Skip to content

Commit

Permalink
Update logs from website
Browse files Browse the repository at this point in the history
  • Loading branch information
PJBoy authored and github-actions[bot] committed Jul 1, 2024
1 parent 455042e commit c609b41
Show file tree
Hide file tree
Showing 8 changed files with 67 additions and 68 deletions.
2 changes: 1 addition & 1 deletion Bank $80.asm
Original file line number Diff line number Diff line change
Expand Up @@ -4797,7 +4797,7 @@ $80:A060 dx 0005, 01F0,F0,3BF8, 01E8,F0,3BF7, 01E0,F0,3BF6, 0008,F8,
;;; $A07B: Start gameplay ;;;
{
; Called by:
; $82:8000: Game state 6/1Fh/28h (loading game data / set up new game / transition to demo)
; $82:8000: Game state 6/1Fh/28h (loading game data / set up new game / load demo game data)
$80:A07B 08 PHP
$80:A07C 8B PHB
$80:A07D 4B PHK ;\
Expand Down
2 changes: 1 addition & 1 deletion Bank $81.asm
Original file line number Diff line number Diff line change
Expand Up @@ -1966,7 +1966,7 @@ $81:9112 5C 62 84 80 JML $808462[$80:8462] ; Go to soft reset
$81:9116 22 93 82 88 JSL $888293[$88:8293] ; Disable HDMA objects
$81:911A 22 9E 82 88 JSL $88829E[$88:829E] ; Wait until the end of a v-blank and clear (H)DMA enable flags
$81:911E A9 05 00 LDA #$0005 ;\
$81:9121 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (loading game map view)
$81:9121 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (file select map)
$81:9124 A9 00 00 LDA #$0000 ;\
$81:9127 8D 27 07 STA $0727 [$7E:0727] ;} Menu index = 0
$81:912A 60 RTS
Expand Down
45 changes: 22 additions & 23 deletions Bank $82.asm
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
;;; $8000: Game state 6/1Fh/28h (loading game data / set up new game / transition to demo) ;;;
;;; $8000: Game state 6/1Fh/28h (loading game data / set up new game / load demo game data) ;;;
{
$82:8000 08 PHP
$82:8001 C2 30 REP #$30
$82:8003 AD 98 09 LDA $0998 [$7E:0998] ;\
$82:8006 C9 28 00 CMP #$0028 ;} If [game state] = 28h (transition to demo):
$82:8006 C9 28 00 CMP #$0028 ;} If [game state] = 28h (load demo game data):
$82:8009 D0 12 BNE $12 [$801D] ;/
$82:800B 20 9B 81 JSR $819B [$82:819B] ; Initialise IO registers for gameplay
$82:800E 20 E2 82 JSR $82E2 [$82:82E2] ; Load standard BG3 tiles and sprite tiles, clear tilemaps
Expand Down Expand Up @@ -69,7 +69,7 @@ $82:809C 22 88 82 88 JSL $888288[$88:8288] ; Enable HDMA objects
$82:80A0 22 00 80 87 JSL $878000[$87:8000] ; Enable animated tile objects
$82:80A4 22 0F 8E 90 JSL $908E0F[$90:8E0F] ; Set liquid physics type
$82:80A8 AD 98 09 LDA $0998 [$7E:0998] ;\
$82:80AB C9 28 00 CMP #$0028 ;} If [game state] = 28h (transition to demo):
$82:80AB C9 28 00 CMP #$0028 ;} If [game state] = 28h (load demo game data):
$82:80AE D0 03 BNE $03 [$80B3] ;/
$82:80B0 4C 46 81 JMP $8146 [$82:8146] ; Go to BRANCH_DEMO

Expand All @@ -86,7 +86,7 @@ $82:80C9 22 D7 8C A0 JSL $A08CD7[$A0:8CD7] ; Transfer enemy tiles to VRAM and i
$82:80CD 22 38 83 80 JSL $808338[$80:8338] ; Wait for NMI
$82:80D1 CE A0 0D DEC $0DA0 [$7E:0DA0] ; Decrement $0DA0
$82:80D4 10 F3 BPL $F3 [$80C9] ; If [$0DA0] > 0: go to LOOP_ALPHA
$82:80D6 EE 98 09 INC $0998 [$7E:0998] ; Increment game state (loading game data -> setting game up after loading the game)
$82:80D6 EE 98 09 INC $0998 [$7E:0998] ; Game state = 7 (main gameplay fading in)
$82:80D9 08 PHP ;\
$82:80DA C2 30 REP #$30 ;|
$82:80DC A0 00 02 LDY #$0200 ;|
Expand All @@ -113,7 +113,7 @@ $82:80FD 22 38 83 80 JSL $808338[$80:8338] ; Wait for NMI
$82:8101 CE A0 0D DEC $0DA0 [$7E:0DA0] ; Decrement $0DA0
$82:8104 10 F3 BPL $F3 [$80F9] ; If [$0DA0] > 0: go to LOOP_BETA
$82:8106 A9 07 00 LDA #$0007 ;\
$82:8109 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 7 (setting game up after loading the game)
$82:8109 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 7 (main gameplay fading in)
$82:810C 08 PHP ;\
$82:810D C2 30 REP #$30 ;|
$82:810F A0 00 02 LDY #$0200 ;|
Expand Down Expand Up @@ -761,7 +761,7 @@ $82:862E 60 RTS ; Return

