From 54115331cb4013c71fc9b65dcaee20b7e00024e4 Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Sat, 3 Sep 2016 05:16:00 -0400 Subject: regenerate jumpmanjr.html --- jumpmanjr.html | 249 +++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 152 insertions(+), 97 deletions(-) (limited to 'jumpmanjr.html') diff --git a/jumpmanjr.html b/jumpmanjr.html index e42f1e6..a855a3a 100644 --- a/jumpmanjr.html +++ b/jumpmanjr.html @@ -7,7 +7,7 @@
 ; da65 V2.15 - Git 104f898
-; Created:    2016-09-02 05:18:59
+; Created:    2016-09-03 05:14:51
 ; Input file: jumpmanjr.rom
 ; Page:       1
 
@@ -79,7 +79,22 @@
 dlist_shadow_hi := $06AD                        ; stored in DLISTH if nonzero
 dli_vec_shadow_lo:= $06AE                       ; stored in VDSLST if dli_vec_shadow_hi nonzero
 dli_vec_shadow_hi:= $06AF                       ; stored in VDSLST if nonzero
-collision_save  := $06B0                        ; save_collisions copies GTIA collision regs $D000-$d00f here
+sav_m0pf        := $06B0                        ; Missile 0 to playfield collision.
+sav_m1pf        := $06B1                        ; Missile 1 to playfield collision.
+sav_m2pf        := $06B2                        ; Missile 2 to playfield collision.
+sav_m3pf        := $06B3                        ; Missile 3 to playfield collision.
+sav_p0pf        := $06B4                        ; Player 0 to playfield collision.
+sav_p1pf        := $06B5                        ; Player 1 to playfield collision.
+sav_p2pf        := $06B6                        ; Player 2 to playfield collision.
+sav_p3pf        := $06B7                        ; Player 3 to playfield collision.
+sav_m0pl        := $06B8                        ; Missile 0 to player collision.
+sav_m1pl        := $06B9                        ; Missile 1 to player collision.
+sav_m2pl        := $06BA                        ; Missile 2 to player collision.
+sav_m3pl        := $06BB                        ; Missile 3 to player collision.
+sav_p0pl        := $06BC                        ; Player 0 to player collision.
+sav_p1pl        := $06BD                        ; Player 1 to player collision.
+sav_p2pl        := $06BE                        ; Player 2 to player collision.
+sav_p3pl        := $06BF                        ; Player 3 to player collision.
 option_key_vec  := $06C0                        ; vblank_imm_isr jumps thru here if option key pressed
 select_key_vec  := $06C2                        ; vblank_imm_isr jumps thru here if select key pressed
 start_key_vec   := $06C4                        ; vblank_imm_isr jumps thru here if start key pressed
@@ -280,7 +295,9 @@
         jmp     init_page_7                     ; 8024 4C 5C 9A                 L\.
 
 ; ----------------------------------------------------------------------------
-L8027:  jmp     L9AAA                           ; 8027 4C AA 9A                 L..
+; used in multiplayer games, also called in single player (?)
+next_player_jv:
+        jmp     next_player                     ; 8027 4C AA 9A                 L..
 
 ; ----------------------------------------------------------------------------
 L802A:  jmp     LBA00                           ; 802A 4C 00 BA                 L..
@@ -300,7 +317,9 @@
         jmp     check_bomb_coll                 ; 8033 4C A0 87                 L..
 
 ; ----------------------------------------------------------------------------
-L8036:  jmp     L8B23                           ; 8036 4C 23 8B                 L#.
+; various levels use this as their init, or use an init that calls this
+special_init_jv:
+        jmp     special_init                    ; 8036 4C 23 8B                 L#.
 
 ; ----------------------------------------------------------------------------
         jmp     L8B2D                           ; 8039 4C 2D 8B                 L-.
@@ -882,6 +901,8 @@
 ; VKEYBD now points to $9c00 aka keyboard_isr
 set_vkeybd:
         sta     VKEYBD_hi                       ; 83ED 8D 09 02                 ...
+; stub => map_draw_1_blank-1
+copy_blank_1_map:
         ldx     #$07                            ; 83F0 A2 07                    ..
 L83F2:  lda     stub,x                          ; 83F2 BD 05 84                 ...
         sta     $06D8,x                         ; 83F5 9D D8 06                 ...
@@ -898,7 +919,8 @@
 stub:   rts                                     ; 8405 60                       `
 
