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PJBoy authored and github-actions[bot] committed Jul 12, 2024
1 parent 7164239 commit 9319404
Showing 1 changed file with 103 additions and 102 deletions.
205 changes: 103 additions & 102 deletions Bank $A8.asm
Original file line number Diff line number Diff line change
Expand Up @@ -10170,7 +10170,7 @@ $A8:F758 69 40 00 ADC #$0040 ;} Enemy index += 40h (wings enemy)
$A8:F75B 8D 54 0E STA $0E54 [$7E:0E54] ;|
$A8:F75E AA TAX ;/
$A8:F75F BD A8 0F LDA $0FA8,x[$7E:10E8] ;\
$A8:F762 C9 CF F7 CMP #$F7CF ;} If [enemy function] = $F7CF: go to BRANCH_RETURN
$A8:F762 C9 CF F7 CMP #$F7CF ;} If [enemy function] = $F7CF (falling): go to BRANCH_RETURN
$A8:F765 F0 63 BEQ $63 [$F7CA] ;/
$A8:F767 BD 7E 0F LDA $0F7E,x[$7E:10BE] ;\
$A8:F76A 9F 0E 78 7E STA $7E780E,x[$7E:794E];} Enemy $7E:780E = [enemy Y position]
Expand All @@ -10180,19 +10180,19 @@ $A8:F775 20 8D F9 JSR $F98D [$A8:F98D] ; Execute $F98D
$A8:F778 20 51 F8 JSR $F851 [$A8:F851] ; Execute $F851
$A8:F77B 20 7F F8 JSR $F87F [$A8:F87F] ; Execute $F87F
$A8:F77E A9 00 E0 LDA #$E000 ;\
$A8:F781 9D B2 0F STA $0FB2,x[$7E:10F2] ;} Enemy $0FB2 = E000h
$A8:F781 9D B2 0F STA $0FB2,x[$7E:10F2] ;} Enemy arc angle = -2000h
$A8:F784 A9 CF F7 LDA #$F7CF ;\
$A8:F787 9D A8 0F STA $0FA8,x[$7E:10E8] ;} Enemy function = $F7CF
$A8:F787 9D A8 0F STA $0FA8,x[$7E:10E8] ;} Enemy function = $F7CF (falling)
$A8:F78A A9 DB F7 LDA #$F7DB ;\
$A8:F78D 9F 00 78 7E STA $7E7800,x[$7E:7940];} Enemy $7E:7800 = $F7DB
$A8:F78D 9F 00 78 7E STA $7E7800,x[$7E:7940];} Enemy falling function = $F7DB (drifting left)
$A8:F791 BF 0E 78 7E LDA $7E780E,x[$7E:794E];\
$A8:F795 38 SEC ;|
$A8:F796 FF 16 78 7E SBC $7E7816,x[$7E:7956];} Enemy $7E:780C = [enemy $7E:780E] - [enemy $7E:7816]
$A8:F79A 9F 0C 78 7E STA $7E780C,x[$7E:794C];/
$A8:F79E BD 7A 0F LDA $0F7A,x[$7E:10BA] ;\
$A8:F7A1 9F 0A 78 7E STA $7E780A,x[$7E:794A];} Enemy $7E:780A = [enemy X position]
$A8:F7A5 BF 14 78 7E LDA $7E7814,x[$7E:7954];\
$A8:F7A9 9D AA 0F STA $0FAA,x[$7E:10EA] ;} Enemy $0FAA = [$7E:7814]
$A8:F7A9 9D AA 0F STA $0FAA,x[$7E:10EA] ;} Enemy speed table index = [$7E:7814]
$A8:F7AC A9 7E EA LDA #$EA7E ;\
$A8:F7AF 9D 92 0F STA $0F92,x[$7E:10D2] ;} Enemy instruction list pointer = $EA7E
$A8:F7B2 A9 4D 80 LDA #$804D ;\
Expand Down Expand Up @@ -10223,24 +10223,24 @@ $A8:F7D8 6C 12 00 JMP ($0012)[$A8:F7DB] ;/
