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boss2Code.asm
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839 lines (813 loc) · 42.3 KB
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;single swarm members attack?
; diverse banks, see "if else clauses"
;
; Boss "Insect Queen"
;
if CURRENT_BANK = 3
;;;;;;; *****************************************
;;;;;;; * BANK 3 *
;;;;;;; *****************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
subInitBoss2
lda lockPurchased
ora #ENEMY_DESTRUCTED_FLAG
sta lockPurchased
; destroy scoopies!
ldd #0
sta bossIntroStage
std scoopEnemy1
std scoopEnemy2
sta boss2Direction
lda #50
sta boss2Scale
lda #MAX_SHOT_OBJECTS
jsr initBossFight
; done in bank 2
REPLACE_1_2_playerShotsDoneBoss02_varFrom0_0
ldd #0 ;
std PLAYERSHOTS_DONE_A
lda difficulty
anda #$f
sta maxSwarmAttacker
rts
;
; .....................................................
;
initBoss2 ;#isfunction
bsr subInitBoss2
; no stars
; no bonus
; special is queen in the middle
; swarm bug appear to protect the queen
;
; Boss intro
REPLACE_1_2_initTitleRAM_varFrom0_22
ldx #0 ; initTitleRAM
jsr jsrBank0X
REPLACE_1_2_doBoss2Intro00_varFromIRQ0_9
ldx #0 ; doBoss2Intro00
jsr jsrBank0_fromBank3_T1
bsr subInitBoss2
jsr clear_all_sound
;
lda diverseFlags
ora #%00000100 ; flag for boss 2
sta diverseFlags
REPLACE_1_2_adjustShotDamage_varFrom0_44 ; bank 0 replace
ldx #0 ; adjustShotDamage
jsr jsrBank0X
ldb difficulty
andb #$f ;
beq easy6
decb
beq normal6
decb
beq hard6
impossible6
ldd #BOSS2_HITPOINTS*3
bra difCont6
normal6
hard6
ldd #BOSS2_HITPOINTS*2
bra difCont6
easy6
ldd #BOSS2_HITPOINTS
difCont6
std bossHP
ldd #$6000
std bossPosY
ldd #1
std bulletSpawnAt ; ensure the swarm does not spawn bullets
; init boss fight 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; init swarm enemyList
; MAX_SWARM_OBJECTS = 40
; swarmobject_list = bonusobject_list
; swarmobject_list_end = enemyobject_list_end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
lda #MAX_SWARM_OBJECTS
ldu #swarmobject_list
stu enemylist_empty_head
ldy #ENEMY_DONE
next_list_entry_swarm
leax SwarmEnemy,u
stx NEXT_ENEMY_OBJECT,u
leau ,x
deca
bne next_list_entry_swarm
leau -SwarmEnemy,u
sty NEXT_ENEMY_OBJECT,u
sty enemylist_objects_head
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ldd #enemies_done_boss2
std ENEMY_DONE_A
ldd #enemiesShots_done_boss2
std SHOTS_DONE_A
; add one big bug -> the queen
lda #30
sta boss2Scale
lda #1 ; grow
sta boss2Direction
boss2Loop ;#isfunction
enemiesShots_done_boss2
lds #MY_STACK ; CBFC ; correct the stack to default address
tst sfx_pointer_1
bne noBackgroundNoiseQueen
REPLACE_1_2_queenSoundData_varFromIRQ1_3
ldx #0 ;queenSoundData
stx sfx_pointer_1
noBackgroundNoiseQueen
lda boss2Direction
beq boss2Shrink
cmpa #2
bge bossSizingDone
inc boss2Scale
lda #50
cmpa boss2Scale
bne bossSizingDone
lda #2 ; attack
sta boss2Direction
bra bossSizingDone
boss2Shrink
lda boss2Scale
cmpa #45
blt dodecBoss2
anda #1
bne dodecBoss2_shot2
; position of newly spawned antenna shots
ldd #$803c
std bulletSpawnAt
lda #3
sta isBugShot
jsr spawnShot
ldb #$c4
stb bulletSpawnAt+1
jsr spawnShot
bra dodecBoss2
dodecBoss2_shot2
; position of newly spawned fang shots
ldd #$180c
std bulletSpawnAt
ldd #3
sta isBugShot
stb shotSpeed
jsr spawnShot
ldb #$f2
stb bulletSpawnAt+1
jsr spawnShot
bra dodecBoss2
dodecBoss2
dec boss2Scale
lda #30
cmpa boss2Scale
ble bossSizingDone
lda #1 ; grow
sta boss2Direction
bossSizingDone
jsr bossFightPlayerStuff
; spawn a swarm member every x cycles -> endlessly!
