cleanup sprite functions and macros
This commit is contained in:
@@ -307,181 +307,6 @@ Sprite_Damage_Flash:
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; =========================================================
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Intro_Dungeon_Main:
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{
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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LDA $0E30 : BEQ .not_sprite_body_boss
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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; free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.not_sprite_body_boss
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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.intro
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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}
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; =========================================================
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;uses $00 as the Y coordinate and $02 as the X
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MoveCamera:
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{
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REP #$20
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;move the camera up or down until a point is reached
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LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
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BCS .CameraBelowPointY
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;CameraAbovePoint
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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BRA .dontMoveY
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.CameraBelowPointY
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SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
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.dontMoveY
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;move the camera right or left until a point is reached
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LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
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BCS .CameraBelowPointX ;left
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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.dontMoveX
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;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
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LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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SEP #$20
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LDA.b #$00 : STA $4B ;make link visible
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RTS
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.MakeLinkInvisible
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SEP #$20
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LDA.b #$0C : STA $4B ;make link invisible
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RTS
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}
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; =========================================================
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MovieEffectTimer = $7EF500 ;0x01
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;these need to be the same as the next set
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;used to do the HDMA
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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;used to set the actual values
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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RTS
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}
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; =========================================================
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MovieEffect:
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{
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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}
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Link_CheckNewY_ButtonPress_Long:
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{
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BIT.b $3A : BVS .fail
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@@ -495,6 +320,8 @@ Link_CheckNewY_ButtonPress_Long:
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RTL
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}
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; =========================================================
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Link_SetupHitBox:
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{
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LDA.b #$08 : STA $02 : STA $03
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@@ -872,3 +699,180 @@ GetDistance8bit_Long:
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CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
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RTL
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}
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; =========================================================
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Intro_Dungeon_Main:
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{
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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LDA $0E30 : BEQ .not_sprite_body_boss
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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; free ram used to check if the sprite ran this frame, if 0, it didn't run
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LDA.b SpriteRanCheck : BEQ .didNotRun
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LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
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.didNotRun
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STZ.b SpriteRanCheck
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.not_sprite_body_boss
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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.intro
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PLA ;Pop 2byte from stack
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;skip all the BGs codes
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SEP #$20
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PLA ;Pop 1 byte from the stack
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JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
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JSL $068328 ;Sprite_Main
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JSL $0DA18E ;PlayerOam_Main
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JSL $0DDB75 ;HUD.RefillLogicLong
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JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
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}
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; =========================================================
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;uses $00 as the Y coordinate and $02 as the X
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MoveCamera:
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{
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REP #$20
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;move the camera up or down until a point is reached
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LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
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BCS .CameraBelowPointY
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;CameraAbovePoint
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ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
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BRA .dontMoveY
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.CameraBelowPointY
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SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