;;; $F7DB: Ki-hunter wings falling function - drifting left ;;;
{
$A8:F7DB AE 54 0E LDX $0E54 [$7E:0E54]
$A8:F7DE BD AA 0F LDA $0FAA,x[$7E:10EA]
$A8:F7E1 29 00 FF AND #$FF00
$A8:F7E4 EB XBA
$A8:F7E5 0A ASL A
$A8:F7E6 0A ASL A
$A8:F7E7 0A ASL A
$A8:F7E8 A8 TAY
$A8:F7E9 BD B2 0F LDA $0FB2,x[$7E:10F2]
$A8:F7EC 18 CLC
$A8:F7ED 79 94 83 ADC $8394,y[$A8:84E4]
$A8:F7F0 9D B2 0F STA $0FB2,x[$7E:10F2]
$A8:F7DE BD AA 0F LDA $0FAA,x[$7E:10EA] ;\
$A8:F7E1 29 00 FF AND #$FF00 ;|
$A8:F7E4 EB XBA ;|
$A8:F7E5 0A ASL A ;} Y = [enemy speed table index] / 100h * 8 (quadratic speed table index)
$A8:F7E6 0A ASL A ;|
$A8:F7E7 0A ASL A ;|
$A8:F7E8 A8 TAY ;/
$A8:F7E9 BD B2 0F LDA $0FB2,x[$7E:10F2] ;\
$A8:F7EC 18 CLC ;|
$A8:F7ED 79 94 83 ADC $8394,y[$A8:84E4] ;} Enemy arc angle += [$838F + [Y] + 4 + 1] (negated speed * 100h)
$A8:F7F0 9D B2 0F STA $0FB2,x[$7E:10F2] ;/
$A8:F7F3 AD 86 F1 LDA $F186 [$A8:F186] ;\
$A8:F7F6 29 FF 00 AND #$00FF ;|
$A8:F7F9 8D 32 0E STA $0E32 [$7E:0E32] ;|
$A8:F7FC BD B2 0F LDA $0FB2,x[$7E:10F2] ;|
$A8:F7FF EB XBA ;|
$A8:F800 29 FF 00 AND #$00FF ;|
$A8:F803 22 C6 B0 A0 JSL $A0B0C6[$A0:B0C6] ;} Enemy Y position = [enemy $7E:780C] - [enemy $7E:7808] + 30h * -sin([enemy $0FB2] * pi / 8000h) * FFh / 100h
$A8:F803 22 C6 B0 A0 JSL $A0B0C6[$A0:B0C6] ;} Enemy Y position = [enemy $7E:780C] - [enemy $7E:7808] + 30h * -sin([enemy arc angle] * pi / 8000h) * FFh / 100h
$A8:F807 38 SEC ;|
$A8:F808 FF 08 78 7E SBC $7E7808,x[$7E:7948];|
$A8:F80C 18 CLC ;|
Expand All @@ -10252,23 +10252,23 @@ $A8:F81A 8D 32 0E STA $0E32 [$7E:0E32] ;|
$A8:F81D BD B2 0F LDA $0FB2,x[$7E:10F2] ;|
$A8:F820 EB XBA ;|
$A8:F821 29 FF 00 AND #$00FF ;|
$A8:F824 22 B2 B0 A0 JSL $A0B0B2[$A0:B0B2] ;} Enemy X position = [enemy $7E:780A] - [enemy $7E:7806] + 30h * cos([enemy $0FB2] * pi / 8000h) * FFh / 100h
$A8:F824 22 B2 B0 A0 JSL $A0B0B2[$A0:B0B2] ;} Enemy X position = [enemy $7E:780A] - [enemy $7E:7806] + 30h * cos([enemy arc angle] * pi / 8000h) * FFh / 100h
$A8:F828 38 SEC ;|
$A8:F829 FF 06 78 7E SBC $7E7806,x[$7E:7946];|
$A8:F82D 18 CLC ;|
$A8:F82E 7F 0A 78 7E ADC $7E780A,x[$7E:794A];|
$A8:F832 9D 7A 0F STA $0F7A,x[$7E:10BA] ;/
$A8:F835 BD B2 0F LDA $0FB2,x[$7E:10F2]
$A8:F838 C9 00 C0 CMP #$C000
$A8:F83B 10 04 BPL $04 [$F841]
$A8:F83D 20 6A F9 JSR $F96A [$A8:F96A]
$A8:F840 6B RTL

