From df31aeccbfebe3bba46f09224d55c785801074e3 Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Mon, 5 Sep 2016 05:51:14 -0400 Subject: regenerate jumpmanjr.html --- jumpmanjr.html | 30 +++++++++++++++++++----------- 1 file changed, 19 insertions(+), 11 deletions(-) (limited to 'jumpmanjr.html') diff --git a/jumpmanjr.html b/jumpmanjr.html index c312535..af2b25b 100644 --- a/jumpmanjr.html +++ b/jumpmanjr.html @@ -7,7 +7,7 @@
 ; da65 V2.15 - Git 104f898
-; Created:    2016-09-04 17:25:42
+; Created:    2016-09-05 05:50:02
 ; Input file: jumpmanjr.rom
 ; Page:       1
 
@@ -4182,7 +4182,8 @@
         .byte   $04,$00,$00,$01,$01,$01,$01,$04 ; 9C33 04 00 00 01 01 01 01 04  ........
         .byte   $00,$01,$01,$00,$01,$00,$04,$00 ; 9C3B 00 01 01 00 01 00 04 00  ........
         .byte   $02,$01,$01,$01,$01,$FF         ; 9C43 02 01 01 01 01 FF        ......
-sh_blank_4x4:
+; all the bombs on blackout are drawn as this
+sh_black_4x3:
         .byte   $04,$00,$00,$00,$00,$00,$00,$04 ; 9C49 04 00 00 00 00 00 00 04  ........
         .byte   $00,$01,$00,$00,$00,$00,$04,$00 ; 9C51 00 01 00 00 00 00 04 00  ........
         .byte   $02,$00,$00,$00,$00,$FF         ; 9C59 02 00 00 00 00 FF        ......
@@ -4193,8 +4194,9 @@
         .byte   $02,$02,$02,$02,$02,$02,$02,$02 ; 9C77 02 02 02 02 02 02 02 02  ........
         .byte   $00,$03,$02,$02,$02,$06,$03,$02 ; 9C7F 00 03 02 02 02 06 03 02  ........
         .byte   $02,$FF                         ; 9C87 02 FF                    ..
-; dunno, solid black shape
-sh_9c89:.byte   $02,$00,$00,$00,$00,$02,$06,$00 ; 9C89 02 00 00 00 00 02 06 00  ........
+; ladder in black pixels, used for erasing ladders
+sh_black_ladder:
+        .byte   $02,$00,$00,$00,$00,$02,$06,$00 ; 9C89 02 00 00 00 00 02 06 00  ........
         .byte   $00,$00,$02,$00,$01,$00,$00,$02 ; 9C91 00 00 02 00 01 00 00 02  ........
         .byte   $06,$01,$00,$00,$08,$00,$02,$00 ; 9C99 06 01 00 00 08 00 02 00  ........
         .byte   $00,$00,$00,$00,$00,$00,$00,$02 ; 9CA1 00 00 00 00 00 00 00 02  ........
@@ -4211,8 +4213,9 @@
         .byte   $01,$00,$00,$02,$01,$00,$01,$02 ; 9CDA 01 00 00 02 01 00 01 02  ........
         .byte   $01,$01,$02,$02,$01,$01,$03,$02 ; 9CE2 01 01 02 02 01 01 03 02  ........
         .byte   $FF                             ; 9CEA FF                       .
-; dunno, solid black shape
-sh_9ceb:.byte   $02,$00,$00,$00,$00,$02,$00,$01 ; 9CEB 02 00 00 00 00 02 00 01  ........
+; not sure where this is used, probably for erasing ropes
+sh_black_2x4:
+        .byte   $02,$00,$00,$00,$00,$02,$00,$01 ; 9CEB 02 00 00 00 00 02 00 01  ........
         .byte   $00,$00,$02,$00,$02,$00,$00,$02 ; 9CF3 00 00 02 00 02 00 00 02  ........
         .byte   $00,$03,$00,$00,$FF             ; 9CFB 00 03 00 00 FF           .....
 ; jumpman's animation frames and other sprites, seem to be 10 bytes per sprite
@@ -6286,7 +6289,7 @@
         rts                                     ; AAC7 60                       `
 
 ; ----------------------------------------------------------------------------
-; non-map data, dunno what for. grouped with the level 5 stuff, but doesn't seem to be used by level 5
+; non-map data, dunno what for. grouped with the level 5 stuff, but doesn't seem to be used by level 5 (as in, playing thru level 5 in the emu with breakpoint 'read>=aac8 read<=aacf' never causes a break!)
 data_aac8:
         .byte   $00,$09,$40,$45,$02,$58,$45,$02 ; AAC8 00 09 40 45 02 58 45 02  ..@E.XE.
 ; level map data starts here
@@ -6656,6 +6659,7 @@
 l09_bombs_term:
         .byte   $FF                             ; B0C3 FF                       .
 ; ----------------------------------------------------------------------------
+; sets screen memory to $1000 and draws l09_real_map there. bombs are handled specially as they're blanks in the map.
 blackout_init:
         jsr     special_init_jv                 ; B0C4 20 36 80                  6.
         lda     #$10                            ; B0C7 A9 10                    ..
@@ -6667,7 +6671,7 @@
         sta     dm_progctr+1                    ; B0D4 85 C1                    ..
         jsr     draw_map_jv                     ; B0D6 20 00 80                  ..
         ldx     #$07                            ; B0D9 A2 07                    ..
-LB0DB:  lda     LB119,x                         ; B0DB BD 19 B1                 ...
+LB0DB:  lda     map_one_bomb_minus_one,x        ; B0DB BD 19 B1                 ...
         sta     $08FF,x                         ; B0DE 9D FF 08                 ...
         dex                                     ; B0E1 CA                       .
         bne     LB0DB                           ; B0E2 D0 F7                    ..
@@ -6696,13 +6700,16 @@
         jsr     draw_map_jv                     ; B112 20 00 80                  ..
         dec     $AA                             ; B115 C6 AA                    ..
         bne     LB0E8                           ; B117 D0 CF                    ..
-LB119:  rts                                     ; B119 60                       `
+; 1-indexed
+map_one_bomb_minus_one:
+        rts                                     ; B119 60                       `
 
 ; ----------------------------------------------------------------------------
-; dunno what this is for yet
-map_b11a:
+; used by blackout, copied to RAM and modified ($00's replaced with actual X and Y coords of bomb)
+map_one_bomb:
         .byte   $FE,$B3,$9C,$00,$00,$01,$FF     ; B11A FE B3 9C 00 00 01 FF     .......
 ; ----------------------------------------------------------------------------
+; make sure the user sees the bomb he's just picked up (?). at least 1 pixel of it already has to be visible, for collision detection to work.
 blackout_bomb_sub:
         lda     #$10                            ; B121 A9 10                    ..
         sta     SAVMSC+1                        ; B123 85 59                    .Y
@@ -6721,6 +6728,7 @@
         rts                                     ; B13F 60                       `
 
 ; ----------------------------------------------------------------------------
+; copies pixels from rendered real map at $1000 to visible screen memory at $3000, centered around jumpman's location
 blackout_sub0:
         lda     falling_flag                    ; B140 AD 21 06                 .!.
         bne     LB146                           ; B143 D0 01                    ..
-- 
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