Update Minecart, add HandleTileDirections
This commit is contained in:
@@ -59,8 +59,7 @@ Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
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LDA SprY, X : SEC : SBC.b #$04 : STA SprY, X ; SprY adjustment
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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@@ -69,6 +68,26 @@ Sprite_Minecart_Prep:
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LDA #$00 : STA $0CD2, X ; No bump damage
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LDA #$00 : STA $0B6B, X ; Set interactive hitbox?
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STZ.w $012B
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LDA SprSubtype, X : CMP.b #$00 : BEQ .north
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CMP.b #$01 : BEQ .east
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CMP.b #$02 : BEQ .south
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CMP.b #$03 : BEQ .west
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.north
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%GotoAction(1) ; Minecart_MoveNorth
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JMP .done
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.east
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%GotoAction(0) ; Minecart_MoveEast
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JMP .done
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.south
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%GotoAction(1) ; Minecart_MoveSouth
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JMP .done
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.west
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%GotoAction(0) ; Minecart_MoveWest
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.done
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PLB
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RTL
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}
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@@ -89,51 +108,23 @@ endmacro
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
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dw Minecart_Adjust ; 0x00
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dw Minecart_WaitHoriz ; 0x01
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dw Minecart_WaitVert ; 0x02
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dw Minecart_MoveNorth ; 0x03
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dw Minecart_MoveEast ; 0x04
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dw Minecart_MoveSouth ; 0x05
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dw Minecart_MoveWest ; 0x06
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dw Minecart_Release ; 0x07
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; 0x00
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Minecart_Adjust:
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{
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STZ !MinecartDirection ; Reset the direction modifier
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; 0x00 - Horizontal Moving West
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; 0x01 - Horizontal Moving East
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; 0x02 - Vertical Moving North
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; 0x03 - Vertical Moving South
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LDA SprSubtype, X : CMP.b #$00 : BEQ .horiz_west
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CMP.b #$01 : BEQ .horiz_east
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CMP.b #$02 : BEQ .vert_north
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CMP.b #$03 : BEQ .vert_south
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.horiz_east
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LDA #$01 : STA !MinecartDirection
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.horiz_west
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INC $0D80, X ; Minecart_WaitHoriz
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%StartOnFrame(0)
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
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RTS
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.vert_north
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LDA #$02 : STA !MinecartDirection
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.vert_south
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%GotoAction(2) ; Minecart_WaitVert
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%StartOnFrame(2)
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RTS
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}
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dw Minecart_WaitHoriz ; 0x00
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dw Minecart_WaitVert ; 0x01
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dw Minecart_MoveNorth ; 0x02
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dw Minecart_MoveEast ; 0x03
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dw Minecart_MoveSouth ; 0x04
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dw Minecart_MoveWest ; 0x05
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dw Minecart_Release ; 0x06
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; ---------------------------------------------------------------------------
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; 0x01
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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@@ -141,19 +132,22 @@ Sprite_Minecart_Main:
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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%GotoAction(6) ; Minecart_MoveWest
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%GotoAction(5) ; Minecart_MoveWest
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RTS
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.opposite_direction
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%GotoAction(4) ; Minecart_MoveEast
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%GotoAction(3) ; Minecart_MoveEast
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.not_on_platform
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.not_ready
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x02
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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LDA SprTimerA, X : BNE .not_ready
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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JSL Player_HaltDashAttack ; Stop the player from dashing
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@@ -161,57 +155,39 @@ Sprite_Minecart_Main:
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA !MinecartDirection : BNE .opposite_direction
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%GotoAction(5) ; Minecart_MoveSouth
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%GotoAction(4) ; Minecart_MoveSouth
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RTS
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.opposite_direction
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%GotoAction(3) ; Minecart_MoveNorth
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%GotoAction(2) ; Minecart_MoveNorth
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.not_on_platform
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.not_ready
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x03
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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LDA.b #-!MinecartSpeed : STA SprYSpeed, X
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LDA #$35 : STA $012E
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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; Setup Minecart position to look for tile IDs
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.continue
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_b
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%GotoAction(7)
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.continue_b
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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%HandlePlayerCamera()
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JSR HandleTileDirections
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x04
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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@@ -226,68 +202,39 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(5)
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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%HandlePlayerCamera()
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JSR HandleTileDirections
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x05
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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LDA.b #!MinecartSpeed : STA $0D40, X
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LDA.b #!MinecartSpeed : STA SprYSpeed, X
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
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JSR DragPlayer
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.continue
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%HandlePlayerCamera()
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JSR HandleTileDirections
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x06
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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@@ -300,58 +247,213 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : CLC : ADC.b #$04 : STA.b $00
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LDA.w $0D20, X : STA.b $01
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JSR HandleTileDirections
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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; ; Set Minecart sprite coords to look for tile attributes
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; LDA.w SprY, X : CLC : ADC.b #$04 : STA.b $00
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; LDA.w SprYH, X : STA.b $01
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; LDA.w SprX, X : STA.b $02
