diff --git a/lumber.asm b/lumber.asm index 0e0cc67..e1d257c 100644 --- a/lumber.asm +++ b/lumber.asm @@ -27,7 +27,6 @@ display = $a000 .zpvar VBItemp .word .zpvar tempbyte .byte .zpvar SyncByte .byte - .zpvar AnimTimer .byte .zpvar NTSCCounter .byte .zpvar StateFlag .byte ; 0 - menu, 1 - game screen, 2 RIP screen, 5 - game over screen, etc. .zpvar PowerValue .byte ; power: 0 - 48 @@ -597,7 +596,7 @@ no_next_credit ;-------------------------------------------------- lda RTCLOK+2 and #%00000011 ; for slower animation - bne no_timber_animation + jne no_timber_animation inc AnimTimer ; animations ; check if animation in progress @@ -654,7 +653,7 @@ no_eyes_animation beq no_foot ; eyes up (no animation) ; continue foot animation inx - cpx #9 ; after last phase of foot animation + cpx #13 ; after last phase of foot animation bne not_end_f ldx #0 ; set to mo animation phase not_end_f @@ -663,12 +662,17 @@ not_end_f jmp no_timber_animation no_foot ; no animation in progress let's make new - lda RANDOM - and #%00011111 - bne no_timber_animation ; 0 - animation - ldx #1 ; start foot animation + lda RTCLOK+2 + and #%00000111 ; for slower animation + bne no_timber_animation + dec FootTimer + bne no_timber_animation + ; start foot animation + ldx #1 stx FootPhase jsr MenuFootSet + randomize 15 35 + sta FootTimer no_timber_animation rts .endp @@ -1089,6 +1093,7 @@ gameOver ;-------------------------------------------------- .proc StartScreen ;-------------------------------------------------- + mva #200 FootTimer ; set delay for first foot animation jsr MakeDarkScreen jsr MenuAnimationsReset jsr HidePM @@ -2256,6 +2261,10 @@ EyesPhase .ds 1 FootPhase .ds 1 +AnimTimer + .ds 1 +FootTimer + .ds 1 ;-------------------------------------------------- .proc MenuAnimationsReset ;-------------------------------------------------- @@ -2272,8 +2281,7 @@ FootPhase ;-------------------------------------------------- .proc MenuEyesSet ;-------------------------------------------------- -; set eyes to phase in EyesPhase register -; ldx EyesPhase +; set eyes to phase in X register lda title_anime_tableL,x sta timber_eyes_addr lda title_anime_tableH,x @@ -2283,8 +2291,7 @@ FootPhase ;-------------------------------------------------- .proc MenuFootSet ;-------------------------------------------------- -; set eyes to phase in FootPhase register -; ldx FootPhase +; set eyes to phase in X register txa lsr ; two times lower animation speed and #%00000001 diff --git a/lumber.xex b/lumber.xex index 6f6e388..aba5685 100644 Binary files a/lumber.xex and b/lumber.xex differ