; BRANCH_NEXT_DEMO_SCENE
$82:862F A9 28 00 LDA #$0028 ;\
$82:8632 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 28h (transition to demo)
$82:8632 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 28h (load demo game data)
$82:8635 28 PLP
$82:8636 60 RTS
}
Expand Down Expand Up @@ -1264,7 +1264,6 @@ $82:8B07 60 RTS

;;; $8B08: Game state 1 (opening) ;;;
{
; Opening
$82:8B08 22 22 9A 8B JSL $8B9A22[$8B:9A22]
$82:8B0C 60 RTS
}
Expand Down Expand Up @@ -11232,7 +11231,7 @@ $82:E93E A2 4E 00 LDX #$004E ; X = 4Eh (PLM index)

; LOOP
$82:E941 DD 87 1C CMP $1C87,x[$7E:1CD5] ;\
$82:E944 F0 06 BEQ $06 [$E94C] ;} If [PLM block index] = 0: go to BRANCH_FOUND
$82:E944 F0 06 BEQ $06 [$E94C] ;} If [PLM block index] = [A]: go to BRANCH_FOUND
$82:E946 CA DEX ;\
$82:E947 CA DEX ;} X -= 2
$82:E948 10 F7 BPL $F7 [$E941] ; If [X] >= 0: go to LOOP
Expand Down Expand Up @@ -11669,7 +11668,7 @@ $82:EBC1 dw EBDB, ; 0: Finish fading out
}


;;; $EBDB: Game state 2 (game options menu) - [$0DE2] = 0 (finish fading out) ;;;
;;; $EBDB: Game options menu - [menu index] = 0 (finish fading out) ;;;
{
$82:EBDB 22 24 89 80 JSL $808924[$80:8924] ; Handle fading out
$82:EBDF E2 20 SEP #$20
Expand Down Expand Up @@ -11700,7 +11699,7 @@ $82:EC10 60 RTS
}


;;; $EC11: Game state 2 (game options menu) - [$0DE2] = 1 (loading options menu) ;;;
;;; $EC11: Game options menu - [menu index] = 1 (loading options menu) ;;;
{
; Assumes forced blank
$82:EC11 08 PHP
Expand Down Expand Up @@ -11789,7 +11788,7 @@ $82:ECE3 60 RTS
}


;;; $ECE4: Game state 2 (game options menu) - [$0DE2] = 2 (fading in options menu) ;;;
;;; $ECE4: Game options menu - [menu index] = 2 (fading in options menu) ;;;
{
$82:ECE4 22 4D 89 80 JSL $80894D[$80:894D] ; Handle fading in
$82:ECE8 E2 20 SEP #$20
Expand Down Expand Up @@ -11860,7 +11859,7 @@ $82:ED41 60 RTS
}


;;; $ED42: Game state 2 (game options menu) - [$0DE2] = 3 (options menu) ;;;
;;; $ED42: Game options menu - [menu index] = 3 (options menu) ;;;
{
$82:ED42 08 PHP
$82:ED43 C2 30 REP #$30
Expand Down Expand Up @@ -12015,7 +12014,7 @@ $82:EE69 60 RTS
}


;;; $EE6A: Game state 2 (game options menu) - [$0DE2] = Bh (transition back to file select) ;;;
;;; $EE6A: Game options menu - [menu index] = Bh (transition back to file select) ;;;
{
$82:EE6A 22 24 89 80 JSL $808924[$80:8924] ; Handle fading out
$82:EE6E E2 20 SEP #$20
Expand All @@ -12037,7 +12036,7 @@ $82:EE91 60 RTS
}


;;; $EE92: Game state 2 (game options menu) - [$0DE2] = Ch (fading out options menu to start game) ;;;
;;; $EE92: Game options menu - [menu index] = Ch (fading out options menu to start game) ;;;
{
$82:EE92 22 24 89 80 JSL $808924[$80:8924] ; Handle fading out
$82:EE96 E2 20 SEP #$20
Expand All @@ -12057,7 +12056,7 @@ $82:EEB3 60 RTS
}