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.dontMoveY
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;move the camera right or left until a point is reached
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LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
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BCS .CameraBelowPointX ;left
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;CameraAbovePoint ;right
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ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
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BRA .dontMoveX
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.CameraBelowPointX
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SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
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.dontMoveX
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;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
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LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
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SEP #$20
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LDA.b #$00 : STA $4B ;make link visible
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RTS
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.MakeLinkInvisible
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SEP #$20
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LDA.b #$0C : STA $4B ;make link invisible
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RTS
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}
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; =========================================================
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MovieEffectTimer = $7EF500 ;0x01
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;these need to be the same as the next set
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;used to do the HDMA
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MovieEffectArray = $F900 ;0x0F
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MovieEffectBank = $7E
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;used to set the actual values
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MovieEffect0 = $7EF900 ;0x01
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MovieEffect1 = $7EF901 ;0x01
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MovieEffect2 = $7EF902 ;0x01
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MovieEffect3 = $7EF903 ;0x01
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MovieEffect4 = $7EF904 ;0x01
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MovieEffect5 = $7EF905 ;0x01
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MovieEffect6 = $7EF906 ;0x01
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MovieEffect7 = $7EF907 ;0x01
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MovieEffect8 = $7EF908 ;0x01
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MovieEffect9 = $7EF909 ;0x01
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MovieEffectA = $7EF90A ;0x01
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MovieEffectB = $7EF90B ;0x01
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MovieEffectC = $7EF90C ;0x01
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MovieEffectD = $7EF90D ;0x01
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MovieEffectE = $7EF90E ;0x01
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SetupMovieEffect:
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{
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;setup HDMA RAM
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;Top Dark Row
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LDA.b #$01 : STA.l MovieEffect0
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LDA.b #$00 : STA.l MovieEffect1
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;Top Dark Row Buffer
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LDA.b #$1F : STA.l MovieEffect2
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LDA.b #$0F : STA.l MovieEffect3
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;Middle Unaffected Area
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LDA.b #$50 : STA.l MovieEffect4
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LDA.b #$0F : STA.l MovieEffect5
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LDA.b #$50 : STA.l MovieEffect6
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LDA.b #$0F : STA.l MovieEffect7
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;Bottom Drak Row Buffer
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LDA.b #$1F : STA.l MovieEffect8
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LDA.b #$0F : STA.l MovieEffect9
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;Bottom Dark Row
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LDA.b #$01 : STA.l MovieEffectA
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LDA.b #$00 : STA.l MovieEffectB
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;Below screen
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LDA.b #$20 : STA.l MovieEffectC
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LDA.b #$0F : STA.l MovieEffectD
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;End
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LDA.b #$00 : STA.l MovieEffectE
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;start timer
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LDA.b #$01 : STA.l MovieEffectTimer
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RTS
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}
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; =========================================================
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MovieEffect:
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{
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REP #$20
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LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
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LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
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LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
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LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
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SEP #$20
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LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
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; LDA $9B : ORA #$20 : STA $9B
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; LDA.b #$02 : STA $13 ;controls the brightness of the screen
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RTS
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HDMATable: ;values cannot go above 80 or it will read as continuous mode
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db $20, $00 ;for $20 line set screen brightness to 0
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $50, $0F ;for $A0 line set screen brightness to 15 full
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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}
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@@ -43,7 +43,7 @@ endmacro
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; Go to the action specified ID can be Hex or Decimal
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macro GotoAction(action)
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LDA.b #<action> : STA.w SprAction, X
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LDA.b #<action> : STA.w SprAction, X
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endmacro
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@@ -51,18 +51,18 @@ endmacro
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; reset to (frame_start) when reaching (frame_end)
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; This is using SprTimerB
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macro PlayAnimation(frame_start, frame_end, frame_wait)
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