$A8:F841 BD AA 0F LDA $0FAA,x[$7E:10EA]
$A8:F844 38 SEC
$A8:F845 E9 80 01 SBC #$0180
$A8:F848 10 03 BPL $03 [$F84D]
$A8:F84A A9 00 01 LDA #$0100
$A8:F835 BD B2 0F LDA $0FB2,x[$7E:10F2] ;\
$A8:F838 C9 00 C0 CMP #$C000 ;} If [enemy arc angle] < -4000h:
$A8:F83B 10 04 BPL $04 [$F841] ;/
$A8:F83D 20 6A F9 JSR $F96A [$A8:F96A] ; Execute $F96A
$A8:F840 6B RTL ; Return

$A8:F841 BD AA 0F LDA $0FAA,x[$7E:10EA] ;\
$A8:F844 38 SEC ;} Enemy speed table index -= 180h
$A8:F845 E9 80 01 SBC #$0180 ;/
$A8:F848 10 03 BPL $03 [$F84D] ; If [enemy speed table index] < 0:
$A8:F84A A9 00 01 LDA #$0100 ; Enemy speed table index = 100h

$A8:F84D 9D AA 0F STA $0FAA,x[$7E:10EA]
$A8:F850 6B RTL
Expand Down Expand Up @@ -10320,23 +10320,23 @@ $A8:F8AC 60 RTS
;;; $F8AD: Ki-hunter wings falling function - drifting right ;;;
{
$A8:F8AD AE 54 0E LDX $0E54 [$7E:0E54]
$A8:F8B0 BD AA 0F LDA $0FAA,x[$7E:10EA]
$A8:F8B3 29 00 FF AND #$FF00
$A8:F8B6 EB XBA
$A8:F8B7 0A ASL A
$A8:F8B8 0A ASL A
$A8:F8B9 0A ASL A
$A8:F8BA A8 TAY
$A8:F8BB BD B2 0F LDA $0FB2,x[$7E:10F2]
$A8:F8BE 18 CLC
$A8:F8BF 79 90 83 ADC $8390,y[$A8:84E0]
$A8:F8C2 9D B2 0F STA $0FB2,x[$7E:10F2]
$A8:F8B0 BD AA 0F LDA $0FAA,x[$7E:10EA] ;\
$A8:F8B3 29 00 FF AND #$FF00 ;|
$A8:F8B6 EB XBA ;|
$A8:F8B7 0A ASL A ;} Y = [enemy speed table index] / 100h * 8 (quadratic speed table index)
$A8:F8B8 0A ASL A ;|
$A8:F8B9 0A ASL A ;|
$A8:F8BA A8 TAY ;/
$A8:F8BB BD B2 0F LDA $0FB2,x[$7E:10F2] ;\
$A8:F8BE 18 CLC ;|
$A8:F8BF 79 90 83 ADC $8390,y[$A8:84E0] ;} Enemy arc angle += [$838F + [Y] + 1] (speed * 100h)
$A8:F8C2 9D B2 0F STA $0FB2,x[$7E:10F2] ;/
$A8:F8C5 AD 86 F1 LDA $F186 [$A8:F186] ;\
$A8:F8C8 29 FF 00 AND #$00FF ;|
$A8:F8CB 8D 32 0E STA $0E32 [$7E:0E32] ;|
$A8:F8CE BD B2 0F LDA $0FB2,x[$7E:10F2] ;|
$A8:F8D1 EB XBA ;|