if NO_SWARM = 1
else
jsr spawnSwarm
endif
clr bossWasHit
RESET_LASER_SMALL
lda #DEFAULT_ENEMY_INTENSITY
_INTENSITY_A
jsr calibrationSwarm
clr laserTag
lds enemylist_objects_head
puls d,pc ; (D = y,x) ; do all objects
enemies_done_boss2
lds #MY_STACK ; CBFC ; correct the stack to default address
clr tmp2_tmp_unique
COL_DETECT_ENEMY_BOSS2 testShot ,1
COL_DETECT_ENEMY_BOSS2 test2Shot ,0
clr tmp2_tmp_unique
; Boss fight done
LDA #$98
STA <VIA_aux_cntl ; Shift reg mode = 000 free disable, T1 PB7 enabled
ldx bossHP
lbmi extroBoss2
bossFightNotDoneBoss2
; spawn player shots after displyay
REPLACE_1_2_displayBoss2_varFrom0_9 ; bank 0 replace
ldx #0 ; displayBoss2
jsr jsrBank0X
; .
tst laserEnemyPointer
beq backy1s_2
inc laserTag
ldd #backy1s
std backJump
lds laserEnemyPointer
jmp lasershotReEntry
backy1s
lda gameScale
sta <VIA_t1_cnt_lo
backy1s_2
; .
lds #MY_STACK ; CBFC ; correct the stack to default address
jsr calibrationZero7
lda #$7f
_INTENSITY_A
lds shotlist_objects_head
puls d,pc ; jumps to enemiesShots_done_boss2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
spawnSwarm ; #isfunction
jsr newEnemyObject ; "create" (or rather get) new object
cmpu #OBJECT_LIST_COMPARE_ADDRESS
bls spawnSwarm_end
ldd #swarmBehaviour
std BEHAVIOUR,u
lda #SWARM_HP
sta SWARM_HIT_POINTS, u
RANDOM_A
ora #%10000000
cmpa #-$58
bgt swarmyaok
adda #$28
swarmyaok
sta Y_POS, u
RANDOM_A2
cmpa #-$80+30
bgt xPosCorrect_1
lda #-$80+30
xPosCorrect_1
cmpa #$7f-30
blt xPosCorrect_2
lda #$7f-30
xPosCorrect_2
sta X_POS, u
clr SWARM_ANIM_POS, u
clr SWARM_ALL_PURPOSE, u ;flash length
inc swarmCounter
lda swarmCounter
anda #%00000011
lsla
lsla
lsla
lsla
sta SWARM_MOVEMENT_INFO, u
rts
spawnSwarm_end
ldu #0
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Boss fight done
extroBoss2 ;#isfunction
lda #3
sta explosionCount
ldx #extro2PointerSUB
stx bossExtroPointer
jmp extroBoss
extro2PointerSUB
REPLACE_1_2_displayBoss2_varFrom0_8 ; bank 0 replace
ldx #0 ; displayBoss2
jmp jsrBank0X
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
endif
if CURRENT_BANK = 2
;;;;;;; *****************************************
;;;;;;; * BANK 2 *
;;;;;;; *****************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
displayBoss2
displayBoss2_0_0 ;#isfunction
sts tmp4
jsr calibrationZero7
lda #$60
_INTENSITY_A
lds playershotlist_objects_head
puls d,pc ; (D = y,x) ; do all objects
playerShotsDoneBoss02
lds tmp4
tst bossWasHit
beq boss2NotHit
jsr Intensity_7F
bra intDoneBoss2
boss2NotHit
lda #50
suba boss2Scale
nega
adda #$3f
jsr Intensity_a
intDoneBoss2
jsr bossDisplayHead
displayQueenHeadOnly
jsr calibrationZero50
clra
ldb gameScale
sta <VIA_shift_reg
LDA #$CC
STA VIA_cntl ;/BLANK low and /ZERO low
stB VIA_t1_cnt_lo
ldd #0
std <VIA_port_b
lda boss2Direction
cmpa #2
blt normalMoveBoss2
bne normalMoveBoss23
ldb bossPosY
subb #6
stb bossPosY
cmpb #-$33
bgt normalMoveBoss2
lda #3
sta boss2Direction
normalMoveBoss23