 ; ----------------------------------------------------------------------------
-data_8406:
+; copied to $06d9 by code at copy_blank_1_map, possibly so it can be modified
+map_draw_1_blank:
         .byte   $FE,$49,$9C,$00,$00,$01,$FF     ; 8406 FE 49 9C 00 00 01 FF     .I.....
 ; ----------------------------------------------------------------------------
 ; service immediate vblank interrupt
@@ -1380,7 +1402,7 @@
 ; ----------------------------------------------------------------------------
 ; check whether Jumpman just touched a bomb (RTS if not)
 check_bomb_coll:
-        lda     collision_save+4                ; 87A0 AD B4 06                 ...
+        lda     sav_p0pf                        ; 87A0 AD B4 06                 ...
         and     #$04                            ; 87A3 29 04                    ).
         bne     bomb_pickup                     ; 87A5 D0 01                    ..
         rts                                     ; 87A7 60                       `
@@ -1522,7 +1544,7 @@
         dec     work_level_num_bombs            ; 8887 CE 8A 07                 ...
 ; wait for bomb to really disappear
 wait_bomb:
-        lda     collision_save+4                ; 888A AD B4 06                 ...
+        lda     sav_p0pf                        ; 888A AD B4 06                 ...
         and     #$04                            ; 888D 29 04                    ).
         bne     wait_bomb                       ; 888F D0 F9                    ..
         rts                                     ; 8891 60                       `
@@ -1642,7 +1664,7 @@
         sta     AUDF1                           ; 8973 8D 00 D2                 ...
         lda     #$A3                            ; 8976 A9 A3                    ..
         sta     AUDC1                           ; 8978 8D 01 D2                 ...
-        lda     collision_save+4                ; 897B AD B4 06                 ...
+        lda     sav_p0pf                        ; 897B AD B4 06                 ...
         and     #$01                            ; 897E 29 01                    ).
         bne     falling_bounce                  ; 8980 D0 01                    ..
         rts                                     ; 8982 60                       `
@@ -1759,7 +1781,7 @@
         .byte   $02,$DC,$02,$32,$02,$D2,$02,$3C ; 8A70 02 DC 02 32 02 D2 02 3C  ...2...<
         .byte   $02,$C8,$02,$00,$00,$00,$00,$00 ; 8A78 02 C8 02 00 00 00 00 00  ........
 ; ----------------------------------------------------------------------------
-play_sfx_bounce_2:
+play_sfx_climb:
         lda     $061F                           ; 8A80 AD 1F 06                 ...
         bne     L8A94                           ; 8A83 D0 0F                    ..
         lda     #$97                            ; 8A85 A9 97                    ..
@@ -1771,8 +1793,8 @@
 L8A94:  jmp     L9925                           ; 8A94 4C 25 99                 L%.
 
