Move minecart ram, macros, update formatting and comments

This commit is contained in:
scawful
2024-03-28 20:10:33 -04:00
parent 53561eab31
commit 3324a13fb2

View File

@@ -38,25 +38,6 @@
; Link is in cart
!LinkInCart = $35
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
!MinecartSpeed = 20
!DoubleSpeed = 30
@@ -81,6 +62,26 @@ Sprite_Minecart_Long:
; l - lifting object
!LinkCarryOrToss = $0309
; =========================================================
Sprite_Minecart_Long:
{
PHB : PHK : PLB
JSR Sprite_Minecart_DrawTop ; Draws the top half behind Link
JSR Sprite_Minecart_DrawBottom ; Draw the bottom half in front of Link
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Minecart_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
; =========================================================
Sprite_Minecart_Prep:
{
PHB : PHK : PLB
@@ -98,6 +99,7 @@ Sprite_Minecart_Prep:
.continue
; Unused dummy cart code
; LDA.w !LinkInCart : AND.b #$FF : BEQ .dummy_continue
; JMP .clear_cart
@@ -132,7 +134,6 @@ Sprite_Minecart_Prep:
JMP .done
.south
LDA #$02 : STA !MinecartDirection
; LDA SprX, X : CLC : ADC.b #$01 : STA SprX, X
%GotoAction(1) ; Minecart_WaitVert
JMP .done
.west
@@ -172,6 +173,13 @@ macro MoveCart()
LDA #$35 : STA $012E ; Cart SFX
endmacro
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
macro HandleLiftAndToss()
LDA.w !LinkCarryOrToss : AND #$02 : BNE .not_tossing
; Velocities for cart tossing
@@ -239,34 +247,33 @@ Sprite_Minecart_Main:
; 0x01
Minecart_WaitVert:
{
%PlayAnimation(2,3,8)
LDA SprTimerA, X : BNE .not_ready
%PlayAnimation(2,3,8)
LDA SprTimerA, X : BNE .not_ready
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
JSR CheckIfPlayerIsOn : BCC .not_ready
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
JSL Player_HaltDashAttack ; Stop the player from dashing
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA #$01 : STA !LinkInCart
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
LDA #$01 : STA !LinkInCart
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
; Check if the cart is facing north or south
LDA SprSubtype, X : BEQ .opposite_direction
STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
.opposite_direction
STA.w !MinecartDirection
LDA #$00 : STA $0DE0, X
%GotoAction(2) ; Minecart_MoveNorth
.not_ready
.lifting
%HandleLiftAndToss()
RTS
}
@@ -274,101 +281,95 @@ Sprite_Minecart_Main:
; 0x02
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
%InitMovement()
%PlayAnimation(2,3,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
RTS
}
; -------------------------------------------------------
; 0x03
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA $0D50, X
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
RTS
}
; -------------------------------------------------------
; 0x04
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA SprYSpeed, X
%PlayAnimation(2,3,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #!MinecartSpeed : STA SprYSpeed, X
JMP .continue
.fast_speed
LDA.b #!DoubleSpeed : STA SprYSpeed, X
.continue
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSL Sprite_MoveVert
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
}
; -------------------------------------------------------
; 0x05
Minecart_MoveWest:
{
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA $0D50, X
%PlayAnimation(0,1,8)
%InitMovement()
LDA $36 : BNE .fast_speed
LDA.b #-!MinecartSpeed : STA $0D50, X
JMP .continue
.fast_speed
LDA.b #-!DoubleSpeed : STA $0D50, X
.continue
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
JSL Sprite_MoveHoriz
JSL Sprite_BounceFromTileCollision
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
%MoveCart()
RTS
RTS
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
STZ.w !LinkInCart
endmacro
; -------------------------------------------------------
; 0x06
@@ -390,7 +391,6 @@ SetTileLookupPosBasedOnDirection:
{
; Based on the direction of the Minecart, adjust the lookup position
