Update Minecart, add switch and track sprite

This commit is contained in:
scawful
2024-01-08 00:10:02 -05:00
parent 5039119a43
commit 3d0e1833b7
5 changed files with 519 additions and 98 deletions

View File

@@ -54,16 +54,22 @@ Sprite_Minecart_Long:
;==============================================================================
!MinecartSpeed = 20
!DoubleSpeed = 30
; nesw
; 0 - north
; 1 - east
; 2 - south
; 3 - west
!MinecartDirection = $012B
; $0DE0[0x10] - (Sprite) ;functions
; udlr
; 0 - up
; 1 - down
; 2 - left
; 3 - right
!MinecartSpeed = 20
!MinecartDirection = $012B
!SpriteDirection = $0DE0
Sprite_Minecart_Prep:
@@ -87,16 +93,19 @@ Sprite_Minecart_Prep:
CMP.b #$03 : BEQ .west
.north
LDA #$01 : STA !MinecartDirection
STZ.w !MinecartDirection
%GotoAction(1) ; Minecart_MoveNorth
JMP .done
JMP .done
.east
LDA #$01 : STA !MinecartDirection
%GotoAction(0) ; Minecart_MoveEast
JMP .done
.south
LDA #$02 : STA !MinecartDirection
%GotoAction(1) ; Minecart_MoveSouth
JMP .done
.west
LDA #$03 : STA !MinecartDirection
%GotoAction(0) ; Minecart_MoveWest
.done
@@ -116,6 +125,21 @@ macro HandlePlayerCamera()
PLX
endmacro
macro InitMovement()
LDA.b $22
STA.b $3F
LDA.b $23
STA.b $41
LDA.b $20
STA.b $3E
LDA.b $21
STA.b $40
endmacro
Sprite_Minecart_Main:
{
LDA.w SprAction, X ; Load the SprAction
@@ -142,12 +166,14 @@ Sprite_Minecart_Main:
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
; Check if the cart is facing east or west
LDA !MinecartDirection : CMP.b #$03 : BNE .opposite_direction
LDA #$02 : STA $0DE0, X
%GotoAction(5) ; Minecart_MoveWest
RTS
.opposite_direction
LDA #$03 : STA $0DE0, X
%GotoAction(3) ; Minecart_MoveEast
.not_on_platform
.not_ready
@@ -166,7 +192,8 @@ Sprite_Minecart_Main:
LDA #$02 : STA $02F5 ; Somaria platform and moving
LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
LDA !MinecartDirection : BNE .opposite_direction
; Check if the cart is facing north or south
LDA !MinecartDirection : CMP.b #$02 : BNE .opposite_direction
LDA #$01 : STA $0DE0, X
%GotoAction(4) ; Minecart_MoveSouth
RTS
@@ -184,11 +211,18 @@ Sprite_Minecart_Main:
Minecart_MoveNorth:
{
%PlayAnimation(2,3,8)
LDA.b #-!MinecartSpeed : STA SprYSpeed, X
%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
LDA SprY, X : SEC : SBC #$04 : STA $20
LDA SprX, X : CLC : ADC #$02 : STA $22
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA SprX, X : CLC : ADC #$02 : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
@@ -204,13 +238,15 @@ Sprite_Minecart_Main:
Minecart_MoveEast:
{
%PlayAnimation(0,1,8)
LDA.b #!MinecartSpeed : STA $0D50, X
%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
; Make Link move with the minecart
; LDA SprX, X : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
@@ -225,38 +261,38 @@ Sprite_Minecart_Main:
Minecart_MoveSouth:
{
%PlayAnimation(2,3,8)
LDA.b #!MinecartSpeed : STA SprYSpeed, X
%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
; LDA SprY, X : SEC : SBC #$04 : STA $20
; LDA SprX, X : CLC : ADC #$02 : STA $22 ; X
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
JSR HandleTileDirections
LDA #$35 : STA $012E
; LDA $40 : SEC : SBC.b #$FF : STA $40
; LDA $68 : SEC : SBC.b #$FF : STA $68
LDA #$35 : STA $012E ; Moving sound effect
RTS
}
; ---------------------------------------------------------------------------
; 0x06
print pc
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
.continue
JSL Sprite_MoveHoriz
; Make Link move with the minecart
; LDA SprX, X : STA $22
JSR DragPlayer
JSR CheckForPlayerInput
%HandlePlayerCamera()
@@ -266,13 +302,17 @@ Sprite_Minecart_Main:
RTS
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
; ---------------------------------------------------------------------------
; 0x07
Minecart_Release:
{
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
%StopCart()
LDA SprTimerD, X : BNE .not_ready
@@ -282,19 +322,7 @@ Sprite_Minecart_Main:
}
}
macro StopCart()
STZ $02F5
STZ.w SprYSpeed, X
STZ.w SprXSpeed, X
endmacro
macro SwapSubtype()
LDA SprSubtype, X ; Load the current direction subtype
; Assume the new direction is opposite to the current direction.