$A8:F8D2 29 FF 00 AND #$00FF ;} A = [enemy $7E:780C] - [enemy $7E:7804] + 30h * -sin([enemy $0FB2] * pi / 8000h) * FFh / 100h
$A8:F8D2 29 FF 00 AND #$00FF ;} A = [enemy $7E:780C] - [enemy $7E:7804] + 30h * -sin([enemy arc angle] * pi / 8000h) * FFh / 100h
$A8:F8D5 22 C6 B0 A0 JSL $A0B0C6[$A0:B0C6] ;|
$A8:F8D9 38 SEC ;|
$A8:F8DA FF 04 78 7E SBC $7E7804,x[$7E:7944];|
Expand All @@ -10354,94 +10354,95 @@ $A8:F8F7 8D 32 0E STA $0E32 [$7E:0E32] ;|
$A8:F8FA BD B2 0F LDA $0FB2,x[$7E:10F2] ;|
$A8:F8FD EB XBA ;|
$A8:F8FE 29 FF 00 AND #$00FF ;|
$A8:F901 22 B2 B0 A0 JSL $A0B0B2[$A0:B0B2] ;} Enemy X position = [enemy $7E:780A] - [enemy $7E:7802] + 30h * cos([enemy $0FB2] * pi / 8000h) * FFh / 100h
$A8:F901 22 B2 B0 A0 JSL $A0B0B2[$A0:B0B2] ;} Enemy X position = [enemy $7E:780A] - [enemy $7E:7802] + 30h * cos([enemy arc angle] * pi / 8000h) * FFh / 100h
$A8:F905 38 SEC ;|
$A8:F906 FF 02 78 7E SBC $7E7802,x[$7E:7942];|
$A8:F90A 18 CLC ;|
$A8:F90B 7F 0A 78 7E ADC $7E780A,x[$7E:794A];|
$A8:F90F 9D 7A 0F STA $0F7A,x[$7E:10BA] ;/
$A8:F912 BD B2 0F LDA $0FB2,x[$7E:10F2]
$A8:F915 C9 00 C0 CMP #$C000
$A8:F918 30 04 BMI $04 [$F91E]
$A8:F91A 20 47 F9 JSR $F947 [$A8:F947]
$A8:F91D 6B RTL

$A8:F91E BD AA 0F LDA $0FAA,x[$7E:10EA]
$A8:F921 38 SEC
$A8:F922 E9 80 01 SBC #$0180
$A8:F925 10 03 BPL $03 [$F92A]
$A8:F927 A9 00 01 LDA #$0100
$A8:F912 BD B2 0F LDA $0FB2,x[$7E:10F2] ;\
$A8:F915 C9 00 C0 CMP #$C000 ;} If [enemy arc angle] >= -4000h:
$A8:F918 30 04 BMI $04 [$F91E] ;/
$A8:F91A 20 47 F9 JSR $F947 [$A8:F947] ; Execute $F947
$A8:F91D 6B RTL ; Return
$A8:F91E BD AA 0F LDA $0FAA,x[$7E:10EA] ;\
$A8:F921 38 SEC ;} Enemy speed table index -= 180h
$A8:F922 E9 80 01 SBC #$0180 ;/
$A8:F925 10 03 BPL $03 [$F92A] ; If [enemy speed table index] < 0:
$A8:F927 A9 00 01 LDA #$0100 ; Enemy speed table index = 100h

