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- MUSIC_FLAGS1
- ;ad.mmmmm
- ;|| +++++- music
- ;|+------- if 1, player starts facing left
- ;+-------- if 1, use alternate buffer for collected bits
- XPOS
- ;xxxxxxxx
- ;++++++++- X position the player starts on
- YPOS_SCREENS
- ;ssssyyyy
- ;||||++++- Y position the player starts at
- ;++++----- number of screens in the level
- SPRITE_SLOT_1
- ;tttttttt sprite tileset 1
- SPRITE_SLOT_2
- ;tttttttt sprite tileset 2
- SPRITE_SLOT_3
- ;tttttttt sprite tileset 3
- SPRITE_SLOT_4
- ;tttttttt sprite tileset 4
- LEVEL_POINTER_LO
- LEVEL_POINTER_HI
- SPRITE_POINTER_LO
- SPRITE_POINTER_HI
- BACKGROUND_COLOR
- .endenum
- ;uuuuuuuu - list of uploads to make for background tiles, palettes or whatever
- ;11111111 - ending with 255
- ;gets written to LevelUploadList
- ;hgfedcba Lonmlkji - boundaries between screens horizontally
- ;if L: specify links for top and bottom
- ;????nnnn
- ;||||++++- number of screens to change
- ;++++----- other flags that haven't been assigned anything
- ;ttttbbbb
- ;||||++++- bottom screen link
- ;++++----- top screen link
- ;Level data:
- ;TTTTTTTT XXXXYYYY [SSSSSSSS]
- ;T - Object type (0-255)
- ;Y - Y position absolute (0-15)
- ;X - X position relative (0-15)
- ;S - Settings byte, if needed
- ;
- ;Level commands
- ;1111TTTT [SSSSSSSS]
- ;T - 0 finished with the level
- ; 1 set X to S
- ; 2 write 1 column byte at current column
- ; 3 write 2 column bytes starting at this column
- ; 4 write 3 column bytes starting at this column
- ; 5 current X -= 16
- ; 6 current X += 16
- ---- level 1:
- .byt 0 ; music 0
- .byt 5 ; X pos 5
- .byt $25 ; 2 screens, start at Y pos 5
- .byt GraphicsUpload::SP_WALKER
- .byt GraphicsUpload::SP_CANNON
- .byt GraphicsUpload::SP_FIRE
- .byt GraphicsUpload::SP_KING
- .addr Level1Data
- .addr Level1Sprite
- .byt $31 ; background
- .byt GraphicsUpload::PAL_GRASSY
- .byt GraphicsUpload::BG_COMMON
- .byt GraphicsUpload::BG_GRASSY
- .byt 255
- .word %0000000000000000 ; boundaries
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