ldb bossPosY
addb #2
stb bossPosY
cmpb #$60
blt normalMoveBoss2
clr boss2Direction
normalMoveBoss2
ldd bossPosY
MY_MOVE_TO_D_START
dec antennaDelayCounter
bpl antennaBoss2Stay_b2
lda #ANIMATION_DELAY
sta antennaDelayCounter
inc antennaAnimCounter
antennaBoss2Stay_b2
ldu #QueenAnim
lda antennaAnimCounter
asla
ldu a,u
bne boss2QueenOk_b2
clr antennaAnimCounter
bra antennaBoss2Stay_b2
boss2QueenOk_b2
lda boss2Scale
sta VIA_t1_cnt_lo
MY_MOVE_TO_B_END
jsr SMVB50_drawSmart
ldd bossPosY
MY_MOVE_TO_D_START
lda boss2Scale
sta VIA_t1_cnt_lo
ldb bossPosY
bpl normalHeadBoss2
cmpb #-$20
ble mouthClosedQueen
ldu #QueenHead2
bra displayQueen
mouthClosedQueen
; test if player is hit by fangs
lda playerXpos
cmpa #25
bgt playerNotHitBoss2
cmpa #-25
blt playerNotHitBoss2
inc playerWasHitFor
playerNotHitBoss2
ldu #QueenHead3
bra displayQueen
normalHeadBoss2
ldu #QueenHead
displayQueen
MY_MOVE_TO_B_END
jmp SMVB50_drawSmart
endif
if CURRENT_BANK = 0
;;;;;;; *****************************************
;;;;;;; * BANK 0 *
;;;;;;; *****************************************
doBoss2Intro00
doBoss2Intro0_0 ;#isfunction
lda #ANIMATION_DELAY
sta antennaDelayCounter
clr antennaAnimCounter
clr songLoop
lda #-50
sta introBossX
nega
sta introPlayerX
lda #150
sta scoopEnemy1
REPLACE_1_2_boss2Music_varFromIRQ1_1
ldu #0 ; ; boss2Music
REPLACE_1_2_PLYINIT_varFromIRQ1_9
ldx #0 ; PLYINIT
jsr jsrBank1_fromBank0_T1
IRQ_TO_0_SHIFT
boss2IntroLoop
JSR Wait_Recal_noShift ; Vectrex BIOS recalibration
; jsr Intensity_5F
jsr Intensity_3F
REPLACE_1_2_playAKSMusicNoLoop_varFromIRQ1_9
ldx #0 ; playAKSMusicNoLoop
jsr jsrBank1_fromBank0_T1
jsr calibrationZero50
LDy #Boss2IntroList ; address of data
nextScenePart_b2:
lda #50
sta <VIA_t1_cnt_lo
LDU ,y++
beq contBoss2Draw
clra
ldb introBossX
MY_MOVE_TO_D_START_NO_SHIFT
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
BRA nextScenePart_b2
contBoss2Draw
lda bossIntroStage
cmpa #1
beq middleAntenna
cmpa #2
beq closedAntenna
LDy #AntennaOpened ; address of data
bra antennaCont
middleAntenna
ldy #AntennaMiddle
bra antennaCont
closedAntenna
LDy #AntennaClosed ; address of data
; #0 open
; #1 half
; #2 closed
antennaCont
nextScenePart_b2o:
lda #50
sta <VIA_t1_cnt_lo
LDU ,y++
beq contBoss2ODraw
clra
ldb introBossX
MY_MOVE_TO_D_START_NO_SHIFT
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
BRA nextScenePart_b2o
contBoss2ODraw
bsr drawBossPlayerOnly
lda Vec_Loop_Count+1
anda #%00000011
bne noPosChangeB2
ldb introBossX
beq noPosChangeB2
inc introBossX
dec introPlayerX
noPosChangeB2
ldb scoopEnemy1
beq noWait_b2
dec scoopEnemy1
lda scoopEnemy1
cmpa #100
bne no100
inc bossIntroStage
no100
cmpa #50
bne no50
inc bossIntroStage
no50
jmp boss2IntroLoop
noWait_b2
REPLACE_1_2_getButtonState_varFromIRQ1_49
ldx #0 ; getButtonState
jsr jsrBank1_fromBank0_T1
ldb current_button_state
andb #3
CMPB #$01 ; pressed, but last time was unpressed
lbne boss2IntroLoop
rts
;...
