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@y-ack
Last active December 31, 2023 03:25
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[:] - bbbb ------------------------- 100
[:] SP[3]: 1,1 0
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[2]: 0,0 .
[:] SP[1]: 1,1 0
[:] PF[3]: 0,0 .
[:] SP[0]: 1,1 0
[:] PIVOT: 0,0 .
light breaks:
[:] - bbfb ------------------------- 100
[:] SP[3]: 1,1 0
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[2]: 0,0 .
[:] SP[1]: 1,1 0
[:] PF[3]: 0,0 .
[:] SP[0]: 1,1 0
[:] PIVOT: 0,0 .
(repeated for 1 frame)
[:] - 7b7b ------------------------- 100
[:] SP[3]: 1,1 0 - flickering green box below player ? (non-visible)
[:] PF[0]: 0,0 . - sky bg
[:] PF[1]: 0,0 . - outside of building (before level start)
[:] SP[2]: 1,1 0 - empty ?
[:] PF[2]: 0,0 . - wall bg
[:] SP[1]: 1,1 0 - most objects
[:] PF[3]: 0,0 . - wall sides
[:] SP[0]: 1,1 0 - doors
[:] PIVOT: 0,0 .
(repeated for 1 frame)
B B B B (normal)
B B F B (dark)
B B F B
7 B 7 B (bright)
7 B 7 B
B B F B (dark)
B B F B
7 B 7 B (bright)
7 B 7 B
B B F B (dark)
7 B 8 B (bright)
7 B A B (fading..)
7 B C B
7 B C B
7 B E B
7 B E B
8 B F B (done fading) (NO_BAD_12)
8 B F B
8 B F B
A B F B
A B F B
A B F B
A B F B
C B F B (done fading?)
C B F B
C B F B
C B F B
C B F B
... (for like 5 seconds)
C B F B
C B F B
C B F B
C B F B
7 B F B (flickers bright)
7 B F B
B B F B (dark)
B B F B
7 B F B (bright)
7 B F B
B B F B (dark)
B B F B
B B F B
B B F B
B B F B
A B F B (fades back to normal)
A B F B
A B F B
A B F B
9 B F B
9 B F B
9 B F B
9 B F B
B B B B
(back to normal)
bit a: which group
bit b: value select? or ignore
extra bit: also value select
fade out from menu:
[:] -' bbbb `------------------------- 100
[:] SP[1]: 1,1 0 (count: 2)
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[0]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 .
[:] SP[2]: 1,1 0 (count: 1)
[:] PF[3]: 0,0 .
[:] SP[3]: 1,1 0 (count: 173)
[:] PIVOT: 0,0 .
everything fades out equally(?) (incl pivot layer)
7 levels of brightness, changes every 4 frames
BBBB (hold)
BBCC x3
CCCC x4
CCDD x4
DDDD x4
DDEE x4
EEEE x4
EEFF x4
FFFF x4
black screen?
! priorities change here:
[:] -' bbbb `------------------------- 100
[:] SP[3]: 1,1 0 (count: 0)
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 .
[:] SP[1]: 1,1 0 (count: 0)
[:] PF[3]: 0,0 .
[:] SP[0]: 1,1 0 (count: 0)
[:] PIVOT: 0,0 .
BBBB
! prio change again (maybe for sprite lag?)
[:] -' fff7 `------------------------- 100
[:] SP[3]: 1,1 1 (count: 0)
[:] PF[0]: 0,0 . - sky bg
[:] PF[1]: 0,0 . - front wall
[:] PF[2]: 0,0 . - back wall
[:] SP[1]: 1,1 1 (count: 0) - increases to 8 (elevator?)
[:] PF[3]: 0,0 . - side walls
[:] SP[2]: 1,1 1 (count: 0)
[:] SP[0]: 0,1 0 (count: 0) - increases to 42 (level name text?)