; to be in front of the sprite
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .north
CMP.b #$01 : BEQ .east
CMP.b #$02 : BEQ .south
@@ -421,7 +421,7 @@ SetTileLookupPosBasedOnDirection:
LDA.w SprY, X : STA $0FDA
LDA.w SprYH, X : STA $0FDB
RTS
RTS
}
print "HandleTileDirections ", pc
@@ -531,8 +531,7 @@ HandleTileDirections:
}
.check_direction
LDA SprSubtype, X
BNE .not_zero
LDA SprSubtype, X : BNE .not_zero
.not_zero
ASL #2 ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
@@ -595,13 +594,12 @@ ClampSpritePositionToGrid:
{
; Check if SprX is already a multiple of 16
LDA.w SprX, X : AND #$0F : BEQ .x_aligned
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
LDA.w SprX, X : LSR : ASL : STA.w SprX, X
.x_aligned
; Check if SprY is already a multiple of 16
LDA.w SprY, X : AND #$0F : BEQ .y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
.y_aligned
LDA.w SprY, X : LSR : ASL : STA.w SprY, X
.y_aligned
RTS
}
@@ -651,7 +649,6 @@ HandleDynamicSwitchTileDirections:
RTS
.no_b0
RTS
}
@@ -660,9 +657,7 @@ CheckSpritePresence:
{
PHX
CLC ; Assume sprite ID $B0 is not present
LDX.b #$10
.x_loop
DEX
@@ -747,6 +742,7 @@ DragPlayer:
.drag_y_high
db -1, 0, 0, 0
; Alternate drag values provided by Zarby
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
@@ -760,85 +756,85 @@ DragPlayer:
CheckForPlayerInput:
{
LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue
.release
; Release player in recoil
%GotoAction(6) ; Minecart_Release
RTS
LDA $5D : CMP #$02 : BEQ .release
CMP #$06 : BNE .continue
.release
; Release player in recoil
%GotoAction(6) ; Minecart_Release
RTS
.continue
.continue
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Setup Minecart position to look for tile IDs
LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
; Check for input from the user (u,d,l,r)
; Fetch tile attributes based on current coordinates
LDA.b #$00 : JSL Sprite_GetTileAttr
LDY $0DE0, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA $0DE0, X ; Moving Up
STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
BRA .return
; Load the tile index
LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
.not_pressing_up:
; Check for input from the user (u,d,l,r)
LDY $0DE0, X
LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
LDA.b #$00 : STA $0DE0, X ; Moving Up
STA SprSubtype, X
%GotoAction(2) ; Minecart_MoveNorth
BRA .return
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA $0DE0, X
LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
.not_pressing_up:
BRA .return
LDA $00 : AND.b #$04 : BEQ .not_pressing_down
LDA.b #$01 : STA $0DE0, X
LDA #$02 : STA SprSubtype, X
%GotoAction(4) ; Minecart_MoveSouth
.not_pressing_down
BRA .return
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA $0DE0, X
LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
.not_pressing_down
BRA .return
LDA $00 : AND.b #$02 : BEQ .not_pressing_left
LDA.b #$02 : STA $0DE0, X
LDA #$03 : STA SprSubtype, X
%GotoAction(5) ; Minecart_MoveWest
.not_pressing_left
BRA .return
LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
.not_pressing_left
.always
LDA $00 : AND.b #$01 : BEQ .always
LDA.b #$03 : STA $0DE0, X
STA SprSubtype, X
%GotoAction(3) ; Minecart_MoveEast
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA $0DE0, X
.always
; .not_going_right
; LDA $0DE0, X : CMP.b #$03 : BNE .not_going_right
; ; Default heading in reaction to this tile is going up.
; ; LDA.b #$00 : STA $0DE0, X
; ;STZ $0D80, X
; .not_going_right
.return
.cant_input
RTS
; ;STZ $0D80, X
.d_pad_press
db $0B, $07, $0E, $0D
.return
.cant_input
RTS
.d_pad_press
db $0B, $07, $0E, $0D
}
CheckIfPlayerIsOn:
@@ -1006,6 +1002,9 @@ Sprite_Minecart_DrawBottom:
PLX
; Debug box which draws in the location of the hitbox from
; the code in HandleTileDirections / SetTileLookupPosBasedOnDirection
; The latter of which is an experimental function
; {
; LDA $0FD8 : STA $00
; LDA $0FDA : STA $02