 ; ----------------------------------------------------------------------------
-; used when jumpman is falling?
-sfx_bounce_2:
+; climbing up/down a ladder (not ropes)
+sfx_climb:
         .byte   $01,$81,$00,$04,$01,$00,$00,$00 ; 8A97 01 81 00 04 01 00 00 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 8A9F 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 8AA7 00 00 00 00 00 00 00 00  ........
@@ -1828,7 +1850,9 @@
         .byte   $00,$00,$00,$00,$00,$00,$00,$00 ; 8B18 00 00 00 00 00 00 00 00  ........
         .byte   $00,$00,$00                     ; 8B20 00 00 00                 ...
 ; ----------------------------------------------------------------------------
-L8B23:  ldx     #$20                            ; 8B23 A2 20                    . 
+; various levels use this as their init, or use an init that calls this
+special_init:
+        ldx     #$20                            ; 8B23 A2 20                    . 
         lda     #$00                            ; 8B25 A9 00                    ..
 L8B27:  sta     bullet_y_delta+1,x              ; 8B27 9D 5F 07                 ._.
         dex                                     ; 8B2A CA                       .
@@ -2439,13 +2463,17 @@
         .byte   $09,$00                         ; 8F71 09 00                    ..
 ; ----------------------------------------------------------------------------
 ; did any missile hit a player, or did players 2 or 3 hit a player...
-check_collisions_1:
-        lda     collision_save+14               ; 8F73 AD BE 06                 ...
-L8F76:  ora     collision_save+15               ; 8F76 0D BF 06                 ...
-L8F79:  ora     collision_save+8                ; 8F79 0D B8 06                 ...
-        ora     collision_save+9                ; 8F7C 0D B9 06                 ...
-        ora     collision_save+10               ; 8F7F 0D BA 06                 ...
-        ora     collision_save+11               ; 8F82 0D BB 06                 ...
+check_pl_coll:
+        lda     sav_p2pl                        ; 8F73 AD BE 06                 ...
+; skip player 2 to player collisions, called with A=0, used by level 11
+check_pl_coll_no_p2:
+        ora     sav_p3pl                        ; 8F76 0D BF 06                 ...
+; skip player 2 and 3 to player collisions, called with A=0, used by levels 3 and 10
+check_pl_coll_no_pl:
+        ora     sav_m0pl                        ; 8F79 0D B8 06                 ...
+        ora     sav_m1pl                        ; 8F7C 0D B9 06                 ...
+        ora     sav_m2pl                        ; 8F7F 0D BA 06                 ...
+        ora     sav_m3pl                        ; 8F82 0D BB 06                 ...
         and     #$01                            ; 8F85 29 01                    ).
         beq     L8F91                           ; 8F87 F0 08                    ..
         lda     $0623                           ; 8F89 AD 23 06                 .#.
@@ -3163,7 +3191,7 @@
 ; multiple code paths jump here. replay level, load next level, or go back to ask_num_players
 afterlife:
         jsr     enable_joystick_jv              ; 9600 20 1B 80                  ..
-        jsr     L8027                           ; 9603 20 27 80                  '.
+        jsr     next_player_jv                  ; 9603 20 27 80                  '.
         lda     $06F8                           ; 9606 AD F8 06                 ...
         beq     L960E                           ; 9609 F0 03                    ..
         jmp     ask_num_players                 ; 960B 4C 00 94                 L..
@@ -3223,11 +3251,15 @@
         inx                                     ; 967D E8                       .
         cpx     #$40                            ; 967E E0 40                    .@
         bne     copy_level_desc_2               ; 9680 D0 F5                    ..
+; call start subroutine for current level
+init_level:
         lda     work_level_sub_start            ; 9682 AD A2 07                 ...
         sta     $06E1                           ; 9685 8D E1 06                 ...
         lda     work_level_sub_start+1          ; 9688 AD A3 07                 ...
         sta     $06E2                           ; 968B 8D E2 06                 ...
         jsr     L06E0                           ; 968E 20 E0 06                  ..
+; set color regs from level descriptor (COLOR4 always $00, black)
+set_level_colors:
         lda     #$00                            ; 9691 A9 00                    ..
         sta     COLOR4                          ; 9693 8D C8 02                 ...
         sta     $06AB                           ; 9696 8D AB 06                 ...
@@ -3437,8 +3469,8 @@
         sta     $0688                           ; 981C 8D 88 06                 ...
         lda     $06ED                           ; 981F AD ED 06                 ...
         beq     check_collisions_3              ; 9822 F0 0E                    ..
-        lda     collision_save+4                ; 9824 AD B4 06                 ...
-        ora     collision_save+5                ; 9827 0D B5 06                 ...
+        lda     sav_p0pf                        ; 9824 AD B4 06                 ...
+        ora     sav_p1pf                        ; 9827 0D B5 06                 ...
         and     #$03                            ; 982A 29 03                    ).
         bne     check_collisions_3              ; 982C D0 04                    ..
 L982E:  inc     $0623                           ; 982E EE 23 06                 .#.
@@ -3449,8 +3481,8 @@
 check_collisions_3:
         lda     #$00                            ; 9832 A9 00                    ..
         sta     $06ED                           ; 9834 8D ED 06                 ...
-        lda     collision_save+4                ; 9837 AD B4 06                 ...
-        ora     collision_save+5                ; 983A 0D B5 06                 ...
+        lda     sav_p0pf                        ; 9837 AD B4 06                 ...
+        ora     sav_p1pf                        ; 983A 0D B5 06                 ...
         and     #$03                            ; 983D 29 03                    ).
         bne     check_trigger_state             ; 983F D0 0C                    ..
         inc     $06ED                           ; 9841 EE ED 06                 ...
@@ -3479,8 +3511,8 @@
 cud_jmp:jmp     L9892                           ; 9860 4C 92 98                 L..
 
 ; ----------------------------------------------------------------------------
-L9863:  lda     collision_save+4                ; 9863 AD B4 06                 ...
-        ora     collision_save+5                ; 9866 0D B5 06                 ...
+L9863:  lda     sav_p0pf                        ; 9863 AD B4 06                 ...
+        ora     sav_p1pf                        ; 9866 0D B5 06                 ...
         and     #$02                            ; 9869 29 02                    ).
         bne     L9870                           ; 986B D0 03                    ..
         jmp     L98D0                           ; 986D 4C D0 98                 L..
@@ -3501,11 +3533,11 @@
         clc                                     ; 9889 18                       .
         adc     #$04                            ; 988A 69 04                    i.
         sta     $0688                           ; 988C 8D 88 06                 ...
-        jmp     play_sfx_bounce_2               ; 988F 4C 80 8A                 L..
+        jmp     play_sfx_climb                  ; 988F 4C 80 8A                 L..
 