$A8:F92A 9D AA 0F STA $0FAA,x[$7E:10EA]
$A8:F92D 6B RTL
$A8:F92D 6B RTL ; Return

; BRANCH_COLLIDED_VERTICALLY
$A8:F92E BD 86 0F LDA $0F86,x[$7E:1146]
$A8:F931 09 00 02 ORA #$0200
$A8:F934 9D 86 0F STA $0F86,x[$7E:1146]
$A8:F937 BF 10 78 7E LDA $7E7810,x[$7E:79D0]
$A8:F93B 9D 7A 0F STA $0F7A,x[$7E:113A]
$A8:F93E BF 0E 78 7E LDA $7E780E,x[$7E:79CE]
$A8:F942 9D 7E 0F STA $0F7E,x[$7E:113E]
$A8:F945 80 E3 BRA $E3 [$F92A]
$A8:F92E BD 86 0F LDA $0F86,x[$7E:1146] ;\
$A8:F931 09 00 02 ORA #$0200 ;} Mark enemy for deletion
$A8:F934 9D 86 0F STA $0F86,x[$7E:1146] ;/
$A8:F937 BF 10 78 7E LDA $7E7810,x[$7E:79D0];\
$A8:F93B 9D 7A 0F STA $0F7A,x[$7E:113A] ;} Enemy X position = [enemy $7E:7810]
$A8:F93E BF 0E 78 7E LDA $7E780E,x[$7E:79CE];\
$A8:F942 9D 7E 0F STA $0F7E,x[$7E:113E] ;} Enemy Y position = [enemy $7E:780E]
$A8:F945 80 E3 BRA $E3 [$F92A] ; Return (the store to $0FAA,x doesn't matter, so not sure why this isn't just an RTL)
}


;;; $F947: ;;;
{
$A8:F947 A9 DB F7 LDA #$F7DB
$A8:F94A 9F 00 78 7E STA $7E7800,x
$A8:F94E BF 14 78 7E LDA $7E7814,x
$A8:F952 9D AA 0F STA $0FAA,x
$A8:F955 A9 00 E0 LDA #$E000
$A8:F958 9D B2 0F STA $0FB2,x
$A8:F95B BD 7A 0F LDA $0F7A,x
$A8:F95E 9F 0A 78 7E STA $7E780A,x
$A8:F962 BD 7E 0F LDA $0F7E,x
$A8:F965 9F 0C 78 7E STA $7E780C,x
$A8:F947 A9 DB F7 LDA #$F7DB ;\
$A8:F94A 9F 00 78 7E STA $7E7800,x ;} Enemy falling function = $F7DB (drifting left)
$A8:F94E BF 14 78 7E LDA $7E7814,x ;\
$A8:F952 9D AA 0F STA $0FAA,x ;} Enemy speed table index = [enemy $7E:7814]
$A8:F955 A9 00 E0 LDA #$E000 ;\
$A8:F958 9D B2 0F STA $0FB2,x ;} Enemy arc angle = -2000h
$A8:F95B BD 7A 0F LDA $0F7A,x ;\
$A8:F95E 9F 0A 78 7E STA $7E780A,x ;} Enemy $7E:780A = [enemy X position]
$A8:F962 BD 7E 0F LDA $0F7E,x ;\
$A8:F965 9F 0C 78 7E STA $7E780C,x ;} Enemy $7E:780C = [enemy Y position]
$A8:F969 60 RTS
}


;;; $F96A: ;;;
{
$A8:F96A A9 AD F8 LDA #$F8AD
$A8:F96D 9F 00 78 7E STA $7E7800,x[$7E:7940]
$A8:F971 BF 14 78 7E LDA $7E7814,x[$7E:7954]
$A8:F975 9D AA 0F STA $0FAA,x[$7E:10EA]
$A8:F978 A9 00 A0 LDA #$A000
$A8:F97B 9D B2 0F STA $0FB2,x[$7E:10F2]
$A8:F97E BD 7A 0F LDA $0F7A,x[$7E:10BA]
$A8:F981 9F 0A 78 7E STA $7E780A,x[$7E:794A]
$A8:F985 BD 7E 0F LDA $0F7E,x[$7E:10BE]
$A8:F988 9F 0C 78 7E STA $7E780C,x[$7E:794C]
$A8:F96A A9 AD F8 LDA #$F8AD ;\
$A8:F96D 9F 00 78 7E STA $7E7800,x[$7E:7940];} Enemy falling function = $F8AD (drifting right)
$A8:F971 BF 14 78 7E LDA $7E7814,x[$7E:7954];\
$A8:F975 9D AA 0F STA $0FAA,x[$7E:10EA] ;} Enemy speed table index = [enemy $7E:7814]
$A8:F978 A9 00 A0 LDA #$A000 ;\
$A8:F97B 9D B2 0F STA $0FB2,x[$7E:10F2] ;} Enemy arc angle = -6000h
$A8:F97E BD 7A 0F LDA $0F7A,x[$7E:10BA] ;\
$A8:F981 9F 0A 78 7E STA $7E780A,x[$7E:794A];} Enemy $7E:780A = [enemy X position]
$A8:F985 BD 7E 0F LDA $0F7E,x[$7E:10BE] ;\
$A8:F988 9F 0C 78 7E STA $7E780C,x[$7E:794C];} Enemy $7E:780C = [enemy Y position]
$A8:F98C 60 RTS
}