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; LDA.w SprXH, X : STA.b $03
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; LDA.b #$00 : JSL Sprite_GetTileAttr
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; ; Check for bottom left corner tile
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; LDA $0FA5 : CMP.b #$B1 : BNE .continue
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; Check for bottom left corner tile
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA #$05 : STA $012E
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%GotoAction(3) ; Minecart_MoveNorth
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_c
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LDA #$16 : STA $012F
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LDA #$40 : STA SprTimerD, X
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LDA #$01 : STA SprSubtype, X
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%GotoAction(7) ; Minecart_Release
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RTS
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.continue_c
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%HandlePlayerCamera()
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RTS
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}
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; ---------------------------------------------------------------------------
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; 0x07
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Minecart_Release:
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{
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STZ $02F5
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STZ.w $0D40, X
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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LDA SprTimerD, X : BNE .not_ready
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%GotoAction(0)
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.not_ready
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RTS
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}
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}
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macro StopCart()
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STZ $02F5
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STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X
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endmacro
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macro SwapSubtype()
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LDA SprSubtype, X ; Load the current direction subtype
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; Assume the new direction is opposite to the current direction.
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; This is just an example, adjust the logic as needed.
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EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
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STA SprSubtype, X ; Store the new direction subtype
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endmacro
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print pc
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HandleTileDirections:
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{
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; Setup Minecart position to look for tile IDs
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LDA.w SprY, X : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5
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CLC : CMP.b #$01 : BNE .not_out_of_bounds
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LDA #$40 : STA SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.not_out_of_bounds
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; Check if the tile is a stop tile
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CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
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.check_stop
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CLC : CMP.b #$B7 : BEQ .stop_north
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CLC : CMP.b #$B8 : BEQ .stop_south
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CLC : CMP.b #$B9 : BEQ .stop_east
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CLC : CMP.b #$BA : BEQ .stop_west
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JMP .check_for_movement ; if none of the above, continue with normal logic
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.stop_north
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; Set the new direction to north and flip the cart's orientation
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LDA.b South : STA SprSubtype, X
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STZ.w !MinecartDirection
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JMP .go_vert
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.stop_south
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; Set the new direction to south and flip the cart's orientation
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LDA.b North : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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.go_vert
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%SetTimerA($40)
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%StopCart()
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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.stop_east
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; Set the new direction to east and flip the cart's orientation
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LDA.b West : STA SprSubtype, X
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LDA #$01 : STA !MinecartDirection
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JMP .go_horiz
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.stop_west
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; Set the new direction to west and flip the cart's orientation
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LDA.b East : STA SprSubtype, X
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STZ.w !MinecartDirection
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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RTS
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; ---------------------------------------------------------------------------
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.check_for_movement
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; Check for movement tiles
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CLC : CMP.b #$B2 : BEQ .check_direction
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CLC : CMP.b #$B3 : BEQ .check_direction
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CLC : CMP.b #$B4 : BEQ .check_direction
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CLC : CMP.b #$B5 : BEQ .check_direction
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JMP .done
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; Create a composite index based on current direction and tile type
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LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
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ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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TAY ; Transfer to Y to use as an offset for the rows
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC
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ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
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TAY
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; Direction to move on tile collision
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; 00 - stop or nothing
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; 01 - north
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; 02 - east
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; 03 - south
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; 04 - west
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North = $00
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East = $01
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South = $02
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West = $03
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.DirectionTileLookup
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{
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; TL, BL, TR, BR, Stop
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db $02, $00, $04, $00 ; North
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db $00, $00, $03, $01 ; East
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.check_direction
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print pc
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LDA SprSubtype, X
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BNE .not_zero
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.not_zero
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ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
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STA $07 ; Store the action index in $07
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LDA $0FA5 ; Load the tile type
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SEC : SBC.b #$B2 ; Subtract $B2 to normalize the tile type to 0 to 3
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CLC : ADC.w $07 ; Add the action index to the tile type offset to get the composite index
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TAY
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LDA.w .DirectionTileLookup, Y
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TAY
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.execute_action
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CPY #$01 : BEQ .move_north
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CPY #$02 : BEQ .move_east
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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:
|
||||
|
||||
Reference in New Issue
Block a user