cleanup minecart and switch track
This commit is contained in:
@@ -248,8 +248,8 @@ HandleTossedCart:
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Sprite_Minecart_Main:
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{
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LDA.w SprAction, X ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Minecart_WaitHoriz ; 0x00
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dw Minecart_WaitVert ; 0x01
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@@ -263,34 +263,35 @@ Sprite_Minecart_Main:
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; 0x00
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Minecart_WaitHoriz:
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{
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%PlayAnimation(0,1,8)
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%PlayAnimation(0,1,8)
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA.w SprMiscF, X : BNE .active_cart
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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.active_cart
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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.active_cart
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing east or west
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LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
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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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RTS
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; Check if the cart is facing east or west
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LDA SprSubtype, X : CMP.b #$03 : BNE .opposite_direction
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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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RTS
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.opposite_direction
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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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RTS
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.opposite_direction
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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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RTS
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.not_ready
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.not_ready
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.lifting
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JSR HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -298,34 +299,35 @@ Sprite_Minecart_Main:
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; 0x01
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Minecart_WaitVert:
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{
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%PlayAnimation(2,3,8)
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%PlayAnimation(2,3,8)
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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LDA SprTimerA, X : BNE .not_ready
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LDA !LinkCarryOrToss : AND #$03 : BNE .lifting
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JSR CheckIfPlayerIsOn : BCC .not_ready
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LDA.w SprMiscF, X : BNE .active_cart
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LDA $F4 : AND.b #$80 : BEQ .not_ready ; Check for B button
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.active_cart
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing north or south
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LDA SprSubtype, X : BEQ .opposite_direction
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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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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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LDA #$01 : STA !LinkInCart ; Set Link in cart flag
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; Check if the cart is facing north or south
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LDA SprSubtype, X : BEQ .opposite_direction
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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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RTS
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.opposite_direction
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STA.w !MinecartDirection
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LDA #$00 : STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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RTS
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.not_ready
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.lifting
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JSR HandleLiftAndToss
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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@@ -333,100 +335,100 @@ Sprite_Minecart_Main:
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; 0x02
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Minecart_MoveNorth:
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{
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%PlayAnimation(2,3,8)
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%InitMovement()
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%PlayAnimation(2,3,8)
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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.fast_speed
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LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
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LDA.b #-!DoubleSpeed : STA.w SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x03
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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%InitMovement()
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%PlayAnimation(0,1,8)
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA $0D50, X
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JMP .continue
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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LDA.b #!DoubleSpeed : STA $0D50, X
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LDA.b #!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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RTS
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RTS
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}
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; -------------------------------------------------------
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; 0x04
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Minecart_MoveSouth:
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{
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%PlayAnimation(2,3,8)
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%InitMovement()
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%PlayAnimation(2,3,8)
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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LDA $36 : BNE .fast_speed
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LDA.b #!MinecartSpeed : STA.w SprYSpeed, X
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JMP .continue
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.fast_speed
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LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
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LDA.b #!DoubleSpeed : STA.w SprYSpeed, X
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.continue
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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RTS
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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RTS
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}
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; -------------------------------------------------------
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; 0x05
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Minecart_MoveWest:
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{
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%PlayAnimation(0,1,8)
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%InitMovement()
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%PlayAnimation(0,1,8)
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%InitMovement()
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JMP .continue
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LDA $36 : BNE .fast_speed
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JMP .continue
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.fast_speed
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LDA.b #-!DoubleSpeed : STA $0D50, X
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LDA.b #-!DoubleSpeed : STA $0D50, X
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.continue
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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JSL Sprite_MoveHoriz
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; Get direction of the cart (0 to 3)
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LDY.w !SpriteDirection, X
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JSL DragPlayer
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JSR CheckForPlayerInput
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%HandlePlayerCamera()
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%MoveCart()
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RTS
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RTS
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}
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@@ -434,26 +436,25 @@ Sprite_Minecart_Main:
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; 0x06
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Minecart_Release:
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{
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%StopCart()
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%StopCart()
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LDA SprTimerD, X : BNE .not_ready
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LDA #$40 : STA.w SprTimerA, X
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LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert
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CMP.b #$02 : BEQ .vert
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JMP .horiz
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.vert
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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.horiz
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%GotoAction(0)
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.not_ready
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LDA SprTimerD, X : BNE .not_ready
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LDA #$40 : STA.w SprTimerA, X
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LDA.w !SpriteDirection, X : CMP.b #$00 : BEQ .vert
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CMP.b #$02 : BEQ .vert
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JMP .horiz
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.vert
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%GotoAction(1) ; Minecart_WaitVert
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RTS
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.horiz
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%GotoAction(0)
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.not_ready
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RTS
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}
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}
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; =========================================================
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HandleTileDirections:
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{
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LDA SprTimerA, X : BEQ +
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@@ -616,18 +617,6 @@ HandleTileDirections:
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db $00, $02, $00, $04 ; South
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db $03, $01, $00, $00 ; West
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}
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.unused_tile_ids
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{
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; TL, BL, TR, BR
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; db $B2, $B3, $B4, $B5
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; db $B0 - Horiz
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; db $B1 | Vert
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; db $B8 Stop North
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; db $B9 Stop South
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; db $BA Stop East
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; db $BB Stop West
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; db $BE + any direction
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}
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}
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; =========================================================
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@@ -636,61 +625,51 @@ HandleTileDirections:
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HandleDynamicSwitchTileDirections:
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{
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; Find out if the sprite $B0 is in the room
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JSR CheckSpritePresence : BCC .no_b0
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; Find out if the sprite $B0 is in the room
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JSR CheckSpritePresence : BCC .no_b0
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PHX
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LDA $02 : TAX
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JSL Link_SetupHitBox
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JSL Sprite_SetupHitBox ; X is now the ID of the sprite $B0
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PLX
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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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.no_b0
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RTS
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PHX : LDA $02 : TAX
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JSL Link_SetupHitBox
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.east_or_west
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LDA SwitchRam : BNE .go_west
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LDA #$01 : STA.w 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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RTS
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; X is now the ID of the sprite $B0
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JSL Sprite_SetupHitBox
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PLX
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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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.no_b0
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RTS
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.east_or_west
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LDA SwitchRam : BNE .go_west
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LDA #$01 : STA.w 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.w SprY, X
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RTS
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.go_west
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LDA #$03 : STA.w 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.w SprY, X
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RTS
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.north_or_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA.w SprSubtype, X
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STA.w !MinecartDirection
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STA !SpriteDirection, X
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%GotoAction(2) ; Minecart_MoveNorth
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; LDA SprX, X : AND #$F8 : STA.w SprX, X
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RTS
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.go_south
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LDA #$02 : STA.w 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.w SprX, X
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RTS
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.go_west
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LDA #$03 : STA.w 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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RTS
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.north_or_south
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LDA SwitchRam : BNE .go_south
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LDA #$00 : STA.w 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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RTS
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.go_south
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LDA #$02 : STA.w 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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RTS
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}
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; =========================================================
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@@ -786,21 +765,20 @@ CheckForPlayerInput:
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CheckIfPlayerIsOn:
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{
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
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SEP #$21 : RTS ; Return with carry set
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REP #$20
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LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .left
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LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .right
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LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .up
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LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .down
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SEP #$21
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RTS ; Return with carry set
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.left
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.right
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.up
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.down
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SEP #$20
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CLC : RTS ; Return with carry cleared
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SEP #$20
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CLC
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RTS ; Return with carry cleared
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}
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@@ -852,19 +830,16 @@ FollowerDraw_CalculateOAMCoords:
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LDA.b $02 : STA.b ($90),Y
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INY
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CLC : ADC.w #$0080
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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
|
||||
|
||||
@@ -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
|
||||
}
|
||||
Reference in New Issue
Block a user