update minecart directional logic
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@@ -455,10 +455,6 @@ Sprite_Minecart_Main:
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; =========================================================
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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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HandleTileDirections:
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{
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@@ -516,13 +512,13 @@ HandleTileDirections:
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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 : STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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LDA #$02 : 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 SprSubtype, X : STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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LDA #$03 : STA !SpriteDirection, X
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; -----------------------------------------------
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.go_horiz
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@@ -546,9 +542,11 @@ HandleTileDirections:
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; Are we moving left or right?
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LDA SprSubtype, X : CMP.b #$03 : BEQ .inverse_horiz_velocity
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LDA.b #!MinecartSpeed : STA 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 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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@@ -651,9 +649,9 @@ HandleDynamicSwitchTileDirections:
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JSL CheckIfHitBoxesOverlap : BCC .no_b0
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LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west
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CMP.b #$01 : BEQ .north_or_south
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CMP.b #$02 : BEQ .east_or_west
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CMP.b #$03 : BEQ .north_or_south
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CMP.b #$01 : BEQ .north_or_south
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CMP.b #$02 : BEQ .east_or_west
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CMP.b #$03 : BEQ .north_or_south
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.no_b0
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RTS
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@@ -661,31 +659,35 @@ HandleDynamicSwitchTileDirections:
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.east_or_west
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LDA SwitchRam : BNE .go_west
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LDA #$01 : STA SprSubtype, X
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STA.w !MinecartDirection
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LDA #$03 : STA !SpriteDirection, X
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%GotoAction(3) ; Minecart_MoveEast
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LDA SprY, X : AND #$F8 : STA SprY, X
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; LDA SprY, X : AND #$F8 : STA SprY, X
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RTS
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.go_west
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LDA #$03 : STA SprSubtype, X
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STA.w !MinecartDirection
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LDA #$02 : STA !SpriteDirection, X
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%GotoAction(5) ; Minecart_MoveWest
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LDA SprY, X : AND #$F8 : STA SprY, X
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; LDA SprY, X : AND #$F8 : STA SprY, X
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RTS
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.north_or_south
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LDA SwitchRam : BEQ .go_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA SprSubtype, X
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STA.w !MinecartDirection
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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LDA SprX, X : AND #$F8 : STA SprX, X
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; LDA SprX, X : AND #$F8 : STA SprX, X
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RTS
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.go_south
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LDA #$02 : STA SprSubtype, X
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STA.w !MinecartDirection
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LDA #$01 : STA !SpriteDirection, X
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%GotoAction(4) ; Minecart_MoveSouth
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LDA SprX, X : AND #$F8 : STA SprX, X
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; LDA SprX, X : AND #$F8 : STA SprX, X
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RTS
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@@ -726,45 +728,53 @@ CheckSpritePresence:
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CheckForPlayerInput:
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{
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; Setup Minecart position to look for tile IDs
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LDA.w SprY, X : AND #$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 $03
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; Setup Minecart position to look for tile IDs
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LDA.w SprY, X : AND #$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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; 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 $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$B6 : BNE .cant_input
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; Check for input from the user (u,d,l,r)
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LDY !SpriteDirection, X
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LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
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LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
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STA SprSubtype, X
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%GotoAction(2) ; Minecart_MoveNorth
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BRA .return
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; Check for input from the user (u,d,l,r)
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LDY !SpriteDirection, X
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LDA $F0 : AND .d_pad_press, Y : STA $00 : AND.b #$08 : BEQ .not_pressing_up
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LDA.b #$00 : STA !SpriteDirection, X ; Moving Up
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.not_pressing_up:
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LDA $00 : AND.b #$04 : BEQ .not_pressing_down
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LDA.b #North : STA !MinecartDirection
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STA SprSubtype, X
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%GotoAction(2) ; Minecart_MoveNorth
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BRA .return
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.not_pressing_up:
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LDA $00 : AND.b #$04 : BEQ .not_pressing_down
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LDA.b #$01 : STA !SpriteDirection, X
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LDA #$02 : STA SprSubtype, X
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LDA.b #South : STA !MinecartDirection
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STA SprSubtype, X
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%GotoAction(4) ; Minecart_MoveSouth
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BRA .return
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.not_pressing_down
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LDA $00 : AND.b #$02 : BEQ .not_pressing_left
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.not_pressing_down
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LDA $00 : AND.b #$02 : BEQ .not_pressing_left
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LDA.b #$02 : STA !SpriteDirection, X
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LDA #$03 : STA SprSubtype, X
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LDA.b #West : STA !MinecartDirection
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STA SprSubtype, X
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%GotoAction(5) ; Minecart_MoveWest
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BRA .return
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.not_pressing_left
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.not_pressing_left
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LDA $00 : AND.b #$01 : BEQ .always
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LDA.b #$03 : STA !SpriteDirection, X
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STA SprSubtype, X
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LDA.b #East : STA !MinecartDirection
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STA SprSubtype, X
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%GotoAction(3) ; Minecart_MoveEast
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.always
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.always
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; LDA !SpriteDirection, X : CMP.b #$03 : BNE .not_going_right
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; ; Default heading in reaction to this tile is going up.
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