diff --git a/Sprites/Objects/minecart.asm b/Sprites/Objects/minecart.asm index b22b839..0f1dd34 100644 --- a/Sprites/Objects/minecart.asm +++ b/Sprites/Objects/minecart.asm @@ -248,8 +248,8 @@ HandleTossedCart: Sprite_Minecart_Main: { - LDA.w SprAction, X ; Load the SprAction - JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction + LDA.w SprAction, X + JSL UseImplicitRegIndexedLocalJumpTable dw Minecart_WaitHoriz ; 0x00 dw Minecart_WaitVert ; 0x01 @@ -263,34 +263,35 @@ Sprite_Minecart_Main: ; 0x00 Minecart_WaitHoriz: { - %PlayAnimation(0,1,8) + %PlayAnimation(0,1,8) + LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA SprTimerA, X : BNE .not_ready - LDA !LinkCarryOrToss : AND #$03 : BNE .lifting JSR CheckIfPlayerIsOn : BCC .not_ready LDA.w SprMiscF, X : BNE .active_cart LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button - .active_cart - 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 ; Set Link in cart flag + .active_cart + 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 ; Set Link in cart flag - ; Check if the cart is facing east or west - LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction - STA.w !MinecartDirection - LDA #$02 : STA !SpriteDirection, X - %GotoAction(5) ; Minecart_MoveWest - RTS + ; Check if the cart is facing east or west + LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction + STA.w !MinecartDirection + LDA #$02 : STA !SpriteDirection, X + %GotoAction(5) ; Minecart_MoveWest + RTS - .opposite_direction - STA.w !MinecartDirection - LDA #$03 : STA !SpriteDirection, X - %GotoAction(3) ; Minecart_MoveEast - RTS + .opposite_direction + STA.w !MinecartDirection + LDA #$03 : STA !SpriteDirection, X + %GotoAction(3) ; Minecart_MoveEast + RTS - .not_ready + .not_ready .lifting JSR HandleLiftAndToss + JSL ThrownSprite_TileAndSpriteInteraction_long RTS } @@ -298,34 +299,35 @@ Sprite_Minecart_Main: ; 0x01 Minecart_WaitVert: { - %PlayAnimation(2,3,8) + %PlayAnimation(2,3,8) + LDA !LinkCarryOrToss : AND #$03 : BNE .lifting LDA SprTimerA, X : BNE .not_ready - LDA !LinkCarryOrToss : AND #$03 : BNE .lifting JSR CheckIfPlayerIsOn : BCC .not_ready LDA.w SprMiscF, X : BNE .active_cart LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button .active_cart - 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 ; Set Link in cart flag - - ; Check if the cart is facing north or south - LDA SprSubtype, X : BEQ .opposite_direction - STA.w !MinecartDirection - LDA #$01 : STA !SpriteDirection, X - %GotoAction(4) ; Minecart_MoveSouth - RTS - - .opposite_direction - STA.w !MinecartDirection - LDA #$00 : STA !SpriteDirection, X - %GotoAction(2) ; Minecart_MoveNorth - RTS + 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 ; Set Link in cart flag + + ; Check if the cart is facing north or south + LDA SprSubtype, X : BEQ .opposite_direction + STA.w !MinecartDirection + LDA #$01 : STA !SpriteDirection, X + %GotoAction(4) ; Minecart_MoveSouth + RTS + + .opposite_direction + STA.w !MinecartDirection + LDA #$00 : STA !SpriteDirection, X + %GotoAction(2) ; Minecart_MoveNorth + RTS .not_ready .lifting JSR HandleLiftAndToss + JSL ThrownSprite_TileAndSpriteInteraction_long RTS } @@ -333,100 +335,100 @@ 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.w SprYSpeed, X - JMP .continue + LDA $36 : BNE .fast_speed + LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X + JMP .continue .fast_speed - LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X + LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X .continue - JSL Sprite_MoveVert + JSL Sprite_MoveVert - ; Get direction of the cart (0 to 3) - LDY.w !SpriteDirection, X - JSL DragPlayer - JSR CheckForPlayerInput - %HandlePlayerCamera() - %MoveCart() + ; Get direction of the cart (0 to 3) + LDY.w !SpriteDirection, X + JSL DragPlayer + JSR CheckForPlayerInput + %HandlePlayerCamera() + %MoveCart() - RTS + RTS } ; ------------------------------------------------------- ; 0x03 Minecart_MoveEast: { - %PlayAnimation(0,1,8) - %InitMovement() + %PlayAnimation(0,1,8) + %InitMovement() - LDA $36 : BNE .fast_speed - LDA.b #!MinecartSpeed : STA $0D50, X - JMP .continue + LDA $36 : BNE .fast_speed + LDA.b #!MinecartSpeed : STA $0D50, X + JMP .continue .fast_speed - LDA.b #!DoubleSpeed : STA $0D50, X + LDA.b #!DoubleSpeed : STA $0D50, X .continue - JSL Sprite_MoveHoriz - - ; Get direction of the cart (0 to 3) - LDY.w !SpriteDirection, X - JSL DragPlayer - JSR CheckForPlayerInput - %HandlePlayerCamera() - %MoveCart() + JSL Sprite_MoveHoriz + + ; Get direction of the cart (0 to 3) + LDY.w !SpriteDirection, X + JSL DragPlayer + JSR CheckForPlayerInput + %HandlePlayerCamera() + %MoveCart() - RTS + RTS } ; ------------------------------------------------------- ; 0x04 Minecart_MoveSouth: { - %PlayAnimation(2,3,8) - %InitMovement() + %PlayAnimation(2,3,8) + %InitMovement() - LDA $36 : BNE .fast_speed - LDA.b #!MinecartSpeed : STA.w SprYSpeed, X - JMP .continue + LDA $36 : BNE .fast_speed + LDA.b #!MinecartSpeed : STA.w SprYSpeed, X + JMP .continue .fast_speed - LDA.b #!DoubleSpeed : STA.w SprYSpeed, X + LDA.b #!DoubleSpeed : STA.w SprYSpeed, X .continue - JSL Sprite_MoveVert + JSL Sprite_MoveVert - ; Get direction of the cart (0 to 3) - LDY.w !SpriteDirection, X - JSL DragPlayer - JSR CheckForPlayerInput - %HandlePlayerCamera() - %MoveCart() - - RTS + ; Get direction of the cart (0 to 3) + LDY.w !SpriteDirection, X + JSL DragPlayer + JSR CheckForPlayerInput + %HandlePlayerCamera() + %MoveCart() + + RTS } ; ------------------------------------------------------- ; 0x05 Minecart_MoveWest: { - %PlayAnimation(0,1,8) - %InitMovement() + %PlayAnimation(0,1,8) + %InitMovement() - LDA $36 : BNE .fast_speed - LDA.b #-!MinecartSpeed : STA $0D50, X - JMP .continue + LDA $36 : BNE .fast_speed + LDA.b #-!MinecartSpeed : STA $0D50, X + JMP .continue .fast_speed - LDA.b #-!DoubleSpeed : STA $0D50, X + LDA.b #-!DoubleSpeed : STA $0D50, X .continue - JSL Sprite_MoveHoriz - - ; Get direction of the cart (0 to 3) - LDY.w !SpriteDirection, X - JSL DragPlayer - JSR CheckForPlayerInput - %HandlePlayerCamera() - %MoveCart() + JSL Sprite_MoveHoriz + + ; Get direction of the cart (0 to 3) + LDY.w !SpriteDirection, X + JSL DragPlayer + JSR CheckForPlayerInput + %HandlePlayerCamera() + %MoveCart() - RTS + RTS } @@ -434,26 +436,25 @@ Sprite_Minecart_Main: ; 0x06 Minecart_Release: { - %StopCart() + %StopCart() - LDA SprTimerD, X : BNE .not_ready - LDA #$40 : STA.w SprTimerA, X - LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert - CMP.b #$02 : BEQ .vert - JMP .horiz - .vert - %GotoAction(1) ; Minecart_WaitVert - RTS - .horiz - %GotoAction(0) - .not_ready + LDA SprTimerD, X : BNE .not_ready + LDA #$40 : STA.w SprTimerA, X + LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert + CMP.b #$02 : BEQ .vert + JMP .horiz + .vert + %GotoAction(1) ; Minecart_WaitVert RTS + .horiz + %GotoAction(0) + .not_ready + RTS } } ; ========================================================= - HandleTileDirections: { LDA SprTimerA, X : BEQ + @@ -616,18 +617,6 @@ HandleTileDirections: db $00, $02, $00, $04 ; South