[:] PIVOT: 0,0 .
i think everything is still black here, except pivot and level name (fading in)
next animation i think: "mission 1" fades in, then "red after image" fades in -still on black bg, may be just palette
then outside of building + sky fades in while scrolling up
FFF7 x3
FEF8 x4
FDF9 x4
FCFA x4
FBFB x4
FAFC x4 - now 62F0 lineram changes from FFF7 to FEF8 and follows the same animation (to fade in the bottom text later)
F9FD x4
F8FE x4
F7FF (hold) - lower half of screen is still at like FBFB FAFC etc. until it hits F7FF and we move to the next stage of the anim
NOW building should fade in i think
another prio change, finally playfields in correct order
[:] -' fff7 `------------------------- 100
[:] SP[3]: 0,1 1 (count: 0)
[:] PF[0]: 0,1 . - sky bg
[:] PF[2]: 0,1 . - back wall
[:] SP[1]: 0,1 1 (count: 8) - this starts increasing as more inside objects load (not visible though)
[:] PF[3]: 0,1 . - side walls
[:] PF[1]: 0,1 . - front wall
[:] SP[2]: 0,1 1 (count: 0)
[:] SP[0]: 1,1 0 (count: 42) - text
[:] PIVOT: 0,0 .
maybe bg is using 3+1 (FF -> 7F) and sprites/pivot using 2+0 (F7->7F no change)
FFF7 x3
EEF8 x4
DDF9 x4
CCFA x4
BBFB x4
AAFC x4
99FD x4
88FE x4
77FF (hold) - anim finished
sprite group 2 starts increasing (helicopter?)
anim finished
[:] -' 77ff `------------------------- 100
[:] SP[3]: 0,1 1 (count: 0)
[:] PF[0]: 0,1 .
[:] PF[2]: 0,1 .
[:] SP[1]: 0,1 1 (count: 20)
[:] PF[3]: 0,1 .
[:] PF[1]: 0,1 .
[:] SP[2]: 0,1 1 (count: 70)
[:] SP[0]: 1,1 0 (count: 42)
[:] PIVOT: 0,0 .
character appears (behind helicopter)
[:] -' 77ff `------------------------- 100
[:] SP[3]: 0,1 1 (count: 0)
[:] PF[0]: 0,1 . - sky
[:] PF[2]: 0,1 . - back wall
[:] SP[1]: 0,1 1 (count: 33) - character, objects in building
[:] PF[3]: 0,1 . - side walls
[:] PF[1]: 0,1 . - front wall
[:] SP[2]: 0,1 1 (count: 70) - heli
[:] SP[0]: 1,1 0 (count: 42) - text
[:] PIVOT: 0,0 .
now: text AND front wall are fading out
i think text and wall are drawn onto one layer (without blending) and then that layer is transparent
no prios change, blending bits change
[:] -' 77ff `------------------------- 100
[:] SP[3]: 1,1 1 (count: 0) - increases to 6
[:] PF[0]: 0,0 . - sky
[:] PF[2]: 0,0 . - back wall
[:] SP[1]: 1,1 1 (count: 37) - object
[:] PF[3]: 0,0 . - side walls
[:] PF[1]: 0,1 0? - front wall
[:] SP[2]: 1,1 1 (count: 0)
[:] SP[0]: 0,1 0 (count: 42) text
[:] PIVOT: 0,0 .
77FF
88EE x4
99DD x4
AACC x4
BBBB x4
CCAA x4
DD99 x4
EE88 x4
FF77 x4 (6 total incl next frame)
text/wall fully transparent here?
prio changed, no bits changed
[:] -' ff77 `------------------------- 100
[:] SP[3]: 1,1 1 (count: 6)
[:] PF[0]: 0,0 . - sky
[:] SP[2]: 1,1 1 (count: 0) moved down
[:] PF[2]: 0,0 . - back
[:] SP[1]: 1,1 1 (count: 34) - objects
[:] PF[3]: 0,0 . - sides
[:] PF[1]: 0,1 . - front
[:] SP[0]: 0,1 0 (count: 42) - text (decreases to 0 after a frame)
[:] PIVOT: 0,0 .
text disappears
then wall later disappears for real
prio and bits change:
[:] -' bbbb `------------------------- 100
[:] SP[3]: 1,1 0 (count: 6)
[:] PF[0]: 0,0 . - sky
[:] PF[1]: 0,0 . -- moved down, now empty (was front wall)
[:] SP[2]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 . - back wall
[:] SP[1]: 1,1 0 (count: 28) - objects
[:] PF[3]: 0,0 . - side wall
[:] SP[0]: 1,1 0 (count: 0) - increases to 1 (1P indicator?) used for "caution" text ect.