; assuming Zero50 Calibration done
; uses animDelayCounter for animation decrease and counter
drawBossPlayerOnly
jsr Intensity_5F
LDy #BossPlayer ; address of data
nextScenePlayerPart:
ldd #50
stb VIA_t1_cnt_lo
ldb introPlayerX
MY_MOVE_TO_D_START_NO_SHIFT
LDU ,y++
ldd ,y
beq lastDrawBossPlayer
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
BRA nextScenePlayerPart
lastDrawBossPlayer
lda Vec_Loop_Count+1
anda #1
bne nonoBPChange
tst animDelayCounter ; one global animation counter
bne noAnimChange_m1_bp
lda #5 ; number of animation steps ANIMATION_DELAY
sta animDelayCounter
noAnimChange_m1_bp
dec animDelayCounter
nonoBPChange
MY_MOVE_TO_D_END
jsr SMVB50_drawSmart
jsr Intensity_7F
LDB animDelayCounter ; current animation frame
LSLB ; times two since it is a word pointer
LDU #PlayerShipAccelAnim ; address of data
LDU b,U
notEndYet_bp
ldd #50
stb VIA_t1_cnt_lo
ldb introPlayerX
MY_MOVE_TO_D_START_NO_SHIFT
MY_MOVE_TO_D_END
jmp SMVB50_drawSmart
;...
AntennaOpened
DW AntennaOpened_0 ; list of all single vectorlists in this
DW AntennaOpened_1
DW 0
AntennaOpened_0
db $75, $01, $42, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$15, $01, $7B, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$61, $01, -$1B, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $53, $01, $07, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
AntennaOpened_1
db $62, $01, -$17, hi(SMVB50_continue_tripple), lo(SMVB50_continue_tripple)
db $0F, $01, -$5B, hi(SMVB50_startDraw_tripple), lo(SMVB50_startDraw_tripple)
db -$76, $01, $3B, hi(SMVB50_startMove_double), lo(SMVB50_startMove_double)
db $6D, $01, -$2E, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$16, $01, $73, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
AntennaMiddle
DW AntennaMiddle_0 ; list of all single vectorlists in this
DW AntennaMiddle_1
DW 0
if VECFEVER = 1
else
org $5455
db 0 ; leave this byte alone, Bretts Cartridge "burner" can not flash that byte
DB "5456 Dont Touch last byte!"