;;; $F98D: ;;;
{
$A8:F98D AE 54 0E LDX $0E54 [$7E:0E54]
$A8:F990 A9 00 00 LDA #$0000
$A8:F993 9F 14 78 7E STA $7E7814,x[$7E:7954]
$A8:F997 9D AA 0F STA $0FAA,x[$7E:10EA]

$A8:F99A BF 14 78 7E LDA $7E7814,x[$7E:7954]
$A8:F99E 18 CLC
$A8:F99F 69 80 01 ADC #$0180
$A8:F9A2 9F 14 78 7E STA $7E7814,x[$7E:7954]
$A8:F9A6 29 00 FF AND #$FF00
$A8:F9A9 EB XBA
$A8:F9AA 0A ASL A
$A8:F9AB 0A ASL A
$A8:F9AC 0A ASL A
$A8:F9AD A8 TAY
$A8:F9AE BD AE 0F LDA $0FAE,x[$7E:10EE]
$A8:F9B1 18 CLC
$A8:F9B2 79 90 83 ADC $8390,y[$A8:8398]
$A8:F9B5 9D AE 0F STA $0FAE,x[$7E:10EE]
$A8:F9B8 C9 00 20 CMP #$2000
$A8:F9BB 30 DD BMI $DD [$F99A]
$A8:F990 A9 00 00 LDA #$0000 ;\
$A8:F993 9F 14 78 7E STA $7E7814,x[$7E:7954];} Enemy $7E:7814 = 0
$A8:F997 9D AA 0F STA $0FAA,x[$7E:10EA] ; Enemy speed table index = 0

; LOOP
$A8:F99A BF 14 78 7E LDA $7E7814,x[$7E:7954];\
$A8:F99E 18 CLC ;|
$A8:F99F 69 80 01 ADC #$0180 ;} Enemy $7E:7814 += 180h
$A8:F9A2 9F 14 78 7E STA $7E7814,x[$7E:7954];/
$A8:F9A6 29 00 FF AND #$FF00 ;\
$A8:F9A9 EB XBA ;|
$A8:F9AA 0A ASL A ;|
$A8:F9AB 0A ASL A ;} Y = [enemy $7E:7814] / 100h * 8 (quadratic speed table index)
$A8:F9AC 0A ASL A ;|
$A8:F9AD A8 TAY ;/
$A8:F9AE BD AE 0F LDA $0FAE,x[$7E:10EE] ;\
$A8:F9B1 18 CLC ;|
$A8:F9B2 79 90 83 ADC $8390,y[$A8:8398] ;} Enemy $0FAE += [$838F + [Y] + 1] (speed * 100h)
$A8:F9B5 9D AE 0F STA $0FAE,x[$7E:10EE] ;/
$A8:F9B8 C9 00 20 CMP #$2000 ;\
$A8:F9BB 30 DD BMI $DD [$F99A] ;} If [enemy $0FAE] < 2000h: go to LOOP
$A8:F9BD 60 RTS
}
}
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