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Copy pathBANK_PlayerFrames.asm
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BANK_PlayerFrames.asm
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; Sokoboo - a Sokoban implementation
; using a generic tile-based display engine for the Atari 2600
; Sokoban (倉庫番)™ is © Falcon Co., Ltd.
;
; Code related to this Sokoban™ implementation was developed by Andrew Davie.
;
; Code related to the generic tile-based display engine was developed by
; Andrew Davie and Thomas Jentzsch during 2003-2011 and is
; Copyright(C)2003-2019 Thomas Jentzsch and Andrew Davie - contacts details:
; Andrew Davie ([email protected]), Thomas Jentzsch ([email protected]).
;
; Code related to music and sound effects uses the TIATracker music player
; Copyright 2016 Andre "Kylearan" Wichmann - see source code in the "sound"
; directory for Apache licensing details.
;
; Some level data incorporated in this program were created by Lee J Haywood.
; See the copyright notices in the License directory for a list of level
; contributors.
;
; Except where otherwise indicated, this software is released under the
; following licensing arrangement...
;
; This program is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; see https://www.gnu.org/licenses/gpl-3.0.en.html
; This program is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
NEWBANK PLAYER_FRAMES
;CL0 = $0
;CL1 = $4C ;yellow
;CL2 = $68
;CL3 = $0C ; cuffs/trim
;CL4 = $B8 ; jumper
;CL5 = $b2
;CL6 = $66
CL0 = $0
CL1 = 1 ;$2C ;yellow
CL2 = 2 ;$24
CL3 = 3 ;$6A ; cuffs/trim
CL4 = 4 ;$44
CL5 = 5 ;$B6 ; pants
CL6 = 6 ;$64
JUMP = $FF
FLIP = $FE
MAC FLIP
.byte FLIP,0
ENDM
MAC GOTO
.byte JUMP
.byte ANIMATION_{1}_ID
ENDM
MAC SHOW
.byte FRAME_{1},{2}
ENDM
ANIM_INDEX SET 0
MAC INSERT_ANIMATION ; {animation address}
ANIMATION_{1}_ID = ANIM_INDEX
.word Animation_{1}
ANIM_INDEX SET ANIM_INDEX + 2
ENDM
ANIM_TABLE
INSERT_ANIMATION WALK
INSERT_ANIMATION IDLE
INSERT_ANIMATION WIN
INSERT_ANIMATION WIN2
INSERT_ANIMATION PUSH
INSERT_ANIMATION PUSH0
; INSERT_ANIMATION PUSHTRY
INSERT_ANIMATION PUSHUP
INSERT_ANIMATION PUSHUP2
INSERT_ANIMATION PUSHDOWN
INSERT_ANIMATION WALK2
INSERT_ANIMATION TURNAROUND
INSERT_ANIMATION YAWN
; INSERT_ANIMATION PUSH_START
Animation_WALK
SHOW WALK2, 4
Animation_WALK2
SHOW WALK3, 8
SHOW WALK2, 8
SHOW WALK1, 8
SHOW WALK2, 8
GOTO WALK2
Animation_WIN
Animation_WIN2
SHOW IDLE1,10
SHOW IDLE2,10
SHOW IDLE1,10
SHOW IDLE2,15
SHOW IDLE3,15
GOTO WIN2
Animation_WOBBLE
; pretty cool little wobble
REPEAT 4
SHOW WALK2, 10
FLIP
SHOW LOOK2, 10
REPEND
GOTO IDLE
Animation_IDLE
REPEAT 2
REPEAT 2
SHOW BLINK, 2
SHOW WALK2, 255
REPEND
REPEAT 6
SHOW HANDLIP1, 20
SHOW HANDLIP2, 20
REPEND
REPEAT 2
SHOW BLINK, 2
SHOW WALK2, 255
REPEND
REPEAT 3
SHOW TAPFOOT, 10
SHOW WALK2, 5
REPEND
REPEND
SHOW LOOK3, 3
SHOW LOOK2, 30
SHOW LOOK3, 3
GOTO YAWN
Animation_TURNAROUND
SHOW LOOK3, 1
SHOW LOOK2, 1
SHOW LOOK1, 1
FLIP
GOTO IDLE
Animation_YAWN
; SHOW WALK2, 50
SHOW IDLE1, 10
SHOW IDLE2, 20
SHOW IDLE3, 150
SHOW IDLE2, 20
GOTO IDLE
;Animation_PUSHTRY
; .byte FRAME_PUSH1,20
; .byte FRAME_PUSH2,20
; .byte JUMP,ANIMATION_PUSHTRY_ID
;Animation_PUSH_START
; .byte FRAME_WALK2,2
Animation_PUSH
; SHOW LOOKUP, 10
Animation_PUSH0
SHOW PUSH1, 10
SHOW PUSH2, 10
SHOW PUSH3, 10
SHOW PUSH2, 10
GOTO PUSH0
Animation_PUSHUP
SHOW LOOKUP, 40
GOTO PUSHUP
Animation_PUSHUP2
SHOW PUSH_UP_1, 10
SHOW PUSH_UP_2, 10
SHOW PUSH_UP_3, 10
SHOW PUSH_UP_2, 10
GOTO PUSHUP2
Animation_PUSHDOWN
; SHOW LOOKUP, 20
GOTO PUSH0
include "sprites/spriteData.asm"
CHECK_BANK_SIZE "PLAYER_FRAMES"