endif
AntennaMiddle_0
db $75, $01, $42, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$23, $01, $6C, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$47, $01, -$2F, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $7A, $01, $32, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
AntennaMiddle_1
db $62, $01, -$17, hi(SMVB50_continue_tripple), lo(SMVB50_continue_tripple)
db $05, $01, -$57, hi(SMVB50_startDraw_tripple), lo(SMVB50_startDraw_tripple)
db -$71, $01, $66, hi(SMVB50_startMove_double), lo(SMVB50_startMove_double)
db $69, $01, -$5B, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$08, $01, $6F, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
AntennaClosed
DW AntennaClosed_0 ; list of all single vectorlists in this
DW AntennaClosed_1
DW 0
AntennaClosed_0
db $75, $01, $42, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$31, $01, $5E, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$47, $01, -$37, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $43, $01, $25, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
AntennaClosed_1
db $62, $01, -$17, hi(SMVB50_continue_tripple), lo(SMVB50_continue_tripple)
db -$03, $01, -$7F, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db -$56, $01, $56, hi(SMVB50_startMove_tripple), lo(SMVB50_startMove_tripple)
db $7B, $01, -$78, hi(SMVB50_startDraw_double), lo(SMVB50_startDraw_double)
db $01, $01, $6D, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
Boss2IntroList
DW MantisMain_0 ; list of all single vectorlists in this
DW MantisMain_1
DW MantisMain_2
DW MantisMain_3
DW 0
MantisMain_0
db $67, $01, $3F, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $05, $01, $0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0A, $01, $07, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db $08, $01, -$07
db $03, $01, -$06, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$03, $01, -$13, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$16, $01, -$1F, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$0D, $01, -$21
db -$11, $01, $27, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $24, $01, -$56, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0E, $01, -$4C, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $42, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$0B, $01, $0C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$21, $01, $0D, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$21, $01, $1C
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
if VECFEVER = 1
else
org $5555
db 0 ; leave this byte alone, Bretts Cartridge "burner" can not flash that byte
DB "5556 Dont Touch last byte!"
endif
MantisMain_1
db $64, $01, -$06, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $00, $01, $0D, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$11, $01, $29, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db -$1C, $01, $09
db -$04, $01, $0A
db -$10, $01, -$01
db -$14, $01, $16
db -$18, $01, $0E
db -$1F, $01, -$08
db -$0E, $01, -$13, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db -$0B, $01, -$24
db $11, $01, $16
db $1E, $01, $05
db $16, $01, -$10
db $06, $01, -$1F
db -$06, $01, -$1D
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
MantisMain_2
db $50, $01, -$4A, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db -$11, $01, $16, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0B, $01, $24, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db $16, $01, -$1E
db $19, $01, -$0E
db $1B, $01, $03
db $11, $01, $10
db $13, $01, -$0B
db $06, $01, -$19
db -$0E, $01, -$10, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $1C, $01, -$4E, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $2F, $01, -$05, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $13, $01, $37, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db -$19, $01, $3D
db -$0E, $01, $08
db -$24, $01, $0E
db -$18, $01, -$06
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
MantisMain_3
db $43, $01, $00, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$09, $01, $2C, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $11, $01, $21, hi(SMVB50_continue6_single), lo(SMVB50_continue6_single)
db $16, $01, $0B
db $0E, $01, $00
db -$19, $01, $1B
db -$2F, $01, -$0B
db -$05, $01, -$0D
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer
DW BossPlayer_0 ; list of all single vectorlists in this
DW BossPlayer_1
DW BossPlayer_2
DW BossPlayer_3
DW BossPlayer_4
DW BossPlayer_5
DW 0
BossPlayer_0
db -$6A, $01, $2C, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$06, $01, -$19, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $11, $01, -$06, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$58, $01, -$58, hi(SMVB50_startDraw_yEqx_single), lo(SMVB50_startDraw_yEqx_single) ; y is -$58
db -$03, $01, -$0D, hi(SMVB50_continue7_single), lo(SMVB50_continue7_single)
db $03, $01, $00
db $07, $01, $0B
db $5F, $01, $00
db $05, $01, $03
db $11, $01, $00
db $1B, $01, $00
db $06, $01, -$05, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db $00, $01, -$09
db -$06, $01, -$05
db -$26, $01, $10, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$06, $01, $03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer_1
db -$4B, $01, $0B, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $1E, $01, -$01, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, $02, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db $04, $01, -$05
db -$04, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1D, $01, -$03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $06, $01, -$06, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db $00, $01, -$08
db -$06, $01, -$05
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer_2
db -$1A, $01, $32, hi(SMVB50_continue_single), lo(SMVB50_continue_single)
db $01, $01, $02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, $02, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db -$02, $01, $03
db -$0B, $01, $04
db -$03, $01, -$01
db -$08, $01, $03