 ; ----------------------------------------------------------------------------
-L9892:  lda     collision_save+4                ; 9892 AD B4 06                 ...
-        ora     collision_save+5                ; 9895 0D B5 06                 ...
+L9892:  lda     sav_p0pf                        ; 9892 AD B4 06                 ...
+        ora     sav_p1pf                        ; 9895 0D B5 06                 ...
         and     #$01                            ; 9898 29 01                    ).
         bne     L989F                           ; 989A D0 03                    ..
         jmp     L98D0                           ; 989C 4C D0 98                 L..
@@ -3527,14 +3559,16 @@
         sta     $0688                           ; 98B9 8D 88 06                 ...
         lda     $061F                           ; 98BC AD 1F 06                 ...
         bne     L98D0                           ; 98BF D0 0F                    ..
+; horizontal movement
+play_sfx_walk:
         lda     #$73                            ; 98C1 A9 73                    .s
         sta     sfx_slot_tempo                  ; 98C3 8D 3E 06                 .>.
         lda     #$BE                            ; 98C6 A9 BE                    ..
         sta     sfx_slot_timer                  ; 98C8 8D 3F 06                 .?.
         lda     #$01                            ; 98CB A9 01                    ..
         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                 ...
+L98D0:  lda     sav_p0pf                        ; 98D0 AD B4 06                 ...
+        ora     sav_p1pf                        ; 98D3 0D B5 06                 ...
         and     #$02                            ; 98D6 29 02                    ).
         beq     L98F0                           ; 98D8 F0 16                    ..
         jsr     L9971                           ; 98DA 20 71 99                  q.
@@ -3547,7 +3581,7 @@
         jmp     L9925                           ; 98ED 4C 25 99                 L%.
 
 ; ----------------------------------------------------------------------------
-L98F0:  lda     collision_save+4                ; 98F0 AD B4 06                 ...
+L98F0:  lda     sav_p0pf                        ; 98F0 AD B4 06                 ...
         and     #$01                            ; 98F3 29 01                    ).
         beq     L990F                           ; 98F5 F0 18                    ..
         dec     player_y_pos                    ; 98F7 CE 83 06                 ...
@@ -3564,8 +3598,8 @@
 L990F:  lda     $0688                           ; 990F AD 88 06                 ...
         cmp     #$01                            ; 9912 C9 01                    ..
         bne     L9925                           ; 9914 D0 0F                    ..
-        lda     collision_save+4                ; 9916 AD B4 06                 ...
-        ora     collision_save+5                ; 9919 0D B5 06                 ...
+        lda     sav_p0pf                        ; 9916 AD B4 06                 ...
+        ora     sav_p1pf                        ; 9919 0D B5 06                 ...
         and     #$02                            ; 991C 29 02                    ).
         beq     L9925                           ; 991E F0 05                    ..
         lda     #$04                            ; 9920 A9 04                    ..
@@ -3704,8 +3738,8 @@
 
 ; ----------------------------------------------------------------------------
 code_99f7:
-        lda     collision_save+4                ; 99F7 AD B4 06                 ...
-        ora     collision_save+5                ; 99FA 0D B5 06                 ...
+        lda     sav_p0pf                        ; 99F7 AD B4 06                 ...
+        ora     sav_p1pf                        ; 99FA 0D B5 06                 ...
         lsr     a                               ; 99FD 4A                       J
         bcs     end_jump                        ; 99FE B0 B2                    ..
         lsr     a                               ; 9A00 4A                       J
@@ -3761,79 +3795,98 @@
         .byte   $00,$00,$00,$4C,$1D,$00,$00,$00 ; 9A71 00 00 00 4C 1D 00 00 00  ...L....
         .byte   $00,$06,$03                     ; 9A79 00 06 03                 ...
 ; ----------------------------------------------------------------------------
-L9A7C:  ldx     current_player                  ; 9A7C AE FE 06                 ...
+; multiply current player number by 11, return result in Y
+mul_player_11:
+        ldx     current_player                  ; 9A7C AE FE 06                 ...
         lda     #$00                            ; 9A7F A9 00                    ..
         clc                                     ; 9A81 18                       .
-L9A82:  dex                                     ; 9A82 CA                       .
-        beq     L9A8A                           ; 9A83 F0 05                    ..
+add_11: dex                                     ; 9A82 CA                       .
+        beq     return_y                        ; 9A83 F0 05                    ..
         adc     #$0B                            ; 9A85 69 0B                    i.
-        jmp     L9A82                           ; 9A87 4C 82 9A                 L..
+        jmp     add_11                          ; 9A87 4C 82 9A                 L..
 
 ; ----------------------------------------------------------------------------
-L9A8A:  tay                                     ; 9A8A A8                       .
+return_y:
+        tay                                     ; 9A8A A8                       .
         rts                                     ; 9A8B 60                       `
 
 ; ----------------------------------------------------------------------------
-L9A8C:  ldx     #$00                            ; 9A8C A2 00                    ..
-L9A8E:  lda     score,x                         ; 9A8E BD 00 07                 ...
+save_struct_player:
+        ldx     #$00                            ; 9A8C A2 00                    ..
+ssp_loop:
+        lda     score,x                         ; 9A8E BD 00 07                 ...
         sta     $070B,y                         ; 9A91 99 0B 07                 ...
         inx                                     ; 9A94 E8                       .
         iny                                     ; 9A95 C8                       .
         cpx     #$0B                            ; 9A96 E0 0B                    ..
-        bne     L9A8E                           ; 9A98 D0 F4                    ..
+        bne     ssp_loop                        ; 9A98 D0 F4                    ..
         rts                                     ; 9A9A 60                       `
 