db $03, $01, $00, $00 ; West } - .unused_tile_ids - { - ; TL, BL, TR, BR - ; db $B2, $B3, $B4, $B5 - ; db $B0 - Horiz - ; db $B1 | Vert - ; db $B8 Stop North - ; db $B9 Stop South - ; db $BA Stop East - ; db $BB Stop West - ; db $BE + any direction - } } ; ========================================================= @@ -636,61 +625,51 @@ HandleTileDirections: HandleDynamicSwitchTileDirections: { - ; Find out if the sprite $B0 is in the room - JSR CheckSpritePresence : BCC .no_b0 + ; Find out if the sprite $B0 is in the room + JSR CheckSpritePresence : BCC .no_b0 + PHX + LDA $02 : TAX + JSL Link_SetupHitBox + JSL Sprite_SetupHitBox ; X is now the ID of the sprite $B0 + PLX + + JSL CheckIfHitBoxesOverlap : BCC .no_b0 + LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west + CMP.b #$01 : BEQ .north_or_south + CMP.b #$02 : BEQ .east_or_west + CMP.b #$03 : BEQ .north_or_south + .no_b0 + RTS - PHX : LDA $02 : TAX - JSL Link_SetupHitBox + .east_or_west + LDA SwitchRam : BNE .go_west + LDA #$01 : STA.w SprSubtype, X + STA.w !MinecartDirection + LDA #$03 : STA !SpriteDirection, X + %GotoAction(3) ; Minecart_MoveEast + RTS - ; X is now the ID of the sprite $B0 - JSL Sprite_SetupHitBox - PLX - - JSL CheckIfHitBoxesOverlap : BCC .no_b0 - - LDA !MinecartDirection : CMP.b #$00 : BEQ .east_or_west - CMP.b #$01 : BEQ .north_or_south - CMP.b #$02 : BEQ .east_or_west - CMP.b #$03 : BEQ .north_or_south - - .no_b0 - RTS - - .east_or_west - LDA SwitchRam : BNE .go_west - LDA #$01 : STA.w SprSubtype, X - STA.w !MinecartDirection - LDA #$03 : STA !SpriteDirection, X - %GotoAction(3) ; Minecart_MoveEast - ; LDA SprY, X : AND #$F8 : STA.w SprY, X - RTS - - .go_west - LDA #$03 : STA.w SprSubtype, X - STA.w !MinecartDirection - LDA #$02 : STA !SpriteDirection, X - %GotoAction(5) ; Minecart_MoveWest - ; LDA SprY, X : AND #$F8 : STA.w SprY, X - RTS - - .north_or_south - LDA SwitchRam : BNE .go_south - LDA #$00 : STA.w SprSubtype, X - STA.w !MinecartDirection - STA !SpriteDirection, X - %GotoAction(2) ; Minecart_MoveNorth - ; LDA SprX, X : AND #$F8 : STA.w SprX, X - RTS - - .go_south - LDA #$02 : STA.w SprSubtype, X - STA.w !MinecartDirection - LDA #$01 : STA !SpriteDirection, X - %GotoAction(4) ; Minecart_MoveSouth - ; LDA SprX, X : AND #$F8 : STA.w SprX, X - RTS + .go_west + LDA #$03 : STA.w SprSubtype, X + STA.w !MinecartDirection + LDA #$02 : STA !SpriteDirection, X + %GotoAction(5) ; Minecart_MoveWest + RTS + .north_or_south + LDA SwitchRam : BNE .go_south + LDA #$00 : STA.w SprSubtype, X + STA.w !MinecartDirection + STA !SpriteDirection, X + %GotoAction(2) ; Minecart_MoveNorth + RTS + .go_south + LDA #$02 : STA.w SprSubtype, X + STA.w !MinecartDirection + LDA #$01 : STA !SpriteDirection, X + %GotoAction(4) ; Minecart_MoveSouth + RTS } ; ========================================================= @@ -786,21 +765,20 @@ CheckForPlayerInput: CheckIfPlayerIsOn: { - REP #$20 - LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left - LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right - - LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up - LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down - - SEP #$21 : RTS ; Return with carry set - + REP #$20 + LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left + LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right + LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up + LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down + SEP #$21 + RTS ; Return with carry set .left .right .up .down - SEP #$20 - CLC : RTS ; Return with