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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@@ -452,6 +453,158 @@ Sprite_Minecart_Main:
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; =========================================================
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; =========================================================
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CheckForOutOfBounds:
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{
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LDA $0FA5
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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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LDA #$40 : STA.w SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.not_out_of_bounds
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RTS
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}
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CheckForStopTiles:
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{
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; Check if the tile is a stop tile
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CMP.b #$B7 : BEQ .stop_north
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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 #$BA : BEQ .stop_east
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JMP +
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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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Down : STA !SpriteDirection, X
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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.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #Up : STA !SpriteDirection, X
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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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JSL Link_ResetProperties_A
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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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Left : STA !SpriteDirection, X
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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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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JSL Link_ResetProperties_A
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+
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RTS
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}
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CheckForCornerTiles:
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{
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CMP.b #$B2 : BEQ .check_direction
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CMP.b #$B3 : BEQ .check_direction
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CMP.b #$B4 : BEQ .check_direction
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CMP.b #$B5 : BEQ .check_direction
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SEC
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RTS
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.check_direction
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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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STA $07 ; Store the action index in $07
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; Subtract $B2 to normalize the tile type to 0 to 3
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LDA.w SPRTILE : SEC : SBC.b #$B2
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; Add action index to tile type offset for the composite index
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; Transfer to Y to use as an offset for the rows
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CLC : ADC.w $07 : TAY
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LDA.w .DirectionTileLookup, Y : TAY
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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
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CPY #$04 : BEQ .move_west
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JMP .done
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.move_north
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LDA #$00 : STA.w SprSubtype, X : STA !MinecartDirection
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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JMP .done
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.move_east
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LDA #$01 : STA.w SprSubtype, X : STA !MinecartDirection
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STA !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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%GotoAction(3) ; Minecart_MoveEast
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JMP .done
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.move_south
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LDA #$02 : STA.w SprSubtype, X : STA !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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JMP .done
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.move_west
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LDA #$03 : STA.w SprSubtype, X : STA !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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%GotoAction(5) ; Minecart_MoveWest
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.done
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CLC
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RTS
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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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.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, $00 ; West
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}
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}
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CheckForTrackTiles:
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{
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CMP.b #$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 #$00 : BEQ .inverse_vert_velocity
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .done
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.inverse_vert_velocity
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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.done
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RTS
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}
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HandleTileDirections:
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HandleTileDirections:
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{
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{
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LDA.w SprTimerA, X : BEQ +
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LDA.w SprTimerA, X : BEQ +
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@@ -470,142 +623,14 @@ HandleTileDirections:
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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LDA.w SprX, X : AND #$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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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr : LDA $0FA5
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LDA.b #$00 : JSL Sprite_GetTileAttr
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CMP.b #$02 : BNE .not_out_of_bounds
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JSR CheckForOutOfBounds
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; If the tile is out of bounds, release the cart
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JSR CheckForStopTiles
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LDA #$40 : STA.w SprTimerD, X
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JSR CheckForCornerTiles : BCC .done
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%GotoAction(6) ; Minecart_Release
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JSR CheckForTrackTiles
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RTS
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.done
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.not_out_of_bounds
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LDA #$0F : STA.w SprTimerA, X
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; Check if the tile is a stop tile
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RTS
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CMP.b #$B7 : BEQ .stop_north
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CMP.b #$B8 : BEQ .stop_south
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CMP.b #$B9 : BEQ .stop_west
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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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.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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Down : STA !SpriteDirection, X
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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.w SprSubtype, X : STZ.w !MinecartDirection
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LDA.b #Up : STA !SpriteDirection, X
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; -----------------------------------------------
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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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JSL Link_ResetProperties_A
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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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Left : STA !SpriteDirection, X
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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.w SprSubtype, X : STA.w !MinecartDirection
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LDA.b #Right : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_horiz
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%SetTimerA($40)
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%StopCart()
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%GotoAction(0) ; Minecart_WaitHoriz
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JSL Link_ResetProperties_A
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RTS
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; -----------------------------------------------------
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.check_for_movement
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CMP.b #$B2 : BEQ .check_direction
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CMP.b #$B3 : BEQ .check_direction
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CMP.b #$B4 : 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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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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JMP .done
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.check_direction
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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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STA $07 ; Store the action index in $07
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; Subtract $B2 to normalize the tile type to 0 to 3
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LDA.w SPRTILE : SEC : SBC.b #$B2
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; Add action index to tile type offset for the composite index
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; Transfer to Y to use as an offset for the rows
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CLC : ADC.w $07 : TAY
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LDA.w .DirectionTileLookup, Y : TAY
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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
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CPY #$04 : BEQ .move_west
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JMP .done
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.move_north
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LDA #$00 : STA.w SprSubtype, X : STA !MinecartDirection
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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JMP .done
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.move_east
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LDA #$01 : STA.w SprSubtype, X : STA !MinecartDirection
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STA !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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%GotoAction(3) ; Minecart_MoveEast
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JMP .done
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.move_south
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LDA #$02 : STA.w SprSubtype, X : STA !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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LDA.w SprX, X : AND #$F8 : STA.w SprX, X
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JMP .done
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.move_west
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LDA #$03 : STA.w SprSubtype, X : STA !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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LDA.w SprY, X : AND #$F8 : STA.w SprY, X
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%GotoAction(5) ; Minecart_MoveWest
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.done
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LDA #$0F : STA.w SprTimerA, X
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RTS
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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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.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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}
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}
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; =========================================================
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; =========================================================
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