[:] PIVOT: 0,0 .
BBBB (hold)
after inserting coin
"push start button" screen:
(all blank except pivot)
[:] -' bbbb `------------------------- 100
[:] SP[3]: 1,1 0 (count: 0)
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 .
[:] SP[1]: 1,1 0 (count: 0)
[:] PF[3]: 0,0 .
[:] SP[0]: 1,1 0 (count: 0)
[:] PIVOT: 0,0 .
BBBB
start pressed:
---
all blank
[:] -' 77ff `------------------------- 100
[:] SP[3]: 1,0 0 (count: 0)
[:] PF[0]: 1,0 0 - (will be monitor border)
[:] PF[1]: 1,0 0
[:] SP[2]: 1,0 0 (count: 0)
[:] PF[2]: 1,0 0
[:] SP[1]: 1,0 0 (count: 0)
[:] PF[3]: 1,0 0 - (will be computer screen)
[:] SP[0]: 1,0 0 (count: 0)
[:] PIVOT: 0,0 . - (will be press start text, and select character text etc)
77FF
---
pivot reappears
---
playfields 0 and 3 drawn
---
"select your character" message appears on pivot (no other layers visible)
a few seconds
---
character windows appear (sprite group 0)
[:] -' 88ee `------------------------- 100
[:] SP[3]: 1,0 0 (count: 0)
[:] PF[0]: 1,0 0 - monitor border
[:] PF[1]: 1,0 0 - empty
[:] SP[2]: 1,0 0 (count: 0)
[:] PF[2]: 1,0 0 - empty
[:] SP[1]: 1,0 0 (count: 0)
[:] PF[3]: 1,0 0 - computer windows
[:] SP[0]: 1,0 0 (count: 145) - character windows
[:] PIVOT: 0,0 . - set to 0,1 . in the middle of the screen
computer screen fades in from black, as pivot text fades out to transparent on top of it (maybe additive?)
100 - fading in from black
001 - fading out to transparent
88EE x4
99DD x4
AACC x4
BBBB x4
CCAA x4
DD99 x4
EE88 x4
FF77 x4
pivot text is fully hidden in the middle now ("select your character" is still on the layer but not visible)
character windows expand
wait until character selected
---
"ENTRY" appears on pivot ("select your character" still exists but hidden)
[:] -' ff77 `------------------------- 100
[:] SP[3]: 1,0 0 (count: 0)
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,0 0 (count: 0)
[:] PF[2]: 0,0 .
[:] SP[1]: 1,0 0 (count: 0)
[:] PF[3]: 0,0 .
[:] SP[0]: 1,0 0 (count: 253)
[:] PIVOT: 0,0 .
screen instantly switches to black, pivot layer reappears a frame or 2 later (only credit / press start text is visible)
all playfields blank
[:] -' bbbb `------------------------- 100
[:] SP[3]: 1,1 0 (count: 0)
[:] PF[0]: 0,0 .
[:] PF[1]: 0,0 .
[:] SP[2]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 .
[:] SP[1]: 1,1 0 (count: 0)
[:] PF[3]: 0,0 .
[:] SP[0]: 1,1 0 (count: 0)
[:] PIVOT: 0,0 .
a few frames later
next screen appears
[:] -' bbbb `------------------------- 100
[:] SP[1]: 1,1 0 (count: 0) - ? (2)
[:] PF[0]: 0,0 . - empty
[:] PF[1]: 0,0 . - monitor bg
[:] SP[0]: 1,1 0 (count: 0) - empty
[:] PF[2]: 0,0 . - scaling map
[:] SP[2]: 1,1 0 (count: 0) - ? (2)
[:] PF[3]: 0,0 . - computer screen
[:] SP[3]: 1,1 0 (count: 0) - text
[:] PIVOT: 0,0 .
OK?
everything fade in from black
[:] - fff7 ------------------------- 200
[:] PF[3]: 1,0 .
[:] SP[3]: 0,1 0
[:] PF[0]: 0,1 .
