Update Minecart, add HandleTileDirections

This commit is contained in:
scawful
2023-11-05 01:40:39 -04:00
parent 600d3b9ece
commit 09f99570ef

View File

@@ -59,8 +59,7 @@ Sprite_Minecart_Prep:
{
PHB : PHK : PLB
LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X ; SprY adjustment
LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
LDA #$04 : STA $0E40, X ; Nbr Oam Entries
@@ -69,6 +68,26 @@ Sprite_Minecart_Prep:
LDA #$00 : STA $0CD2, X ; No bump damage
LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
STZ.w $012B
LDA SprSubtype, X : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
CMP.b #$03 : BEQ .west
.north
%GotoAction(1) ; Minecart_MoveNorth
JMP .done
.east
%GotoAction(0) ; Minecart_MoveEast
JMP .done
.south
%GotoAction(1) ; Minecart_MoveSouth
JMP .done
.west
%GotoAction(0) ; Minecart_MoveWest
.done
PLB
RTL
}
@@ -89,51 +108,23 @@ endmacro
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
dw Minecart_Adjust ; 0x00
dw Minecart_WaitHoriz ; 0x01
dw Minecart_WaitVert ; 0x02
dw Minecart_MoveNorth ; 0x03
dw Minecart_MoveEast ; 0x04
dw Minecart_MoveSouth ; 0x05
dw Minecart_MoveWest ; 0x06
dw Minecart_Release ; 0x07
; 0x00
Minecart_Adjust:
{
STZ !MinecartDirection ; Reset the direction modifier
; 0x00 - Horizontal Moving West
; 0x01 - Horizontal Moving East
; 0x02 - Vertical Moving North
; 0x03 - Vertical Moving South
LDA SprSubtype, X : CMP.b #$00 : BEQ .horiz_west
CMP.b #$01 : BEQ .horiz_east
CMP.b #$02 : BEQ .vert_north
CMP.b #$03 : BEQ .vert_south
.horiz_east
LDA #$01 : STA !MinecartDirection
.horiz_west
INC $0D80, X ; Minecart_WaitHoriz
%StartOnFrame(0)
LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
RTS
.vert_north
LDA #$02 : STA !MinecartDirection
.vert_south
%GotoAction(2) ; Minecart_WaitVert
%StartOnFrame(2)
RTS
}
dw Minecart_WaitHoriz ; 0x00
dw Minecart_WaitVert ; 0x01
dw Minecart_MoveNorth ; 0x02
dw Minecart_MoveEast ; 0x03
dw Minecart_MoveSouth ; 0x04
dw Minecart_MoveWest ; 0x05
dw Minecart_Release ; 0x06
; ---------------------------------------------------------------------------
; 0x01
Minecart_WaitHoriz:
{
%PlayAnimation(0,1,8)
LDA SprTimerA, X : BNE .not_ready
JSR CheckIfPlayerIsOn : BCC .not_on_platform
JSL Player_HaltDashAttack ; Stop the player from dashing
@@ -141,19 +132,22 @@ Sprite_Minecart_Main:
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
%GotoAction(6) ; Minecart_MoveWest
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
%GotoAction(4) ; Minecart_MoveEast
%GotoAction(3) ; Minecart_MoveEast
.not_on_platform
.not_ready
RTS
}
; ---------------------------------------------------------------------------
; 0x02
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
LDA SprTimerA, X : BNE .not_ready
JSR CheckIfPlayerIsOn : BCC .not_on_platform
JSL Player_HaltDashAttack ; Stop the player from dashing
@@ -161,57 +155,39 @@ Sprite_Minecart_Main:
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
%GotoAction(5) ; Minecart_MoveSouth
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
%GotoAction(3) ; Minecart_MoveNorth
%GotoAction(2) ; Minecart_MoveNorth
.not_on_platform
.not_ready
RTS
}
; ---------------------------------------------------------------------------
; 0x03
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA $0D40, X
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
LDA #$35 : STA $012E
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
; Setup Minecart position to look for tile IDs
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; Check for top right corner
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
LDA #$05 : STA $012E
%GotoAction(6) ; Minecart_MoveWest
RTS
.continue
LDA $0FA5 : CMP.b #$B6 : BNE .continue_b
%GotoAction(7)
.continue_b
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
%HandlePlayerCamera()
JSR HandleTileDirections
RTS
}
; ---------------------------------------------------------------------------
; 0x04
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
@@ -223,71 +199,42 @@ Sprite_Minecart_Main:
; Make Link move with the minecart
LDA SprX, X : STA $22
JSR DragPlayer
; Set Minecart sprite coords to look for tile attributes
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; Check for top right corner
LDA $0FA5 : CMP.b #$B4 : BNE .continue
LDA $0FDA : SEC : SBC #$0B : STA $20
LDA #$05 : STA $012E
%GotoAction(5)
RTS
.continue
; Check for top left corner, then go south
LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA $31 : CLC : ADC.b #$30 : STA $31
LDA #$05 : STA $012E
%GotoAction(5) ; Minecart_MoveSouth
RTS
.continue_b
%HandlePlayerCamera()
JSR HandleTileDirections
RTS
}
; ---------------------------------------------------------------------------
; 0x05
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA $0D40, X
