joeylib2/examples/spacetaxi/stHookTables.h

85 lines
3.1 KiB
C

// Space Taxi -- where each level's hook program keeps its tables.
//
// Every address is a byte in the level's shipped hook blob ($7D98..$7FFF,
// StLevelT.hookData), so the same numbers serve the hook programs
// (stHooks.c, reading through the live simulation) and the cel manifest
// (stLevelCels.c, reading the level file alone -- the offline cel baker
// has no simulation). One list, two readers.
#ifndef ST_HOOK_TABLES_H
#define ST_HOOK_TABLES_H
// Level indices (0 = A).
#define ST_LEVEL_E 4u
#define ST_LEVEL_G 6u
#define ST_LEVEL_H 7u
#define ST_LEVEL_I 8u
#define ST_LEVEL_J 9u
#define ST_LEVEL_K 10u
#define ST_LEVEL_L 11u
#define ST_LEVEL_O 14u
#define ST_LEVEL_P 15u
#define ST_LEVEL_Q 16u
#define ST_LEVEL_R 17u
#define ST_LEVEL_S 18u
#define ST_LEVEL_T 19u
#define ST_LEVEL_U 20u
#define ST_LEVEL_V 21u
#define ST_LEVEL_W 22u
#define ST_LEVEL_X 23u
// Hardware sprites 3..7 are the hook sprites on every level that has any.
#define ST_HOOK_FIRST_SPRITE 3u
// ---- level G "TELEPORTS" ----
#define ST_HK_G_CEL 0x7DD4u // 6 cels the orbs cycle through
#define ST_HK_G_CEL_PHASES 6u
#define ST_HK_G_ORB_COL 0x7DDAu // per sprite: start column, msb, row
#define ST_HK_G_ORB_MSB 0x7DE2u
#define ST_HK_G_ORB_ROW 0x7DEAu
#define ST_HK_G_SPOT_COL 0x7EF3u // 5 landing spots: column, msb, row
#define ST_HK_G_SPOT_MSB 0x7EF8u
#define ST_HK_G_SPOT_ROW 0x7EFDu
#define ST_HK_G_SFX_HOP 0x7F03u
#define ST_HK_G_ORB_COLOR 4u
// ---- level H "PUZZLER" ----
#define ST_HK_H_CEL 0x80u // the one sprite cel
#define ST_HK_H_COLOR_IDLE 0x01u
#define ST_HK_H_COLOR_LIT 0x0Au
#define ST_HK_H_COLOR_ACTIVE 0x05u
// ---- level I "CROSSFIRE" ----
#define ST_HK_I_CEL_RISE 0x7DD8u // 5 cels
#define ST_HK_I_RISE_PHASES 5u
#define ST_HK_I_CEL_BURST 0x7DE5u // 8 cels
#define ST_HK_I_BURST_PHASES 8u
#define ST_HK_I_COLOR 0x7E7Fu // 3 colours
#define ST_HK_I_COLORS 3u
#define ST_HK_I_COLOR_IDLE 0x02u
// ---- levels J "SHOOTING STARS" and P "BLIZZARD" (the falling hazards) ----
#define ST_HK_FALL_CEL 0x80u // falling: $80/$81
#define ST_HK_FALL_CEL_BURST 0x82u // then the burst run from the table
#define ST_HK_J_CEL_BURST 0x7EC9u // phases 1..9
#define ST_HK_J_BURST_PHASES 10u
#define ST_HK_J_COLOR 7u
#define ST_HK_P_CEL_BURST 0x7F09u // phases 1..4
#define ST_HK_P_BURST_PHASES 5u
#define ST_HK_P_COLOR 3u
// ---- level L "BLACK HOLE" ----
#define ST_HK_L_CEL_FIRST 0x80u // $80..$82 spin
#define ST_HK_L_CEL_END 0x83u
#define ST_HK_L_COLOR 0u
// ---- level Q "INTERFERENCE" ----
#define ST_HK_Q_CEL 0x7DF2u // 12 cels, multicolour
#define ST_HK_Q_CEL_PHASES 12u
#define ST_HK_Q_COLOR 6u
// ---- level U "REBOUND" ----
#define ST_HK_U_CEL 0x7F4Bu // 4-entry walk over $80..$82
#define ST_HK_U_CEL_PHASES 4u
#define ST_HK_U_COLOR 7u
#endif // ST_HOOK_TABLES_H