; This is just an example, adjust the logic as needed.
EOR #$03 ; Toggle the least significant 2 bits (0 <-> 3, 1 <-> 2)
STA SprSubtype, X ; Store the new direction subtype
endmacro
; ===========================================================================
print "HandleTileDirections ", pc
HandleTileDirections:
@@ -307,9 +335,9 @@ HandleTileDirections:
LDA.b #$00 : JSL Sprite_GetTileAttr
; Load the tile index
LDA $0FA5
LDA $0FA5 : CLC : CMP.b #$01 : BNE .not_out_of_bounds
CLC : CMP.b #$01 : BNE .not_out_of_bounds
; If the tile is out of bounds, release the cart
LDA #$40 : STA SprTimerD, X
%GotoAction(6) ; Minecart_Release
RTS
@@ -319,43 +347,45 @@ HandleTileDirections:
CLC : CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
.check_stop
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
CLC : CMP.b #$B7 : BEQ .stop_north
CLC : CMP.b #$B8 : BEQ .stop_south
CLC : CMP.b #$B9 : BEQ .stop_east
CLC : CMP.b #$BA : BEQ .stop_west
JMP .check_for_movement ; if none of the above, continue with normal logic
.stop_north
; Set the new direction to north and flip the cart's orientation
LDA.b #South : STA SprSubtype, X
STZ.w !MinecartDirection
LDA.b #South : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$01 : STA $0DE0, X
JMP .go_vert
.stop_south
; Set the new direction to south and flip the cart's orientation
LDA.b #North : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
LDA.b #North : STA SprSubtype, X : STZ.w !MinecartDirection
LDA #$00 : STA $0DE0, X
.go_vert
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
RTS
%SetTimerA($40)
%StopCart()
%GotoAction(1) ; Minecart_WaitVert
JSL Player_ResetState
RTS
.stop_east
; Set the new direction to east and flip the cart's orientation
LDA.b #West : STA SprSubtype, X
LDA #$01 : STA !MinecartDirection
LDA.b #West : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$03 : STA $0DE0, X
JMP .go_horiz
.stop_west
; Set the new direction to west and flip the cart's orientation
LDA.b #East : STA SprSubtype, X
STZ.w !MinecartDirection
LDA.b #East : STA SprSubtype, X : STA.w !MinecartDirection
LDA #$02 : STA $0DE0, X
.go_horiz
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
RTS
%SetTimerA($40)
%StopCart()
%GotoAction(0) ; Minecart_WaitHoriz
JSL Player_ResetState
RTS
; ---------------------------------------------------------------------------
.check_for_movement
@@ -366,16 +396,15 @@ HandleTileDirections:
CLC : CMP.b #$B5 : BEQ .check_direction
JMP .done
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
; Create a composite index based on current direction and tile type
LDA SprSubtype, X ; Load the current direction subtype (0 to 3)
ASL A ; Multiply by 4 (shifting left by 2 bits) to offset rows in the lookup table
TAY ; Transfer to Y to use as an offset for the rows
LDA $0FA5 ; Load the tile type
SEC : SBC.b #$B3 ; Subtract $B2 to normalize the tile type to 0 to 3
CLC
ADC.w .DirectionTileLookup, Y ; Add the row and column offsets to index into the lookup table
TAY
; Load the tile type and subtract $B2 to normalize the tile type to 0 to 3
LDA $0FA5 : SEC : SBC.b #$B3
; Add the row and column offsets to index into the lookup table
CLC : ADC.w .DirectionTileLookup, Y : TAY
; Direction to move on tile collision
; 00 - stop or nothing
@@ -465,6 +494,7 @@ DragYHigh = $0B7D
DragPlayer:
{
; Get direction of the cart (0 to 3)
LDY.w $0DE0, X
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w DragYLow : STA.w DragYLow
LDA.w DragPlayer_drag_x_high, Y : ADC.w DragYHigh : STA DragYHigh
@@ -505,32 +535,29 @@ DragPlayer:
RTS
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
; db 0, 0, -1, 1, -1, 1, 1
; .drag_y_low
; db -1, 1, 0, 0, -1, 1, -1, 1
; .drag_y_high
; db -1, 0, 0, 0, -1, 0, -1, 0
.drag_x_high
db 0, 0, -1, 0
db 0, 0, -1, 0
.drag_x_low
db 0, 0, -1, 1
db 0, 0, -1, 1
.drag_y_low
db -1, 1, 0, 0
db -1, 1, 0, 0
.drag_y_high
db -1, 0, 0, 0
db -1, 0, 0, 0
; .drag_x_high
; db 0, 0, -1, 0, -1
; .drag_x_low
; db 0, 0, -1, 1, -1, 1, 1
; .drag_y_low
; db -1, 1, 0, 0, -1, 1, -1, 1
; .drag_y_high
; db -1, 0, 0, 0, -1, 0, -1, 0
}
print "HERE", pc
CheckForPlayerInput:
{
; Setup Minecart position to look for tile IDs