 ; ----------------------------------------------------------------------------
-L9A9B:  ldx     #$00                            ; 9A9B A2 00                    ..
-L9A9D:  lda     $070B,y                         ; 9A9D B9 0B 07                 ...
+load_struct_player:
+        ldx     #$00                            ; 9A9B A2 00                    ..
+lsp_loop:
+        lda     $070B,y                         ; 9A9D B9 0B 07                 ...
         sta     score,x                         ; 9AA0 9D 00 07                 ...
         inx                                     ; 9AA3 E8                       .
         iny                                     ; 9AA4 C8                       .
         cpx     #$0B                            ; 9AA5 E0 0B                    ..
-        bne     L9A9D                           ; 9AA7 D0 F4                    ..
+        bne     lsp_loop                        ; 9AA7 D0 F4                    ..
         rts                                     ; 9AA9 60                       `
 
 ; ----------------------------------------------------------------------------
-L9AAA:  jsr     L9A7C                           ; 9AAA 20 7C 9A                  |.
-        jsr     L9A8C                           ; 9AAD 20 8C 9A                  ..
+; used in multiplayer games, also called in single player (?)
+next_player:
+        jsr     mul_player_11                   ; 9AAA 20 7C 9A                  |.
+        jsr     save_struct_player              ; 9AAD 20 8C 9A                  ..
         lda     #$00                            ; 9AB0 A9 00                    ..
         sta     $06F7                           ; 9AB2 8D F7 06                 ...
         sta     $06F8                           ; 9AB5 8D F8 06                 ...
-L9AB8:  inc     current_player                  ; 9AB8 EE FE 06                 ...
+; wraparound to 1 if > total players
+next_player_num:
+        inc     current_player                  ; 9AB8 EE FE 06                 ...
         lda     $06FF                           ; 9ABB AD FF 06                 ...
         cmp     current_player                  ; 9ABE CD FE 06                 ...
-        bcs     L9ACB                           ; 9AC1 B0 08                    ..
+        bcs     look_for_alive                  ; 9AC1 B0 08                    ..
         lda     #$01                            ; 9AC3 A9 01                    ..
         sta     current_player                  ; 9AC5 8D FE 06                 ...
         sta     $06F7                           ; 9AC8 8D F7 06                 ...
-L9ACB:  ldx     number_of_players               ; 9ACB AE F4 06                 ...
+look_for_alive:
+        ldx     number_of_players               ; 9ACB AE F4 06                 ...
         inx                                     ; 9ACE E8                       .
-        ldy     L9AFB,x                         ; 9ACF BC FB 9A                 ...
-L9AD2:  lda     $0715,y                         ; 9AD2 B9 15 07                 ...
+        ldy     mul_11_table_minus_one,x        ; 9ACF BC FB 9A                 ...
+is_player_dead:
+        lda     $0715,y                         ; 9AD2 B9 15 07                 ...
         cmp     #$FF                            ; 9AD5 C9 FF                    ..
-        bne     L9AE5                           ; 9AD7 D0 0C                    ..
+        bne     check_lives                     ; 9AD7 D0 0C                    ..
         tya                                     ; 9AD9 98                       .
         sec                                     ; 9ADA 38                       8
         sbc     #$0B                            ; 9ADB E9 0B                    ..
         tay                                     ; 9ADD A8                       .
         dex                                     ; 9ADE CA                       .
-        bne     L9AD2                           ; 9ADF D0 F1                    ..
+        bne     is_player_dead                  ; 9ADF D0 F1                    ..
         inc     $06F8                           ; 9AE1 EE F8 06                 ...
         rts                                     ; 9AE4 60                       `
 
 ; ----------------------------------------------------------------------------
-L9AE5:  stx     $06FF                           ; 9AE5 8E FF 06                 ...
-        jsr     L9A7C                           ; 9AE8 20 7C 9A                  |.
-        jsr     L9A9B                           ; 9AEB 20 9B 9A                  ..
+; if player hasn't been eliminated, but is out of lives, eliminate him
+check_lives:
+        stx     $06FF                           ; 9AE5 8E FF 06                 ...
+        jsr     mul_player_11                   ; 9AE8 20 7C 9A                  |.
+        jsr     load_struct_player              ; 9AEB 20 9B 9A                  ..
         lda     lives                           ; 9AEE AD 0A 07                 ...
         cmp     #$FF                            ; 9AF1 C9 FF                    ..
-        beq     L9AB8                           ; 9AF3 F0 C3                    ..
+        beq     next_player_num                 ; 9AF3 F0 C3                    ..
+; found the next player that isn't dead
+player_alive:
         lda     $0709                           ; 9AF5 AD 09 07                 ...
         sta     initial_speed                   ; 9AF8 8D 25 06                 .%.
-L9AFB:  rts                                     ; 9AFB 60                       `
+; 1-indexed
+mul_11_table_minus_one:
+        rts                                     ; 9AFB 60                       `
 