[:] SP[2]: 0,1 0
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,0 . - 0,0 on CREDIT text lines, 0,1 above that
FFF7 (hold: black?)
EEF8
EDF9
DCFA
DBFB
CAFC
C9FD
B8FE
text fades in from transparent
[:] PF[3]: 1,0 .
[:] SP[3]: 0,1 0
[:] PF[0]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,1 .
A7FF
FFF7 (hold: bg visible)
-- +
EEF8
- +
EDF9
-- +
DCFA
- +
DBFB
-- +
CAFC
- +
C9FD
-- +
B8FE
-- +
A7FF (hold: text fully visible here?)
text fades back out
[:] PF[3]: 1,0 .
[:] SP[3]: 0,1 0
[:] PF[0]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,1 .
anim plays in reverse
A7FF,B8FE,b9FD,CAFC,cBFB,DCFA,dDF9,EEF8,FFF7 (hold: text faded out)
then text switches, repeat text fade in/out, etc.
after a few lines of text
after final line of text:
[:] PF[3]: 1,0 .
[:] SP[3]: 0,1 0
[:] PF[0]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,1 .
FFF7 (hold)
A7FF (hold, background brightness starts increasing (palette effect only))
sprite animations etc.
expanding circle animation?
priority order change
[:] SP[3]: 0,1 0
[:] PF[0]: 0,0 .
[:] SP[2]: 1,1 0
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PF[3]: 1,0 . --- moved to top (solid black playfield) clipped to circle
[:] PIVOT.: 0,1 .
A7FF
pf3 turns white
B8FE
B9FD
CAFC
CBFB
DCFA
DDF9
EEF8
FFF7 (hold: solid white screen?)
fade from white to sky
FFF7
[:] PF[3]: 1,0 . -- moved back to bottom
[:] SP[3]: 0,1 0
[:] PF[0]: 0,1 . -- changed bits (still has old bg, should be fully transparent here)
[:] SP[2]: 0,1 0 -- changed bits
[:] PF[1]: 0,1 .
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,1 .
pf0 changes to sky
FFF7
EEF8
EDF9
DCFA
DBFB
CAFC
C9FD
B8FE
A7FF (hold)
sky starts moving
(rest of title screen, no changes)
another circle transition, to white
pf0: sky
pf1: buildings
pf2: buildings bg (single image cut out and split between pf1 and pf2)
pf3: solid white
[:] SP[3]: 0,1 0
[:] PF[0]: 0,1 .
[:] SP[2]: 0,1 0
[:] PF[1]: 0,0 . -- changed bits
[:] SP[1]: 0,1 0
[:] PF[2]: 0,0 . -- changed bits
[:] SP[0]: 1,1 0 -- changed bits
[:] PF[3]: 1,0 . -- moved to top
[:] PIVOT.: 0,1 .
A7FF
B8FE
B9FD
CAFC
CBFB
DCFA
DDF9
EEF8
FFF7
fade from white
FFF7
[:] PF[3]: 1,0 . -- moved to bottom
[:] SP[3]: 0,1 0
[:] PF[0]: 0,1 .
[:] SP[2]: 0,1 0
[:] PF[1]: 0,1 . -- changed bits
[:] SP[1]: 0,1 0
[:] PF[2]: 0,1 . -- changed bits
[:] SP[0]: 0,1 0 -- changed bits
[:] PIVOT.: 0,1 .
FFF7
background switches
pf0: sky, sky 2
pf1: building, grass (for sky 2)
FFF7
EEF8
EDF9
DCFA
DBFB
CAFC
C9FD
B8FE
A7FF (hold)
waiting for title screen
fade back out, same as before but in reverse
...
FFF7 (hold)
fading from white to black
pf change (at some point)
pf0: empty
pf1: empty
pf2: empty
pf3: solid white
FFF7
EEF8
EDF9
DCFA
DBFB
CAFC
C9FD
B8FE
A7FF (1 frame)
pf3 changes to solid black (palette)
FFF7 (hold)
switching from title screen to demo gameplay (fade in from black)
pf0: bg
pf1: buildings (stencil layer combined with pf0) WHY ARE_THESE_VERTICALLY_MISALIGNED??
pf2: board frame
pf3: solid black
[:] PF[3]: 1,0 .