db -$0B, $01, -$0F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0B, $01, $06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $00, $01, $13, hi(SMVB50_continue2_single), lo(SMVB50_continue2_single)
db -$08, $01, $06
db -$5F, $01, $29, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer_3
db -$57, $01, $23, hi(SMVB50_continue_tripple), lo(SMVB50_continue_tripple)
db $27, $01, -$0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $05, $01, $03, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db $09, $01, $07
db $06, $01, $1C
db -$0C, $01, $0F
db $0B, $01, -$06, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $06, $01, $16, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0B, $01, -$04, hi(SMVB50_continue3_single), lo(SMVB50_continue3_single)
db -$21, $01, $4F
db $00, $01, $05
db $03, $01, -$0B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $00, $01, $09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $36, $01, -$21, hi(SMVB50_continue5_single), lo(SMVB50_continue5_single)
db $05, $01, $03
db $21, $01, -$16
db $00, $01, -$06
db -$02, $01, -$03
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer_4
db -$47, $01, $4D, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $1B, $01, -$0E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $05, $01, $03, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db $19, $01, -$0E
db $00, $01, -$05
db -$03, $01, -$03
db -$13, $01, $11, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$03, $01, $05, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$2C, $01, $3F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$03, $01, $06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$19, $01, $00, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $4E, $01, -$6E, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
BossPlayer_5
db -$42, $01, $33, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db $11, $01, $00, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $21, $01, -$0E, hi(SMVB50_continue4_single), lo(SMVB50_continue4_single)
db $05, $01, -$08
db $00, $01, -$07
db -$0A, $01, -$02
db -$12, $01, -$0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$77, $01, -$58, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
PlayerShipAccelAnim
DW PlayerShipAccel_4
DW PlayerShipAccel_3
DW PlayerShipAccel_2
DW PlayerShipAccel_1
DW PlayerShipAccel_0 ; list of all single vectorlists in this
DW 0
PlayerShipAccel_0
db -$73, $01, $4A, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$1A, $01, $0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$07, $01, $03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $ee, $01, $ee , hi(SMVB50_startDraw_xyStays_single), lo(SMVB50_startDraw_xyStays_single) ; y was -$07; x was $03, y now $ee
db -$15, $01, -$10, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $16, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0E, $01, -$05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $1C, $01, -$0A, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$34, $01, -$02, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $06, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $08, $01, -$03, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $19, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
PlayerShipAccel_1
db -$7B, $01, $4C, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$13, $01, $09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$0A, $01, $05, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$02, $01, $01, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$15, $01, -$0F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0C, $01, -$05, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $17, $01, -$09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $14, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$2C, $01, -$04, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $02, $01, -$01, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $0C, $01, -$04, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $11, $01, -$06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
PlayerShipAccel_2
db -$7F, $01, $4E, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$0E, $01, $06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$1F, $01, -$09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $05, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $16, $01, -$09, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $14, $01, -$08, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$1B, $01, -$0B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0E, $01, -$05, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
PlayerShipAccel_3
db -$6F, $01, $48, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$07, $01, $03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$22, $01, $0F, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db -$06, $01, $03, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$1A, $01, -$0D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $15, $01, -$09, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $32, $01, -$13, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $05, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$3C, $01, $01, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $06, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $22, $01, -$0D, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $07, $01, -$02, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
PlayerShipAccel_4
db -$71, $01, $49, hi(SMVB50_continue_double), lo(SMVB50_continue_double)
db -$1A, $01, $0B, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $09, $01, -$1B, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $13, $01, -$06, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db -$1C, $01, -$0C, hi(SMVB50_startMove_single), lo(SMVB50_startMove_single)
db $0F, $01, -$04, hi(SMVB50_startDraw_single), lo(SMVB50_startDraw_single)
db $40, $00, $00, hi(SMVB50_lastDraw_rts), lo(SMVB50_lastDraw_rts)
endif