Difference between revisions of "Disney's Chip 'n Dale: Rescue Rangers:ROM map"

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Cycles through & executes the action script for each non-player object.
 
Cycles through & executes the action script for each non-player object.
  
8000: LDX #$02
+
Function calls:
8002: STX $4D    ; Set current object to <b>02</b> (skipping over Chip/Dale)
+
* [[#Function_06:808E|06:808E]]
 
+
* [[#Function_06:8E15|06:8E15]]
8004: LDA $04D0,X
+
* [[#Function_07:F92B|07:F92B]]
8007: BPL $8082  ; Skip slot if unoccupied (if status flag <b>80</b> is not set)
 
 
 
8009: LDY $04E0,X ;
 
800C: LDA $80A7,Y
 
800F: STA $00
 
8011: LDA $810C,Y
 
8014: STA $01    ; Retrieve address of object's action script from pointer table
 
8016: LDA #$80
 
8018: PHA
 
8019: LDA #$1E
 
801B: PHA        ; Set return address
 
801C: JMP ($00)  ; Execute action script
 
801F: LDA $0570,X
 
8022: AND #$40   
 
8024: BEQ $8029  ; Skip ahead if object can't be damaged
 
 
 
8026: JSR $8E15   ; Check for collision damage against enemy
 
 
 
8029: LDA $04D0,X
 
802C: AND #$40
 
802E: BEQ $8082  ; Skip ahead if object doesn't cause damage
 
 
 
8030: JSR $F92B   ; Check for collision with player
 
8033: BCS $8082  ; Skip ahead if no collision
 
 
 
8035: LDA $5E,Y  ; Check if player has i-frames
 
8038: BNE $8082  ; Skip ahead if so
 
 
 
803A: LDA $54,Y
 
803D: CMP #$03
 
803F: BCS $8082  ; Can't be damaged while picking up item
 
 
 
8041: LDA $0420,Y
 
8044: BEQ $804D
 
 
 
8046: LDA #$09
 
8048: STA $54,Y  ; Set phase to "damaged"
 
804B: BNE $8082  ; Jump ahead (always true)
 
 
 
804D: JSR $808E
 
8050: LDA $56,Y
 
8053: BPL $8082
 
 
 
8055: AND #$0F
 
8057: PHA
 
8058: LDA #$00
 
805A: STA $56,Y
 
805D: PLA
 
805E: TAY
 
805F: LDA #$80
 
8061: STA $04D0,Y
 
8064: LDA #$3E
 
8066: STA $04E0,Y
 
8069: LDA #$00
 
806B: STA $0410,Y
 
806E: STA $0430,Y
 
8071: LDA $0420,Y
 
8074: CMP #$22
 
8076: BEQ $8082
 
 
 
8078: CMP #$23
 
807A: BEQ $8082
 
 
 
807C: SEC
 
807D: SBC #$09
 
807F: STA $0420,Y
 
 
 
8082: INC $4D    ; Tick up to next object slot
 
8084: LDX $4D
 
8086: CPX #$10
 
8088: BEQ $808D  ; Exit if at end of list
 
 
 
808A: JMP $8004  ; Repeat
 
 
 
808D: RTS        ; Exit function
 
  
 
===Function 06:8F38===
 
===Function 06:8F38===
 
Action Script <b>02</b> - Robot Dog
 
Action Script <b>02</b> - Robot Dog
  
8F38: LDA $04D0,X
+
Function calls:
8F3B: AND #$0F    ; Check current phase
+
* [[#Function_07:F000|07:F000]]
8F3D: BNE $8F55
+
* [[#Function_07:F066|07:F066]]
 
+
* [[#Function_07:F0FB|07:F0FB]]
Phase 0:
+
* [[#Function_07:F328|07:F328]]
8F3F: LDA #$33
+
* [[#Function_07:F379|07:F379]]
8F41: STA $0530,X
 
8F44: LDA #$01
 
8F46: STA $0540,X
 
8F49: JSR $F328
 
8F4C: LDA #$1E
 
8F4E: STA $0490,X ; Set counter for 30 frames
 
8F51: INC $04D0,X ; Advance to Phase 1
 
 
 
8F54: RTS        ; Exit function
 
 
 
8F55: LDA $04D0,X
 
8F58: AND #$02
 
8F5A: BNE $8F71
 
 
 
Phase 1:
 
8F5C: DEC $0490,X ; Tick down timer
 
8F5F: BNE $8F54  ; End if timer not at zero
 
 
 
8F61: LDA #$1C
 
8F63: STA $0420,X ; Switch to walking animation
 
8F66: LDA #$00
 
8F68: STA $0430,X
 
8F6B: STA $0410,X
 
8F6E: INC $04D0,X ; Advance to Phase 2
 
 
 
Phase 2:
 
8F71: LDA $95
 
8F73: AND #$0F
 
8F75: BNE $8F7C
 
 
 
8F77: LDA #$1A
 
8F79: JSR $F379
 
 
 
8F7C: LDY #$02
 
8F7E: LDA #$10
 
8F80: JSR $F0FB
 
8F83: PHP
 
8F84: LDY #$02
 
8F86: LDA $0580,X
 
8F89: AND #$01
 
8F8B: BEQ $8F95
 
 
 
8F8D: LDA #$0A
 
8F8F: JSR $F000
 
8F92: JMP $8F9A
 
 
 
8F95: LDA #$0D
 
8F97: JSR $F066
 
  
8F9A: PLP
+
==Page 07==
8F9B: BCC $8FC5
+
===Function 07:F379===
 +
<b>playAudio(A)</b>
  
8F9D: LDA $10
+
Plays audio ID in Accumulator.

Latest revision as of 19:38, 31 May 2019

PRG

Page 06

Function 06:8000

Cycles through & executes the action script for each non-player object.

Function calls:

Function 06:8F38

Action Script 02 - Robot Dog

Function calls:

Page 07

Function 07:F379

playAudio(A)

Plays audio ID in Accumulator.