Minecart refactoring, break up collision handling into multiple fns
This commit is contained in:
@@ -121,6 +121,7 @@ Sprite_Minecart_Prep:
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STZ.w SprBump, X ; No bump damage
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STZ.w SprBump, X ; No bump damage
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STZ.w SprTileDie, X ; Set interactive hitbox
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STZ.w SprTileDie, X ; Set interactive hitbox
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STZ.w !MinecartDirection
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STZ.w !MinecartDirection
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STZ.w !SpriteDirection, X
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .north
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .north
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CMP.b #$01 : BEQ .east
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CMP.b #$01 : BEQ .east
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@@ -452,37 +453,26 @@ Sprite_Minecart_Main:
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; =========================================================
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; =========================================================
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HandleTileDirections:
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CheckForOutOfBounds:
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{
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{
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LDA.w SprTimerA, X : BEQ +
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LDA $0FA5
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RTS
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+
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; If the cart got disconnected from the player, release them.
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JSR CheckIfPlayerIsOn : BCS .player_on_cart
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%GotoAction(6) ; Minecart_Release
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RTS
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.player_on_cart
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : 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 : LDA $0FA5
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CMP.b #$02 : BNE .not_out_of_bounds
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CMP.b #$02 : BNE .not_out_of_bounds
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; If the tile is out of bounds, release the cart
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; If the tile is out of bounds, release the cart
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LDA #$40 : STA.w SprTimerD, X
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LDA #$40 : STA.w SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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%GotoAction(6) ; Minecart_Release
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RTS
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RTS
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.not_out_of_bounds
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.not_out_of_bounds
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RTS
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}
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CheckForStopTiles:
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{
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; Check if the tile is a stop tile
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; Check if the tile is a stop tile
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CMP.b #$B7 : BEQ .stop_north
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CMP.b #$B7 : BEQ .stop_north
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CMP.b #$B8 : BEQ .stop_south
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CMP.b #$B8 : BEQ .stop_south
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CMP.b #$B9 : BEQ .stop_west
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CMP.b #$B9 : BEQ .stop_west
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CMP.b #$BA : BEQ .stop_east
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CMP.b #$BA : BEQ .stop_east
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JMP .check_for_movement ; if none of the above, continue with normal logic
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JMP +
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.stop_north
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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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; Set the new direction to north and flip the cart's orientation
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@@ -493,7 +483,6 @@ HandleTileDirections:
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; Set the new direction to south and flip the cart's orientation
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; Set the new direction to south and flip the cart's orientation
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LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #North : STA.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #Up : STA !SpriteDirection, X
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LDA.b #Up : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_vert
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.go_vert
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%SetTimerA($40)
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%SetTimerA($40)
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%StopCart()
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%StopCart()
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@@ -509,44 +498,23 @@ HandleTileDirections:
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; Set the new direction to west and flip the cart's orientation
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; Set the new direction to west and flip the cart's orientation
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LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #East : STA.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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LDA.b #Right : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_horiz
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.go_horiz
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%SetTimerA($40)
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%SetTimerA($40)
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%StopCart()
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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%GotoAction(0) ; Minecart_WaitHoriz
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JSL Link_ResetProperties_A
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JSL Link_ResetProperties_A
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+
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RTS
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RTS
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}
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; -----------------------------------------------------
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CheckForCornerTiles:
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.check_for_movement
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{
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CMP.b #$B2 : BEQ .check_direction
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CMP.b #$B2 : BEQ .check_direction
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CMP.b #$B3 : BEQ .check_direction
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CMP.b #$B3 : BEQ .check_direction
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CMP.b #$B4 : BEQ .check_direction
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CMP.b #$B4 : BEQ .check_direction
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CMP.b #$B5 : BEQ .check_direction
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CMP.b #$B5 : BEQ .check_direction
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CMP.b #$B0 : BEQ .horiz
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SEC
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CMP.b #$B1 : BEQ .vert
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RTS
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CMP.b #$BB : BEQ .horiz
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CMP.b #$BC : BEQ .vert
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JMP .done
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.horiz
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; Are we moving left or right?
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LDA.w SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
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LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
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LDA.b #East : STA !MinecartDirection
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JMP .done
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.inverse_horiz_velocity
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LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
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LDA.b #West : STA !MinecartDirection
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JMP .done
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.vert
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; Are we moving up or down?
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .done
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.inverse_vert_velocity
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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JMP .done
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.check_direction
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.check_direction
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LDA.w SprSubtype, X
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LDA.w SprSubtype, X
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ASL #2 ; Multiply by 4 to offset rows in the lookup table
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ASL #2 ; Multiply by 4 to offset rows in the lookup table
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@@ -589,7 +557,7 @@ HandleTileDirections:
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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%GotoAction(5) ; Minecart_MoveWest
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%GotoAction(5) ; Minecart_MoveWest
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.done
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.done
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LDA #$0F : STA.w SprTimerA, X
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CLC
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RTS
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RTS
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; Direction to move on tile collision
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; Direction to move on tile collision
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@@ -608,6 +576,63 @@ HandleTileDirections:
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}
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}
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}
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}
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CheckForTrackTiles:
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{
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CMP.b #$B0 : BEQ .horiz
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CMP.b #$B1 : BEQ .vert
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CMP.b #$BB : BEQ .horiz
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CMP.b #$BC : BEQ .vert
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JMP .done
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.horiz
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; Are we moving left or right?
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LDA.w SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
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LDA.b #!MinecartSpeed : STA.w SprXSpeed, X
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LDA.b #East : STA !MinecartDirection
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JMP .done
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.inverse_horiz_velocity
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LDA.b #-!MinecartSpeed : STA.w SprXSpeed, X
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LDA.b #West : STA !MinecartDirection
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JMP .done
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.vert
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; Are we moving up or down?
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LDA.w SprSubtype, X : CMP.b #$00 : BEQ .inverse_vert_velocity
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .done
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.inverse_vert_velocity
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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.done
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RTS
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}
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HandleTileDirections:
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{
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LDA.w SprTimerA, X : BEQ +
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RTS
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+
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; If the cart got disconnected from the player, release them.
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JSR CheckIfPlayerIsOn : BCS .player_on_cart
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%GotoAction(6) ; Minecart_Release
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RTS
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.player_on_cart
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : 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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JSR CheckForOutOfBounds
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JSR CheckForStopTiles
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JSR CheckForCornerTiles : BCC .done
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JSR CheckForTrackTiles
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.done
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LDA #$0F : STA.w SprTimerA, X
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RTS
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}
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; =========================================================
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; =========================================================
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; Check for the switch_track sprite and move based on the
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; Check for the switch_track sprite and move based on the
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; state of that sprite.
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; state of that sprite.
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