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Added debug information
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nstbayless committed Aug 27, 2017
1 parent 293d7a9 commit 29c3939
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7 changes: 7 additions & 0 deletions working.nes.5.nl
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$BF07#staircheck#
$BF48#disp-check-diagonals#
$BF38#.. next#
$BF2A#.. start of loop#
$BF40#data table#
$BF5D#land 1#
$BF95#land 2#
20 changes: 20 additions & 0 deletions working.nes.7.nl
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$B57F#check for stairs (proper)#
$B5F4#.. null stair#
$B5AA#.. scale up to pix coords#
$B5B2#.. check if yint equals that#
$B5BD#.. compare xint#
$B59A#.. start of loop#
$BF55#.. return false#
$BF57#.. return true#
$BF5C#check diagonal for stairs#
$BF58#BEQ $BF57#
$BFCA#.. increase y#
$BFD4#.. adjust x#
$BFED#.. decrease x#
$BF85#.. start of outer loop#
$BF59#check diagonal for stairs#
$BF87#.. start of inner loop#
$BFB2#continue +++#
$BFB3#continue ++#
$BFB4#continue +#
$BFB7#adjust xy#
7 changes: 7 additions & 0 deletions working.nes.A.nl
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$8D76#spawn zombie#
$8D55#spawn zombies c#
$8656#spawn zombies (each frame)#
$8661#.. skip if max zombies#
$8387#get free object id#
$8D5E#def zombie spawn coordinates#
$897A#edge-spawn on left#
2 changes: 2 additions & 0 deletions working.nes.B.nl
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$91D0#bonewalker step#
$8000#wo-bank#
Empty file added working.nes.D.nl
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48 changes: 48 additions & 0 deletions working.nes.E.nl
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$81FE#Getting hit#
$823A#... which way for knockback#
$8307#knockback step#
$BF3E#custom jump#
$9777#jump step#
$98C6#adjust not-y, vspint (always)#
$9856#adjust vspint#
$98FB#adjust vspint#
$9900#check max velocity#
$9F20#grant jump#
$942F#attack#
$BF99#jumping (continued)#
$BFC0#hstall#
$BFAA#check vstall#
$BFC6#jumping attack#
$BFCC#stair jumping#
$9AAB#stair move#
$BFDA#.. recover step#
$936C#move..?#
$9920#crouching#
$BFE9#crouch direction#
$88F2#custom fall#
$9624#begin jump#
$BF66#custom knockback#
$BF93#.. return to knockback#
$9765#zero hspfra#
$94C9#jump attack step#
$B8E4#thrown dagger#
$9770#AAAAAAAAAAAAAAAAAAAAAA#
$976B#load jump direction control#
$976A#BBBBBBBBBBBBBBBBBBBB#
$9776#CCCCCCCCC#
$BF57#.. turn right#
$9769#air control direction#
$BF5C#.. turn left#
$97A3#.. not ncsly. air-attacking#
$97C1#..moving right#
$874B#(directly adjust x)#
$8723#adjust x if no effect prevents#
$97AD#.. moving left#
$95F5#.. walk to stair (right)#
$95EF#.. walk to stair (left)#
$95BF#.. up (climb stairs)#
$9663#AAAAAAAAAAAAAA#
$9662#BBBBBBBBBBBBBBBBB#
$965F#CCCCCCCCCCCCCCCCC#
$952D#standing step:#
$99A4#stair idle#
13 changes: 13 additions & 0 deletions working.nes.F.nl
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$E814#Simon indirect jump#
$FDEC#object loop start#
$FE76#Enemy step loop end#
$FF15#zero speed#
$FF24#zero stats#
$FCDE#detect-walls#
$E66D#check for stairs#
$E2D0#bankswitch (A)#
$FFC4#spec#
$FF96#pop-bankswitch#
$FFCA#(XY+1)-in-bank(A)#
$E2CA#bankswitch2#
$E62D#----- return bankswitch#
Binary file added working.nes.deb
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45 changes: 45 additions & 0 deletions working.nes.ram.nl
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$0565#simon-state#
$0520#vspint#
$05D8#vsp-control#
$04A8#facing#
$04F2#hspint#
$041C#yint#
$0035#block#
$0034#34#
$054E#object IDs#
$0400#imgsin#
$0438#xint#
$0509#hspfra#
$0537#vspfra#
$067B#obj-hitpoints#
$068D#obj-hit#
$0454#obj-palette#
$0470#obj-state#
$04C4#xfra#
$04DB#yfra#
$05C1#simon-fall?objphase#
$061D#obj-varT#
$0645#obj-varSID#
$05EF#stair-direction#
$0606#obj-varB#
$0633#obj-varC#
$07CE#spawn-timer#
$007D#inv-timer#
$05EB#hitstun-timer#
$004A#hitpoints#
$0028#control-pressed#
$002A#control-held#
$0506#dagger-hspint#
$051D#dagger-hspfra#
$0088#status-effect#
$0075#boss-lock#
$0023#bank#
$0024#bankp#
$0065#room-orientation#
$0053#view-pix#
$0054#view-subroom#
$0066#stairs#
$000E#tmp-A#
$000C#tmp-xscreen#
$000B#tmp-x#
$0008#tmp-y#
24 changes: 24 additions & 0 deletions working.txt
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x08 tmp-y
X0b tmp-x
x400 imgsin
x7f |
x41c y
x438 |
X53 |
x11 |
x12 |
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2 changes: 2 additions & 0 deletions working.wch
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