;;; $EEB4: Game state 2 (game options menu) - [$0DE2] = 4 (start game) ;;;
;;; $EEB4: Game options menu - [menu index] = 4 (start game) ;;;
{
$82:EEB4 9C E2 0D STZ $0DE2 [$7E:0DE2] ; Game options menu index = 0
$82:EEB7 AD D1 05 LDA $05D1 [$7E:05D1] ;\
Expand Down Expand Up @@ -12093,19 +12092,19 @@ $82:EEF6 AF 14 D9 7E LDA $7ED914[$7E:D914] ;\
$82:EEFA C9 05 00 CMP #$0005 ;} If [loading game state] != 5 (main):
$82:EEFD F0 12 BEQ $12 [$EF11] ;/
$82:EEFF A9 05 00 LDA #$0005 ;\
$82:EF02 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (loading game map view)
$82:EF02 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (file select map)
$82:EF05 8F 14 D9 7E STA $7ED914[$7E:D914] ; Loading game state = 5 (main)
$82:EF09 AD 52 09 LDA $0952 [$7E:0952] ;\
$82:EF0C 22 00 80 81 JSL $818000[$81:8000] ;} Save current save slot to SRAM
$82:EF10 60 RTS ; Return

$82:EF11 A9 05 00 LDA #$0005 ;\
$82:EF14 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (loading game map view)
$82:EF14 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 5 (file select map)
$82:EF17 60 RTS
}


;;; $EF18: Game state 2 (game options menu) - [$0DE2] = 5 (dissolve out screen) ;;;
;;; $EF18: Game options menu - [menu index] = 5 (dissolve out screen) ;;;
{
$82:EF18 22 24 89 80 JSL $808924[$80:8924] ; Handle fading out
$82:EF1C E2 20 SEP #$20
Expand Down Expand Up @@ -12205,7 +12204,7 @@ $82:EFDA 60 RTS
}


;;; $EFDB: Game state 2 (game options menu) - [$0DE2] = 6 (dissolve in screen) ;;;
;;; $EFDB: Game options menu - [menu index] = 6 (dissolve in screen) ;;;
{
$82:EFDB 22 4D 89 80 JSL $80894D[$80:894D] ; Handle fading in
$82:EFDF E2 20 SEP #$20
Expand Down Expand Up @@ -12250,7 +12249,7 @@ $82:F023 60 RTS

;;; $F024..F158: Special settings ;;;
{
;;; $F024: Game state 2 (game options menu) - [$0DE2] = 8 (special settings) ;;;
;;; $F024: Game options menu - [menu index] = 8 (special settings) ;;;
{
$82:F024 A5 8F LDA $8F [$7E:008F] ;\
$82:F026 29 00 08 AND #$0800 ;} If newly pressed up:
Expand Down Expand Up @@ -12422,7 +12421,7 @@ $82:F151 dw 01EE,022E, 036E,03AE ; Right option tilemap indices

;;; $F159..F295: Controller settings ;;;
{
;;; $F159: Game state 2 (game options menu) - [$0DE2] = 7 (controller settings) ;;;
;;; $F159: Game options menu - [menu index] = 7 (controller settings) ;;;
{
$82:F159 A5 8F LDA $8F [$7E:008F] ;\
$82:F15B 29 00 08 AND #$0800 ;} If not newly pressed up: go to BRANCH_UP_END
Expand Down Expand Up @@ -12558,7 +12557,7 @@ $82:F270 60 RTS
}


;;; $F271: Game state 2 (game options menu) - [$0DE2] = 9 (scroll controller settings down) ;;;
;;; $F271: Game options menu - [menu index] = 9 (scroll controller settings down) ;;;
{
$82:F271 A5 B3 LDA $B3 [$7E:00B3] ;\
$82:F273 18 CLC ;|
Expand All @@ -12573,7 +12572,7 @@ $82:F284 60 RTS
}


;;; $F285: Game state 2 (game options menu) - [$0DE2] = Ah (scroll controller settings up) ;;;
;;; $F285: Game options menu - [menu index] = Ah (scroll controller settings up) ;;;
{
$82:F285 A5 B3 LDA $B3 [$7E:00B3] ;\
$82:F287 38 SEC ;|
Expand Down
2 changes: 1 addition & 1 deletion Bank $8B.asm
Original file line number Diff line number Diff line change
Expand Up @@ -4654,7 +4654,7 @@ $8B:9FFC CA DEX
$8B:9FFD CA DEX
$8B:9FFE 10 F8 BPL $F8 [$9FF8]
$8B:A000 A9 28 00 LDA #$0028 ;\
$8B:A003 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 28h (transition to demo)
$8B:A003 8D 98 09 STA $0998 [$7E:0998] ;} Game state = 28h (load demo game data)
$8B:A006 9C 57 1F STZ $1F57 [$7E:1F57]

$8B:A009 60 RTS
Expand Down
Loading

0 comments on commit c609b41

Please sign in to comment.