[:] PF[0]: 0,1 .
[:] PF[1]: 0,1 . -- moved down
[:] SP[3]: 0,1 0 -- moved up
[:] SP[2]: 0,1 0
[:] PF[2]: 0,1 .
[:] SP[1]: 0,1 0 -- moved up
[:] SP[0]: 0,1 0
[:] PIVOT.: 0,1 .
FFF7
EEF8
EDF9
DCFA (play area bg brightens at half the rate of rest of bg - so probably play area bg uses the first alpha value (increases every other frame until the last 2.. this is sprite group 3? and pf 0/1 where the tiles have alpha bits set)
DBFB
CAFC
C9FD
B8FE
A7FF (hold)
[:] -' bbbb `------------------------- 100
[:] SP[1]: 1,1 0 (count: 2) - ?
[:] PF[0]: 0,0 0 - empty
[:] PF[1]: 0,0 0 - monitor frame
[:] SP[0]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 0 - scaling map
[:] SP[2]: 1,1 0 (count: 1) - ?
[:] PF[3]: 0,0 0 - computer window borders ui etc
[:] SP[3]: 1,1 0 (count: 173) - text on screen, character portrait
[:] PIVOT: 0,0 . - credit text
BBBB (hold)
BBCC x3
CCCC x4
CCDD x4
DDDD x4
DDEE x4
EEEE x4
EEFF x4
FFFF x4
everything is fading here (incl pivot)
110 = (2 or 3) + (0 or 1)
000 = (2 or 3) + (0 or 1)
[:] -' 77ff `------------------------- 100
[:] PF[0]: 0,0 0 - sky
[:] PF[2]: 0,0 1 - back wall
[:] SP[1]: 1,1 1 (count: 37) - object
[:] PF[3]: 0,0 0 - side walls
[:] PF[1]: 0,1 1 - front wall
[:] SP[0]: 0,1 0 (count: 42) text
[:] PIVOT: 0,0 .
77FF
88EE x4
99DD x4
AACC x4
BBBB x4
CCAA x4
DD99 x4
EE88 x4
FF77 x4
sp0 and pf1 are transparent, fading out here
000 - blend dest
001 - blend dest
010 - transparent
011 - transparent
111 - blend dest
[:] -' bbbb `------------------------- 100
[:] SP[3]: 1,1 0 (count: 6)
[:] PF[0]: 0,0 0 - sky bg
[:] PF[1]: 0,0 0 - empty
[:] SP[2]: 1,1 0 (count: 0)
[:] PF[2]: 0,0 1 - back wall
[:] SP[1]: 1,1 0 (count: 32) - objects
[:] PF[3]: 0,0 0 - side wall
[:] SP[0]: 1,1 0 (count: 1) - doors
[:] PIVOT: 0,0 .
B.B.
B.F. x2
7.7. x2
B.F. x2
7.7. x2
B.F. x1
7.8.
7.A.
7.C. x2
7.E. x2
8.F. x3
A.F. x4
C.F. (hold)
7.F. x2
B.F. x2
7.F. x2
B.F. x5
A.F. x4
9.F. x4
B.B.
parts of pf2 are brightened/darkened
001 = darkened + lightened
000 = unaffected
110 = unaffected
[:] -' 88ee `------------------------- 100
[:] SP[3]: 1,0 0 (count: 0)
[:] PF[0]: 1,0 0 - monitor border
[:] PF[1]: 1,0 0 - empty
[:] SP[2]: 1,0 0 (count: 0)
[:] PF[2]: 1,0 0 - empty
[:] SP[1]: 1,0 0 (count: 0)
[:] PF[3]: 1,0 0 - computer windows
[:] SP[0]: 1,0 0 (count: 145) - character windows
[:] PIVOT: 0,0 . - set to 0,1 . in the middle of the screen
computer screen fades in from black, as pivot text fades out to transparent on top of it (maybe additive?)
100 - fading in from black
001 - fading out to transparent
88EE x4
99DD x4
AACC x4
BBBB x4
CCAA x4
DD99 x4
EE88 x4
FF77 x4
pivot text is fully hidden in the middle now ("select your character" is still on the layer but not visible)
character windows expand
wait until character selected
---
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