carry cleared + SEP #$20 + CLC + RTS ; Return with carry cleared } @@ -852,19 +830,16 @@ FollowerDraw_CalculateOAMCoords: LDA.b $02 : STA.b ($90),Y INY - CLC : ADC.w #$0080 - CMP.w #$0180 : BCS .off_screen + CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen + LDA.b $02 : AND.w #$0100 : STA.b $74 + LDA.b $00 : STA.b ($90),Y - LDA.b $02 : AND.w #$0100 : STA.b $74 - LDA.b $00 : STA.b ($90),Y + CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen - CLC : ADC.w #$0010 - CMP.w #$0100 : BCC .on_screen - -.off_screen: + .off_screen: LDA.w #$00F0 : STA.b ($90),Y -.on_screen: + .on_screen: SEP #$20 INY RTS diff --git a/Sprites/Objects/switch_track.asm b/Sprites/Objects/switch_track.asm index e593aed..f6a9d52 100644 --- a/Sprites/Objects/switch_track.asm +++ b/Sprites/Objects/switch_track.asm @@ -3,7 +3,7 @@ ; ========================================================= !SPRID = $B0 ; The sprite ID you are overwriting (HEX) -!NbrTiles = 04 ; Number of tiles used in a frame +!NbrTiles = 02 ; Number of tiles used in a frame !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !Health = 01 ; Number of Health the sprite have @@ -13,7 +13,7 @@ !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) -!Hitbox = $1C ; 00 to 31, can be viewed in sprite draw tool +!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 01 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision @@ -87,11 +87,9 @@ Sprite_RotatingTrack_Main: ; 00 = TopLeft -> TopRight TopLeftToTopRight: { - LDA SwitchRam : BEQ part2 - - %PlayAnimation(0,0,4) - part2: - + LDA SwitchRam : BNE part2 + %PlayAnimation(0,0,4) + part2: %PlayAnimation(1,1,4) RTS } @@ -101,10 +99,8 @@ Sprite_RotatingTrack_Main: TopRightToBottomRight: { LDA SwitchRam : BNE part2_a - - %PlayAnimation(1,1,4) - part2_a: - + %PlayAnimation(1,1,4) + part2_a: %PlayAnimation(2,2,4) RTS } @@ -114,24 +110,19 @@ Sprite_RotatingTrack_Main: BottomRightToBottomLeft: { LDA SwitchRam : BNE part2_b - - %PlayAnimation(2,2,4) - part2_b: - - %PlayAnimation(3,3,4) - RTS - } + %PlayAnimation(2,2,4) + part2_b: + %PlayAnimation(3,3,4) + RTS + } ; ------------------------------------------------------- ; 03 = BottomLeft -> TopLeft BottomLeftToTopLeft: { LDA SwitchRam : BNE part2_c - - %PlayAnimation(3,3,4) - - part2_c: - + %PlayAnimation(3,3,4) + part2_c: %PlayAnimation(0,0,4) RTS } @@ -141,15 +132,13 @@ Sprite_RotatingTrack_Main: TopRightToTopLeft: { LDA SwitchRam : BNE part2_d - - %StartOnFrame(1) - %PlayAnimation(1,1,4) - - part2_d: - %StartOnFrame(0) - %PlayAnimation(0,0,4) - RTS - } + %StartOnFrame(1) + %PlayAnimation(1,1,4) + part2_d: + %StartOnFrame(0) + %PlayAnimation(0,0,4) + RTS + } } ; ========================================================= @@ -178,10 +167,10 @@ Sprite_RotatingTrack_Draw: REP #$20 - LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y + LDA $00 : STA ($90), Y AND.w #$0100 : STA $0E INY - LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y + LDA $02 : STA ($90), Y CLC : ADC #$0010 : CMP.w #$0100 SEP #$20 BCC .on_screen_y @@ -200,7 +189,7 @@ Sprite_RotatingTrack_Draw: TYA : LSR #2 : TAY - LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer + LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY @@ -215,16 +204,6 @@ Sprite_RotatingTrack_Draw: db $00, $01, $02, $03 .nbr_of_tiles db 0, 0, 0, 0 - .x_offsets - dw 0 - dw 0 - dw 0 - dw 0 - .y_offsets - dw 0 - dw 0 - dw 0 - dw 0 .chr db $44 db $44 @@ -235,9 +214,4 @@ Sprite_RotatingTrack_Draw: db $3D db $FD db $BD - .sizes - db $02 - db $02 - db $02 - db $02 } \ No newline at end of file