 ; ----------------------------------------------------------------------------
-data_9afc:
+mul_11_table:
         .byte   $00,$0B,$16,$21                 ; 9AFC 00 0B 16 21              ...!
 ; ----------------------------------------------------------------------------
 ; for some reason there are 2 copies of the display list, at $0800 and $0881
@@ -4190,7 +4243,7 @@
         .addr   L0000                           ; A006 00 00                    ..
 ; a subroutine
 level01_sub3:
-        .addr   check_collisions_1              ; A008 73 8F                    s.
+        .addr   check_pl_coll                   ; A008 73 8F                    s.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level01_num_bombs:
@@ -4354,7 +4407,7 @@
         .addr   electrocution_bomb_pickup       ; A060 98 A4                    ..
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level02_sub_start:
-        .addr   L8036                           ; A062 36 80                    6.
+        .addr   special_init_jv                 ; A062 36 80                    6.
 ; always $9740 aka game_main_loop
 level02_sub6:
         .addr   game_main_loop                  ; A064 40 97                    @.
@@ -4568,7 +4621,7 @@
         .addr   L06E6                           ; A0E0 E6 06                    ..
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level04_sub_start:
-        .addr   L8036                           ; A0E2 36 80                    6.
+        .addr   special_init_jv                 ; A0E2 36 80                    6.
 ; always $9740 aka game_main_loop
 level04_sub6:
         .addr   game_main_loop                  ; A0E4 40 97                    @.
@@ -4618,7 +4671,7 @@
         .addr   L0000                           ; A106 00 00                    ..
 ; a subroutine
 level05_sub3:
-        .addr   check_collisions_1              ; A108 73 8F                    s.
+        .addr   check_pl_coll                   ; A108 73 8F                    s.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level05_num_bombs:
@@ -4832,7 +4885,7 @@
         .addr   L0000                           ; A186 00 00                    ..
 ; a subroutine
 level07_sub3:
-        .addr   check_collisions_1              ; A188 73 8F                    s.
+        .addr   check_pl_coll                   ; A188 73 8F                    s.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level07_num_bombs:
@@ -4889,7 +4942,7 @@
         .addr   L06E6                           ; A1A0 E6 06                    ..
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level07_sub_start:
-        .addr   L8036                           ; A1A2 36 80                    6.
+        .addr   special_init_jv                 ; A1A2 36 80                    6.
 ; always $9740 aka game_main_loop
 level07_sub6:
         .addr   game_main_loop                  ; A1A4 40 97                    @.
@@ -4939,7 +4992,7 @@
         .addr   L0000                           ; A1C6 00 00                    ..
 ; a subroutine
 level08_sub3:
-        .addr   check_collisions_1              ; A1C8 73 8F                    s.
+        .addr   check_pl_coll                   ; A1C8 73 8F                    s.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level08_num_bombs:
@@ -5210,7 +5263,7 @@
         .addr   herethere_bomb_sub              ; A260 FD B2                    ..
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level10_sub_start:
-        .addr   L8036                           ; A262 36 80                    6.
+        .addr   special_init_jv                 ; A262 36 80                    6.
 ; always $9740 aka game_main_loop
 level10_sub6:
         .addr   game_main_loop                  ; A264 40 97                    @.
@@ -5317,7 +5370,7 @@
         .addr   hatch_bomb_sub                  ; A2A0 4C B4                    L.
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level11_sub_start:
-        .addr   L8036                           ; A2A2 36 80                    6.
+        .addr   special_init_jv                 ; A2A2 36 80                    6.
 ; always $9740 aka game_main_loop
 level11_sub6:
         .addr   game_main_loop                  ; A2A4 40 97                    @.
@@ -5367,7 +5420,7 @@
         .addr   hurr_sub2                       ; A2C6 09 B7                    ..
 ; a subroutine
 level12_sub3:
-        .addr   check_collisions_1              ; A2C8 73 8F                    s.
+        .addr   check_pl_coll                   ; A2C8 73 8F                    s.
 ; ----------------------------------------------------------------------------
 ; number of bombs to pick up on this level
 level12_num_bombs:
@@ -5424,7 +5477,7 @@
         .addr   L06E6                           ; A2E0 E6 06                    ..
 ; called at start of level, $06E6 for some levels, or else a ROM subroutine
 level12_sub_start:
-        .addr   L8036                           ; A2E2 36 80                    6.
+        .addr   special_init_jv                 ; A2E2 36 80                    6.
 ; always $9740 aka game_main_loop
 level12_sub6:
         .addr   game_main_loop                  ; A2E4 40 97                    @.
@@ -5585,11 +5638,11 @@
 
