             ; 96CF 66 D7                    f.
@@ -3442,8 +3448,10 @@
         .byte   $00,$30,$2C,$21,$39,$25,$32,$00 ; 9714 00 30 2C 21 39 25 32 00  .0,!9%2.
         .byte   $00,$00,$27,$25,$34,$00,$32,$25 ; 971C 00 00 27 25 34 00 32 25  ..'%4.2%
         .byte   $21,$24,$39                     ; 9724 21 24 39                 !$9
+; 1-indexed
 color0_table_minus_one:
         .byte   $00                             ; 9727 00                       .
+; background colors for GET READY screen (different for each player)
 color0_table:
         .byte   $96,$24,$C6,$54                 ; 9728 96 24 C6 54              .$.T
 ; 112 blank scanlines, then one GR.2 line, loaded from $0742
@@ -5670,7 +5678,6 @@
 l01_map_change_3:
         .byte   $FE,$49,$9C,$FD,$04,$00,$60,$25 ; A3CC FE 49 9C FD 04 00 60 25  .I....`%
         .byte   $05,$FF                         ; A3D4 05 FF                    ..
-; probably just filler
 zero_filler_a3d6:
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; A3D6 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00                         ; A3DE 00 00                    ..
-- 
cgit v1.2.3