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JSL Sprite_MoveVert
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
LDA.w $0D00, X : STA.b $00
LDA.w $0D20, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%GotoAction(6) ; Minecart_MoveWest
RTS
.continue
%HandlePlayerCamera()
JSR HandleTileDirections
LDA $40 : SEC : SBC.b #$FF : STA $40
LDA $68 : SEC : SBC.b #$FF : STA $68
RTS
}
; ---------------------------------------------------------------------------
; 0x06
Minecart_MoveWest:
{
%PlayAnimation(0,1,8)
@@ -299,59 +246,214 @@ Sprite_Minecart_Main:
LDA SprX, X : STA $22
JSR DragPlayer
; Set Minecart sprite coords to look for tile attributes
LDA.w $0D00, X : CLC : ADC.b #$04 : STA.b $00
LDA.w $0D20, X : STA.b $01
JSR HandleTileDirections
; ; Set Minecart sprite coords to look for tile attributes
; LDA.w SprY, X : CLC : ADC.b #$04 : STA.b $00
; LDA.w SprYH, X : STA.b $01
LDA.w $0D10, X : STA.b $02
LDA.w $0D30, X : STA.b $03
; LDA.w SprX, X : STA.b $02
; LDA.w SprXH, X : STA.b $03
LDA.b #$00 : JSL Sprite_GetTileAttr
; LDA.b #$00 : JSL Sprite_GetTileAttr
; ; Check for bottom left corner tile
; LDA $0FA5 : CMP.b #$B1 : BNE .continue
; Check for bottom left corner tile
LDA $0FA5 : CMP.b #$B1 : BNE .continue
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA #$05 : STA $012E
%GotoAction(3) ; Minecart_MoveNorth
RTS
.continue
; Check for top left corner, then go south
LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
%StartOnFrame(2)
LDA #$00 : STA $0D50, X ; Reset X Speed
LDA $31 : CLC : ADC.b #$30 : STA $31
LDA #$05 : STA $012E
%GotoAction(5) ; Minecart_MoveSouth
RTS
.continue_b
LDA $0FA5 : CMP.b #$B6 : BNE .continue_c
LDA #$16 : STA $012F
LDA #$40 : STA SprTimerD, X
LDA #$01 : STA SprSubtype, X
%GotoAction(7) ; Minecart_Release
RTS
.continue_c
%HandlePlayerCamera()
RTS
}
; ---------------------------------------------------------------------------
; 0x07
Minecart_Release:
{
STZ $02F5
STZ.w $0D40, X
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
LDA SprTimerD, X : BNE .not_ready
%GotoAction(0)
.not_ready
.not_ready
RTS
}
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
macro SwapSubtype()
LDA SprSubtype, X ; Load the current direction subtype
; Assume the new direction is opposite to the current direction.
; This is just an example, adjust the logic as needed.
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
endmacro
print pc
HandleTileDirections:
{
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5
CLC : CMP.b #$01 : BNE .not_out_of_bounds
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
.not_out_of_bounds
; Check if the tile is a stop tile
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b South : STA SprSubtype, X
STZ.w !MinecartDirection
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b North : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
.go_vert
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
RTS
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b West : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b East : STA SprSubtype, X
STZ.w !MinecartDirection
.go_horiz
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
RTS
; ---------------------------------------------------------------------------
.check_for_movement
; Check for movement tiles
CLC : CMP.b #$B2 : BEQ .check_direction
CLC : CMP.b #$B3 : BEQ .check_direction
CLC : CMP.b #$B4 : BEQ .check_direction
CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC
ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
TAY
; Direction to move on tile collision
; 00 - stop or nothing
; 01 - north
; 02 - east
; 03 - south
; 04 - west
North = $00
East = $01
South = $02
West = $03
.DirectionTileLookup
{
; TL, BL, TR, BR, Stop
db $02, $00, $04, $00 ; North
db $00, $00, $03, $01 ; East
db $00, $02, $00, $04 ; South
db $03, $01, $00, $00 ; West
}
.check_direction
print pc
LDA SprSubtype, X
BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
STA $07 ; Store the action index in $07
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
TAY
LDA.w .DirectionTileLookup, Y
TAY
.execute_action
CPY #$01 : BEQ .move_north
CPY #$02 : BEQ .move_east
CPY #$03 : BEQ .move_south
CPY #$04 : BEQ .move_west
JMP .done
.move_north
LDA #$00 : STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
RTS
.move_east
LDA #$01 : STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
RTS
.move_south
LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.move_west
LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
.done
RTS
.tile_ids
; db $B0 ; - Horiz
; db $B1 ; | Vert
; TL, BL, TR, BR
db $B2, $B3, $B4, $B5
; db $B8 Stop North
; db $B9 Stop South
; db $BA Stop East
; db $BB Stop West
; db $BE ; + any direction
}
;==============================================================================
DragPlayer: