diff --git a/art/animations.asm b/art/animations.asm index bc1b5c7..5a02205 100644 --- a/art/animations.asm +++ b/art/animations.asm @@ -97,31 +97,31 @@ mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p2 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p3 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p4 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p5 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph1p1 animation_addr mva #1 LumberjackDir ; right side rts @@ -133,31 +133,31 @@ AnimationR2 = AnimationR1 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p2 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p3 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p4 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p5 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph1p1 animation_addr mva #2 LumberjackDir ; left side rts @@ -169,31 +169,31 @@ AnimationL2 = AnimationL1 mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p2 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p3 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p4 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p5 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph1p1 animation_addr mva #1 LumberjackDir ; right side rts @@ -204,31 +204,31 @@ AnimationL2 = AnimationL1 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p2 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p3 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p4 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p5 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph1p1 animation_addr mva #2 LumberjackDir ; left side rts @@ -239,28 +239,28 @@ AnimationL2 = AnimationL1 mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p11 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p12 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p13 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p14 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph1p1 animation_addr mva #1 LumberjackDir ; right side (kill) @@ -273,28 +273,28 @@ AnimationR5 = AnimationR4 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p11 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p12 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p13 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p14 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph1p1 animation_addr mva #2 LumberjackDir ; left side (kill) @@ -307,28 +307,28 @@ AnimationL5 = AnimationL4 mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p11 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p12 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p13 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p14 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph1p1 animation_addr mva #1 LumberjackDir ; right side (kill) @@ -340,28 +340,28 @@ AnimationL5 = AnimationL4 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p11 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p12 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p13 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p14 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph1p1 animation_addr mva #2 LumberjackDir ; left side (kill) @@ -373,31 +373,31 @@ AnimationL5 = AnimationL4 mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p7 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p8 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p9 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p10 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph1p2 animation_addr mva #1 LumberjackDir ; right side rts @@ -409,31 +409,31 @@ AnimationR8 = AnimationR7 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p1 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p2 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p3 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p4 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p1 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p7 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p8 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p9 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p10 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph1p2 animation_addr mva #2 LumberjackDir ; left side rts @@ -445,31 +445,31 @@ AnimationL8 = AnimationL7 mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr mwa #gamescreen_r_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_r_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p7 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p8 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p9 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph3p10 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_r_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph1p2 animation_addr mva #1 LumberjackDir ; right side rts @@ -480,31 +480,31 @@ AnimationL8 = AnimationL7 mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr mwa #gamescreen_l_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p6 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p7 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph2p8 animation_addr jsr RestoreRedBar - waitRTC + WaitForSync mwa #gamescreen_l_ph3p6 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p7 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p8 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p9 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph3p10 animation_addr - waitRTC + WaitForSync jsr branches_go_down mwa #gamescreen_l_ph2p5 animation_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph1p2 animation_addr mva #2 LumberjackDir ; left side rts diff --git a/lumber.asm b/lumber.asm index 0dc665c..909f24b 100644 --- a/lumber.asm +++ b/lumber.asm @@ -9,7 +9,7 @@ ;--------------------------------------------------- .macro build - dta d"0.00" ; number of this build (4 bytes) + dta d"0.01" ; number of this build (4 bytes) .endm .macro RMTSong @@ -25,6 +25,7 @@ display = $a000 .zpvar temp .word = $80 .zpvar temp2 .word .zpvar tempbyte .byte + .zpvar SyncByte .byte .zpvar StateFlag .byte ; 0 - game, 1 - start screen, 2 game over screen, etc. .zpvar PowerValue .byte ; power: 0 - 48 .zpvar PowerTimer .byte @@ -172,6 +173,7 @@ DLI2 nop nop mva #$c6 COLBAK + inc SyncByte pla rti DLI3 @@ -314,7 +316,7 @@ right_pressed ; death by lower right branch mva #>font_game_lower_right LowCharsetBase mwa #last_line_r lastline_addr - waitRTC + WaitForSync mwa #gamescreen_r_ph1p1 animation_addr mva #1 LumberjackDir ; right side bne LevelDeath @@ -367,7 +369,7 @@ left_pressed ; death by lower left branch mva #>font_game_lower_left LowCharsetBase mwa #last_line_l lastline_addr - waitRTC + WaitForSync mwa #gamescreen_l_ph1p1 animation_addr mva #2 LumberjackDir ; left side bne LevelDeath @@ -1000,6 +1002,15 @@ KeyReleased rts .endp ;-------------------------------------------------- +.proc WaitForSync +;-------------------------------------------------- + lda SyncByte +@ cmp SyncByte + beq @- + rts +.endp +;-------------------------------------------------- + initial_branches_list .by 1,0,2,0,1,0 ; diff --git a/lumber.xex b/lumber.xex index 6622f75..4753907 100644 Binary files a/lumber.xex and b/lumber.xex differ