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LDA.b #<frame_start> : STA.w SprFrame, X
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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LDA.w SprTimerB, X : BNE +
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LDA.w SprFrame, X : INC : STA.w SprFrame, X : CMP.b #<frame_end>+1 : BCC .noframereset
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LDA.b #<frame_start> : STA.w SprFrame, X
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.noframereset
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LDA.b #<frame_wait> : STA.w SprTimerB, X
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+
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endmacro
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macro StartOnFrame(frame)
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LDA.w SprFrame, x : CMP.b #<frame> : BCS +
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LDA.w SprFrame, x : CMP.b #<frame> : BCS +
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LDA.b #<frame> : STA.w SprFrame, x
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+
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+
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endmacro
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@@ -76,143 +76,143 @@ macro ShowSolicitedMessage(message_id)
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endmacro
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macro ShowMessageOnContact(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL $05E1F0 ; Sprite_ShowMessageOnContact
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL $05E1F0 ; Sprite_ShowMessageOnContact
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endmacro
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; Show message no matter what (should not be used without code condition)
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macro ShowUnconditionalMessage(message_id)
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowMessageUnconditional
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LDY.b #(<message_id>)>>8
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LDA.b #<message_id>
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JSL Sprite_ShowMessageUnconditional
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endmacro
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; Make the sprite move towards the player at a speed of (speed)
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macro MoveTowardPlayer(speed)
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LDA.b #<speed>
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveLong
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LDA.b #<speed>
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JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_MoveLong
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endmacro
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; Prevent the player from passing through sprite hitbox
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macro PlayerCantPassThrough()
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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endmacro
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; Do damage to player on contact if sprite is on same layer as player
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macro DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_CheckDamageToPlayerSameLayer
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endmacro
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; Set harmless flag, 0 = harmful, 1 = harmless
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macro SetHarmless(value)
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LDA.w SprNbrOAM, X
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AND #$7F
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if <value> != 0
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ORA.b #(<value>)<<7
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endif
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STA.w SprNbrOAM, X
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LDA.w SprNbrOAM, X
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AND #$7F
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if <value> != 0
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ORA.b #(<value>)<<7
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endif
|
||||
STA.w SprNbrOAM, X
|
||||
endmacro
|
||||
|
||||
; Set Room Flag (Chest 6)
|
||||
; Do not use if you have more than 5 chests or a small key under a pot
|
||||
; in that room unless you want it to be already opened/taken
|
||||
macro SetRoomFlag(value)
|
||||
if <value> != 0
|
||||
if <value> != 0
|
||||
LDA $0403 : ORA #$20 : STA $0403
|
||||
else
|
||||
else
|
||||
LDA $0403 : AND #$DF : STA $0403
|
||||
endif
|
||||
endif
|
||||
endmacro
|
||||
|
||||
; Will prevent the player from moving or opening his menu
|
||||
macro PreventPlayerMovement()
|
||||
LDA #$01 : STA $02E4
|
||||
LDA #$01 : STA $02E4
|
||||
endmacro
|
||||
|
||||
; Will allow the player to move or open his menu
|
||||
macro AllowPlayerMovement()
|
||||
STZ.w $02E4
|
||||
STZ.w $02E4
|
||||
endmacro
|
||||
|
||||
; Enter 16bit mode
|
||||
macro Set16bitmode()
|
||||
REP #$30
|
||||
REP #$30
|
||||
endmacro
|
||||
|
||||
; Enter 8bit mode
|
||||
macro Set8bitmode()
|
||||
SEP #$30
|
||||
SEP #$30
|
||||
endmacro
|
||||
|
||||
; This is a 16 bit will load A with current rupee count
|
||||
; to use with instructions CMP and BCC/BCS
|
||||
macro GetPlayerRupees()
|
||||
LDA $7EF360
|
||||
LDA $7EF360
|
||||
endmacro
|
||||
|
||||
; Set the velocity Y of the sprite at (speed) value
|
||||
; this require the use of the function JSL Sprite_MoveLong
|
||||
macro SetSpriteSpeedY(speed)
|
||||
LDA.b #<speed> : STA.w SprYSpeed, x
|
||||
LDA.b #<speed> : STA.w SprYSpeed, x
|
||||
endmacro
|
||||
|
||||
; Set the velocity X of the sprite at (speed) value
|
||||
; this require the use of the function JSL Sprite_MoveLong
|
||||
macro SetSpriteSpeedX(speed)
|
||||
LDA.b #<speed> : STA.w SprXSpeed, x
|
||||
LDA.b #<speed> : STA.w SprXSpeed, x
|
||||
endmacro
|
||||
|
||||
; Will play a sound SFX 1 See Zelda_3_RAM.log for more informations
|
||||
macro PlaySFX1(sfxid)
|
||||
LDA.b #<sfxid> : STA $012E
|
||||
LDA.b #<sfxid> : STA $012E
|
||||
endmacro
|
||||
|
||||
; Will play a sound SFX 2 See Zelda_3_RAM.log for more informations
|
||||
macro PlaySFX2(sfxid)
|
||||
LDA.b #<sfxid> : STA $012F
|
||||
LDA.b #<sfxid> : STA $012F
|
||||
endmacro
|
||||
|
||||
; Will play a music See Zelda_3_RAM.log for more informations
|
||||
macro PlayMusic(musicid)
|
||||
LDA.b #<musicid> : STA $012C
|
||||
LDA.b #<musicid> : STA $012C
|
||||
endmacro
|
||||
|
||||
; Will set the timer A to wait (length) amount of frames
|
||||
macro SetTimerA(length)
|
||||
LDA.b #<length> : STA.w SprTimerA, X
|
||||
LDA.b #<length> : STA.w SprTimerA, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer B to wait (length) amount of frames
|
||||
macro SetTimerB(length)
|
||||
LDA.b #<length> : STA.w SprTimerB, X
|
||||
LDA.b #<length> : STA.w SprTimerB, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer C to wait (length) amount of frames
|
||||
macro SetTimerC(length)
|
||||
LDA.b #<length> : STA.w SprTimerC, X
|
||||
LDA.b #<length> : STA.w SprTimerC, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer D to wait (length) amount of frames
|
||||
macro SetTimerD(length)
|
||||
LDA.b #<length> : STA.w SprTimerD, X
|
||||
LDA.b #<length> : STA.w SprTimerD, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer E to wait (length) amount of frames
|
||||
macro SetTimerE(length)
|
||||
LDA.b #<length> : STA.w SprTimerE, X
|
||||
LDA.b #<length> : STA.w SprTimerE, X
|
||||
endmacro
|
||||
|
||||
; Will set the timer F to wait (length) amount of frames
|
||||
macro SetTimerF(length)
|
||||
LDA.b #<length> : STA.w SprTimerF, X
|
||||
LDA.b #<length> : STA.w SprTimerF, X
|
||||
endmacro
|
||||
|
||||
macro NextAction()
|
||||
INC $0D80, X
|
||||
INC $0D80, X
|
||||
endmacro
|
||||
|
||||
macro GetTilePos(x, y)
|
||||
LDX.w #((<y>*$80)+(<x>*$02))
|
||||
LDX.w #((<y>*$80)+(<x>*$02))
|
||||
endmacro
|
||||
Reference in New Issue
Block a user