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-rw-r--r--src/enemies.s40
1 files changed, 36 insertions, 4 deletions
diff --git a/src/enemies.s b/src/enemies.s
index dbd0e08..e114e1b 100644
--- a/src/enemies.s
+++ b/src/enemies.s
@@ -45,16 +45,48 @@
rts
.endproc
- ;; Definitions for all the enemy types. These are just the tile IDs for each
- ;; case. Note that some of them have $FF, which is because they span 2
- ;; sprites instead of 4.
+ .proc allocate_sprite_y
+ ;; TODO
+ rts
+ .endproc
+
+ ;; Definitions for all the enemy types. An enemy type is defined by four
+ ;; bytes, containing the tile IDs for it. Some enemies only span 2 tiles,
+ ;; and because of this they have $FF as filler bytes. Last but not least,
+ ;; each enemy actually has two states in order to mock some inner movement.
+ ;; This is also handled here and this is why an enemy spans a whooping 8
+ ;; bytes of definition, which is fine because we have a lot of room to spare
+ ;; in ROM space.
tiles:
+ ;; Asteroid
.byte $26, $27, $36, $37
+ .byte $46, $47, $56, $57
+
+ ;; Furry thingie
.byte $28, $29, $38, $39
+ .byte $48, $49, $58, $59
+
+ ;; Bubble
.byte $24, $25, $34, $35
+ .byte $44, $45, $54, $55
+
+ ;; Fighter jet 1
.byte $2A, $2B, $3A, $3B
+ .byte $2A, $2B, $3A, $3B
+
+ ;; Fighter jet 2
+ .byte $31, $32, $FF, $FF
.byte $31, $32, $FF, $FF
- .byte $41, $42, $FF, $FF
+
+ ;; UFO
+ .byte $40, $41, $FF, $FF
+ .byte $50, $51, $FF, $FF
+
+ ;; Cross
.byte $2C, $2D, $3C, $3D
+ .byte $4C, $4D, $5C, $5D
+
+ ;; Weirdo
.byte $2E, $2F, $3E, $3F
+ .byte $4E, $4F, $5E, $5F
.endscope