 ; ----------------------------------------------------------------------------
 LA4E8:  ldx     #$01                            ; A4E8 A2 01                    ..
-        lda     collision_save+14               ; A4EA AD BE 06                 ...
+        lda     sav_p2pl                        ; A4EA AD BE 06                 ...
         and     #$03                            ; A4ED 29 03                    ).
         bne     LA505                           ; A4EF D0 14                    ..
         inx                                     ; A4F1 E8                       .
-        lda     collision_save+15               ; A4F2 AD BF 06                 ...
+        lda     sav_p3pl                        ; A4F2 AD BF 06                 ...
         and     #$03                            ; A4F5 29 03                    ).
         bne     LA505                           ; A4F7 D0 0C                    ..
         lda     initial_speed                   ; A4F9 AD 25 06                 .%.
@@ -5631,7 +5684,7 @@
 ; skip a couple of the collision regs, so we don't register a collision when Jumpman is being electrocuted
 level03_collisions:
         lda     #$00                            ; A53D A9 00                    ..
-        jmp     L8F79                           ; A53F 4C 79 8F                 Ly.
+        jmp     check_pl_coll_no_pl             ; A53F 4C 79 8F                 Ly.
 
 ; ----------------------------------------------------------------------------
 ; dunno, referenced by electrocution_bomb_pickup
@@ -5693,7 +5746,7 @@
 ; ----------------------------------------------------------------------------
 ; gets called at start of level
 dumbwaiter_setup:
-        jsr     L8036                           ; A68C 20 36 80                  6.
+        jsr     special_init_jv                 ; A68C 20 36 80                  6.
         lda     #$06                            ; A68F A9 06                    ..
         sta     bullet_y_delta+2                ; A691 8D 60 07                 .`.
         ldy     #$2A                            ; A694 A0 2A                    .*
@@ -5780,26 +5833,26 @@
         lda     #$00                            ; A735 A9 00                    ..
         sta     $06ED                           ; A737 8D ED 06                 ...
         sta     $0778                           ; A73A 8D 78 07                 .x.
-LA73D:  lda     collision_save+8                ; A73D AD B8 06                 ...
-        ora     collision_save+9                ; A740 0D B9 06                 ...
-        ora     collision_save+10               ; A743 0D BA 06                 ...
-        ora     collision_save+11               ; A746 0D BB 06                 ...
+LA73D:  lda     sav_m0pl                        ; A73D AD B8 06                 ...
+        ora     sav_m1pl                        ; A740 0D B9 06                 ...
+        ora     sav_m2pl                        ; A743 0D BA 06                 ...
+        ora     sav_m3pl                        ; A746 0D BB 06                 ...
         tax                                     ; A749 AA                       .
-        ora     collision_save+14               ; A74A 0D BE 06                 ...
-        ora     collision_save+15               ; A74D 0D BF 06                 ...
+        ora     sav_p2pl                        ; A74A 0D BE 06                 ...
+        ora     sav_p3pl                        ; A74D 0D BF 06                 ...
         tay                                     ; A750 A8                       .
         and     #$01                            ; A751 29 01                    ).
         beq     LA760                           ; A753 F0 0B                    ..
-        lda     collision_save+4                ; A755 AD B4 06                 ...
+        lda     sav_p0pf                        ; A755 AD B4 06                 ...
         ora     #$01                            ; A758 09 01                    ..
-        sta     collision_save+4                ; A75A 8D B4 06                 ...
+        sta     sav_p0pf                        ; A75A 8D B4 06                 ...
         inc     player_y_pos                    ; A75D EE 83 06                 ...
 LA760:  tya                                     ; A760 98                       .
         and     #$02                            ; A761 29 02                    ).
         beq     LA779                           ; A763 F0 14                    ..
-        lda     collision_save+5                ; A765 AD B5 06                 ...
+        lda     sav_p1pf                        ; A765 AD B5 06                 ...
         ora     #$01                            ; A768 09 01                    ..
-        sta     collision_save+5                ; A76A 8D B5 06                 ...
+        sta     sav_p1pf                        ; A76A 8D B5 06                 ...
         txa                                     ; A76D 8A                       .
         and     #$02                            ; A76E 29 02                    ).
         beq     LA778                           ; A770 F0 06                    ..
@@ -5852,7 +5905,7 @@
         asl     a                               ; A82D 0A                       .
         ora     #$08                            ; A82E 09 08                    ..
         sta     COLOR3                          ; A830 8D C7 02                 ...
-        jmp     check_collisions_1              ; A833 4C 73 8F                 Ls.
+        jmp     check_pl_coll                   ; A833 4C 73 8F                 Ls.
 
 ; ----------------------------------------------------------------------------
 hellstones_sub0:
@@ -5993,7 +6046,7 @@
         .byte   $FF                             ; A9C5 FF                       .
 ; ----------------------------------------------------------------------------
 walls_init:
-        jsr     L8036                           ; A9C6 20 36 80                  6.
+        jsr     special_init_jv                 ; A9C6 20 36 80                  6.
         lda     #$02                            ; A9C9 A9 02                    ..
         sta     $0770                           ; A9CB 8D 70 07                 .p.
         sta     $0772                           ; A9CE 8D 72 07                 .r.
@@ -6077,7 +6130,7 @@
         ldx     #$05                            ; AA5A A2 05                    ..
 LAA5C:  dex                                     ; AA5C CA                       .
         beq     walls_sub0                      ; AA5D F0 DB                    ..
-        lda     collision_save+7,x              ; AA5F BD B7 06                 ...
+        lda     sav_p3pf,x                      ; AA5F BD B7 06                 ...
         and     #$01                            ; AA62 29 01                    ).
         beq     LAA5C                           ; AA64 F0 F6                    ..
         lda     player_x_pos                    ; AA66 AD 7E 06                 .~.
@@ -6319,7 +6372,7 @@
         .byte   $FF                             ; AE9A FF                       .
 ; ----------------------------------------------------------------------------
 spellbound_init:
-        jsr     L8036                           ; AE9B 20 36 80                  6.
+        jsr     special_init_jv                 ; AE9B 20 36 80                  6.
         lda     #$C0                            ; AE9E A9 C0                    ..
         sta     $0770                           ; AEA0 8D 70 07                 .p.
         rts                                     ; AEA3 60                       `
@@ -6492,7 +6545,7 @@
         .byte   $FF                             ; B0C3 FF                       .
 ; ----------------------------------------------------------------------------
 blackout_init:
-        jsr     L8036                           ; B0C4 20 36 80                  6.
+        jsr     special_init_jv                 ; B0C4 20 36 80                  6.
         lda     #$10                            ; B0C7 A9 10                    ..
         sta     SAVMSC+1                        ; B0C9 85 59                    .Y
         jsr     clear_screen_mem_jv             ; B0CB 20 1E 80                  ..
@@ -6738,7 +6791,7 @@
 LB2F2:  lda     $062A                           ; B2F2 AD 2A 06                 .*.
         sta     PCOLR2                          ; B2F5 8D C2 02                 ...
         lda     #$00                            ; B2F8 A9 00                    ..
-        jmp     L8F79                           ; B2FA 4C 79 8F                 Ly.
+        jmp     check_pl_coll_no_pl             ; B2FA 4C 79 8F                 Ly.
 
 ; ----------------------------------------------------------------------------
 herethere_bomb_sub:
@@ -6919,7 +6972,7 @@
 ; ----------------------------------------------------------------------------
 hatch_sub3:
         lda     #$00                            ; B57C A9 00                    ..
-        jmp     L8F76                           ; B57E 4C 76 8F                 Lv.
+        jmp     check_pl_coll_no_p2             ; B57E 4C 76 8F                 Lv.
 
 ; ----------------------------------------------------------------------------
 hatch_sub1:
@@ -7545,7 +7598,7 @@
         lda     $062A                           ; BCCD AD 2A 06                 .*.
         sta     COLOR2                          ; BCD0 8D C6 02                 ...
         lda     #$02                            ; BCD3 A9 02                    ..
-        sta     collision_save+4                ; BCD5 8D B4 06                 ...
+        sta     sav_p0pf                        ; BCD5 8D B4 06                 ...
         rts                                     ; BCD8 60                       `
 
 ; ----------------------------------------------------------------------------
@@ -7651,8 +7704,10 @@
         .byte   $10,$3C,$10,$3C,$08,$35,$08,$2F ; BE55 10 3C 10 3C 08 35 08 2F  .<.<.5./
         .byte   $08,$2D,$08,$28,$08,$2D,$08,$2F ; BE5D 08 2D 08 28 08 2D 08 2F  .-.(.-./
         .byte   $08,$35,$08,$3C,$08,$51,$08,$60 ; BE65 08 35 08 3C 08 51 08 60  .5.<.Q.`
-        .byte   $08,$51,$08,$79,$20,$00,$01,$81 ; BE6D 08 51 08 79 20 00 01 81  .Q.y ...
-        .byte   $00,$32,$01,$00                 ; BE75 00 32 01 00              .2..
+        .byte   $08,$51,$08,$79,$20,$00         ; BE6D 08 51 08 79 20 00        .Q.y .
+; horizontal movement
+sfx_walk:
+        .byte   $01,$81,$00,$32,$01,$00         ; BE73 01 81 00 32 01 00        ...2..
 sfx_extra_life:
         .byte   $01,$A8,$00,$05,$02,$0F,$02,$0A ; BE79 01 A8 00 05 02 0F 02 0A  ........
         .byte   $02,$14,$02,$0F,$02,$19,$02,$14 ; BE81 02 14 02 0F 02 19 02 14  ........
-- 
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